Simplifies code overall to do it inside the eval function, most of the BSDFs already compute the dot product. The refactoring in bsdf_principled_hair_eval() was needed to avoid a HIP compiler bug. Cause is unclear, just changing the implementation enough is meant to sidestep it. Ref T92571, D15286
114 lines
3.4 KiB
C++
114 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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CCL_NAMESPACE_BEGIN
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typedef struct DiffuseBsdf {
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SHADER_CLOSURE_BASE;
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} DiffuseBsdf;
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static_assert(sizeof(ShaderClosure) >= sizeof(DiffuseBsdf), "DiffuseBsdf is too large!");
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/* DIFFUSE */
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ccl_device int bsdf_diffuse_setup(ccl_private DiffuseBsdf *bsdf)
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{
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bsdf->type = CLOSURE_BSDF_DIFFUSE_ID;
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return SD_BSDF | SD_BSDF_HAS_EVAL;
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}
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ccl_device Spectrum bsdf_diffuse_eval(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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ccl_private const DiffuseBsdf *bsdf = (ccl_private const DiffuseBsdf *)sc;
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float3 N = bsdf->N;
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float cos_pi = fmaxf(dot(N, omega_in), 0.0f) * M_1_PI_F;
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*pdf = cos_pi;
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return make_spectrum(cos_pi);
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}
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ccl_device int bsdf_diffuse_sample(ccl_private const ShaderClosure *sc,
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float3 Ng,
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float3 I,
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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 float *pdf)
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{
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ccl_private const DiffuseBsdf *bsdf = (ccl_private const DiffuseBsdf *)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 = make_spectrum(*pdf);
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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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/* TRANSLUCENT */
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ccl_device int bsdf_translucent_setup(ccl_private DiffuseBsdf *bsdf)
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{
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bsdf->type = CLOSURE_BSDF_TRANSLUCENT_ID;
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return SD_BSDF | SD_BSDF_HAS_EVAL;
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}
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ccl_device Spectrum bsdf_translucent_eval(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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ccl_private const DiffuseBsdf *bsdf = (ccl_private const DiffuseBsdf *)sc;
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float3 N = bsdf->N;
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float cos_pi = fmaxf(-dot(N, omega_in), 0.0f) * M_1_PI_F;
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*pdf = cos_pi;
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return make_spectrum(cos_pi);
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}
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ccl_device int bsdf_translucent_sample(ccl_private const ShaderClosure *sc,
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float3 Ng,
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float3 I,
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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 float *pdf)
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{
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ccl_private const DiffuseBsdf *bsdf = (ccl_private const DiffuseBsdf *)sc;
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float3 N = bsdf->N;
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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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*eval = make_spectrum(*pdf);
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}
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else {
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*pdf = 0;
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*eval = zero_spectrum();
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}
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return LABEL_TRANSMIT | LABEL_DIFFUSE;
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}
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CCL_NAMESPACE_END
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