Files
blender/intern/cycles/kernel/closure/bsdf_principled_sheen.h
Brecht Van Lommel 0803119725 Cycles: merge of cycles-x branch, a major update to the renderer
This includes much improved GPU rendering performance, viewport interactivity,
new shadow catcher, revamped sampling settings, subsurface scattering anisotropy,
new GPU volume sampling, improved PMJ sampling pattern, and more.

Some features have also been removed or changed, breaking backwards compatibility.
Including the removal of the OpenCL backend, for which alternatives are under
development.

Release notes and code docs:
https://wiki.blender.org/wiki/Reference/Release_Notes/3.0/Cycles
https://wiki.blender.org/wiki/Source/Render/Cycles

Credits:
* Sergey Sharybin
* Brecht Van Lommel
* Patrick Mours (OptiX backend)
* Christophe Hery (subsurface scattering anisotropy)
* William Leeson (PMJ sampling pattern)
* Alaska (various fixes and tweaks)
* Thomas Dinges (various fixes)

For the full commit history, see the cycles-x branch. This squashes together
all the changes since intermediate changes would often fail building or tests.

Ref T87839, T87837, T87836
Fixes T90734, T89353, T80267, T80267, T77185, T69800
2021-09-21 14:55:54 +02:00

141 lines
4.3 KiB
C

/*
* Copyright 2011-2017 Blender Foundation
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
#pragma once
/* DISNEY PRINCIPLED SHEEN BRDF
*
* Shading model by Brent Burley (Disney): "Physically Based Shading at Disney" (2012)
*/
#include "kernel/closure/bsdf_util.h"
CCL_NAMESPACE_BEGIN
typedef ccl_addr_space struct PrincipledSheenBsdf {
SHADER_CLOSURE_BASE;
float avg_value;
} PrincipledSheenBsdf;
static_assert(sizeof(ShaderClosure) >= sizeof(PrincipledSheenBsdf),
"PrincipledSheenBsdf is too large!");
ccl_device_inline float calculate_avg_principled_sheen_brdf(float3 N, float3 I)
{
/* To compute the average, we set the half-vector to the normal, resulting in
* NdotI = NdotL = NdotV = LdotH */
float NdotI = dot(N, I);
if (NdotI < 0.0f) {
return 0.0f;
}
return schlick_fresnel(NdotI) * NdotI;
}
ccl_device float3
calculate_principled_sheen_brdf(float3 N, float3 V, float3 L, float3 H, float *pdf)
{
float NdotL = dot(N, L);
float NdotV = dot(N, V);
if (NdotL < 0 || NdotV < 0) {
*pdf = 0.0f;
return make_float3(0.0f, 0.0f, 0.0f);
}
float LdotH = dot(L, H);
float value = schlick_fresnel(LdotH) * NdotL;
return make_float3(value, value, value);
}
ccl_device int bsdf_principled_sheen_setup(const ShaderData *sd, PrincipledSheenBsdf *bsdf)
{
bsdf->type = CLOSURE_BSDF_PRINCIPLED_SHEEN_ID;
bsdf->avg_value = calculate_avg_principled_sheen_brdf(bsdf->N, sd->I);
bsdf->sample_weight *= bsdf->avg_value;
return SD_BSDF | SD_BSDF_HAS_EVAL;
}
ccl_device float3 bsdf_principled_sheen_eval_reflect(const ShaderClosure *sc,
const float3 I,
const float3 omega_in,
float *pdf)
{
const PrincipledSheenBsdf *bsdf = (const PrincipledSheenBsdf *)sc;
float3 N = bsdf->N;
float3 V = I; // outgoing
float3 L = omega_in; // incoming
float3 H = normalize(L + V);
if (dot(N, omega_in) > 0.0f) {
*pdf = fmaxf(dot(N, omega_in), 0.0f) * M_1_PI_F;
return calculate_principled_sheen_brdf(N, V, L, H, pdf);
}
else {
*pdf = 0.0f;
return make_float3(0.0f, 0.0f, 0.0f);
}
}
ccl_device float3 bsdf_principled_sheen_eval_transmit(const ShaderClosure *sc,
const float3 I,
const float3 omega_in,
float *pdf)
{
return make_float3(0.0f, 0.0f, 0.0f);
}
ccl_device int bsdf_principled_sheen_sample(const ShaderClosure *sc,
float3 Ng,
float3 I,
float3 dIdx,
float3 dIdy,
float randu,
float randv,
float3 *eval,
float3 *omega_in,
float3 *domega_in_dx,
float3 *domega_in_dy,
float *pdf)
{
const PrincipledSheenBsdf *bsdf = (const PrincipledSheenBsdf *)sc;
float3 N = bsdf->N;
sample_cos_hemisphere(N, randu, randv, omega_in, pdf);
if (dot(Ng, *omega_in) > 0) {
float3 H = normalize(I + *omega_in);
*eval = calculate_principled_sheen_brdf(N, I, *omega_in, H, pdf);
#ifdef __RAY_DIFFERENTIALS__
// TODO: find a better approximation for the diffuse bounce
*domega_in_dx = -((2 * dot(N, dIdx)) * N - dIdx);
*domega_in_dy = -((2 * dot(N, dIdy)) * N - dIdy);
#endif
}
else {
*pdf = 0.0f;
}
return LABEL_REFLECT | LABEL_DIFFUSE;
}
CCL_NAMESPACE_END