Files
blender/intern/cycles/kernel/closure/bsdf_toon.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

241 lines
8.1 KiB
C

/*
* Adapted from Open Shading Language with this license:
*
* Copyright (c) 2009-2010 Sony Pictures Imageworks Inc., et al.
* All Rights Reserved.
*
* Modifications Copyright 2011, Blender Foundation.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are
* met:
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
* * Neither the name of Sony Pictures Imageworks nor the names of its
* contributors may be used to endorse or promote products derived from
* this software without specific prior written permission.
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
* LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
* A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
* OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
* LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
* DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
* THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
* OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
#pragma once
CCL_NAMESPACE_BEGIN
typedef ccl_addr_space struct ToonBsdf {
SHADER_CLOSURE_BASE;
float size;
float smooth;
} ToonBsdf;
static_assert(sizeof(ShaderClosure) >= sizeof(ToonBsdf), "ToonBsdf is too large!");
/* DIFFUSE TOON */
ccl_device int bsdf_diffuse_toon_setup(ToonBsdf *bsdf)
{
bsdf->type = CLOSURE_BSDF_DIFFUSE_TOON_ID;
bsdf->size = saturate(bsdf->size);
bsdf->smooth = saturate(bsdf->smooth);
return SD_BSDF | SD_BSDF_HAS_EVAL;
}
ccl_device float3 bsdf_toon_get_intensity(float max_angle, float smooth, float angle)
{
float is;
if (angle < max_angle)
is = 1.0f;
else if (angle < (max_angle + smooth) && smooth != 0.0f)
is = (1.0f - (angle - max_angle) / smooth);
else
is = 0.0f;
return make_float3(is, is, is);
}
ccl_device float bsdf_toon_get_sample_angle(float max_angle, float smooth)
{
return fminf(max_angle + smooth, M_PI_2_F);
}
ccl_device float3 bsdf_diffuse_toon_eval_reflect(const ShaderClosure *sc,
const float3 I,
const float3 omega_in,
float *pdf)
{
const ToonBsdf *bsdf = (const ToonBsdf *)sc;
float max_angle = bsdf->size * M_PI_2_F;
float smooth = bsdf->smooth * M_PI_2_F;
float angle = safe_acosf(fmaxf(dot(bsdf->N, omega_in), 0.0f));
float3 eval = bsdf_toon_get_intensity(max_angle, smooth, angle);
if (eval.x > 0.0f) {
float sample_angle = bsdf_toon_get_sample_angle(max_angle, smooth);
*pdf = 0.5f * M_1_PI_F / (1.0f - cosf(sample_angle));
return *pdf * eval;
}
return make_float3(0.0f, 0.0f, 0.0f);
}
ccl_device float3 bsdf_diffuse_toon_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_diffuse_toon_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 ToonBsdf *bsdf = (const ToonBsdf *)sc;
float max_angle = bsdf->size * M_PI_2_F;
float smooth = bsdf->smooth * M_PI_2_F;
float sample_angle = bsdf_toon_get_sample_angle(max_angle, smooth);
float angle = sample_angle * randu;
if (sample_angle > 0.0f) {
sample_uniform_cone(bsdf->N, sample_angle, randu, randv, omega_in, pdf);
if (dot(Ng, *omega_in) > 0.0f) {
*eval = *pdf * bsdf_toon_get_intensity(max_angle, smooth, angle);
#ifdef __RAY_DIFFERENTIALS__
// TODO: find a better approximation for the bounce
*domega_in_dx = (2.0f * dot(bsdf->N, dIdx)) * bsdf->N - dIdx;
*domega_in_dy = (2.0f * dot(bsdf->N, dIdy)) * bsdf->N - dIdy;
#endif
}
else
*pdf = 0.0f;
}
return LABEL_REFLECT | LABEL_DIFFUSE;
}
/* GLOSSY TOON */
ccl_device int bsdf_glossy_toon_setup(ToonBsdf *bsdf)
{
bsdf->type = CLOSURE_BSDF_GLOSSY_TOON_ID;
bsdf->size = saturate(bsdf->size);
bsdf->smooth = saturate(bsdf->smooth);
return SD_BSDF | SD_BSDF_HAS_EVAL;
}
ccl_device float3 bsdf_glossy_toon_eval_reflect(const ShaderClosure *sc,
const float3 I,
const float3 omega_in,
float *pdf)
{
const ToonBsdf *bsdf = (const ToonBsdf *)sc;
float max_angle = bsdf->size * M_PI_2_F;
float smooth = bsdf->smooth * M_PI_2_F;
float cosNI = dot(bsdf->N, omega_in);
float cosNO = dot(bsdf->N, I);
if (cosNI > 0 && cosNO > 0) {
/* reflect the view vector */
float3 R = (2 * cosNO) * bsdf->N - I;
float cosRI = dot(R, omega_in);
float angle = safe_acosf(fmaxf(cosRI, 0.0f));
float3 eval = bsdf_toon_get_intensity(max_angle, smooth, angle);
float sample_angle = bsdf_toon_get_sample_angle(max_angle, smooth);
*pdf = 0.5f * M_1_PI_F / (1.0f - cosf(sample_angle));
return *pdf * eval;
}
return make_float3(0.0f, 0.0f, 0.0f);
}
ccl_device float3 bsdf_glossy_toon_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_glossy_toon_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 ToonBsdf *bsdf = (const ToonBsdf *)sc;
float max_angle = bsdf->size * M_PI_2_F;
float smooth = bsdf->smooth * M_PI_2_F;
float cosNO = dot(bsdf->N, I);
if (cosNO > 0) {
/* reflect the view vector */
float3 R = (2 * cosNO) * bsdf->N - I;
float sample_angle = bsdf_toon_get_sample_angle(max_angle, smooth);
float angle = sample_angle * randu;
sample_uniform_cone(R, sample_angle, randu, randv, omega_in, pdf);
if (dot(Ng, *omega_in) > 0.0f) {
float cosNI = dot(bsdf->N, *omega_in);
/* make sure the direction we chose is still in the right hemisphere */
if (cosNI > 0) {
*eval = *pdf * bsdf_toon_get_intensity(max_angle, smooth, angle);
#ifdef __RAY_DIFFERENTIALS__
*domega_in_dx = (2 * dot(bsdf->N, dIdx)) * bsdf->N - dIdx;
*domega_in_dy = (2 * dot(bsdf->N, dIdy)) * bsdf->N - dIdy;
#endif
}
else
*pdf = 0.0f;
}
else
*pdf = 0.0f;
}
return LABEL_GLOSSY | LABEL_REFLECT;
}
CCL_NAMESPACE_END