[Bf-blender-cvs] [4f955d0] cycles_disney_brdf: SVM and OSL are both working for the simple version of the Disney BRDF
Pascal Schoen
noreply at git.blender.org
Mon May 30 09:09:05 CEST 2016
Commit: 4f955d052358206209454decf2c3539e6a21b42f
Author: Pascal Schoen
Date: Tue May 24 16:38:23 2016 +0200
Branches: cycles_disney_brdf
https://developer.blender.org/rB4f955d052358206209454decf2c3539e6a21b42f
SVM and OSL are both working for the simple version of the Disney BRDF
===================================================================
M intern/cycles/kernel/closure/bsdf.h
M intern/cycles/kernel/closure/bsdf_disney_clearcoat.h
M intern/cycles/kernel/closure/bsdf_disney_diffuse.h
M intern/cycles/kernel/closure/bsdf_disney_specular.h
M intern/cycles/kernel/closure/bsdf_util.h
M intern/cycles/kernel/osl/osl_closures.cpp
M intern/cycles/kernel/osl/osl_closures.h
M intern/cycles/kernel/shaders/node_disney_bsdf.osl
M intern/cycles/kernel/svm/svm_closure.h
M intern/cycles/util/util_math.h
===================================================================
diff --git a/intern/cycles/kernel/closure/bsdf.h b/intern/cycles/kernel/closure/bsdf.h
index 58798e0..3da9d22 100644
--- a/intern/cycles/kernel/closure/bsdf.h
+++ b/intern/cycles/kernel/closure/bsdf.h
@@ -14,7 +14,6 @@
* limitations under the License.
*/
-#include "../closure/bsdf_util.h"
#include "../closure/bsdf_ashikhmin_velvet.h"
#include "../closure/bsdf_diffuse.h"
#include "../closure/bsdf_oren_nayar.h"
diff --git a/intern/cycles/kernel/closure/bsdf_disney_clearcoat.h b/intern/cycles/kernel/closure/bsdf_disney_clearcoat.h
index 2b21cc6..af141aa 100644
--- a/intern/cycles/kernel/closure/bsdf_disney_clearcoat.h
+++ b/intern/cycles/kernel/closure/bsdf_disney_clearcoat.h
@@ -39,7 +39,7 @@ CCL_NAMESPACE_BEGIN
ccl_device int bsdf_disney_clearcoat_setup(ShaderClosure *sc)
{
/* clearcoat roughness */
- sc->custom1 = 0.1f * (1.0f - sc->data1) + 0.001f * sc->data1; // mix(0.1f, 0.001f, sc->data1)
+ sc->custom1 = lerp(0.1f, 0.001f, sc->data1/*clearcoatGloss*/); // 0.1f * (1.0f - sc->data1) + 0.001f * sc->data1;
sc->type = CLOSURE_BSDF_DISNEY_CLEARCOAT_ID;
return SD_BSDF|SD_BSDF_HAS_EVAL;
@@ -83,10 +83,13 @@ ccl_device float3 bsdf_disney_clearcoat_eval_reflect(const ShaderClosure *sc, co
/* eq. 20 */
float common = D * 0.25f / cosNO;
+ /*float u = clamp(1.0f - dot(omega_in, m), 0.0f, 1.0f);
+ float u2 = u * u;
+ float FH = u2 * u2 * u;*/
float FH = schlick_fresnel(dot(omega_in, m));
- float3 F = make_float3(0.04f, 0.04f, 0.04f) * (1.0f - FH) + make_float3(1.0f, 1.0f, 1.0f) * FH; // mix(make_float3(0.04f, 0.04f, 0.04f), make_float3(1.0f, 1.0f, 1.0f), FH);
+ float3 F = lerp(make_float3(0.04f, 0.04f, 0.04f), make_float3(1.0f, 1.0f, 1.0f), FH); // make_float3(0.04f, 0.04f, 0.04f) * (1.0f - FH) + make_float3(1.0f, 1.0f, 1.0f) * FH;
