Files
blender/intern/cycles/kernel/closure/bsdf_toon.h
Brecht Van Lommel 9cfc7967dd Cycles: use SPDX license headers
* 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* Remove specific license info from outdated readme.txt, instead leave details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
2022-02-11 17:47:34 +01:00

217 lines
7.0 KiB
C

/* SPDX-License-Identifier: BSD-3-Clause
*
* Adapted from Open Shading Language
* Copyright (c) 2009-2010 Sony Pictures Imageworks Inc., et al.
* All Rights Reserved.
*
* Modifications Copyright 2011-2022 Blender Foundation. */
#pragma once
CCL_NAMESPACE_BEGIN
typedef 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(ccl_private ToonBsdf *bsdf)
{
bsdf->type = CLOSURE_BSDF_DIFFUSE_TOON_ID;
bsdf->size = saturatef(bsdf->size);
bsdf->smooth = saturatef(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(ccl_private const ShaderClosure *sc,
const float3 I,
const float3 omega_in,
ccl_private float *pdf)
{
ccl_private const ToonBsdf *bsdf = (ccl_private 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(ccl_private const ShaderClosure *sc,
const float3 I,
const float3 omega_in,
ccl_private float *pdf)
{
return make_float3(0.0f, 0.0f, 0.0f);
}
ccl_device int bsdf_diffuse_toon_sample(ccl_private const ShaderClosure *sc,
float3 Ng,
float3 I,
float3 dIdx,
float3 dIdy,
float randu,
float randv,
ccl_private float3 *eval,
ccl_private float3 *omega_in,
ccl_private float3 *domega_in_dx,
ccl_private float3 *domega_in_dy,
ccl_private float *pdf)
{
ccl_private const ToonBsdf *bsdf = (ccl_private 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(ccl_private ToonBsdf *bsdf)
{
bsdf->type = CLOSURE_BSDF_GLOSSY_TOON_ID;
bsdf->size = saturatef(bsdf->size);
bsdf->smooth = saturatef(bsdf->smooth);
return SD_BSDF | SD_BSDF_HAS_EVAL;
}
ccl_device float3 bsdf_glossy_toon_eval_reflect(ccl_private const ShaderClosure *sc,
const float3 I,
const float3 omega_in,
ccl_private float *pdf)
{
ccl_private const ToonBsdf *bsdf = (ccl_private 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(ccl_private const ShaderClosure *sc,
const float3 I,
const float3 omega_in,
ccl_private float *pdf)
{
return make_float3(0.0f, 0.0f, 0.0f);
}
ccl_device int bsdf_glossy_toon_sample(ccl_private const ShaderClosure *sc,
float3 Ng,
float3 I,
float3 dIdx,
float3 dIdy,
float randu,
float randv,
ccl_private float3 *eval,
ccl_private float3 *omega_in,
ccl_private float3 *domega_in_dx,
ccl_private float3 *domega_in_dy,
ccl_private float *pdf)
{
ccl_private const ToonBsdf *bsdf = (ccl_private 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