disney diffuse und specular implemented
This commit is contained in:
@@ -89,6 +89,7 @@ set(SRC_CLOSURE_HEADERS
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closure/emissive.h
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closure/volume.h
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closure/bsdf_disney_diffuse.h
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closure/bsdf_disney_specular.h
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)
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set(SRC_SVM_HEADERS
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@@ -27,6 +27,7 @@
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#include "../closure/bsdf_toon.h"
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#include "../closure/bsdf_hair.h"
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#include "../closure/bsdf_disney_diffuse.h"
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#include "../closure/bsdf_disney_specular.h"
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#ifdef __SUBSURFACE__
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# include "../closure/bssrdf.h"
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#endif
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@@ -127,8 +127,8 @@ struct DisneyDiffuseBRDFParams {
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m_ctint = m_cdlum > 0.0f ? m_cdlin / m_cdlum : make_float3(1.0f, 1.0f, 1.0f); // normalize lum. to isolate hue+sat
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m_csheen = diff_mix(make_float3(1.0f, 1.0f, 1.0f), m_ctint, m_sheen_tint);
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m_gamma = clamp(m_gamma, 0.0f, 5.0f);
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m_exposure = clamp(m_exposure, -6.0f, 6.0f);
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//m_gamma = clamp(m_gamma, 0.0f, 5.0f);
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//m_exposure = clamp(m_exposure, -6.0f, 6.0f);
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m_withNdotL_b = (m_withNdotL > 0.5f);
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}
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};
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@@ -138,7 +138,7 @@ typedef struct DisneyDiffuseBRDFParams DisneyDiffuseBRDFParams;
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/* brdf */
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ccl_device float3 calculate_disney_diffuse_brdf(const ShaderClosure *sc,
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const DisneyDiffuseBRDFParams *params, float3 N, float3 V, float3 L,
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float3 H, float *pdf)
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float3 H, float *pdf, bool withNdotL = true)
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{
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float NdotL = dot(N, L);
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float NdotV = dot(N, V);
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@@ -166,16 +166,47 @@ ccl_device float3 calculate_disney_diffuse_brdf(const ShaderClosure *sc,
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}
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float3 value = M_1_PI_F * Fd * params->m_cdlin;
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*pdf = NdotL * M_1_PI_F * params->m_cdlum;
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//if (params->m_gamma > 0.5f)
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*pdf = M_1_PI_F;
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/*if (params->m_exposure > 0.95f)
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*pdf *= params->m_cdlum;
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else if (params->m_exposure > 0.85f)
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*pdf *= params->m_cdlum * NdotL;
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else if (params->m_exposure > 0.75f)
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*pdf *= params->m_cdlum * 0.5f;
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else if (params->m_exposure > 0.65f)
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*pdf *= params->m_cdlum * NdotL * 0.5f;
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else if (params->m_exposure > 0.55f)
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*pdf *= NdotL;
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else if (params->m_exposure > 0.45f)
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*pdf *= NdotL * 0.5f;
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else if (params->m_exposure > 0.35f)*/
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*pdf *= 0.5f;
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// sheen component
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if (params->m_sheen != 0.0f) {
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float FH = diff_SchlickFresnel(LdotH);
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value += FH * params->m_sheen * params->m_csheen;
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*pdf += (1.0f / M_2PI_F) * params->m_sheen;
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//*pdf += 0.5f * M_1_PI_F * params->m_sheen;
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}
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if (withNdotL)
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value *= NdotL;
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// brightness
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//value *= params->m_brightness;
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// exposure
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//value *= pow(2.0f, params->m_exposure);
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// gamma
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/*value[0] = pow(value[0], 1.0f / params->m_gamma);
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value[1] = pow(value[1], 1.0f / params->m_gamma);
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value[2] = pow(value[2], 1.0f / params->m_gamma);*/
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return value;
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}
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@@ -197,19 +228,6 @@ ccl_device float3 bsdf_disney_diffuse_eval_reflect(const ShaderClosure *sc,
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if (dot(sc->N, omega_in) > 0.0f) {
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float3 value = calculate_disney_diffuse_brdf(sc, params, N, V, L, H, pdf);
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value *= dot(N, L);
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// brightness
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value *= params->m_brightness;
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// exposure
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value *= pow(2.0f, params->m_exposure);
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// gamma
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value[0] = pow(value[0], 1.0f / params->m_gamma);
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value[1] = pow(value[1], 1.0f / params->m_gamma);
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value[2] = pow(value[2], 1.0f / params->m_gamma);
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return value;
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}
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else {
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@@ -230,30 +248,18 @@ ccl_device int bsdf_disney_diffuse_sample(const ShaderClosure *sc, const DisneyD
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{
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float3 N = normalize(sc->N);
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sample_uniform_hemisphere(N, randu, randv, omega_in, pdf);
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/*if (params->m_brightness > 0.5f)
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sample_cos_hemisphere(N, randu, randv, omega_in, pdf);
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else*/
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sample_uniform_hemisphere(N, randu, randv, omega_in, pdf);
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if (dot(Ng, *omega_in) > 0) {
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float3 V = I; // outgoing
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float3 L = *omega_in; // incoming
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float3 H = normalize(L + V);
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float3 value = calculate_disney_diffuse_brdf(sc, params, N, V, L, H, pdf);
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if (params->m_withNdotL_b)
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value *= dot(N, L);
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// brightness
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value *= params->m_brightness;
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// exposure
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value *= pow(2.0f, params->m_exposure);
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// gamma
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value[0] = pow(value[0], 1.0f / params->m_gamma);
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value[1] = pow(value[1], 1.0f / params->m_gamma);
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value[2] = pow(value[2], 1.0f / params->m_gamma);
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*eval = make_float3(value[0], value[1], value[2]);
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float pon;
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*eval = calculate_disney_diffuse_brdf(sc, params, N, V, L, H, pdf, true);
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#ifdef __RAY_DIFFERENTIALS__
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// TODO: find a better approximation for the diffuse bounce
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@@ -264,86 +270,7 @@ ccl_device int bsdf_disney_diffuse_sample(const ShaderClosure *sc, const DisneyD
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else {
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*pdf = 0;
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}
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/*// we are viewing the surface from the right side - send a ray out with cosine
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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) {
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float3 H = normalize(*omega_in - I);
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*eval = calculate_disney_diffuse_brdf(sc, params, -N, -I, *omega_in, H, pdf);
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// multiply with NdotL
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//if (params->m_withNdotL_b)
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// *eval *= dot(N, L);
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// brightness
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*eval *= params->m_brightness;
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// exposure
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*eval *= pow(2.0f, params->m_exposure);
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// gamma
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(*eval)[0] = pow((*eval)[0], 1.0f / params->m_gamma);
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(*eval)[1] = pow((*eval)[1], 1.0f / params->m_gamma);
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(*eval)[2] = pow((*eval)[2], 1.0f / params->m_gamma);