- float3 out = F * G * common * 0.25f * sc->data0;
+ float3 out = F * G * common * 0.25f * sc->data0/*clearcoat*/;
/* eq. 2 in distribution of visible normals sampling
* pm = Dw = G1o * dot(m, I) * D / dot(N, I); */
@@ -172,10 +175,13 @@ ccl_device int bsdf_disney_clearcoat_sample(const ShaderClosure *sc,
float common = (G1o * D) * 0.25f / cosNO;
*pdf = common;
+ /*float u = clamp(1.0f - dot(*omega_in, m), 0.0f, 1.0f);
+ float u2 = u * u;
+ float FH = u2 * u2 * u;*/
float FH = schlick_fresnel(dot(*omega_in, m));
- float3 F = make_float3(0.04f, 0.04f, 0.04f) * (1.0f - FH) + make_float3(1.0f, 1.0f, 1.0f) * FH; // mix(make_float3(0.04f, 0.04f, 0.04f), make_float3(1.0f, 1.0f, 1.0f), FH)
+ float3 F = lerp(make_float3(0.04f, 0.04f, 0.04f), make_float3(1.0f, 1.0f, 1.0f), FH); // make_float3(0.04f, 0.04f, 0.04f) * (1.0f - FH) + make_float3(1.0f, 1.0f, 1.0f) * FH;
- *eval = G1i * common * F * 0.25f * sc->data0;
+ *eval = G1i * common * F * 0.25f * sc->data0/*clearcoat*/;
}
#ifdef __RAY_DIFFERENTIALS__
diff --git a/intern/cycles/kernel/closure/bsdf_disney_diffuse.h b/intern/cycles/kernel/closure/bsdf_disney_diffuse.h
index 6b3cbac..2706770 100644
--- a/intern/cycles/kernel/closure/bsdf_disney_diffuse.h
+++ b/intern/cycles/kernel/closure/bsdf_disney_diffuse.h
@@ -34,8 +34,6 @@
#ifndef __BSDF_DISNEY_DIFFUSE_H__
#define __BSDF_DISNEY_DIFFUSE_H__
-#include "closure/bsdf_util.h"
-
CCL_NAMESPACE_BEGIN
@@ -55,27 +53,27 @@ ccl_device float3 calculate_disney_diffuse_brdf(const ShaderClosure *sc,
float Fd = 0.0f;
float FL = schlick_fresnel(NdotL), FV = schlick_fresnel(NdotV);
- if (sc->data0 != 1.0f) {
- const float Fd90 = 0.5f + 2.0f * LdotH*LdotH * sc->data1;
- Fd = (1.0f * (1.0f - FL) + Fd90 * FL) * (1.0f * (1.0f - FV) + Fd90 * FV); // mix(1.0f, Fd90, FL) * mix(1.0f, Fd90, FV)
+ if (sc->data0/*subsurface*/ != 1.0f) {
+ const float Fd90 = 0.5f + 2.0f * LdotH*LdotH * sc->data1/*roughness*/;
+ Fd = lerp(1.0f, Fd90, FL) * lerp(1.0f, Fd90, FV); // (1.0f * (1.0f - FL) + Fd90 * FL) * (1.0f * (1.0f - FV) + Fd90 * FV);
}
- if (sc->data0 > 0.0f) {
- float Fss90 = LdotH*LdotH * sc->data1;
- float Fss = (1.0f * (1.0f - FL) + Fss90 * FL) * (1.0f * (1.0f - FV) + Fss90 * FV); // mix(1.0f, Fss90, FL) * mix(1.0f, Fss90, FV)
+ if (sc->data0/*subsurface*/ > 0.0f) {
+ float Fss90 = LdotH*LdotH * sc->data1/*roughness*/;
+ float Fss = lerp(1.0f, Fss90, FL) * lerp(1.0f, Fss90, FV); // (1.0f * (1.0f - FL) + Fss90 * FL) * (1.0f * (1.0f - FV) + Fss90 * FV);
float ss = 1.25f * (Fss * (1.0f / (NdotL + NdotV) - 0.5f) + 0.5f);
- Fd = (Fd * (1.0f - sc->data0) + ss * sc->data0); // mix(Fd, ss, sc->data0)
+ Fd = lerp(Fd, ss, sc->data0/*subsurface*/); // (Fd * (1.0f - sc->data0) + ss * sc->data0);
