blender/intern/cycles/kernel/closure/bsdf_ashikhmin_velvet.h
Weizhen Huang cc93b7f5a4 Refactor: Cycles: Separate shader flags and runtime flags
We are running out of bits. Split the original `ShaderDataFlag` into
`ShaderRuntimeFlag`, which is determined by closures in the shader and
set up during rendering, and `ShaderDataFlag`, which is the same for the
whole shader graph and hence determined during shader compilation

The size of `ShaderData` did not change due to padding

Pull Request: https://projects.blender.org/blender/blender/pulls/161856
2026-07-27 19:31:18 +02:00

134 lines
3.9 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 VelvetBsdf {
SHADER_CLOSURE_BASE;
float sigma;
float invsigma2;
};
static_assert(sizeof(ShaderClosure) >= sizeof(VelvetBsdf), "VelvetBsdf is too large!");
ccl_device int bsdf_ashikhmin_velvet_setup(ccl_private VelvetBsdf *bsdf)
{
const float sigma = fmaxf(bsdf->sigma, 0.01f);
bsdf->invsigma2 = 1.0f / (sigma * sigma);
bsdf->type = CLOSURE_BSDF_ASHIKHMIN_VELVET_ID;
return SR_BSDF | SR_BSDF_HAS_EVAL;
}
ccl_device Spectrum bsdf_ashikhmin_velvet_eval(const ccl_private ShaderClosure *sc,
const float3 wi,
const float3 wo,
ccl_private float *pdf)
{
const ccl_private VelvetBsdf *bsdf = (const ccl_private VelvetBsdf *)sc;
const float m_invsigma2 = bsdf->invsigma2;
const float3 N = bsdf->N;
const float cosNI = dot(N, wi);
const float cosNO = dot(N, wo);
if (!(cosNI > 0 && cosNO > 0)) {
*pdf = 0.0f;
return zero_spectrum();
}
const float3 H = normalize(wi + wo);
const float cosNH = dot(N, H);
const float cosHI = fabsf(dot(wi, H));
if (!(fabsf(cosNH) < 1.0f - 1e-5f && cosHI > 1e-5f)) {
*pdf = 0.0f;
return zero_spectrum();
}
float cosNHdivHI = cosNH / cosHI;
cosNHdivHI = fmaxf(cosNHdivHI, 1e-5f);
const float fac1 = 2 * fabsf(cosNHdivHI * cosNI);
const float fac2 = 2 * fabsf(cosNHdivHI * cosNO);
const float sinNH2 = 1 - cosNH * cosNH;
const float sinNH4 = sinNH2 * sinNH2;
const float cotangent2 = (cosNH * cosNH) / sinNH2;
const float D = expf(-cotangent2 * m_invsigma2) * m_invsigma2 * M_1_PI_F / sinNH4;
const float G = fminf(1.0f, fminf(fac1, fac2)); // TODO: derive G from D analytically
const float out = 0.25f * (D * G) / cosNI;
*pdf = 0.5f * M_1_PI_F;
return make_spectrum(out);
}
ccl_device int bsdf_ashikhmin_velvet_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 VelvetBsdf *bsdf = (const ccl_private VelvetBsdf *)sc;
const float m_invsigma2 = bsdf->invsigma2;
const float3 N = bsdf->N;
// we are viewing the surface from above - send a ray out with uniform
// distribution over the hemisphere
sample_uniform_hemisphere(N, rand, wo, pdf);
if (!(dot(Ng, *wo) > 0)) {
*pdf = 0.0f;
*eval = zero_spectrum();
return LABEL_NONE;
}
const float3 H = normalize(wi + *wo);
const float cosNI = dot(N, wi);
const float cosNO = dot(N, *wo);
const float cosHI = fabsf(dot(wi, H));
const float cosNH = dot(N, H);
if (!(cosNI > 1e-5f && fabsf(cosNH) < 1.0f - 1e-5f && cosHI > 1e-5f)) {
*pdf = 0.0f;
*eval = zero_spectrum();
return LABEL_NONE;
}
float cosNHdivHI = cosNH / cosHI;
cosNHdivHI = fmaxf(cosNHdivHI, 1e-5f);
const float fac1 = 2 * fabsf(cosNHdivHI * cosNI);
const float fac2 = 2 * fabsf(cosNHdivHI * cosNO);
const float sinNH2 = 1 - cosNH * cosNH;
const float sinNH4 = sinNH2 * sinNH2;
const float cotangent2 = (cosNH * cosNH) / sinNH2;
const float D = expf(-cotangent2 * m_invsigma2) * m_invsigma2 * M_1_PI_F / sinNH4;
const float G = fminf(1.0f, fminf(fac1, fac2)); // TODO: derive G from D analytically
const float power = 0.25f * (D * G) / cosNI;
*eval = make_spectrum(power);
return LABEL_REFLECT | LABEL_DIFFUSE;
}
CCL_NAMESPACE_END