1 /*
2  * Copyright 2011-2017 Blender Foundation
3  *
4  * Licensed under the Apache License, Version 2.0 (the "License");
5  * you may not use this file except in compliance with the License.
6  * You may obtain a copy of the License at
7  *
8  * http://www.apache.org/licenses/LICENSE-2.0
9  *
10  * Unless required by applicable law or agreed to in writing, software
11  * distributed under the License is distributed on an "AS IS" BASIS,
12  * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
13  * See the License for the specific language governing permissions and
14  * limitations under the License.
15  */
16 
17 #ifndef __BSDF_PRINCIPLED_SHEEN_H__
18 #define __BSDF_PRINCIPLED_SHEEN_H__
19 
20 /* DISNEY PRINCIPLED SHEEN BRDF
21  *
22  * Shading model by Brent Burley (Disney): "Physically Based Shading at Disney" (2012)
23  */
24 
25 CCL_NAMESPACE_BEGIN
26 
27 typedef ccl_addr_space struct PrincipledSheenBsdf {
28   SHADER_CLOSURE_BASE;
29   float avg_value;
30 } PrincipledSheenBsdf;
31 
32 static_assert(sizeof(ShaderClosure) >= sizeof(PrincipledSheenBsdf),
33               "PrincipledSheenBsdf is too large!");
34 
calculate_avg_principled_sheen_brdf(float3 N,float3 I)35 ccl_device_inline float calculate_avg_principled_sheen_brdf(float3 N, float3 I)
36 {
37   /* To compute the average, we set the half-vector to the normal, resulting in
38    * NdotI = NdotL = NdotV = LdotH */
39   float NdotI = dot(N, I);
40   if (NdotI < 0.0f) {
41     return 0.0f;
42   }
43 
44   return schlick_fresnel(NdotI) * NdotI;
45 }
46 
47 ccl_device float3
calculate_principled_sheen_brdf(float3 N,float3 V,float3 L,float3 H,float * pdf)48 calculate_principled_sheen_brdf(float3 N, float3 V, float3 L, float3 H, float *pdf)
49 {
50   float NdotL = dot(N, L);
51   float NdotV = dot(N, V);
52 
53   if (NdotL < 0 || NdotV < 0) {
54     *pdf = 0.0f;
55     return make_float3(0.0f, 0.0f, 0.0f);
56   }
57 
58   float LdotH = dot(L, H);
59 
60   float value = schlick_fresnel(LdotH) * NdotL;
61 
62   return make_float3(value, value, value);
63 }
64 
bsdf_principled_sheen_setup(const ShaderData * sd,PrincipledSheenBsdf * bsdf)65 ccl_device int bsdf_principled_sheen_setup(const ShaderData *sd, PrincipledSheenBsdf *bsdf)
66 {
67   bsdf->type = CLOSURE_BSDF_PRINCIPLED_SHEEN_ID;
68   bsdf->avg_value = calculate_avg_principled_sheen_brdf(bsdf->N, sd->I);
69   bsdf->sample_weight *= bsdf->avg_value;
70   return SD_BSDF | SD_BSDF_HAS_EVAL;
71 }
72 
bsdf_principled_sheen_eval_reflect(const ShaderClosure * sc,const float3 I,const float3 omega_in,float * pdf)73 ccl_device float3 bsdf_principled_sheen_eval_reflect(const ShaderClosure *sc,
74                                                      const float3 I,
75                                                      const float3 omega_in,
76                                                      float *pdf)
77 {
78   const PrincipledSheenBsdf *bsdf = (const PrincipledSheenBsdf *)sc;
79 
80   float3 N = bsdf->N;
81   float3 V = I;         // outgoing
82   float3 L = omega_in;  // incoming
83   float3 H = normalize(L + V);
84 
85   if (dot(N, omega_in) > 0.0f) {
86     *pdf = fmaxf(dot(N, omega_in), 0.0f) * M_1_PI_F;
87     return calculate_principled_sheen_brdf(N, V, L, H, pdf);
88   }
89   else {
90     *pdf = 0.0f;
91     return make_float3(0.0f, 0.0f, 0.0f);
92   }
93 }
94 
bsdf_principled_sheen_eval_transmit(const ShaderClosure * sc,const float3 I,const float3 omega_in,float * pdf)95 ccl_device float3 bsdf_principled_sheen_eval_transmit(const ShaderClosure *sc,
96                                                       const float3 I,
97                                                       const float3 omega_in,
98                                                       float *pdf)
99 {
100   return make_float3(0.0f, 0.0f, 0.0f);
101 }
102 
bsdf_principled_sheen_sample(const ShaderClosure * sc,float3 Ng,float3 I,float3 dIdx,float3 dIdy,float randu,float randv,float3 * eval,float3 * omega_in,float3 * domega_in_dx,float3 * domega_in_dy,float * pdf)103 ccl_device int bsdf_principled_sheen_sample(const ShaderClosure *sc,
104                                             float3 Ng,
105                                             float3 I,
106                                             float3 dIdx,
107                                             float3 dIdy,
108                                             float randu,
109                                             float randv,
110                                             float3 *eval,
111                                             float3 *omega_in,
112                                             float3 *domega_in_dx,
113                                             float3 *domega_in_dy,
114                                             float *pdf)
115 {
116   const PrincipledSheenBsdf *bsdf = (const PrincipledSheenBsdf *)sc;
117 
118   float3 N = bsdf->N;
119 
120   sample_cos_hemisphere(N, randu, randv, omega_in, pdf);
121 
122   if (dot(Ng, *omega_in) > 0) {
123     float3 H = normalize(I + *omega_in);
124 
125     *eval = calculate_principled_sheen_brdf(N, I, *omega_in, H, pdf);
126 
127 #ifdef __RAY_DIFFERENTIALS__
128     // TODO: find a better approximation for the diffuse bounce
129     *domega_in_dx = -((2 * dot(N, dIdx)) * N - dIdx);
130     *domega_in_dy = -((2 * dot(N, dIdy)) * N - dIdy);
131 #endif
132   }
133   else {
134     *pdf = 0.0f;
135   }
136   return LABEL_REFLECT | LABEL_DIFFUSE;
137 }
138 
139 CCL_NAMESPACE_END
140 
141 #endif /* __BSDF_PRINCIPLED_SHEEN_H__ */
142