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//*eval = make_float3(*pdf, *pdf, *pdf);
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#ifdef __RAY_DIFFERENTIALS__
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// TODO: find a better approximation for the diffuse bounce
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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;
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}*/
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return LABEL_DIFFUSE;
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/*float3 N = normalize(sc->N);
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float3 T = normalize(sc->T);
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float3 X, Y;
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float cos_theta, phi, theta, sin_phi, cos_phi;
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make_orthonormals_tangent(N, T, &X, &Y);
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phi = 2.0f * M_PI_F * randu;
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theta = 2.0f * M_PI_F * randv;
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cos_theta = cosf(theta);
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sin_phi = sinf(phi);
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cos_phi = cosf(phi);
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float sin_theta = sqrtf(fmaxf(0.0f, 1.0f - cos_theta * cos_theta));
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float3 H = normalize(sin_theta * cos_phi * X + sin_theta * sin_phi * Y + cos_theta * N);
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*omega_in = 2.0f * dot(I, H) * H - I;
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float3 V = I; // outgoing
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float3 L = *omega_in; // incoming
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*eval = calculate_disney_diffuse_brdf(sc, params, N, V, L, H, pdf);
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// multiply with NdotL
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//if (params->m_withNdotL_b)
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// *eval *= dot(N, L);
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// brightness
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*eval *= params->m_brightness;
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// exposure
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*eval *= pow(2.0f, params->m_exposure);
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// gamma
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(*eval)[0] = pow((*eval)[0], 1.0f / params->m_gamma);
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(*eval)[1] = pow((*eval)[1], 1.0f / params->m_gamma);
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(*eval)[2] = pow((*eval)[2], 1.0f / params->m_gamma);
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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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return LABEL_REFLECT|LABEL_DIFFUSE;*/
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return LABEL_REFLECT|LABEL_DIFFUSE;
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}
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CCL_NAMESPACE_END
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679
intern/cycles/kernel/closure/bsdf_disney_specular.h
Normal file
679
intern/cycles/kernel/closure/bsdf_disney_specular.h
Normal file
@@ -0,0 +1,679 @@
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/*
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* Adapted from Open Shading Language with this license:
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*
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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, Blender Foundation.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are
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* met:
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* * Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* * Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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* * Neither the name of Sony Pictures Imageworks nor the names of its
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* contributors may be used to endorse or promote products derived from
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* this software without specific prior written permission.
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* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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* LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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* A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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* OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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* LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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* DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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* THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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* OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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#ifndef __BSDF_DISNEY_SPECULAR_H__
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#define __BSDF_DISNEY_SPECULAR_H__
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#include <cmath>
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CCL_NAMESPACE_BEGIN
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/* DISNEY SPECULAR */
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ccl_device float spec_sqr(float a) {
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return a * a;
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}
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ccl_device float3 spec_mon2lin(float3 x, float gamma) {
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return make_float3(pow(x[0], gamma), pow(x[1], gamma), pow(x[2], gamma));
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}
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ccl_device float spec_GTR1(float NdotH, float a) {
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if (a >= 1.0f) return 1.0f / M_PI_F;
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float a2 = a*a;
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float t = 1.0f + (a2 - 1.0f) * NdotH * NdotH;
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return (a2 - 1.0f) / (M_PI_F * log(a2) * t);
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}
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ccl_device float spec_GTR2(float NdotH, float a) {
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float a2 = a * a;
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float t = 1.0f + (a2 - 1.0f) * NdotH * NdotH;
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return a2 / (M_PI_F * t * t);
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}
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ccl_device float spec_GTR2_aniso(
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float NdotH,
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float HdotX,
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float HdotY,
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float ax,
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float ay)
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{
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return 1.0f / (M_PI_F * ax * ay * spec_sqr(spec_sqr(HdotX / ax) + spec_sqr(HdotY / ay)
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+ NdotH * NdotH));
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}
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ccl_device float spec_smithG_GGX(float Ndotv, float alphaG) {
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float a = alphaG * alphaG;
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float b = Ndotv * Ndotv;
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return 1.0f / (Ndotv + sqrtf(a + b - a * b));
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}
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ccl_device float spec_SchlickFresnel(float u) {
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float m = clamp(1.0f - u, 0.0f, 1.0f);
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float m2 = m * m;
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return m2 * m2 * m; // pow(m, 5)
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}
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ccl_device float3 spec_transform_to_local(const float3& v, const float3& n,
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const float3& x, const float3& y)
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{
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return make_float3(dot(v, x), dot(v, n), dot(v, y));
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}
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ccl_device float3 spec_mix(float3 x, float3 y, float a) {
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return x * (1.0f - a) + y * a;
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}
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ccl_device float spec_mix(float x, float y, float a) {
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return x * (1.0f - a) + y * a;
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}
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ccl_device float spec_max(float a, float b) {
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if (a > b) return a;
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else return b;
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}
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/* structures */
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struct DisneySpecularBRDFParams {
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// brdf parameters
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float3 m_base_color;
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float m_metallic;
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float m_specular;
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float m_specular_tint;
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float m_roughness;
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float m_anisotropic;
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// color correction
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float m_withNdotL;
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float m_brightness;
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float m_gamma;
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float m_exposure;
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float m_mon2lingamma;
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// precomputed values
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float3 m_cdlin, m_ctint, m_cspec0;
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float m_cdlum;
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float m_ax, m_ay;
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float m_roughg;
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bool m_withNdotL_b;
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void precompute_values() {
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m_cdlin = spec_mon2lin(m_base_color, m_mon2lingamma); //make_float3(1.0f, 0.795f, 0.0f));
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m_cdlum = 0.3f * m_cdlin[0] + 0.6f * m_cdlin[1] + 0.1f * m_cdlin[2]; // luminance approx.
