ClangFormat: apply to source, most of intern
[blender.git] / intern / cycles / kernel / closure / bsdf_principled_diffuse.h
index 2f65fd5..d779597 100644 (file)
 CCL_NAMESPACE_BEGIN
 
 typedef ccl_addr_space struct PrincipledDiffuseBsdf {
-       SHADER_CLOSURE_BASE;
+  SHADER_CLOSURE_BASE;
 
-       float roughness;
+  float roughness;
 } PrincipledDiffuseBsdf;
 
-ccl_device float3 calculate_principled_diffuse_brdf(const PrincipledDiffuseBsdf *bsdf,
-       float3 N, float3 V, float3 L, float3 H, float *pdf)
+ccl_device float3 calculate_principled_diffuse_brdf(
+    const PrincipledDiffuseBsdf *bsdf, float3 N, float3 V, float3 L, float3 H, float *pdf)
 {
-       float NdotL = max(dot(N, L), 0.0f);
-       float NdotV = max(dot(N, V), 0.0f);
+  float NdotL = max(dot(N, L), 0.0f);
+  float NdotV = max(dot(N, V), 0.0f);
 
-       if(NdotL < 0 || NdotV < 0) {
-               *pdf = 0.0f;
-               return make_float3(0.0f, 0.0f, 0.0f);
-       }
+  if (NdotL < 0 || NdotV < 0) {
+    *pdf = 0.0f;
+    return make_float3(0.0f, 0.0f, 0.0f);
+  }
 
-       float LdotH = dot(L, H);
+  float LdotH = dot(L, H);
 
-       float FL = schlick_fresnel(NdotL), FV = schlick_fresnel(NdotV);
-       const float Fd90 = 0.5f + 2.0f * LdotH*LdotH * bsdf->roughness;
-       float Fd = (1.0f * (1.0f - FL) + Fd90 * FL) * (1.0f * (1.0f - FV) + Fd90 * FV);
+  float FL = schlick_fresnel(NdotL), FV = schlick_fresnel(NdotV);
+  const float Fd90 = 0.5f + 2.0f * LdotH * LdotH * bsdf->roughness;
+  float Fd = (1.0f * (1.0f - FL) + Fd90 * FL) * (1.0f * (1.0f - FV) + Fd90 * FV);
 
-       float value = M_1_PI_F * NdotL * Fd;
+  float value = M_1_PI_F * NdotL * Fd;
 
-       return make_float3(value, value, value);
+  return make_float3(value, value, value);
 }
 
 ccl_device int bsdf_principled_diffuse_setup(PrincipledDiffuseBsdf *bsdf)
 {
-       bsdf->type = CLOSURE_BSDF_PRINCIPLED_DIFFUSE_ID;
-       return SD_BSDF|SD_BSDF_HAS_EVAL;
+  bsdf->type = CLOSURE_BSDF_PRINCIPLED_DIFFUSE_ID;
+  return SD_BSDF | SD_BSDF_HAS_EVAL;
 }
 
 ccl_device bool bsdf_principled_diffuse_merge(const ShaderClosure *a, const ShaderClosure *b)
 {
-       const PrincipledDiffuseBsdf *bsdf_a = (const PrincipledDiffuseBsdf*)a;
-       const PrincipledDiffuseBsdf *bsdf_b = (const PrincipledDiffuseBsdf*)b;
+  const PrincipledDiffuseBsdf *bsdf_a = (const PrincipledDiffuseBsdf *)a;
+  const PrincipledDiffuseBsdf *bsdf_b = (const PrincipledDiffuseBsdf *)b;
 
-       return (isequal_float3(bsdf_a->N, bsdf_b->N) && bsdf_a->roughness == bsdf_b->roughness);
+  return (isequal_float3(bsdf_a->N, bsdf_b->N) && bsdf_a->roughness == bsdf_b->roughness);
 }
 
