Files
test/intern/cycles/kernel/closure/bsdf_principled_sheen.h
Brecht Van Lommel 6d19da0b2d Cycles: BSDF eval refactor to remove separate reflection/refraction methods
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
2022-09-27 15:56:28 +02:00

112 lines
3.2 KiB
C

/* SPDX-License-Identifier: Apache-2.0
* Copyright 2011-2022 Blender Foundation */
#pragma once
/* DISNEY PRINCIPLED SHEEN BRDF
*
* Shading model by Brent Burley (Disney): "Physically Based Shading at Disney" (2012)
*/
#include "kernel/closure/bsdf_util.h"
CCL_NAMESPACE_BEGIN
typedef struct PrincipledSheenBsdf {
SHADER_CLOSURE_BASE;
float avg_value;
} PrincipledSheenBsdf;
static_assert(sizeof(ShaderClosure) >= sizeof(PrincipledSheenBsdf),
"PrincipledSheenBsdf is too large!");
ccl_device_inline float calculate_avg_principled_sheen_brdf(float3 N, float3 I)
{
/* To compute the average, we set the half-vector to the normal, resulting in
* NdotI = NdotL = NdotV = LdotH */
float NdotI = dot(N, I);
if (NdotI < 0.0f) {
return 0.0f;
}
return schlick_fresnel(NdotI) * NdotI;
}
ccl_device Spectrum
calculate_principled_sheen_brdf(float3 N, float3 V, float3 L, float3 H, ccl_private float *pdf)
{
float NdotL = dot(N, L);
float NdotV = dot(N, V);
if (NdotL < 0 || NdotV < 0) {
*pdf = 0.0f;
return zero_spectrum();
}
float LdotH = dot(L, H);
float value = schlick_fresnel(LdotH) * NdotL;
return make_spectrum(value);
}
ccl_device int bsdf_principled_sheen_setup(ccl_private const ShaderData *sd,
ccl_private PrincipledSheenBsdf *bsdf)
{
bsdf->type = CLOSURE_BSDF_PRINCIPLED_SHEEN_ID;
bsdf->avg_value = calculate_avg_principled_sheen_brdf(bsdf->N, sd->I);
bsdf->sample_weight *= bsdf->avg_value;
return SD_BSDF | SD_BSDF_HAS_EVAL;
}
ccl_device Spectrum bsdf_principled_sheen_eval(ccl_private const ShaderClosure *sc,
const float3 I,
const float3 omega_in,
ccl_private float *pdf)
{
ccl_private const PrincipledSheenBsdf *bsdf = (ccl_private const PrincipledSheenBsdf *)sc;
const float3 N = bsdf->N;
if (dot(N, omega_in) > 0.0f) {
const float3 V = I; // outgoing
const float3 L = omega_in; // incoming
const float3 H = normalize(L + V);
*pdf = fmaxf(dot(N, omega_in), 0.0f) * M_1_PI_F;
return calculate_principled_sheen_brdf(N, V, L, H, pdf);
}
else {
*pdf = 0.0f;
return zero_spectrum();
}
}
ccl_device int bsdf_principled_sheen_sample(ccl_private const ShaderClosure *sc,
float3 Ng,
float3 I,
float randu,
float randv,
ccl_private Spectrum *eval,
ccl_private float3 *omega_in,
ccl_private float *pdf)
{
ccl_private const PrincipledSheenBsdf *bsdf = (ccl_private const PrincipledSheenBsdf *)sc;
float3 N = bsdf->N;
sample_cos_hemisphere(N, randu, randv, omega_in, pdf);
if (dot(Ng, *omega_in) > 0) {
float3 H = normalize(I + *omega_in);
*eval = calculate_principled_sheen_brdf(N, I, *omega_in, H, pdf);
}
else {
*eval = zero_spectrum();
*pdf = 0.0f;
}
return LABEL_REFLECT | LABEL_DIFFUSE;
}
CCL_NAMESPACE_END