
* Replace license text in headers with SPDX identifiers. * Remove specific license info from outdated readme.txt, instead leave details to the source files. * Add list of SPDX license identifiers used, and corresponding license texts. * Update copyright dates while we're at it. Ref D14069, T95597
154 lines
4.2 KiB
C
154 lines
4.2 KiB
C
/* SPDX-License-Identifier: BSD-3-Clause
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*
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* Adapted from Open Shading Language
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* Copyright (c) 2009-2010 Sony Pictures Imageworks Inc., et al.
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* All Rights Reserved.
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*
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* Modifications Copyright 2011-2022 Blender Foundation. */
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#pragma once
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CCL_NAMESPACE_BEGIN
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/* distribute uniform xy on [0,1] over unit disk [-1,1] */
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ccl_device void to_unit_disk(ccl_private float *x, ccl_private float *y)
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{
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float phi = M_2PI_F * (*x);
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float r = sqrtf(*y);
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*x = r * cosf(phi);
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*y = r * sinf(phi);
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}
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/* return an orthogonal tangent and bitangent given a normal and tangent that
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* may not be exactly orthogonal */
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ccl_device void make_orthonormals_tangent(const float3 N,
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const float3 T,
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ccl_private float3 *a,
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ccl_private float3 *b)
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{
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*b = normalize(cross(N, T));
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*a = cross(*b, N);
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}
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/* sample direction with cosine weighted distributed in hemisphere */
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ccl_device_inline void sample_cos_hemisphere(
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const float3 N, float randu, float randv, ccl_private float3 *omega_in, ccl_private float *pdf)
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{
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to_unit_disk(&randu, &randv);
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float costheta = sqrtf(max(1.0f - randu * randu - randv * randv, 0.0f));
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float3 T, B;
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make_orthonormals(N, &T, &B);
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*omega_in = randu * T + randv * B + costheta * N;
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*pdf = costheta * M_1_PI_F;
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}
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/* sample direction uniformly distributed in hemisphere */
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ccl_device_inline void sample_uniform_hemisphere(
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const float3 N, float randu, float randv, ccl_private float3 *omega_in, ccl_private float *pdf)
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{
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float z = randu;
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float r = sqrtf(max(0.0f, 1.0f - z * z));
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float phi = M_2PI_F * randv;
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float x = r * cosf(phi);
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float y = r * sinf(phi);
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float3 T, B;
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make_orthonormals(N, &T, &B);
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*omega_in = x * T + y * B + z * N;
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*pdf = 0.5f * M_1_PI_F;
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}
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/* sample direction uniformly distributed in cone */
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ccl_device_inline void sample_uniform_cone(const float3 N,
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float angle,
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float randu,
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float randv,
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ccl_private float3 *omega_in,
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ccl_private float *pdf)
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{
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float zMin = cosf(angle);
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float z = zMin - zMin * randu + randu;
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float r = safe_sqrtf(1.0f - sqr(z));
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float phi = M_2PI_F * randv;
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float x = r * cosf(phi);
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float y = r * sinf(phi);
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float3 T, B;
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make_orthonormals(N, &T, &B);
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*omega_in = x * T + y * B + z * N;
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*pdf = M_1_2PI_F / (1.0f - zMin);
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}
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ccl_device_inline float pdf_uniform_cone(const float3 N, float3 D, float angle)
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{
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float zMin = cosf(angle);
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float z = dot(N, D);
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if (z > zMin) {
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return M_1_2PI_F / (1.0f - zMin);
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}
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return 0.0f;
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}
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/* sample uniform point on the surface of a sphere */
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ccl_device float3 sample_uniform_sphere(float u1, float u2)
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{
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float z = 1.0f - 2.0f * u1;
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float r = sqrtf(fmaxf(0.0f, 1.0f - z * z));
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float phi = M_2PI_F * u2;
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float x = r * cosf(phi);
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float y = r * sinf(phi);
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return make_float3(x, y, z);
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}
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/* distribute uniform xy on [0,1] over unit disk [-1,1], with concentric mapping
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* to better preserve stratification for some RNG sequences */
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ccl_device float2 concentric_sample_disk(float u1, float u2)
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{
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float phi, r;
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float a = 2.0f * u1 - 1.0f;
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float b = 2.0f * u2 - 1.0f;
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if (a == 0.0f && b == 0.0f) {
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return zero_float2();
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}
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else if (a * a > b * b) {
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r = a;
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phi = M_PI_4_F * (b / a);
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}
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else {
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r = b;
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phi = M_PI_2_F - M_PI_4_F * (a / b);
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}
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return make_float2(r * cosf(phi), r * sinf(phi));
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}
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/* sample point in unit polygon with given number of corners and rotation */
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ccl_device float2 regular_polygon_sample(float corners, float rotation, float u, float v)
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{
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/* sample corner number and reuse u */
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float corner = floorf(u * corners);
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u = u * corners - corner;
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/* uniform sampled triangle weights */
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u = sqrtf(u);
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v = v * u;
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u = 1.0f - u;
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/* point in triangle */
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float angle = M_PI_F / corners;
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float2 p = make_float2((u + v) * cosf(angle), (u - v) * sinf(angle));
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/* rotate */
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rotation += corner * 2.0f * angle;
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float cr = cosf(rotation);
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float sr = sinf(rotation);
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return make_float2(cr * p.x - sr * p.y, sr * p.x + cr * p.y);
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}
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CCL_NAMESPACE_END
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