-ccl_device float3 bsdf_principled_diffuse_eval_reflect(const ShaderClosure *sc, const float3 I,
-       const float3 omega_in, float *pdf)
+ccl_device float3 bsdf_principled_diffuse_eval_reflect(const ShaderClosure *sc,
+                                                       const float3 I,
+                                                       const float3 omega_in,
+                                                       float *pdf)
 {
-       const PrincipledDiffuseBsdf *bsdf = (const PrincipledDiffuseBsdf *)sc;
-
-       float3 N = bsdf->N;
-       float3 V = I; // outgoing
-       float3 L = omega_in; // incoming
-       float3 H = normalize(L + V);
-
-       if(dot(N, omega_in) > 0.0f) {
-               *pdf = fmaxf(dot(N, omega_in), 0.0f) * M_1_PI_F;
-               return calculate_principled_diffuse_brdf(bsdf, N, V, L, H, pdf);
-       }
-       else {
-               *pdf = 0.0f;
-               return make_float3(0.0f, 0.0f, 0.0f);
-       }
+  const PrincipledDiffuseBsdf *bsdf = (const PrincipledDiffuseBsdf *)sc;
+
+  float3 N = bsdf->N;
+  float3 V = I;         // outgoing
+  float3 L = omega_in;  // incoming
+  float3 H = normalize(L + V);
+
+  if (dot(N, omega_in) > 0.0f) {
+    *pdf = fmaxf(dot(N, omega_in), 0.0f) * M_1_PI_F;
+    return calculate_principled_diffuse_brdf(bsdf, N, V, L, H, pdf);
+  }
+  else {
+    *pdf = 0.0f;
+    return make_float3(0.0f, 0.0f, 0.0f);
+  }
 }
 
-ccl_device float3 bsdf_principled_diffuse_eval_transmit(const ShaderClosure *sc, const float3 I,
-       const float3 omega_in, float *pdf)
+ccl_device float3 bsdf_principled_diffuse_eval_transmit(const ShaderClosure *sc,
+                                                        const float3 I,
+                                                        const float3 omega_in,
+                                                        float *pdf)
 {
-       return make_float3(0.0f, 0.0f, 0.0f);
+  return make_float3(0.0f, 0.0f, 0.0f);
 }
 
 ccl_device int 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)
+                                              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)
 {
-       const PrincipledDiffuseBsdf *bsdf = (const PrincipledDiffuseBsdf *)sc;
+  const PrincipledDiffuseBsdf *bsdf = (const PrincipledDiffuseBsdf *)sc;
 
-       float3 N = bsdf->N;
+  float3 N = bsdf->N;
 
-       sample_cos_hemisphere(N, randu, randv, omega_in, pdf);
+  sample_cos_hemisphere(N, randu, randv, omega_in, pdf);
 
-       if(dot(Ng, *omega_in) > 0) {
-               float3 H = normalize(I + *omega_in);
+  if (dot(Ng, *omega_in) > 0) {
+    float3 H = normalize(I + *omega_in);
 
-               *eval = calculate_principled_diffuse_brdf(bsdf, N, I, *omega_in, H, pdf);
+    *eval = calculate_principled_diffuse_brdf(bsdf, N, I, *omega_in, H, pdf);
 
 #ifdef __RAY_DIFFERENTIALS__
-               // TODO: find a better approximation for the diffuse bounce
-               *domega_in_dx = -((2 * dot(N, dIdx)) * N - dIdx);
-               *domega_in_dy = -((2 * dot(N, dIdy)) * N - dIdy);
+    // TODO: find a better approximation for the diffuse bounce
+    *domega_in_dx = -((2 * dot(N, dIdx)) * N - dIdx);
+    *domega_in_dy = -((2 * dot(N, dIdy)) * N - dIdy);
 #endif
-       }
-       else {
-               *pdf = 0.0f;
-       }
-       return LABEL_REFLECT|LABEL_DIFFUSE;
+  }
+  else {
+    *pdf = 0.0f;
+  }
+  return LABEL_REFLECT | LABEL_DIFFUSE;
 }
 
 CCL_NAMESPACE_END
 
-#endif  /* __BSDF_PRINCIPLED_DIFFUSE_H__ */
+#endif /* __BSDF_PRINCIPLED_DIFFUSE_H__ */