}
- float3 value = M_1_PI_F * Fd * sc->color0;
+ float3 value = M_1_PI_F * Fd * sc->color0/*baseColor*/;
*pdf = M_1_PI_F * 0.5f;
// sheen component
- if (sc->data2 != 0.0f) {
+ if (sc->data2/*sheen*/ != 0.0f) {
float FH = schlick_fresnel(LdotH);
- value += FH * sc->data2 * sc->custom_color0;
+ value += FH * sc->data2/*sheen*/ * sc->custom_color0/*baseColor*/;
}
value *= NdotL;
@@ -90,7 +88,7 @@ ccl_device int bsdf_disney_diffuse_setup(ShaderClosure *sc)
float3 m_ctint = m_cdlum > 0.0f ? sc->color0 / m_cdlum : make_float3(1.0f, 1.0f, 1.0f); // normalize lum. to isolate hue+sat
/* csheen0 */
- sc->custom_color0 = make_float3(1.0f, 1.0f, 1.0f) * (1.0f - sc->data3) + m_ctint * sc->data3; // mix(make_float3(1.0f, 1.0f, 1.0f), m_ctint, sc->data3)
+ sc->custom_color0 = lerp(make_float3(1.0f, 1.0f, 1.0f), m_ctint, sc->data3/*sheenTint*/); // make_float3(1.0f, 1.0f, 1.0f) * (1.0f - sc->data3) + m_ctint * sc->data3;
sc->type = CLOSURE_BSDF_DISNEY_DIFFUSE_ID;
return SD_BSDF|SD_BSDF_HAS_EVAL;
diff --git a/intern/cycles/kernel/closure/bsdf_disney_specular.h b/intern/cycles/kernel/closure/bsdf_disney_specular.h
index 30ebba6..cc9a420 100644
--- a/intern/cycles/kernel/closure/bsdf_disney_specular.h
+++ b/intern/cycles/kernel/closure/bsdf_disney_specular.h
@@ -33,8 +33,6 @@
#ifndef __BSDF_DISNEY_SPECULAR_H__
#define __BSDF_DISNEY_SPECULAR_H__
-#include "closure/bsdf_util.h"
-
CCL_NAMESPACE_BEGIN
@@ -42,13 +40,13 @@ ccl_device int bsdf_disney_specular_setup(ShaderClosure *sc)
{
float m_cdlum = 0.3f * sc->color0[0] + 0.6f * sc->color0[1] + 0.1f * sc->color0[2]; // luminance approx.
- float3 m_ctint = m_cdlum > 0.0f ? sc->color0 / m_cdlum : make_float3(1.0f, 1.0f, 1.0f); // normalize lum. to isolate hue+sat
+ float3 m_ctint = m_cdlum > 0.0f ? sc->color0/*baseColor*/ / m_cdlum : make_float3(1.0f, 1.0f, 1.0f); // normalize lum. to isolate hue+sat
- float3 tmp_col = make_float3(1.0f, 1.0f, 1.0f) * (1.0f - sc->data2) + m_ctint * sc->data2; // mix(make_float3(1.0f, 1.0f, 1.0f), m_ctint, sc->data2);
- sc->custom_color0 = (sc->data1 * 0.08f * tmp_col) * (1.0f - sc->data0) + sc->color0 * sc->data0; // mix(sc->data1 * 0.08f * tmp_col, sc->color0, sc->data0);
+ float3 tmp_col = lerp(make_float3(1.0f, 1.0f, 1.0f), m_ctint, sc->data2/*specularTint*/); // make_float3(1.0f, 1.0f, 1.0f) * (1.0f - sc->data2) + m_ctint * sc->data2;
+ sc->custom_color0/*cspec0*/ = lerp(sc->data1/*specular*/ * 0.08f * tmp_col, sc->color0/*baseColor*/, sc->data0/*metallic*/); // (sc->data1 * 0.08f * tmp_col) * (1.0f - sc->data0) + sc->color0 * sc->data0;
- float aspect = sqrt(1.0f - sc->data4 * 0.9f);
- float r2 = sqr(sc->data3);
+ float aspect = safe_sqrtf(1.0f - sc->data4/*anisotropic*/ * 0.9f);
