blender/intern/cycles/kernel/closure/volume_fournier_forand.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

73 lines
2.5 KiB
C

/* SPDX-FileCopyrightText: 2011-2024 Blender Foundation
*
* SPDX-License-Identifier: Apache-2.0 */
#pragma once
#include "kernel/types.h"
#include "kernel/closure/volume_util.h"
CCL_NAMESPACE_BEGIN
/* FOURNIER-FORAND CLOSURE */
struct FournierForandVolume {
SHADER_CLOSURE_VOLUME_BASE;
/* Precomputed coefficients, based on B and IOR */
float c1, c2, c3;
};
static_assert(sizeof(ShaderVolumeClosure) >= sizeof(FournierForandVolume),
"FournierForandVolume is too large!");
ccl_device int volume_fournier_forand_setup(ccl_private FournierForandVolume *volume,
float B,
float IOR)
{
volume->type = CLOSURE_VOLUME_FOURNIER_FORAND_ID;
/* clamp backscatter fraction to avoid delta function */
B = min(fabsf(B), 0.5f - 1e-3f);
IOR = max(IOR, 1.0f + 1e-3f);
const float3 coeffs = phase_fournier_forand_coeffs(B, IOR);
volume->c1 = coeffs.x;
volume->c2 = coeffs.y;
volume->c3 = coeffs.z;
return SR_SCATTER;
}
ccl_device Spectrum volume_fournier_forand_eval(const ccl_private ShaderData *sd,
const ccl_private ShaderVolumeClosure *svc,
const float3 wo,
ccl_private float *pdf)
{
const ccl_private FournierForandVolume *volume = (const ccl_private FournierForandVolume *)svc;
const float3 coeffs = make_float3(volume->c1, volume->c2, volume->c3);
/* note that wi points towards the viewer */
const float cos_theta = dot(-sd->wi, wo);
*pdf = phase_fournier_forand(cos_theta, coeffs);
return make_spectrum(*pdf);
}
ccl_device int volume_fournier_forand_sample(const ccl_private ShaderData *sd,
const ccl_private ShaderVolumeClosure *svc,
const float2 rand,
ccl_private Spectrum *eval,
ccl_private float3 *wo,
ccl_private float *pdf)
{
const ccl_private FournierForandVolume *volume = (const ccl_private FournierForandVolume *)svc;
const float3 coeffs = make_float3(volume->c1, volume->c2, volume->c3);
/* note that wi points towards the viewer and so is used negated */
*wo = phase_fournier_forand_sample(-sd->wi, coeffs, rand, pdf);
*eval = make_spectrum(*pdf); /* perfect importance sampling */
return LABEL_VOLUME_SCATTER;
}
CCL_NAMESPACE_END