Cycles: internal code support for anisotropic Beckmann and GGX reflection

Based on:

Understanding the Masking-Shadowing Function in Microfacet-Based BRDFs
E. Heitz, Research Report 2014
This commit is contained in:
Brecht Van Lommel
2014-06-04 00:39:42 +02:00
parent 8ce1090d4e
commit ceb68e809e
6 changed files with 321 additions and 123 deletions

View File

@@ -24,6 +24,7 @@ ccl_device void svm_node_glass_setup(ShaderData *sd, ShaderClosure *sc, int type
if(refract) {
sc->data0 = eta;
sc->data1 = 0.0f;
sc->data2 = 0.0f;
sd->flag |= bsdf_refraction_setup(sc);
}
else
@@ -31,7 +32,8 @@ ccl_device void svm_node_glass_setup(ShaderData *sd, ShaderClosure *sc, int type
}
else if(type == CLOSURE_BSDF_MICROFACET_BECKMANN_GLASS_ID) {
sc->data0 = roughness;
sc->data1 = eta;
sc->data1 = roughness;
sc->data2 = eta;
if(refract)
sd->flag |= bsdf_microfacet_beckmann_refraction_setup(sc);
@@ -40,7 +42,8 @@ ccl_device void svm_node_glass_setup(ShaderData *sd, ShaderClosure *sc, int type
}
else {
sc->data0 = roughness;
sc->data1 = eta;
sc->data1 = roughness;
sc->data2 = eta;
if(refract)
sd->flag |= bsdf_microfacet_ggx_refraction_setup(sc);
@@ -135,11 +138,13 @@ ccl_device void svm_node_closure_bsdf(KernelGlobals *kg, ShaderData *sd, float *
if(roughness == 0.0f) {
sc->data0 = 0.0f;
sc->data1 = 0.0f;
sc->data2 = 0.0f;
sd->flag |= bsdf_diffuse_setup(sc);
}
else {
sc->data0 = roughness;
sc->data1 = 0.0f;
sc->data2 = 0.0f;
sd->flag |= bsdf_oren_nayar_setup(sc);
}
}
@@ -151,6 +156,7 @@ ccl_device void svm_node_closure_bsdf(KernelGlobals *kg, ShaderData *sd, float *
if(sc) {
sc->data0 = 0.0f;
sc->data1 = 0.0f;
sc->data2 = 0.0f;
sc->N = N;
sd->flag |= bsdf_translucent_setup(sc);
}
@@ -162,6 +168,7 @@ ccl_device void svm_node_closure_bsdf(KernelGlobals *kg, ShaderData *sd, float *
if(sc) {
sc->data0 = 0.0f;
sc->data1 = 0.0f;
sc->data2 = 0.0f;
sc->N = N;
sd->flag |= bsdf_transparent_setup(sc);
}
@@ -179,7 +186,8 @@ ccl_device void svm_node_closure_bsdf(KernelGlobals *kg, ShaderData *sd, float *
if(sc) {
sc->N = N;
sc->data0 = param1;
sc->data1 = 0.0f;
sc->data1 = param1;
sc->data2 = 0.0f;
/* setup bsdf */
if(type == CLOSURE_BSDF_REFLECTION_ID)
@@ -211,12 +219,14 @@ ccl_device void svm_node_closure_bsdf(KernelGlobals *kg, ShaderData *sd, float *
if(type == CLOSURE_BSDF_REFRACTION_ID) {
sc->data0 = eta;
sc->data1 = 0.0f;
sc->data2 = 0.0f;
sd->flag |= bsdf_refraction_setup(sc);
}
else {
sc->data0 = param1;
sc->data1 = eta;
sc->data1 = param1;
sc->data2 = eta;
if(type == CLOSURE_BSDF_MICROFACET_BECKMANN_REFRACTION_ID)
sd->flag |= bsdf_microfacet_beckmann_refraction_setup(sc);
@@ -302,11 +312,12 @@ ccl_device void svm_node_closure_bsdf(KernelGlobals *kg, ShaderData *sd, float *
sc->data1 = roughness/(1.0f - anisotropy);
}
sc->data2 = 0.0f;
if (type == CLOSURE_BSDF_ASHIKHMIN_SHIRLEY_ID)
sd->flag |= bsdf_ashikhmin_shirley_setup(sc);
else
sd->flag |= bsdf_ward_setup(sc);
#else
sd->flag |= bsdf_diffuse_setup(sc);
#endif
@@ -322,6 +333,7 @@ ccl_device void svm_node_closure_bsdf(KernelGlobals *kg, ShaderData *sd, float *
/* sigma */
sc->data0 = clamp(param1, 0.0f, 1.0f);
sc->data1 = 0.0f;
sc->data2 = 0.0f;
sd->flag |= bsdf_ashikhmin_velvet_setup(sc);
}
break;
@@ -335,6 +347,7 @@ ccl_device void svm_node_closure_bsdf(KernelGlobals *kg, ShaderData *sd, float *
sc->N = N;
sc->data0 = param1;
sc->data1 = param2;
sc->data2 = 0.0f;
if (type == CLOSURE_BSDF_DIFFUSE_TOON_ID)
sd->flag |= bsdf_diffuse_toon_setup(sc);
@@ -369,11 +382,11 @@ ccl_device void svm_node_closure_bsdf(KernelGlobals *kg, ShaderData *sd, float *
sc->N = N;
sc->data0 = param1;
sc->data1 = param2;
sc->offset = -stack_load_float(stack, data_node.z);
sc->data2 = -stack_load_float(stack, data_node.z);
if(!(sd->type & PRIMITIVE_ALL_CURVE)) {
sc->T = normalize(sd->dPdv);
sc->offset = 0.0f;
sc->data2 = 0.0f;
}
else
sc->T = sd->dPdu;
@@ -418,6 +431,7 @@ ccl_device void svm_node_closure_bsdf(KernelGlobals *kg, ShaderData *sd, float *
sc->sample_weight = sample_weight;
sc->data0 = radius.x;
sc->data1 = texture_blur;
sc->data2 = 0.0f;
sc->T.x = sharpness;
#ifdef __OSL__
sc->prim = NULL;
@@ -434,6 +448,7 @@ ccl_device void svm_node_closure_bsdf(KernelGlobals *kg, ShaderData *sd, float *
sc->sample_weight = sample_weight;
sc->data0 = radius.y;
sc->data1 = texture_blur;
sc->data2 = 0.0f;
sc->T.x = sharpness;
#ifdef __OSL__
sc->prim = NULL;
@@ -450,6 +465,7 @@ ccl_device void svm_node_closure_bsdf(KernelGlobals *kg, ShaderData *sd, float *
sc->sample_weight = sample_weight;
sc->data0 = radius.z;
sc->data1 = texture_blur;
sc->data2 = 0.0f;
sc->T.x = sharpness;
#ifdef __OSL__
sc->prim = NULL;