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
112 lines
3.2 KiB
C
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
|