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m_ctint = m_cdlum > 0.0f ? m_cdlin / m_cdlum : make_float3(1.0f, 1.0f, 1.0f); // normalize lum. to isolate hue+sat
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m_cspec0 = spec_mix(m_specular * 0.08f * spec_mix(make_float3(1.0f, 1.0f, 1.0f),
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m_ctint, m_specular_tint), m_cdlin, m_metallic);
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float aspect = sqrt(1.0f - m_anisotropic * 0.9f);
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m_ax = spec_max(0.001f, spec_sqr(m_roughness) / aspect);
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m_ay = spec_max(0.001f, spec_sqr(m_roughness) * aspect);
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m_roughg = spec_sqr(m_roughness * 0.5f + 0.5f);
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//m_gamma = clamp(m_gamma, 0.0f, 5.0f);
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//m_exposure = clamp(m_exposure, -6.0f, 6.0f);
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m_withNdotL_b = (m_withNdotL != 0.0f);
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}
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};
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typedef struct DisneySpecularBRDFParams DisneySpecularBRDFParams;
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/*brdf*/
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ccl_device float3 calculate_disney_specular_brdf(const ShaderClosure *sc,
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const DisneySpecularBRDFParams *params, float3 N, float3 X, float3 Y,
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float3 V, float3 L, float3 H, float *pdf, bool withNdotL = false)
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{
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float NdotL = dot(N, L);
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float NdotV = dot(N, V);
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if (NdotL < 0.0f || NdotV < 0.0f) {
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*pdf = 0.0f;
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return make_float3(0.0f, 0.0f, 0.0f);
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}
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float NdotH = dot(N, H);
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float LdotH = dot(L, H);
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float FH = spec_SchlickFresnel(LdotH);
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float Ds;
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if (params->m_anisotropic > 0.0f)
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Ds = spec_GTR2_aniso(NdotH, dot(H, X), dot(H, Y), params->m_ax, params->m_ay);
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else
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Ds = spec_GTR2(NdotH, params->m_ax);
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float3 Fs = spec_mix(params->m_cspec0, make_float3(1.0f, 1.0f, 1.0f), FH);
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float Go = spec_smithG_GGX(NdotV, params->m_roughg);
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float Gi = spec_smithG_GGX(NdotL, params->m_roughg);
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float Gs = Go * Gi;
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float common = Go * Ds;
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if (params->m_exposure > 0.5f)
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common *= std::fabs(dot(V, H)) / spec_max(1e-6, NdotV);
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else
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common *= 0.25f / spec_max(1e-6, NdotV);
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*pdf = common;
|
||||
/*if (params->m_withNdotL > 0.75f)
|
||||
*pdf = spec_mix(*pdf, params->m_exposure, spec_SchlickFresnel(NdotV));
|
||||
else if (params->m_withNdotL > 0.5f)
|
||||
*pdf = spec_mix(*pdf, params->m_exposure, spec_sqr(params->m_roughness));
|
||||
else if (params->m_withNdotL > 0.25f)
|
||||
*pdf = spec_mix(spec_mix(*pdf, params->m_exposure, spec_sqr(params->m_roughness)), params->m_exposure, spec_SchlickFresnel(NdotV));*/
|
||||
|
||||
float3 value = Gs * Ds * Fs;
|
||||
|
||||
if (withNdotL)
|
||||
value *= NdotL;
|
||||
