
These replace float3 and packed_float3 in various places in the kernel where a spectral color representation will be used in the future. That representation will require more than 3 channels and conversion to from/RGB. The kernel code was refactored to remove the assumption that Spectrum and RGB colors are the same thing. There are no functional changes, Spectrum is still a float3 and the conversion functions are no-ops. Differential Revision: https://developer.blender.org/D15535
107 lines
3.4 KiB
C
107 lines
3.4 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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#include "kernel/sample/mapping.h"
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#include "kernel/util/color.h"
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CCL_NAMESPACE_BEGIN
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#ifdef __OSL__
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typedef struct DiffuseRampBsdf {
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SHADER_CLOSURE_BASE;
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ccl_private float3 *colors;
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} DiffuseRampBsdf;
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static_assert(sizeof(ShaderClosure) >= sizeof(DiffuseRampBsdf), "DiffuseRampBsdf is too large!");
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ccl_device float3 bsdf_diffuse_ramp_get_color(const float3 colors[8], float pos)
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{
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int MAXCOLORS = 8;
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float npos = pos * (float)(MAXCOLORS - 1);
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int ipos = float_to_int(npos);
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if (ipos < 0)
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return colors[0];
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if (ipos >= (MAXCOLORS - 1))
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return colors[MAXCOLORS - 1];
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float offset = npos - (float)ipos;
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return colors[ipos] * (1.0f - offset) + colors[ipos + 1] * offset;
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}
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ccl_device int bsdf_diffuse_ramp_setup(DiffuseRampBsdf *bsdf)
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{
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bsdf->type = CLOSURE_BSDF_DIFFUSE_RAMP_ID;
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return SD_BSDF | SD_BSDF_HAS_EVAL;
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}
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ccl_device void bsdf_diffuse_ramp_blur(ccl_private ShaderClosure *sc, float roughness)
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{
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}
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ccl_device Spectrum bsdf_diffuse_ramp_eval_reflect(ccl_private const ShaderClosure *sc,
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const float3 I,
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const float3 omega_in,
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ccl_private float *pdf)
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{
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const DiffuseRampBsdf *bsdf = (const DiffuseRampBsdf *)sc;
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float3 N = bsdf->N;
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float cos_pi = fmaxf(dot(N, omega_in), 0.0f);
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*pdf = cos_pi * M_1_PI_F;
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return rgb_to_spectrum(bsdf_diffuse_ramp_get_color(bsdf->colors, cos_pi) * M_1_PI_F);
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}
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ccl_device Spectrum bsdf_diffuse_ramp_eval_transmit(ccl_private const ShaderClosure *sc,
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const float3 I,
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const float3 omega_in,
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ccl_private float *pdf)
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{
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return zero_spectrum();
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}
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ccl_device int bsdf_diffuse_ramp_sample(ccl_private const ShaderClosure *sc,
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float3 Ng,
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float3 I,
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float3 dIdx,
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float3 dIdy,
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float randu,
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float randv,
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ccl_private Spectrum *eval,
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ccl_private float3 *omega_in,
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ccl_private float3 *domega_in_dx,
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ccl_private float3 *domega_in_dy,
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ccl_private float *pdf)
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{
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const DiffuseRampBsdf *bsdf = (const DiffuseRampBsdf *)sc;
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float3 N = bsdf->N;
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// distribution over the hemisphere
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sample_cos_hemisphere(N, randu, randv, omega_in, pdf);
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if (dot(Ng, *omega_in) > 0.0f) {
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*eval = rgb_to_spectrum(bsdf_diffuse_ramp_get_color(bsdf->colors, *pdf * M_PI_F) * M_1_PI_F);
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# ifdef __RAY_DIFFERENTIALS__
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*domega_in_dx = (2 * dot(N, dIdx)) * N - dIdx;
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*domega_in_dy = (2 * dot(N, dIdy)) * N - dIdy;
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# endif
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}
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else {
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*pdf = 0.0f;
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*eval = zero_spectrum();
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}
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return LABEL_REFLECT | LABEL_DIFFUSE;
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}
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#endif /* __OSL__ */
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CCL_NAMESPACE_END
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