2 * Adapted from Open Shading Language with this license:
4 * Copyright (c) 2009-2010 Sony Pictures Imageworks Inc., et al.
7 * Modifications Copyright 2012, Blender Foundation.
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33 #ifndef __BSDF_DIFFUSE_RAMP_H__
34 #define __BSDF_DIFFUSE_RAMP_H__
38 __device float3 bsdf_diffuse_ramp_get_color(const ShaderClosure *sc, const float3 colors[8], float pos)
42 float npos = pos * (float)(MAXCOLORS - 1);
44 if (ipos >= (MAXCOLORS - 1))
45 return colors[MAXCOLORS - 1];
46 float offset = npos - (float)ipos;
47 return colors[ipos] * (1.0f - offset) + colors[ipos+1] * offset;
50 __device int bsdf_diffuse_ramp_setup(ShaderClosure *sc)
52 sc->type = CLOSURE_BSDF_DIFFUSE_RAMP_ID;
53 return SD_BSDF | SD_BSDF_HAS_EVAL;
56 __device void bsdf_diffuse_ramp_blur(ShaderClosure *sc, float roughness)
60 __device float3 bsdf_diffuse_ramp_eval_reflect(const ShaderClosure *sc, const float3 colors[8], const float3 I, const float3 omega_in, float *pdf)
64 float cos_pi = fmaxf(dot(N, omega_in), 0.0f);
65 *pdf = cos_pi * M_1_PI_F;
66 return bsdf_diffuse_ramp_get_color(sc, colors, cos_pi) * M_1_PI_F;
69 __device float3 bsdf_diffuse_ramp_eval_transmit(const ShaderClosure *sc, const float3 colors[8], const float3 I, const float3 omega_in, float *pdf)
71 return make_float3(0.0f, 0.0f, 0.0f);
74 __device int bsdf_diffuse_ramp_sample(const ShaderClosure *sc, const float3 colors[8], 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)
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 = bsdf_diffuse_ramp_get_color(sc, colors, *pdf * M_PI_F) * M_1_PI_F;
83 #ifdef __RAY_DIFFERENTIALS__
84 *domega_in_dx = (2 * dot(N, dIdx)) * N - dIdx;
85 *domega_in_dy = (2 * dot(N, dIdy)) * N - dIdy;
91 return LABEL_REFLECT|LABEL_DIFFUSE;
96 #endif /* __BSDF_DIFFUSE_RAMP_H__ */