|
||||
// brightness
|
||||
//value *= params->m_brightness;
|
||||
|
||||
// exposure
|
||||
//value *= pow(2.f, params->m_exposure);
|
||||
|
||||
// gamma
|
||||
/*value[0] = pow(value[0], 1.f / params->m_gamma);
|
||||
value[1] = pow(value[1], 1.f / params->m_gamma);
|
||||
value[2] = pow(value[2], 1.f / params->m_gamma);*/
|
||||
|
||||
return value;
|
||||
}
|
||||
|
||||
ccl_device_inline void spec_microfacet_ggx_sample_slopes(
|
||||
const float cos_theta_i, const float sin_theta_i,
|
||||
float randu, float randv, float *slope_x, float *slope_y,
|
||||
float *G1i)
|
||||
{
|
||||
/* special case (normal incidence) */
|
||||
if(cos_theta_i >= 0.99999f) {
|
||||
const float r = sqrtf(randu/(1.0f - randu));
|
||||
const float phi = M_2PI_F * randv;
|
||||
*slope_x = r * cosf(phi);
|
||||
*slope_y = r * sinf(phi);
|
||||
*G1i = 1.0f;
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
/* precomputations */
|
||||
const float tan_theta_i = sin_theta_i/cos_theta_i;
|
||||
const float G1_inv = 0.5f * (1.0f + safe_sqrtf(1.0f + tan_theta_i*tan_theta_i));
|
||||
|
||||
*G1i = 1.0f/G1_inv;
|
||||
|
||||
/* sample slope_x */
|
||||
const float A = 2.0f*randu*G1_inv - 1.0f;
|
||||
const float AA = A*A;
|
||||
const float tmp = 1.0f/(AA - 1.0f);
|
||||
const float B = tan_theta_i;
|
||||
const float BB = B*B;
|
||||
const float D = safe_sqrtf(BB*(tmp*tmp) - (AA - BB)*tmp);
|
||||
const float slope_x_1 = B*tmp - D;
|
||||
const float slope_x_2 = B*tmp + D;
|
||||
*slope_x = (A < 0.0f || slope_x_2*tan_theta_i > 1.0f)? slope_x_1: slope_x_2;
|
||||
|
||||
/* sample slope_y */
|
||||
float S;
|
||||
|
||||
if(randv > 0.5f) {
|
||||
S = 1.0f;
|
||||
randv = 2.0f*(randv - 0.5f);
|
||||
}
|
||||
else {
|
||||
S = -1.0f;
|
||||
randv = 2.0f*(0.5f - randv);
|
||||
}
|
||||
|
||||
const float z = (randv*(randv*(randv*0.27385f - 0.73369f) + 0.46341f)) / (randv*(randv*(randv*0.093073f + 0.309420f) - 1.000000f) + 0.597999f);
|
||||
*slope_y = S * z * safe_sqrtf(1.0f + (*slope_x)*(*slope_x));
|
||||
}
|
||||
|
||||
ccl_device_inline float3 spec_microfacet_sample_stretched(
|
||||
const float3 omega_i, const float alpha_x, const float alpha_y,
|
||||
const float randu, const float randv,
|
||||
bool beckmann, float *G1i)
|
||||
{
|
||||
/* 1. stretch omega_i */
|
||||
float3 omega_i_ = make_float3(alpha_x * omega_i.x, alpha_y * omega_i.y, omega_i.z);
|
||||
omega_i_ = normalize(omega_i_);
|
||||
|
||||
/* get polar coordinates of omega_i_ */
|
||||
float costheta_ = 1.0f;
|
||||
float sintheta_ = 0.0f;
|
||||
float cosphi_ = 1.0f;
|
||||
float sinphi_ = 0.0f;
|
||||
|
||||
if(omega_i_.z < 0.99999f) {
|
||||
costheta_ = omega_i_.z;
|
||||
sintheta_ = safe_sqrtf(1.0f - costheta_*costheta_);
|
||||
|
||||
float invlen = 1.0f/sintheta_;
|
||||
cosphi_ = omega_i_.x * invlen;
|
||||
sinphi_ = omega_i_.y * invlen;
|
||||
}
|
||||
|
||||
/* 2. sample P22_{omega_i}(x_slope, y_slope, 1, 1) */
|
||||
float slope_x, slope_y;
|
||||
|
||||
spec_microfacet_ggx_sample_slopes(costheta_, sintheta_,
|
||||
randu, randv, &slope_x, &slope_y, G1i);
|
||||
|
||||
/* 3. rotate */
|
||||
float tmp = cosphi_*slope_x - sinphi_*slope_y;
|
||||
slope_y = sinphi_*slope_x + cosphi_*slope_y;
|
||||
slope_x = tmp;
|
||||
|
||||
/* 4. unstretch */
|
||||
slope_x = alpha_x * slope_x;
|
||||
slope_y = alpha_y * slope_y;
|
||||
|
||||
/* 5. compute normal */
|
||||
return normalize(make_float3(-slope_x, -slope_y, 1.0f));
|
||||
}
|
||||
|
||||
ccl_device int bsdf_disney_specular_setup(ShaderClosure *sc)
|
||||
{
|
||||
sc->type = CLOSURE_BSDF_DISNEY_SPECULAR_ID;
|
||||
return SD_BSDF|SD_BSDF_HAS_EVAL;
|
||||
}
|
||||
|
||||
ccl_device float3 bsdf_disney_specular_eval_reflect(const ShaderClosure *sc,
|
||||
const DisneySpecularBRDFParams *params, const float3 I,
|
||||
const float3 omega_in, float *pdf)
|
||||
{
|
||||
/*float3 N = normalize(sc->N);
|
||||
float3 V = normalize(I); // outgoing
|
||||
float3 L = normalize(omega_in); // incoming
|
||||
float3 H = normalize(L + V);
|
||||
|
||||
float3 T = normalize(sc->T);
|
||||
float3 X, Y;
|
||||
if (params->m_anisotropic > 0.0f) {
|
||||
make_orthonormals_tangent(N, T, &X, &Y);
|
||||
}
|
||||
else {
|
||||
make_orthonormals(N, &X, &Y);
|
||||
}
|
||||
|
||||
float3 value = calculate_disney_specular_brdf(sc, params, N, X, Y, V, L, H, pdf, params->m_withNdotL_b);
|
||||
|
||||
return value;*/
|
||||
|
||||