+ float r2 = sqr(sc->data3/*roughness*/);
/* ax */
sc->custom1 = fmaxf(0.001f, r2 / aspect);
@@ -57,7 +55,7 @@ ccl_device int bsdf_disney_specular_setup(ShaderClosure *sc)
sc->custom2 = fmaxf(0.001f, r2 * aspect);
/* rough_g */
- sc->custom3 = sqr(sc->data3 * 0.5f + 0.5f);
+ sc->custom3 = sqr(sc->data3/*roughness*/ * 0.5f + 0.5f);
sc->type = CLOSURE_BSDF_DISNEY_SPECULAR_ID;
return SD_BSDF|SD_BSDF_HAS_EVAL;
@@ -138,8 +136,12 @@ ccl_device float3 bsdf_disney_specular_eval_reflect(const ShaderClosure *sc, con
/* eq. 20 */
float common = D * 0.25f / cosNO;
+ /*float u = clamp(1.0f - dot(omega_in, m), 0.0f, 1.0f);
+ float u2 = u * u;
+ float FH = u2 * u2 * u;*/
float FH = schlick_fresnel(dot(omega_in, m));
- float3 F = sc->custom_color0 * (1.0f - FH) + make_float3(1.0f, 1.0f, 1.0f) * FH; // mix(sc->custom_color0, make_float3(1.0f, 1.0f, 1.0f), FH);
+ float3 F = lerp(sc->custom_color0, make_float3(1.0f, 1.0f, 1.0f), FH); // sc->custom_color0 * (1.0f - FH) + make_float3(1.0f, 1.0f, 1.0f) * FH;
+ //printf("%f, %f\n\r", dot(omega_in, m), FH);
float3 out = F * G * common;
@@ -254,8 +256,11 @@ ccl_device int bsdf_disney_specular_sample(const ShaderClosure *sc,
float common = (G1o * D) * 0.25f / cosNO;
*pdf = common;
+ /*float u = clamp(1.0f - dot(*omega_in, m), 0.0f, 1.0f);
+ float u2 = u * u;
+ float FH = u2 * u2 * u;*/
float FH = schlick_fresnel(dot(*omega_in, m));
- float3 F = sc->custom_color0 * (1.0f - FH) + make_float3(1.0f, 1.0f, 1.0f) * FH; // mix(sc->custom_color0, make_float3(1.0f, 1.0f, 1.0f), FH);
+ float3 F = lerp(sc->custom_color0, make_float3(1.0f, 1.0f, 1.0f), FH); // sc->custom_color0 * (1.0f - FH) + make_float3(1.0f, 1.0f, 1.0f) * FH;
*eval = G1i * common * F;
}
diff --git a/intern/cycles/kernel/closure/bsdf_util.h b/intern/cycles/kernel/closure/bsdf_util.h
index 7888aaa..9c6b555 100644
--- a/intern/cycles/kernel/closure/bsdf_util.h
+++ b/intern/cycles/kernel/closure/bsdf_util.h
@@ -126,14 +126,15 @@ ccl_device float3 fresnel_conductor(float cosi, const float3 eta, const float3 k
}
#endif
-ccl_device_inline float schlick_fresnel(float u)
+ccl_device float schlick_fresnel(float u)
{
float m = clamp(1.0f - u, 0.0f, 1.0f);
float m2 = m * m;
+ //printf("%f, %f, %f, %f\n\r", u, m, m2, m2 * m2 * m);
return m2 * m2 * m; // pow(m, 5)
}
-ccl_device_inline float sqr(float a)
+ccl_device float sqr(float a)
{
return a * a;
}
@@ -150,7 +151,7 @@ ccl_device float smooth_step(float edge0, float edge1, float x)
return result;
}
-ccl_device_inline void importance_sample_ggx_slopes(
+ccl_device void importance_sample_ggx_slopes(
const float cos_theta_i, const float sin_theta_i,
float randu, float randv, float
@@ Diff output truncated at 10240 characters. @@
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