
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
229 lines
7.3 KiB
C
229 lines
7.3 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 float 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 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 Spectrum 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));
|
|
|
|
float eval = bsdf_toon_get_intensity(max_angle, smooth, angle);
|
|
|
|
if (eval > 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 make_spectrum(*pdf * eval);
|
|
}
|
|
*pdf = 0.0f;
|
|
return zero_spectrum();
|
|
}
|
|
|
|
ccl_device Spectrum bsdf_diffuse_toon_eval_transmit(ccl_private const ShaderClosure *sc,
|
|
const float3 I,
|
|
const float3 omega_in,
|
|
ccl_private float *pdf)
|
|
{
|
|
*pdf = 0.0f;
|
|
return zero_spectrum();
|
|
}
|
|
|
|
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 Spectrum *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 = make_spectrum(*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 {
|
|
*eval = zero_spectrum();
|
|
*pdf = 0.0f;
|
|
}
|
|
}
|
|
else {
|
|
*eval = zero_spectrum();
|
|
*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 Spectrum 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));
|
|
|
|
float 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 make_spectrum(*pdf * eval);
|
|
}
|
|
*pdf = 0.0f;
|
|
return zero_spectrum();
|
|
}
|
|
|
|
ccl_device Spectrum bsdf_glossy_toon_eval_transmit(ccl_private const ShaderClosure *sc,
|
|
const float3 I,
|
|
const float3 omega_in,
|
|
ccl_private float *pdf)
|
|
{
|
|
*pdf = 0.0f;
|
|
return zero_spectrum();
|
|
}
|
|
|
|
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 Spectrum *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 = make_spectrum(*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;
|
|
*eval = zero_spectrum();
|
|
}
|
|
}
|
|
else {
|
|
*pdf = 0.0f;
|
|
*eval = zero_spectrum();
|
|
}
|
|
}
|
|
|
|
return LABEL_GLOSSY | LABEL_REFLECT;
|
|
}
|
|
|
|
CCL_NAMESPACE_END
|