190 lines
5.7 KiB
C
190 lines
5.7 KiB
C
/* SPDX-FileCopyrightText: 2009-2010 Sony Pictures Imageworks Inc., et al. All Rights Reserved.
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* SPDX-FileCopyrightText: 2011-2022 Blender Foundation
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*
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* SPDX-License-Identifier: BSD-3-Clause
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*
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* Adapted code from Open Shading Language. */
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#pragma once
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#include "kernel/types.h"
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#include "kernel/sample/mapping.h"
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CCL_NAMESPACE_BEGIN
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struct ToonBsdf {
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SHADER_CLOSURE_BASE;
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float size;
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float smooth;
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};
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static_assert(sizeof(ShaderClosure) >= sizeof(ToonBsdf), "ToonBsdf is too large!");
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ccl_device_inline int bsdf_toon_setup_common(ccl_private ToonBsdf *bsdf)
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{
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bsdf->size = clamp(bsdf->size, 1e-5f, 1.0f) * M_PI_2_F;
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bsdf->smooth = saturatef(bsdf->smooth) * M_PI_2_F;
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return SD_BSDF | SD_BSDF_HAS_EVAL;
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}
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/* DIFFUSE TOON */
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ccl_device int bsdf_diffuse_toon_setup(ccl_private ToonBsdf *bsdf)
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{
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bsdf->type = CLOSURE_BSDF_DIFFUSE_TOON_ID;
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return bsdf_toon_setup_common(bsdf);
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}
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ccl_device float bsdf_toon_get_intensity(const float max_angle,
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const float smooth,
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const float angle)
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{
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float is;
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if (angle < max_angle) {
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is = 1.0f;
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}
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else if (angle < (max_angle + smooth) && smooth != 0.0f) {
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is = (1.0f - (angle - max_angle) / smooth);
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}
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else {
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is = 0.0f;
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}
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return is;
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}
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ccl_device float bsdf_toon_get_sample_angle(const float max_angle, const float smooth)
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{
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return fminf(max_angle + smooth, M_PI_2_F);
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}
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ccl_device Spectrum bsdf_diffuse_toon_eval(const ccl_private ShaderClosure *sc,
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const float3 wi,
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const float3 wo,
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ccl_private float *pdf)
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{
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const ccl_private ToonBsdf *bsdf = (const ccl_private ToonBsdf *)sc;
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const float max_angle = bsdf->size;
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const float smooth = bsdf->smooth;
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const float cosNO = dot(bsdf->N, wo);
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if (cosNO >= 0.0f) {
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const float angle = safe_acosf(fmaxf(cosNO, 0.0f));
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const float sample_angle = bsdf_toon_get_sample_angle(max_angle, smooth);
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if (angle < sample_angle) {
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const float eval = bsdf_toon_get_intensity(max_angle, smooth, angle);
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*pdf = M_1_2PI_F / one_minus_cos(sample_angle);
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return make_spectrum(*pdf * eval);
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}
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}
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*pdf = 0.0f;
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return zero_spectrum();
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}
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ccl_device int bsdf_diffuse_toon_sample(const ccl_private ShaderClosure *sc,
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const float3 Ng,
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const float3 wi,
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const float2 rand,
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ccl_private Spectrum *eval,
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ccl_private float3 *wo,
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ccl_private float *pdf)
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{
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const ccl_private ToonBsdf *bsdf = (const ccl_private ToonBsdf *)sc;
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const float max_angle = bsdf->size;
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const float smooth = bsdf->smooth;
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const float sample_angle = bsdf_toon_get_sample_angle(max_angle, smooth);
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float cosNO;
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*wo = sample_uniform_cone(bsdf->N, one_minus_cos(sample_angle), rand, &cosNO, pdf);
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if (dot(Ng, *wo) > 0.0f) {
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const float angle = acosf(cosNO);
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*eval = make_spectrum(*pdf * bsdf_toon_get_intensity(max_angle, smooth, angle));
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return LABEL_REFLECT | LABEL_DIFFUSE;
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}
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*pdf = 0.0f;
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*eval = zero_spectrum();
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return LABEL_NONE;
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}
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/* GLOSSY TOON */
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ccl_device int bsdf_glossy_toon_setup(ccl_private ToonBsdf *bsdf)
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{
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bsdf->type = CLOSURE_BSDF_GLOSSY_TOON_ID;
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return bsdf_toon_setup_common(bsdf);
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}
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ccl_device Spectrum bsdf_glossy_toon_eval(const ccl_private ShaderClosure *sc,
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const float3 wi,
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const float3 wo,
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ccl_private float *pdf)
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{
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const ccl_private ToonBsdf *bsdf = (const ccl_private ToonBsdf *)sc;
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const float max_angle = bsdf->size;
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const float smooth = bsdf->smooth;
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const float cosNI = dot(bsdf->N, wi);
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const float cosNO = dot(bsdf->N, wo);
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if (cosNI > 0 && cosNO > 0) {
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/* reflect the view vector */
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const float3 R = (2 * cosNI) * bsdf->N - wi;
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const float cosRO = dot(R, wo);
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const float angle = safe_acosf(fmaxf(cosRO, 0.0f));
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const float sample_angle = bsdf_toon_get_sample_angle(max_angle, smooth);
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if (angle < sample_angle) {
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const float eval = bsdf_toon_get_intensity(max_angle, smooth, angle);
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*pdf = M_1_2PI_F / one_minus_cos(sample_angle);
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return make_spectrum(*pdf * eval);
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}
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}
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*pdf = 0.0f;
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return zero_spectrum();
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}
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ccl_device int bsdf_glossy_toon_sample(const ccl_private ShaderClosure *sc,
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const float3 Ng,
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const float3 wi,
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const float2 rand,
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ccl_private Spectrum *eval,
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ccl_private float3 *wo,
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ccl_private float *pdf)
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{
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const ccl_private ToonBsdf *bsdf = (const ccl_private ToonBsdf *)sc;
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const float max_angle = bsdf->size;
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const float smooth = bsdf->smooth;
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const float cosNI = dot(bsdf->N, wi);
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if (cosNI > 0) {
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/* reflect the view vector */
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const float3 R = (2 * cosNI) * bsdf->N - wi;
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const float sample_angle = bsdf_toon_get_sample_angle(max_angle, smooth);
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float cosRO;
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*wo = sample_uniform_cone(R, one_minus_cos(sample_angle), rand, &cosRO, pdf);
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/* make sure the direction we chose is still in the right hemisphere */
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if (dot(Ng, *wo) > 0.0f && dot(bsdf->N, *wo) > 0.0f) {
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const float angle = acosf(cosRO);
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*eval = make_spectrum(*pdf * bsdf_toon_get_intensity(max_angle, smooth, angle));
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return LABEL_GLOSSY | LABEL_REFLECT;
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}
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}
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*pdf = 0.0f;
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*eval = zero_spectrum();
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return LABEL_NONE;
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}
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CCL_NAMESPACE_END
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