Blender  V2.93
bsdf_phong_ramp.h
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1 /*
2  * Adapted from Open Shading Language with this license:
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32 
33 #ifndef __BSDF_PHONG_RAMP_H__
34 #define __BSDF_PHONG_RAMP_H__
35 
37 
38 #ifdef __OSL__
39 
40 typedef ccl_addr_space struct PhongRampBsdf {
42 
43  float exponent;
44  float3 *colors;
45 } PhongRampBsdf;
46 
47 static_assert(sizeof(ShaderClosure) >= sizeof(PhongRampBsdf), "PhongRampBsdf is too large!");
48 
49 ccl_device float3 bsdf_phong_ramp_get_color(const float3 colors[8], float pos)
50 {
51  int MAXCOLORS = 8;
52 
53  float npos = pos * (float)(MAXCOLORS - 1);
54  int ipos = float_to_int(npos);
55  if (ipos < 0)
56  return colors[0];
57  if (ipos >= (MAXCOLORS - 1))
58  return colors[MAXCOLORS - 1];
59  float offset = npos - (float)ipos;
60  return colors[ipos] * (1.0f - offset) + colors[ipos + 1] * offset;
61 }
62 
63 ccl_device int bsdf_phong_ramp_setup(PhongRampBsdf *bsdf)
64 {
65  bsdf->type = CLOSURE_BSDF_PHONG_RAMP_ID;
66  bsdf->exponent = max(bsdf->exponent, 0.0f);
67  return SD_BSDF | SD_BSDF_HAS_EVAL;
68 }
69 
70 ccl_device float3 bsdf_phong_ramp_eval_reflect(const ShaderClosure *sc,
71  const float3 I,
72  const float3 omega_in,
73  float *pdf)
74 {
75  const PhongRampBsdf *bsdf = (const PhongRampBsdf *)sc;
76  float m_exponent = bsdf->exponent;
77  float cosNI = dot(bsdf->N, omega_in);
78  float cosNO = dot(bsdf->N, I);
79 
80  if (cosNI > 0 && cosNO > 0) {
81  // reflect the view vector
82  float3 R = (2 * cosNO) * bsdf->N - I;
83  float cosRI = dot(R, omega_in);
84  if (cosRI > 0) {
85  float cosp = powf(cosRI, m_exponent);
86  float common = 0.5f * M_1_PI_F * cosp;
87  float out = cosNI * (m_exponent + 2) * common;
88  *pdf = (m_exponent + 1) * common;
89  return bsdf_phong_ramp_get_color(bsdf->colors, cosp) * out;
90  }
91  }
92 
93  return make_float3(0.0f, 0.0f, 0.0f);
94 }
95 
96 ccl_device float3 bsdf_phong_ramp_eval_transmit(const ShaderClosure *sc,
97  const float3 I,
98  const float3 omega_in,
99  float *pdf)
100 {
101  return make_float3(0.0f, 0.0f, 0.0f);
102 }
103 
104 ccl_device int bsdf_phong_ramp_sample(const ShaderClosure *sc,
105  float3 Ng,
106  float3 I,
107  float3 dIdx,
108  float3 dIdy,
109  float randu,
110  float randv,
111  float3 *eval,
112  float3 *omega_in,
113  float3 *domega_in_dx,
114  float3 *domega_in_dy,
115  float *pdf)
116 {
117  const PhongRampBsdf *bsdf = (const PhongRampBsdf *)sc;
118  float cosNO = dot(bsdf->N, I);
119  float m_exponent = bsdf->exponent;
120 
121  if (cosNO > 0) {
122  // reflect the view vector
123  float3 R = (2 * cosNO) * bsdf->N - I;
124 
125 # ifdef __RAY_DIFFERENTIALS__
126  *domega_in_dx = (2 * dot(bsdf->N, dIdx)) * bsdf->N - dIdx;
127  *domega_in_dy = (2 * dot(bsdf->N, dIdy)) * bsdf->N - dIdy;
128 # endif
129 
130  float3 T, B;
131  make_orthonormals(R, &T, &B);
132  float phi = M_2PI_F * randu;
133  float cosTheta = powf(randv, 1 / (m_exponent + 1));
134  float sinTheta2 = 1 - cosTheta * cosTheta;
135  float sinTheta = sinTheta2 > 0 ? sqrtf(sinTheta2) : 0;
136  *omega_in = (cosf(phi) * sinTheta) * T + (sinf(phi) * sinTheta) * B + (cosTheta)*R;
137  if (dot(Ng, *omega_in) > 0.0f) {
138  // common terms for pdf and eval
139  float cosNI = dot(bsdf->N, *omega_in);
140  // make sure the direction we chose is still in the right hemisphere
141  if (cosNI > 0) {
142  float cosp = powf(cosTheta, m_exponent);
143  float common = 0.5f * M_1_PI_F * cosp;
144  *pdf = (m_exponent + 1) * common;
145  float out = cosNI * (m_exponent + 2) * common;
146  *eval = bsdf_phong_ramp_get_color(bsdf->colors, cosp) * out;
147  }
148  }
149  }
150  return LABEL_REFLECT | LABEL_GLOSSY;
151 }
152 
153 #endif /* __OSL__ */
154 
156 
157 #endif /* __BSDF_PHONG_RAMP_H__ */
typedef float(TangentPoint)[2]
uint pos
#define ccl_addr_space
#define sinf(x)
#define cosf(x)
#define ccl_device
#define powf(x, y)
#define CCL_NAMESPACE_END
#define sqrtf(x)
#define make_float3(x, y, z)
@ SD_BSDF_HAS_EVAL
Definition: kernel_types.h:849
@ SD_BSDF
Definition: kernel_types.h:847
#define SHADER_CLOSURE_BASE
Definition: kernel_types.h:816
#define __RAY_DIFFERENTIALS__
Definition: kernel_types.h:91
@ LABEL_GLOSSY
Definition: kernel_types.h:331
@ LABEL_REFLECT
Definition: kernel_types.h:329
ShaderClosure
Definition: kernel_types.h:831
#define T
#define B
#define R
#define I
@ CLOSURE_BSDF_PHONG_RAMP_ID
Definition: svm_types.h:552
float max
ccl_device_inline int float_to_int(float f)
Definition: util_math.h:321
ccl_device_inline void make_orthonormals(const float3 N, float3 *a, float3 *b)
Definition: util_math.h:477
#define M_2PI_F
Definition: util_math.h:69
#define M_1_PI_F
Definition: util_math.h:52
ccl_device_inline float dot(const float2 &a, const float2 &b)