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_DIFFUSE_H__
18 #define __BSDF_PRINCIPLED_DIFFUSE_H__
19 
20 /* DISNEY PRINCIPLED DIFFUSE 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 PrincipledDiffuseBsdf {
28   SHADER_CLOSURE_BASE;
29 
30   float roughness;
31 } PrincipledDiffuseBsdf;
32 
33 static_assert(sizeof(ShaderClosure) >= sizeof(PrincipledDiffuseBsdf),
34               "PrincipledDiffuseBsdf is too large!");
35 
calculate_principled_diffuse_brdf(const PrincipledDiffuseBsdf * bsdf,float3 N,float3 V,float3 L,float3 H,float * pdf)36 ccl_device float3 calculate_principled_diffuse_brdf(
37     const PrincipledDiffuseBsdf *bsdf, float3 N, float3 V, float3 L, float3 H, float *pdf)
38 {
39   float NdotL = max(dot(N, L), 0.0f);
40   float NdotV = max(dot(N, V), 0.0f);
41 
42   if (NdotL < 0 || NdotV < 0) {
43     *pdf = 0.0f;
44     return make_float3(0.0f, 0.0f, 0.0f);
45   }
46 
47   float LdotH = dot(L, H);
48 
49   float FL = schlick_fresnel(NdotL), FV = schlick_fresnel(NdotV);
50   const float Fd90 = 0.5f + 2.0f * LdotH * LdotH * bsdf->roughness;
51   float Fd = (1.0f * (1.0f - FL) + Fd90 * FL) * (1.0f * (1.0f - FV) + Fd90 * FV);
52 
53   float value = M_1_PI_F * NdotL * Fd;
54 
55   return make_float3(value, value, value);
56 }
57 
bsdf_principled_diffuse_setup(PrincipledDiffuseBsdf * bsdf)58 ccl_device int bsdf_principled_diffuse_setup(PrincipledDiffuseBsdf *bsdf)
59 {
60   bsdf->type = CLOSURE_BSDF_PRINCIPLED_DIFFUSE_ID;
61   return SD_BSDF | SD_BSDF_HAS_EVAL;
62 }
63 
bsdf_principled_diffuse_merge(const ShaderClosure * a,const ShaderClosure * b)64 ccl_device bool bsdf_principled_diffuse_merge(const ShaderClosure *a, const ShaderClosure *b)
65 {
66   const PrincipledDiffuseBsdf *bsdf_a = (const PrincipledDiffuseBsdf *)a;
67   const PrincipledDiffuseBsdf *bsdf_b = (const PrincipledDiffuseBsdf *)b;
68 
69   return (isequal_float3(bsdf_a->N, bsdf_b->N) && bsdf_a->roughness == bsdf_b->roughness);
70 }
71 
bsdf_principled_diffuse_eval_reflect(const ShaderClosure * sc,const float3 I,const float3 omega_in,float * pdf)72 ccl_device float3 bsdf_principled_diffuse_eval_reflect(const ShaderClosure *sc,
73                                                        const float3 I,
74                                                        const float3 omega_in,
75                                                        float *pdf)
76 {
77   const PrincipledDiffuseBsdf *bsdf = (const PrincipledDiffuseBsdf *)sc;
78 
79   float3 N = bsdf->N;
80   float3 V = I;         // outgoing
81   float3 L = omega_in;  // incoming
82   float3 H = normalize(L + V);
83 
84   if (dot(N, omega_in) > 0.0f) {
85     *pdf = fmaxf(dot(N, omega_in), 0.0f) * M_1_PI_F;
86     return calculate_principled_diffuse_brdf(bsdf, N, V, L, H, pdf);
87   }
88   else {
89     *pdf = 0.0f;
90     return make_float3(0.0f, 0.0f, 0.0f);
91   }
92 }
93 
bsdf_principled_diffuse_eval_transmit(const ShaderClosure * sc,const float3 I,const float3 omega_in,float * pdf)94 ccl_device float3 bsdf_principled_diffuse_eval_transmit(const ShaderClosure *sc,
95                                                         const float3 I,
96                                                         const float3 omega_in,
97                                                         float *pdf)
98 {
99   return make_float3(0.0f, 0.0f, 0.0f);
100 }
101 
bsdf_principled_diffuse_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)102 ccl_device int bsdf_principled_diffuse_sample(const ShaderClosure *sc,
103                                               float3 Ng,
104                                               float3 I,
105                                               float3 dIdx,
106                                               float3 dIdy,
107                                               float randu,
108                                               float randv,
109                                               float3 *eval,
110                                               float3 *omega_in,
111                                               float3 *domega_in_dx,
112                                               float3 *domega_in_dy,
113                                               float *pdf)
114 {
115   const PrincipledDiffuseBsdf *bsdf = (const PrincipledDiffuseBsdf *)sc;
116 
117   float3 N = bsdf->N;
118 
119   sample_cos_hemisphere(N, randu, randv, omega_in, pdf);
120 
121   if (dot(Ng, *omega_in) > 0) {
122     float3 H = normalize(I + *omega_in);
123 
124     *eval = calculate_principled_diffuse_brdf(bsdf, N, I, *omega_in, H, pdf);
125 
126 #ifdef __RAY_DIFFERENTIALS__
127     // TODO: find a better approximation for the diffuse bounce
128     *domega_in_dx = -((2 * dot(N, dIdx)) * N - dIdx);
129     *domega_in_dy = -((2 * dot(N, dIdy)) * N - dIdy);
130 #endif
131   }
132   else {
133     *pdf = 0.0f;
134   }
135   return LABEL_REFLECT | LABEL_DIFFUSE;
136 }
137 
138 CCL_NAMESPACE_END
139 
140 #endif /* __BSDF_PRINCIPLED_DIFFUSE_H__ */
141