float alpha_x = params->m_ax;
|
||||
float alpha_y = params->m_ay;
|
||||
float3 N = sc->N;
|
||||
|
||||
if (fmaxf(alpha_x, alpha_y) <= 1e-4f)
|
||||
return make_float3(0.0f, 0.0f, 0.0f);
|
||||
|
||||
float cosNO = dot(N, I);
|
||||
float cosNI = dot(N, omega_in);
|
||||
|
||||
if (cosNI > 0 && cosNO > 0) {
|
||||
/* get half vector */
|
||||
float3 m = normalize(omega_in + I);
|
||||
float alpha2 = alpha_x * alpha_y;
|
||||
float D, G1o, G1i;
|
||||
|
||||
if (alpha_x == alpha_y) {
|
||||
/* isotropic
|
||||
* eq. 20: (F*G*D)/(4*in*on)
|
||||
* eq. 33: first we calculate D(m) */
|
||||
//if (params->m_brightness > 0.5f) {
|
||||
float cosThetaM = dot(N, m);
|
||||
float cosThetaM2 = cosThetaM * cosThetaM;
|
||||
float cosThetaM4 = cosThetaM2 * cosThetaM2;
|
||||
float tanThetaM2 = (1 - cosThetaM2) / cosThetaM2;
|
||||
D = alpha2 / (M_PI_F * cosThetaM4 * (alpha2 + tanThetaM2) * (alpha2 + tanThetaM2));
|
||||
/*}
|
||||
else {
|
||||
D = spec_GTR2(dot(N, m), params->m_ax);
|
||||
}*/
|
||||
|
||||
/* eq. 34: now calculate G1(i,m) and G1(o,m) */
|
||||
//if (params->m_exposure > 0.5f) {
|
||||
G1o = 2 / (1 + safe_sqrtf(1 + alpha2 * (1 - cosNO * cosNO) / (cosNO * cosNO)));
|
||||
G1i = 2 / (1 + safe_sqrtf(1 + alpha2 * (1 - cosNI * cosNI) / (cosNI * cosNI)));
|
||||
/*}
|
||||
else {
|
||||
G1o = spec_smithG_GGX(cosNO, params->m_roughg);
|
||||
G1i = spec_smithG_GGX(cosNI, params->m_roughg);
|
||||
}*/
|
||||
}
|
||||
else {
|
||||
/* anisotropic */
|
||||
float3 X, Y, Z = N;
|
||||
make_orthonormals_tangent(Z, sc->T, &X, &Y);
|
||||
|
||||
// distribution
|
||||
//if (params->m_brightness > 0.5f) {
|
||||
float3 local_m = make_float3(dot(X, m), dot(Y, m), dot(Z, m));
|
||||
float slope_x = -local_m.x/(local_m.z*alpha_x);
|
||||
float slope_y = -local_m.y/(local_m.z*alpha_y);
|
||||
float slope_len = 1 + slope_x*slope_x + slope_y*slope_y;
|
||||
|
||||
float cosThetaM = local_m.z;
|
||||
float cosThetaM2 = cosThetaM * cosThetaM;
|
||||
float cosThetaM4 = cosThetaM2 * cosThetaM2;
|
||||
|
||||
D = 1 / ((slope_len * slope_len) * M_PI_F * alpha2 * cosThetaM4);
|
||||
/*}
|
||||
else {
|
||||
D = spec_GTR2_aniso(dot(N, m), dot(X, m), dot(Y, m), params->m_ax, params->m_ay);
|
||||
}*/
|
||||
|
||||
/* G1(i,m) and G1(o,m) */
|
||||
//if (params->m_exposure > 0.5f) {
|
||||
float tanThetaO2 = (1 - cosNO * cosNO) / (cosNO * cosNO);
|
||||
float cosPhiO = dot(I, X);
|
||||
float sinPhiO = dot(I, Y);
|
||||
|
||||
float alphaO2 = (cosPhiO*cosPhiO)*(alpha_x*alpha_x) + (sinPhiO*sinPhiO)*(alpha_y*alpha_y);
|
||||
alphaO2 /= cosPhiO*cosPhiO + sinPhiO*sinPhiO;
|
||||
|
||||
G1o = 2 / (1 + safe_sqrtf(1 + alphaO2 * tanThetaO2));
|
||||
|
||||
float tanThetaI2 = (1 - cosNI * cosNI) / (cosNI * cosNI);
|
||||
float cosPhiI = dot(omega_in, X);
|
||||
float sinPhiI = dot(omega_in, Y);
|
||||
|
||||
float alphaI2 = (cosPhiI*cosPhiI)*(alpha_x*alpha_x) + (sinPhiI*sinPhiI)*(alpha_y*alpha_y);
|
||||
alphaI2 /= cosPhiI*cosPhiI + sinPhiI*sinPhiI;
|
||||
|
||||
G1i = 2 / (1 + safe_sqrtf(1 + alphaI2 * tanThetaI2));
|
||||
/*}
|
||||
else {
|
||||
G1o = spec_smithG_GGX(cosNO, params->m_roughg);
|
||||
G1i = spec_smithG_GGX(cosNI, params->m_roughg);
|
||||
}*/
|
||||
}
|
||||
|
||||
float G = G1o * G1i;
|
||||
|
||||
/* eq. 20 */
|
||||
float common = D * 0.25f / cosNO;
|
||||
|
||||
float FH = spec_SchlickFresnel(dot(omega_in, m));
|
||||
float3 F = spec_mix(params->m_cspec0, make_float3(1.0f, 1.0f, 1.0f), FH);
|
||||
|
||||
float3 out = F * G * common;
|
||||
|
||||
/* eq. 2 in distribution of visible normals sampling
|
||||
* pm = Dw = G1o * dot(m, I) * D / dot(N, I); */
|
||||
|
||||
/* eq. 38 - but see also:
|
||||
* eq. 17 in http://www.graphics.cornell.edu/~bjw/wardnotes.pdf
|
||||
* pdf = pm * 0.25 / dot(m, I); */
|
||||
*pdf = G1o * common;
|
||||
|
||||
return out;
|
||||
}
|
||||
|
||||
return make_float3(0.0f, 0.0f, 0.0f);
|
||||
}
|
||||
|
||||
ccl_device float3 bsdf_disney_specular_eval_transmit(const ShaderClosure *sc, const float3 I, const float3 omega_in, float *pdf)
|
||||
{
|
||||
return make_float3(0.0f, 0.0f, 0.0f);
|
||||
}
|
||||
|
||||
ccl_device void importance_sample_ggx_aniso(float3 N, float u, float v, float3 *omega_in,
|
||||
float ax, float ay, float3 TangentX, float3 TangentY, float *pdf)
|
||||
{
|
||||
float a = sqrt(v) / sqrt(1 - v);
|
||||
|
||||
float Phi = 2.0f * M_PI_F * u;
|
||||
|
||||
float3 H;
|
||||
H.x = ax * a * cos(Phi);
