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test2/intern/cycles/kernel/closure/bsdf_toon.h

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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 ToonBsdf {
SHADER_CLOSURE_BASE;
float size;
float smooth;
};
static_assert(sizeof(ShaderClosure) >= sizeof(ToonBsdf), "ToonBsdf is too large!");
ccl_device_inline int bsdf_toon_setup_common(ccl_private ToonBsdf *bsdf)
{
bsdf->size = clamp(bsdf->size, 1e-5f, 1.0f) * M_PI_2_F;
bsdf->smooth = saturatef(bsdf->smooth) * M_PI_2_F;
return SD_BSDF | SD_BSDF_HAS_EVAL;
}
/* DIFFUSE TOON */
ccl_device int bsdf_diffuse_toon_setup(ccl_private ToonBsdf *bsdf)
{
bsdf->type = CLOSURE_BSDF_DIFFUSE_TOON_ID;
return bsdf_toon_setup_common(bsdf);
}
ccl_device float bsdf_toon_get_intensity(const float max_angle,
const float smooth,
const float angle)
{
float is;
if (angle < max_angle) {
is = 1.0f;
}
else if (angle < (max_angle + smooth) && smooth != 0.0f) {
is = (1.0f - (angle - max_angle) / smooth);
}
else {
is = 0.0f;
}
return is;
}
ccl_device float bsdf_toon_get_sample_angle(const float max_angle, const float smooth)
{
return fminf(max_angle + smooth, M_PI_2_F);
}
ccl_device Spectrum bsdf_diffuse_toon_eval(const ccl_private ShaderClosure *sc,
const float3 wi,
const float3 wo,
ccl_private float *pdf)
{
const ccl_private ToonBsdf *bsdf = (const ccl_private ToonBsdf *)sc;
const float max_angle = bsdf->size;
const float smooth = bsdf->smooth;
const float cosNO = dot(bsdf->N, wo);
if (cosNO >= 0.0f) {
const float angle = safe_acosf(fmaxf(cosNO, 0.0f));
const float sample_angle = bsdf_toon_get_sample_angle(max_angle, smooth);
if (angle < sample_angle) {
const float eval = bsdf_toon_get_intensity(max_angle, smooth, angle);
*pdf = M_1_2PI_F / one_minus_cos(sample_angle);
return make_spectrum(*pdf * eval);
}
}
*pdf = 0.0f;
return zero_spectrum();
}
ccl_device int bsdf_diffuse_toon_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 ToonBsdf *bsdf = (const ccl_private ToonBsdf *)sc;
const float max_angle = bsdf->size;
const float smooth = bsdf->smooth;
const float sample_angle = bsdf_toon_get_sample_angle(max_angle, smooth);
float cosNO;
*wo = sample_uniform_cone(bsdf->N, one_minus_cos(sample_angle), rand, &cosNO, pdf);
if (dot(Ng, *wo) > 0.0f) {
const float angle = acosf(cosNO);
*eval = make_spectrum(*pdf * bsdf_toon_get_intensity(max_angle, smooth, angle));
return LABEL_REFLECT | LABEL_DIFFUSE;
}
*pdf = 0.0f;
*eval = zero_spectrum();
return LABEL_NONE;
}
/* GLOSSY TOON */
ccl_device int bsdf_glossy_toon_setup(ccl_private ToonBsdf *bsdf)
{
bsdf->type = CLOSURE_BSDF_GLOSSY_TOON_ID;
return bsdf_toon_setup_common(bsdf);
}
ccl_device Spectrum bsdf_glossy_toon_eval(const ccl_private ShaderClosure *sc,
const float3 wi,
const float3 wo,
ccl_private float *pdf)
{
const ccl_private ToonBsdf *bsdf = (const ccl_private ToonBsdf *)sc;
const float max_angle = bsdf->size;
const float smooth = bsdf->smooth;
const float cosNI = dot(bsdf->N, wi);
const float cosNO = dot(bsdf->N, wo);
if (cosNI > 0 && cosNO > 0) {
/* reflect the view vector */
const float3 R = (2 * cosNI) * bsdf->N - wi;
const float cosRO = dot(R, wo);
const float angle = safe_acosf(fmaxf(cosRO, 0.0f));
const float sample_angle = bsdf_toon_get_sample_angle(max_angle, smooth);
if (angle < sample_angle) {
const float eval = bsdf_toon_get_intensity(max_angle, smooth, angle);
*pdf = M_1_2PI_F / one_minus_cos(sample_angle);
return make_spectrum(*pdf * eval);
}
}
*pdf = 0.0f;
return zero_spectrum();
}
ccl_device int bsdf_glossy_toon_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 ToonBsdf *bsdf = (const ccl_private ToonBsdf *)sc;
const float max_angle = bsdf->size;
const float smooth = bsdf->smooth;
const float cosNI = dot(bsdf->N, wi);
if (cosNI > 0) {
/* reflect the view vector */
const float3 R = (2 * cosNI) * bsdf->N - wi;
const float sample_angle = bsdf_toon_get_sample_angle(max_angle, smooth);
float cosRO;
*wo = sample_uniform_cone(R, one_minus_cos(sample_angle), rand, &cosRO, pdf);
/* make sure the direction we chose is still in the right hemisphere */
if (dot(Ng, *wo) > 0.0f && dot(bsdf->N, *wo) > 0.0f) {
const float angle = acosf(cosRO);
*eval = make_spectrum(*pdf * bsdf_toon_get_intensity(max_angle, smooth, angle));
return LABEL_GLOSSY | LABEL_REFLECT;
}
}
*pdf = 0.0f;
*eval = zero_spectrum();
return LABEL_NONE;
}
CCL_NAMESPACE_END