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test/intern/cycles/kernel/closure/bsdf_diffuse.h

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3.4 KiB
C

/* SPDX-FileCopyrightText: 2009-2010 Sony Pictures Imageworks Inc., et al. All Rights Reserved.
* SPDX-FileCopyrightText: 2011-2022 Blender Foundation
*
* SPDX-License-Identifier: BSD-3-Clause
*
* Adapted code from Open Shading Language. */
#pragma once
#include "kernel/types.h"
#include "kernel/sample/mapping.h"
CCL_NAMESPACE_BEGIN
struct DiffuseBsdf {
SHADER_CLOSURE_BASE;
};
static_assert(sizeof(ShaderClosure) >= sizeof(DiffuseBsdf), "DiffuseBsdf is too large!");
/* DIFFUSE */
ccl_device int bsdf_diffuse_setup(ccl_private DiffuseBsdf *bsdf)
{
bsdf->type = CLOSURE_BSDF_DIFFUSE_ID;
return SD_BSDF | SD_BSDF_HAS_EVAL;
}
ccl_device Spectrum bsdf_diffuse_eval(const ccl_private ShaderClosure *sc,
const float3 wi,
const float3 wo,
ccl_private float *pdf)
{
const ccl_private DiffuseBsdf *bsdf = (const ccl_private DiffuseBsdf *)sc;
const float3 N = bsdf->N;
const float cosNO = fmaxf(dot(N, wo), 0.0f) * M_1_PI_F;
*pdf = cosNO;
return make_spectrum(cosNO);
}
ccl_device int bsdf_diffuse_sample(const ccl_private ShaderClosure *sc,
const float3 Ng,
const float3 wi,
const float2 rand,
ccl_private Spectrum *eval,
ccl_private float3 *wo,
ccl_private float *pdf)
{
const ccl_private DiffuseBsdf *bsdf = (const ccl_private DiffuseBsdf *)sc;
const float3 N = bsdf->N;
// distribution over the hemisphere
sample_cos_hemisphere(N, rand, wo, pdf);
if (dot(Ng, *wo) > 0.0f) {
*eval = make_spectrum(*pdf);
}
else {
*pdf = 0.0f;
*eval = zero_spectrum();
}
return LABEL_REFLECT | LABEL_DIFFUSE;
}
/* TRANSLUCENT */
ccl_device int bsdf_translucent_setup(ccl_private DiffuseBsdf *bsdf)
{
bsdf->type = CLOSURE_BSDF_TRANSLUCENT_ID;
return SD_BSDF | SD_BSDF_HAS_EVAL | SD_BSDF_HAS_TRANSMISSION;
}
ccl_device Spectrum bsdf_translucent_eval(const ccl_private ShaderClosure *sc,
const float3 wi,
const float3 wo,
ccl_private float *pdf)
{
const ccl_private DiffuseBsdf *bsdf = (const ccl_private DiffuseBsdf *)sc;
const float3 N = bsdf->N;
const float cosNO = fmaxf(-dot(N, wo), 0.0f) * M_1_PI_F;
*pdf = cosNO;
return make_spectrum(cosNO);
}
ccl_device int bsdf_translucent_sample(const ccl_private ShaderClosure *sc,
const float3 Ng,
const float3 wi,
const float2 rand,
ccl_private Spectrum *eval,
ccl_private float3 *wo,
ccl_private float *pdf)
{
const ccl_private DiffuseBsdf *bsdf = (const ccl_private DiffuseBsdf *)sc;
const float3 N = bsdf->N;
// we are viewing the surface from the right side - send a ray out with cosine
// distribution over the hemisphere
sample_cos_hemisphere(-N, rand, wo, pdf);
if (dot(Ng, *wo) < 0) {
*eval = make_spectrum(*pdf);
}
else {
*pdf = 0;
*eval = zero_spectrum();
}
return LABEL_TRANSMIT | LABEL_DIFFUSE;
}
CCL_NAMESPACE_END