|
||||
H.y = ay * a * sin(Phi);
|
||||
H.z = 1.0f;
|
||||
|
||||
*omega_in = normalize(TangentX * H.x + TangentY * H.y + N * H.z);
|
||||
|
||||
float CosTheta = sqrt(1.0f - (ax * a) * (ax * a) - (ay * a) * (ay * a));
|
||||
*pdf = CosTheta * M_1_PI_F;
|
||||
}
|
||||
|
||||
ccl_device void importance_sample_ggx(float3 N, float u, float v, float3 *omega_in,
|
||||
float Roughness, float3 TangentX, float3 TangentY, float *pdf)
|
||||
{
|
||||
float a = Roughness * Roughness;
|
||||
|
||||
float Phi = 2.0f * M_PI_F * u;
|
||||
float CosTheta = sqrt((1.0f - v) / (1.0f + (a*a - 1.0f) * v));
|
||||
float SinTheta = sqrt(1.0f - CosTheta * CosTheta);
|
||||
|
||||
float3 H;
|
||||
H.x = SinTheta * cos(Phi);
|
||||
H.y = SinTheta * sin(Phi);
|
||||
H.z = CosTheta;
|
||||
|
||||
// Tangent to world space
|
||||
*omega_in = normalize(TangentX * H.x + TangentY * H.y + N * H.z);
|
||||
*pdf = CosTheta * M_1_PI_F;
|
||||
}
|
||||
|
||||
ccl_device int bsdf_disney_specular_sample(const ShaderClosure *sc, const DisneySpecularBRDFParams *params,
|
||||
float3 Ng, float3 I, float3 dIdx, float3 dIdy, float randu, float randv,
|
||||
float3 *eval, float3 *omega_in, float3 *domega_in_dx,
|
||||
float3 *domega_in_dy, float *pdf)
|
||||
{
|
||||
/*float3 N = normalize(sc->N);
|
||||
float3 T = normalize(sc->T);
|
||||
float3 X, Y;
|
||||
if (params->m_anisotropic > 0.0f)
|
||||
make_orthonormals_tangent(N, T, &X, &Y);
|
||||
else
|
||||
make_orthonormals(N, &X, &Y);
|
||||
|
||||
float3 R = -I - 2.0f * dot(-I, N) * N;
|
||||
|
||||
float3 H;
|
||||
if (params->m_brightness <= 0.5f) {
|
||||
if (params->m_anisotropic > 0.0f)
|
||||
importance_sample_ggx_aniso(R, randu, randv, omega_in, params->m_ax, params->m_ay, X, Y, pdf);
|
||||
else
|
||||
importance_sample_ggx(R, randu, randv, omega_in, params->m_roughness, X, Y, pdf);
|
||||
H = normalize(I + *omega_in);
|
||||
}
|
||||
else {
|
||||
if (params->m_anisotropic > 0.0f)
|
||||
importance_sample_ggx_aniso(N, randu, randv, &H, params->m_ax, params->m_ay, X, Y, pdf);
|
||||
else
|
||||
importance_sample_ggx(N, randu, randv, &H, params->m_roughness, X, Y, pdf);
|
||||
*omega_in = -I - 2.0f * dot(-I, H) * H;
|
||||
}
|
||||
|
||||
if (params->m_brightness > 0.2f && params->m_brightness < 0.8f) {
|
||||
if (dot(Ng, *omega_in) < 0.0f) {
|
||||
*omega_in = -(*omega_in) - 2.0f * dot(-(*omega_in), R) * R;
|
||||
H = normalize(*omega_in + I);
|
||||
}
|
||||
}
|
||||
|
||||
if (dot(Ng, *omega_in) > 0.0f) {
|
||||
float3 V = I; // outgoing
|
||||
float3 L = *omega_in; // incoming
|
||||
|
||||
*eval = calculate_disney_specular_brdf(sc, params, N, X, Y, V, L, H, pdf, params->m_withNdotL > 0.75f);
|
||||
|
||||
#ifdef __RAY_DIFFERENTIALS__
|
||||
*domega_in_dx = 2 * dot(H, dIdx) * H - dIdx;
|
||||
*domega_in_dy = 2 * dot(H, dIdy) * H - dIdy;
|
||||
#endif
|
||||
}
|
||||
else {
|
||||
*pdf = 0.0f;
|
||||
*eval = make_float3(0.0f, 0.0f, 0.0f);
|
||||
}
|
||||
|
||||
return LABEL_REFLECT|LABEL_GLOSSY;*/
|
||||
|
||||
float alpha_x = params->m_ax;
|
||||
float alpha_y = params->m_ay;
|
||||
float3 N = sc->N;
|
||||
|
||||
float cosNO = dot(N, I);
|
||||
if(cosNO > 0) {
|
||||
float3 X, Y, Z = N;
|
||||
|
||||
if(alpha_x == alpha_y)
|
||||
make_orthonormals(Z, &X, &Y);
|
||||
else
|
||||
make_orthonormals_tangent(Z, sc->T, &X, &Y);
|
||||
|
||||
/* importance sampling with distribution of visible normals. vectors are
|
||||
* transformed to local space before and after */
|
||||
float3 local_I = make_float3(dot(X, I), dot(Y, I), cosNO);
|
||||
float3 local_m;
|
||||
float3 m;
|
||||
float G1o;
|
||||
|
||||
//if (params->m_exposure > 0.5f) {
|
||||
local_m = spec_microfacet_sample_stretched(local_I, alpha_x, alpha_y,
|
||||
randu, randv, false, &G1o);
|
||||
|
||||
m = X*local_m.x + Y*local_m.y + Z*local_m.z;
|
||||
/*}
|
||||
else {
|
||||
importance_sample_ggx_aniso(N, randu, randv, &m, alpha_x, alpha_y, X, Y, pdf);
|
||||
local_m = make_float3(dot(X, m), dot(Y, m), dot(Z, m));
|
||||
}*/
|
||||
float cosThetaM = local_m.z;
|
||||
|
||||
/* reflection or refraction? */
|
||||
float cosMO = dot(m, I);
|
||||
|
||||
if(cosMO > 0) {
|
||||
/* eq. 39 - compute actual reflected direction */
|
||||
*omega_in = 2 * cosMO * m - I;
|
||||
|
||||
if(dot(Ng, *omega_in) > 0) {
|
||||
if(fmaxf(alpha_x, alpha_y) <= 1e-4f) {
|
||||
/* some high number for MIS */
|
||||
*pdf = 1e6f;
|
||||
*eval = make_float3(1e6f, 1e6f, 1e6f);
