Blender V2.61 - r43446
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00001 /* 00002 * Adapted from Open Shading Language with this license: 00003 * 00004 * Copyright (c) 2009-2010 Sony Pictures Imageworks Inc., et al. 00005 * All Rights Reserved. 00006 * 00007 * Modifications Copyright 2011, Blender Foundation. 00008 * 00009 * Redistribution and use in source and binary forms, with or without 00010 * modification, are permitted provided that the following conditions are 00011 * met: 00012 * * Redistributions of source code must retain the above copyright 00013 * notice, this list of conditions and the following disclaimer. 00014 * * Redistributions in binary form must reproduce the above copyright 00015 * notice, this list of conditions and the following disclaimer in the 00016 * documentation and/or other materials provided with the distribution. 00017 * * Neither the name of Sony Pictures Imageworks nor the names of its 00018 * contributors may be used to endorse or promote products derived from 00019 * this software without specific prior written permission. 00020 * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS 00021 * "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT 00022 * LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR 00023 * A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT 00024 * OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, 00025 * SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT 00026 * LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, 00027 * DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY 00028 * THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT 00029 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE 00030 * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. 00031 */ 00032 00033 #ifndef __BSDF_ASHIKHMIN_VELVET_H__ 00034 #define __BSDF_ASHIKHMIN_VELVET_H__ 00035 00036 CCL_NAMESPACE_BEGIN 00037 00038 typedef struct BsdfAshikhminVelvetClosure { 00039 //float3 m_N; 00040 float m_invsigma2; 00041 } BsdfAshikhminVelvetClosure; 00042 00043 __device void bsdf_ashikhmin_velvet_setup(ShaderData *sd, ShaderClosure *sc, float sigma) 00044 { 00045 sigma = fmaxf(sigma, 0.01f); 00046 00047 float m_invsigma2 = 1.0f/(sigma * sigma); 00048 00049 sc->type = CLOSURE_BSDF_ASHIKHMIN_VELVET_ID; 00050 sd->flag |= SD_BSDF|SD_BSDF_HAS_EVAL; 00051 sc->data0 = m_invsigma2; 00052 } 00053 00054 __device void bsdf_ashikhmin_velvet_blur(ShaderClosure *sc, float roughness) 00055 { 00056 } 00057 00058 __device float3 bsdf_ashikhmin_velvet_eval_reflect(const ShaderData *sd, const ShaderClosure *sc, const float3 I, const float3 omega_in, float *pdf) 00059 { 00060 float m_invsigma2 = sc->data0; 00061 float3 m_N = sd->N; 00062 00063 float cosNO = dot(m_N, I); 00064 float cosNI = dot(m_N, omega_in); 00065 if(cosNO > 0 && cosNI > 0) { 00066 float3 H = normalize(omega_in + I); 00067 00068 float cosNH = dot(m_N, H); 00069 float cosHO = fabsf(dot(I, H)); 00070 00071 if(!(fabsf(cosNH) < 1.0f-1e-5f && cosHO > 1e-5f)) 00072 return make_float3(0, 0, 0); 00073 00074 float cosNHdivHO = cosNH / cosHO; 00075 cosNHdivHO = fmaxf(cosNHdivHO, 1e-5f); 00076 00077 float fac1 = 2 * fabsf(cosNHdivHO * cosNO); 00078 float fac2 = 2 * fabsf(cosNHdivHO * cosNI); 00079 00080 float sinNH2 = 1 - cosNH * cosNH; 00081 float sinNH4 = sinNH2 * sinNH2; 00082 float cotangent2 = (cosNH * cosNH) / sinNH2; 00083 00084 float D = expf(-cotangent2 * m_invsigma2) * m_invsigma2 * M_1_PI_F / sinNH4; 00085 float G = min(1.0f, min(fac1, fac2)); // TODO: derive G from D analytically 00086 00087 float out = 0.25f * (D * G) / cosNO; 00088 00089 *pdf = 0.5f * M_1_PI_F; 00090 return make_float3(out, out, out); 00091 } 00092 00093 return make_float3(0, 0, 0); 00094 } 00095 00096 __device float3 bsdf_ashikhmin_velvet_eval_transmit(const ShaderData *sd, const ShaderClosure *sc, const float3 I, const float3 omega_in, float *pdf) 00097 { 00098 return make_float3(0.0f, 0.0f, 0.0f); 00099 } 00100 00101 __device float bsdf_ashikhmin_velvet_albedo(const ShaderData *sd, const ShaderClosure *sc, const float3 I) 00102 { 00103 return 1.0f; 00104 } 00105 00106 __device int bsdf_ashikhmin_velvet_sample(const ShaderData *sd, const ShaderClosure *sc, float randu, float randv, float3 *eval, float3 *omega_in, float3 *domega_in_dx, float3 *domega_in_dy, float *pdf) 00107 { 00108 float m_invsigma2 = sc->data0; 00109 float3 m_N = sd->N; 00110 00111 // we are viewing the surface from above - send a ray out with uniform 00112 // distribution over the hemisphere 00113 sample_uniform_hemisphere(m_N, randu, randv, omega_in, pdf); 00114 00115 if(dot(sd->Ng, *omega_in) > 0) { 00116 float3 H = normalize(*omega_in + sd->I); 00117 00118 float cosNI = dot(m_N, *omega_in); 00119 float cosNO = dot(m_N, sd->I); 00120 float cosNH = dot(m_N, H); 00121 float cosHO = fabsf(dot(sd->I, H)); 00122 00123 if(fabsf(cosNO) > 1e-5f && fabsf(cosNH) < 1.0f-1e-5f && cosHO > 1e-5f) { 00124 float cosNHdivHO = cosNH / cosHO; 00125 cosNHdivHO = fmaxf(cosNHdivHO, 1e-5f); 00126 00127 float fac1 = 2 * fabsf(cosNHdivHO * cosNO); 00128 float fac2 = 2 * fabsf(cosNHdivHO * cosNI); 00129 00130 float sinNH2 = 1 - cosNH * cosNH; 00131 float sinNH4 = sinNH2 * sinNH2; 00132 float cotangent2 = (cosNH * cosNH) / sinNH2; 00133 00134 float D = expf(-cotangent2 * m_invsigma2) * m_invsigma2 * M_1_PI_F / sinNH4; 00135 float G = min(1.0f, min(fac1, fac2)); // TODO: derive G from D analytically 00136 00137 float power = 0.25f * (D * G) / cosNO; 00138 00139 *eval = make_float3(power, power, power); 00140 00141 #ifdef __RAY_DIFFERENTIALS__ 00142 // TODO: find a better approximation for the retroreflective bounce 00143 *domega_in_dx = (2 * dot(m_N, sd->dI.dx)) * m_N - sd->dI.dx; 00144 *domega_in_dy = (2 * dot(m_N, sd->dI.dy)) * m_N - sd->dI.dy; 00145 *domega_in_dx *= 125.0f; 00146 *domega_in_dy *= 125.0f; 00147 #endif 00148 } 00149 else 00150 *pdf = 0.0f; 00151 } 00152 else 00153 *pdf = 0.0f; 00154 00155 return LABEL_REFLECT|LABEL_DIFFUSE; 00156 } 00157 00158 CCL_NAMESPACE_END 00159 00160 #endif /* __BSDF_ASHIKHMIN_VELVET_H__ */ 00161