2 * Adapted from Open Shading Language with this license:
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7 * Modifications Copyright 2011, Blender Foundation.
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33 #ifndef __BSDF_DIFFUSE_H__
34 #define __BSDF_DIFFUSE_H__
38 typedef ccl_addr_space struct DiffuseBsdf {
44 ccl_device int bsdf_diffuse_setup(DiffuseBsdf *bsdf)
46 bsdf->type = CLOSURE_BSDF_DIFFUSE_ID;
47 return SD_BSDF|SD_BSDF_HAS_EVAL;
50 ccl_device bool bsdf_diffuse_merge(const ShaderClosure *a, const ShaderClosure *b)
52 const DiffuseBsdf *bsdf_a = (const DiffuseBsdf*)a;
53 const DiffuseBsdf *bsdf_b = (const DiffuseBsdf*)b;
55 return (isequal_float3(bsdf_a->N, bsdf_b->N));
58 ccl_device float3 bsdf_diffuse_eval_reflect(const ShaderClosure *sc, const float3 I, const float3 omega_in, float *pdf)
60 const DiffuseBsdf *bsdf = (const DiffuseBsdf*)sc;
63 float cos_pi = fmaxf(dot(N, omega_in), 0.0f) * M_1_PI_F;
65 return make_float3(cos_pi, cos_pi, cos_pi);
68 ccl_device float3 bsdf_diffuse_eval_transmit(const ShaderClosure *sc, const float3 I, const float3 omega_in, float *pdf)
70 return make_float3(0.0f, 0.0f, 0.0f);
73 ccl_device int bsdf_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)
75 const DiffuseBsdf *bsdf = (const DiffuseBsdf*)sc;
78 // distribution over the hemisphere
79 sample_cos_hemisphere(N, randu, randv, omega_in, pdf);
81 if(dot(Ng, *omega_in) > 0.0f) {
82 *eval = make_float3(*pdf, *pdf, *pdf);
83 #ifdef __RAY_DIFFERENTIALS__
84 // TODO: find a better approximation for the diffuse bounce
85 *domega_in_dx = (2 * dot(N, dIdx)) * N - dIdx;
86 *domega_in_dy = (2 * dot(N, dIdy)) * N - dIdy;
92 return LABEL_REFLECT|LABEL_DIFFUSE;
97 ccl_device int bsdf_translucent_setup(DiffuseBsdf *bsdf)
99 bsdf->type = CLOSURE_BSDF_TRANSLUCENT_ID;
100 return SD_BSDF|SD_BSDF_HAS_EVAL;
103 ccl_device float3 bsdf_translucent_eval_reflect(const ShaderClosure *sc, const float3 I, const float3 omega_in, float *pdf)
105 return make_float3(0.0f, 0.0f, 0.0f);
108 ccl_device float3 bsdf_translucent_eval_transmit(const ShaderClosure *sc, const float3 I, const float3 omega_in, float *pdf)
110 const DiffuseBsdf *bsdf = (const DiffuseBsdf*)sc;
113 float cos_pi = fmaxf(-dot(N, omega_in), 0.0f) * M_1_PI_F;
115 return make_float3 (cos_pi, cos_pi, cos_pi);
118 ccl_device int bsdf_translucent_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)
120 const DiffuseBsdf *bsdf = (const DiffuseBsdf*)sc;
123 // we are viewing the surface from the right side - send a ray out with cosine
124 // distribution over the hemisphere
125 sample_cos_hemisphere (-N, randu, randv, omega_in, pdf);
126 if(dot(Ng, *omega_in) < 0) {
127 *eval = make_float3(*pdf, *pdf, *pdf);
128 #ifdef __RAY_DIFFERENTIALS__
129 // TODO: find a better approximation for the diffuse bounce
130 *domega_in_dx = -((2 * dot(N, dIdx)) * N - dIdx);
131 *domega_in_dy = -((2 * dot(N, dIdy)) * N - dIdy);
137 return LABEL_TRANSMIT|LABEL_DIFFUSE;
142 #endif /* __BSDF_DIFFUSE_H__ */