|
||||
}
|
||||
else {
|
||||
/* microfacet normal is visible to this ray */
|
||||
/* eq. 33 */
|
||||
float alpha2 = alpha_x * alpha_y;
|
||||
float D, G1i;
|
||||
|
||||
if(alpha_x == alpha_y) {
|
||||
/* isotropic */
|
||||
//if (params->m_brightness > 0.5f) {
|
||||
float cosThetaM2 = cosThetaM * cosThetaM;
|
||||
float cosThetaM4 = cosThetaM2 * cosThetaM2;
|
||||
float tanThetaM2 = 1/(cosThetaM2) - 1;
|
||||
D = alpha2 / (M_PI_F * cosThetaM4 * (alpha2 + tanThetaM2) * (alpha2 + tanThetaM2));
|
||||
/*}
|
||||
else {
|
||||
D = spec_GTR2(dot(N, m), params->m_ax);
|
||||
}*/
|
||||
|
||||
/* eval BRDF*cosNI */
|
||||
float cosNI = dot(N, *omega_in);
|
||||
|
||||
/* eq. 34: now calculate G1(i,m) */
|
||||
//if (params->m_exposure > 0.5f) {
|
||||
G1i = 2 / (1 + safe_sqrtf(1 + alpha2 * (1 - cosNI * cosNI) / (cosNI * cosNI)));
|
||||
/*}
|
||||
else {
|
||||
G1i = spec_smithG_GGX(cosNI, params->m_roughg);
|
||||
G1o = spec_smithG_GGX(cosNO, params->m_roughg);
|
||||
}*/
|
||||
}
|
||||
else {
|
||||
/* anisotropic distribution */
|
||||
//if (params->m_brightness > 0.5f) {
|
||||
//float3 local_m = make_float3(dot(X, m), dot(Y, m), dot(Z, m));
|
||||
float slope_x = -local_m.x/(local_m.z*alpha_x);
|
||||
float slope_y = -local_m.y/(local_m.z*alpha_y);
|
||||
float slope_len = 1 + slope_x*slope_x + slope_y*slope_y;
|
||||
|
||||
float cosThetaM = local_m.z;
|
||||
float cosThetaM2 = cosThetaM * cosThetaM;
|
||||
float cosThetaM4 = cosThetaM2 * cosThetaM2;
|
||||
|
||||
D = 1 / ((slope_len * slope_len) * M_PI_F * alpha2 * cosThetaM4);
|
||||
/*}
|
||||
else {
|
||||
D = spec_GTR2_aniso(dot(N, m), dot(X, m), dot(Y, m), params->m_ax, params->m_ay);
|
||||
}*/
|
||||
|
||||
/* calculate G1(i,m) */
|
||||
float cosNI = dot(N, *omega_in);
|
||||
|
||||
//if (params->m_exposure > 0.5f) {
|
||||
float tanThetaI2 = (1 - cosNI * cosNI) / (cosNI * cosNI);
|
||||
float cosPhiI = dot(*omega_in, X);
|
||||
float sinPhiI = dot(*omega_in, Y);
|
||||
|
||||
float alphaI2 = (cosPhiI*cosPhiI)*(alpha_x*alpha_x) + (sinPhiI*sinPhiI)*(alpha_y*alpha_y);
|
||||
alphaI2 /= cosPhiI*cosPhiI + sinPhiI*sinPhiI;
|
||||
|
||||
G1i = 2 / (1 + safe_sqrtf(1 + alphaI2 * tanThetaI2));
|
||||
/*}
|
||||
else {
|
||||
G1i = spec_smithG_GGX(cosNI, params->m_roughg);
|
||||
G1o = spec_smithG_GGX(cosNO, params->m_roughg);
|
||||
}*/
|
||||
}
|
||||
|
||||
/* see eval function for derivation */
|
||||
float common = (G1o * D) * 0.25f / cosNO;
|
||||
*pdf = common;
|
||||
|
||||
float FH = spec_SchlickFresnel(dot(*omega_in, m));
|
||||
float3 F = spec_mix(params->m_cspec0, make_float3(1.0f, 1.0f, 1.0f), FH);
|
||||
|
||||
*eval = G1i * common * F;
|
||||
}
|
||||
|
||||
#ifdef __RAY_DIFFERENTIALS__
|
||||
*domega_in_dx = (2 * dot(m, dIdx)) * m - dIdx;
|
||||
*domega_in_dy = (2 * dot(m, dIdy)) * m - dIdy;
|
||||
#endif
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return LABEL_REFLECT|LABEL_GLOSSY;
|
||||
}
|
||||
|
||||
CCL_NAMESPACE_END
|
||||
|
||||
#endif /* __BSDF_DISNEY_SPECULAR_H__ */
|
||||
|
||||
@@ -23,6 +23,7 @@ set(SRC
|
||||
osl_services.cpp
|
||||
osl_shader.cpp
|
||||
bsdf_disney_diffuse.cpp
|
||||
bsdf_disney_specular.cpp
|
||||
)
|
||||
|
||||
set(HEADER_SRC
|
||||
|
||||
113
intern/cycles/kernel/osl/bsdf_disney_specular.cpp
Normal file
113
intern/cycles/kernel/osl/bsdf_disney_specular.cpp
Normal file
@@ -0,0 +1,113 @@
|
||||
/*
|
||||
* Adapted from Open Shading Language with this license:
|
||||
*
|
||||
* Copyright (c) 2009-2010 Sony Pictures Imageworks Inc., et al.
|
||||
* All Rights Reserved.
|
||||
*
|
||||
* Modifications Copyright 2011, Blender Foundation.
|
||||
*
|
||||
* Redistribution and use in source and binary forms, with or without
|
||||
* modification, are permitted provided that the following conditions are
|
||||
* met:
|
||||
* * Redistributions of source code must retain the above copyright
|
||||
* notice, this list of conditions and the following disclaimer.
|
||||
* * Redistributions in binary form must reproduce the above copyright
|
||||
* notice, this list of conditions and the following disclaimer in the
|
||||
* documentation and/or other materials provided with the distribution.
|
||||
* * Neither the name of Sony Pictures Imageworks nor the names of its
|
||||
* contributors may be used to endorse or promote products derived from
|
||||
* this software without specific prior written permission.
