blender/intern/cycles/kernel/closure/bsdf_phong_ramp.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

127 lines
4 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/util/colorspace.h"
CCL_NAMESPACE_BEGIN
#ifdef __OSL__
struct PhongRampBsdf {
SHADER_CLOSURE_BASE;
float exponent;
ccl_private float3 *colors;
};
static_assert(sizeof(ShaderClosure) >= sizeof(PhongRampBsdf), "PhongRampBsdf is too large!");
ccl_device float3 bsdf_phong_ramp_get_color(const float3 colors[8], float pos)
{
const int MAXCOLORS = 8;
const float npos = pos * (float)(MAXCOLORS - 1);
const int ipos = float_to_int(npos);
if (ipos < 0) {
return colors[0];
}
if (ipos >= (MAXCOLORS - 1)) {
return colors[MAXCOLORS - 1];
}
const float offset = npos - (float)ipos;
return colors[ipos] * (1.0f - offset) + colors[ipos + 1] * offset;
}
ccl_device int bsdf_phong_ramp_setup(ccl_private PhongRampBsdf *bsdf)
{
bsdf->type = CLOSURE_BSDF_PHONG_RAMP_ID;
bsdf->exponent = max(bsdf->exponent, 0.0f);
return SR_BSDF | SR_BSDF_HAS_EVAL;
}
ccl_device Spectrum bsdf_phong_ramp_eval(const ccl_private ShaderClosure *sc,
const float3 wi,
const float3 wo,
ccl_private float *pdf)
{
const ccl_private PhongRampBsdf *bsdf = (const ccl_private PhongRampBsdf *)sc;
const float m_exponent = bsdf->exponent;
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);
if (cosRO > 0) {
const float cosp = powf(cosRO, m_exponent);
const float common = 0.5f * M_1_PI_F * cosp;
const float out = cosNO * (m_exponent + 2) * common;
*pdf = (m_exponent + 1) * common;
return rgb_to_spectrum(bsdf_phong_ramp_get_color(bsdf->colors, cosp) * out);
}
}
*pdf = 0.0f;
return zero_spectrum();
}
ccl_device_inline float phong_ramp_exponent_to_roughness(const float exponent)
{
return sqrt(1.0f / ((exponent + 2.0f) / 2.0f));
}
ccl_device int bsdf_phong_ramp_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,
ccl_private float2 *sampled_roughness)
{
const ccl_private PhongRampBsdf *bsdf = (const ccl_private PhongRampBsdf *)sc;
const float cosNI = dot(bsdf->N, wi);
const float m_exponent = bsdf->exponent;
const float m_roughness = phong_ramp_exponent_to_roughness(m_exponent);
*sampled_roughness = make_float2(m_roughness, m_roughness);
if (cosNI > 0) {
// reflect the view vector
const float3 R = (2 * cosNI) * bsdf->N - wi;
float3 T;
float3 B;
make_orthonormals(R, &T, &B);
const float phi = M_2PI_F * rand.x;
const float cosTheta = powf(rand.y, 1 / (m_exponent + 1));
*wo = to_global(spherical_cos_to_direction(cosTheta, phi), T, B, R);
if (dot(Ng, *wo) > 0.0f) {
// common terms for pdf and eval
const float cosNO = dot(bsdf->N, *wo);
// make sure the direction we chose is still in the right hemisphere
if (cosNO > 0) {
const float cosp = powf(cosTheta, m_exponent);
const float common = 0.5f * M_1_PI_F * cosp;
*pdf = (m_exponent + 1) * common;
const float out = cosNO * (m_exponent + 2) * common;
*eval = rgb_to_spectrum(bsdf_phong_ramp_get_color(bsdf->colors, cosp) * out);
}
}
}
else {
*eval = zero_spectrum();
*pdf = 0.0f;
}
return LABEL_REFLECT | LABEL_GLOSSY;
}
#endif /* __OSL__ */
CCL_NAMESPACE_END