|
||||
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
|
||||
* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
|
||||
* LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
|
||||
* A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
|
||||
* OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
|
||||
* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
|
||||
* LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
|
||||
* DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
|
||||
* THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
|
||||
* OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*/
|
||||
|
||||
#include <OpenImageIO/fmath.h>
|
||||
|
||||
#include <OSL/genclosure.h>
|
||||
|
||||
#include "kernel_compat_cpu.h"
|
||||
#include "osl_closures.h"
|
||||
|
||||
#include "kernel_types.h"
|
||||
#include "kernel_montecarlo.h"
|
||||
#include "closure/bsdf_disney_specular.h"
|
||||
|
||||
CCL_NAMESPACE_BEGIN
|
||||
|
||||
using namespace OSL;
|
||||
|
||||
class DisneySpecularClosure : public CBSDFClosure {
|
||||
public:
|
||||
DisneySpecularBRDFParams dp;
|
||||
|
||||
DisneySpecularClosure() : CBSDFClosure(LABEL_REFLECT|LABEL_GLOSSY)
|
||||
{}
|
||||
|
||||
void setup()
|
||||
{
|
||||
sc.prim = this;
|
||||
m_shaderdata_flag = bsdf_disney_specular_setup(&sc);
|
||||
|
||||
dp.precompute_values();
|
||||
}
|
||||
|
||||
void blur(float roughness)
|
||||
{
|
||||
}
|
||||
|
||||
float3 eval_reflect(const float3 &omega_out, const float3 &omega_in, float& pdf) const
|
||||
{
|
||||
return bsdf_disney_specular_eval_reflect(&sc, &dp, omega_out, omega_in, &pdf);
|
||||
}
|
||||
|
||||
float3 eval_transmit(const float3 &omega_out, const float3 &omega_in, float& pdf) const
|
||||
{
|
||||
return bsdf_disney_specular_eval_transmit(&sc, omega_out, omega_in, &pdf);
|
||||
}
|
||||
|
||||
int sample(const float3 &Ng,
|
||||
const float3 &omega_out, const float3 &domega_out_dx, const float3 &domega_out_dy,
|
||||
float randu, float randv,
|
||||
float3 &omega_in, float3 &domega_in_dx, float3 &domega_in_dy,
|
||||
float &pdf, float3 &eval) const
|
||||
{
|
||||
return bsdf_disney_specular_sample(&sc, &dp, Ng, omega_out, domega_out_dx, domega_out_dy,
|
||||
randu, randv, &eval, &omega_in, &domega_in_dx, &domega_in_dy, &pdf);
|
||||
}
|
||||
};
|
||||
|
||||
ClosureParam *closure_bsdf_disney_specular_params()
|
||||
{
|
||||
static ClosureParam params[] = {
|
||||
CLOSURE_FLOAT3_PARAM(DisneySpecularClosure, sc.N),
|
||||
CLOSURE_FLOAT3_PARAM(DisneySpecularClosure, sc.T),
|
||||
CLOSURE_FLOAT3_PARAM(DisneySpecularClosure, dp.m_base_color),
|
||||
CLOSURE_FLOAT_PARAM(DisneySpecularClosure, dp.m_metallic),
|
||||
CLOSURE_FLOAT_PARAM(DisneySpecularClosure, dp.m_specular),
|
||||
CLOSURE_FLOAT_PARAM(DisneySpecularClosure, dp.m_specular_tint),
|
||||
CLOSURE_FLOAT_PARAM(DisneySpecularClosure, dp.m_roughness),
|
||||
CLOSURE_FLOAT_PARAM(DisneySpecularClosure, dp.m_anisotropic),
|
||||
CLOSURE_FLOAT_PARAM(DisneySpecularClosure, dp.m_withNdotL),
|
||||
CLOSURE_FLOAT_PARAM(DisneySpecularClosure, dp.m_brightness),
|
||||
CLOSURE_FLOAT_PARAM(DisneySpecularClosure, dp.m_gamma),
|
||||
CLOSURE_FLOAT_PARAM(DisneySpecularClosure, dp.m_exposure),
|
||||
CLOSURE_FLOAT_PARAM(DisneySpecularClosure, dp.m_mon2lingamma),
|
||||
CLOSURE_STRING_KEYPARAM(DisneySpecularClosure, label, "label"),
|
||||
CLOSURE_FINISH_PARAM(DisneySpecularClosure)
|
||||
};
|
||||
return params;
|
||||
}
|
||||
|
||||
CCLOSURE_PREPARE(closure_bsdf_disney_specular_prepare, DisneySpecularClosure)
|
||||
|
||||
CCL_NAMESPACE_END
|
||||
|
||||
@@ -240,6 +240,8 @@ void OSLShader::register_closures(OSLShadingSystem *ss_)
|
||||
closure_bssrdf_burley_params(), closure_bssrdf_burley_prepare);
|
||||
register_closure(ss, "disney_diffuse", id++,
|
||||
closure_bsdf_disney_diffuse_params(), closure_bsdf_disney_diffuse_prepare);
|
||||
register_closure(ss, "disney_specular", id++,
|
||||
closure_bsdf_disney_specular_params(), closure_bsdf_disney_specular_prepare);
|
||||
|
||||
register_closure(ss, "hair_reflection", id++,
|
||||
bsdf_hair_reflection_params(), bsdf_hair_reflection_prepare);
|
||||
|
||||
@@ -53,6 +53,7 @@ OSL::ClosureParam *closure_bssrdf_gaussian_params();
|
||||
OSL::ClosureParam *closure_bssrdf_burley_params();
|
||||
OSL::ClosureParam *closure_henyey_greenstein_volume_params();
|
||||
OSL::ClosureParam *closure_bsdf_disney_diffuse_params();
|
||||
OSL::ClosureParam *closure_bsdf_disney_specular_params();
|
||||
|
||||
void closure_emission_prepare(OSL::RendererServices *, int id, void *data);
|
||||
void closure_background_prepare(OSL::RendererServices *, int id, void *data);
|
||||
@@ -65,6 +66,7 @@ void closure_bssrdf_gaussian_prepare(OSL::RendererServices *, int id, void *data
|
||||
void closure_bssrdf_burley_prepare(OSL::RendererServices *, int id, void *data);
|
||||
void closure_henyey_greenstein_volume_prepare(OSL::RendererServices *, int id, void *data);
|
||||
void closure_bsdf_disney_diffuse_prepare(OSL::RendererServices *, int id, void *data);
|
||||
void closure_bsdf_disney_specular_prepare(OSL::RendererServices *, int id, void *data);
|
||||
|
||||
#define CCLOSURE_PREPARE(name, classname) \
|
||||
void name(RendererServices *, int id, void *data) \
|
||||
|
||||
@@ -538,6 +538,9 @@ closure color holdout() BUILTIN;
|
||||
closure color ambient_occlusion() BUILTIN;
|
||||
closure color disney_diffuse(normal N, color baseColor, float subsurface, float roughness, float sheen,
|
||||
float sheenTint, float withNdotL, float brightness, float gamma, float exposure, float mon2lingamma) BUILTIN;
|
||||
closure color disney_specular(normal N, normal T, color baseColor, float metallic, float specular, float specularTint,
|
||||
float roughness, float anisotropic, float withNdotL, float brightness, float gamma, float exposure,
|
||||
float mon2lingamma) BUILTIN;
|
||||
|
||||
// BSSRDF
|
||||
closure color bssrdf_cubic(normal N, vector radius, float texture_blur, float sharpness) BUILTIN;
|
||||
|
||||
@@ -395,6 +395,7 @@ typedef enum ClosureType {
|
||||
CLOSURE_BSDF_PHONG_RAMP_ID,
|
||||
CLOSURE_BSDF_GLOSSY_TOON_ID,
|
||||
CLOSURE_BSDF_HAIR_REFLECTION_ID,
|
||||
CLOSURE_BSDF_DISNEY_SPECULAR_ID,
|
||||
|
||||
/* Transmission */
|
||||
CLOSURE_BSDF_TRANSMISSION_ID,
|
||||
|
||||
Reference in New Issue
Block a user