added a smooth conductor shader
parent
112d86c0a0
commit
4b95e7ba64
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@ -19,6 +19,7 @@
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#include <mitsuba/render/bsdf.h>
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#include <mitsuba/render/texture.h>
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#include <mitsuba/core/fresolver.h>
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#include <mitsuba/hw/gpuprogram.h>
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MTS_NAMESPACE_BEGIN
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@ -275,6 +276,8 @@ public:
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return oss.str();
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}
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Shader *createShader(Renderer *renderer) const;
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MTS_DECLARE_CLASS()
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private:
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ref<Texture> m_specularReflectance;
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@ -282,6 +285,102 @@ private:
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Spectrum m_k;
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};
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/* Smooth conductor shader -- it is really hopeless to visualize
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this material in the VPL renderer, so let's try to do at least
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something that suggests the presence of a specularly-reflecting
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conductor.
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The code below is an isotropic version of the shader in
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roughconductor.cpp, with \alpha fixed to 0.4f
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*/
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class SmoothConductorShader : public Shader {
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public:
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SmoothConductorShader(Renderer *renderer, const Texture *specularReflectance,
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const Spectrum &eta, const Spectrum &k) : Shader(renderer, EBSDFShader),
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m_specularReflectance(specularReflectance) {
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m_specularReflectanceShader = renderer->registerShaderForResource(m_specularReflectance.get());
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/* Compute the reflectance at perpendicular incidence */
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m_R0 = fresnelConductor(1.0f, eta, k);
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m_alpha = 0.4f;
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}
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bool isComplete() const {
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return m_specularReflectanceShader.get() != NULL;
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}
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void putDependencies(std::vector<Shader *> &deps) {
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deps.push_back(m_specularReflectanceShader.get());
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}
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void cleanup(Renderer *renderer) {
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renderer->unregisterShaderForResource(m_specularReflectance.get());
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}
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void resolve(const GPUProgram *program, const std::string &evalName, std::vector<int> ¶meterIDs) const {
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parameterIDs.push_back(program->getParameterID(evalName + "_R0", false));
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}
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void bind(GPUProgram *program, const std::vector<int> ¶meterIDs, int &textureUnitOffset) const {
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program->setParameter(parameterIDs[0], m_R0);
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}
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void generateCode(std::ostringstream &oss,
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const std::string &evalName,
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const std::vector<std::string> &depNames) const {
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oss << "uniform vec3 " << evalName << "_R0;" << endl
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<< endl
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<< "float " << evalName << "_D(vec3 m, float alpha) {" << endl
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<< " alpha = 2 / (alpha * alpha) - 2;" << endl
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<< " return (alpha + 2) * 0.15915 * pow(cosTheta(m), alpha);" << endl
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<< "}" << endl
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<< endl
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<< "float " << evalName << "_G(vec3 m, vec3 wi, vec3 wo) {" << endl
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<< " if ((dot(wi, m) * cosTheta(wi)) <= 0 || " << endl
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<< " (dot(wo, m) * cosTheta(wo)) <= 0)" << endl
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<< " return 0.0;" << endl
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<< " float nDotM = cosTheta(m);" << endl
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<< " return min(1.0, min(" << endl
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<< " abs(2 * nDotM * cosTheta(wo) / dot(wo, m))," << endl
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<< " abs(2 * nDotM * cosTheta(wi) / dot(wi, m))));" << endl
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<< "}" << endl
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<< endl
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<< "vec3 " << evalName << "_schlick(vec3 wi) {" << endl
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<< " float ct = cosTheta(wi), ctSqr = ct*ct," << endl
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<< " ct5 = ctSqr*ctSqr*ct;" << endl
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<< " return " << evalName << "_R0 + (vec3(1.0) - " << evalName << "_R0) * ct5;" << endl
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<< "}" << endl
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<< endl
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<< "vec3 " << evalName << "(vec2 uv, vec3 wi, vec3 wo) {" << endl
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<< " if (cosTheta(wi) <= 0 || cosTheta(wo) <= 0)" << endl
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<< " return vec3(0.0);" << endl
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<< " vec3 H = normalize(wi + wo);" << endl
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<< " vec3 reflectance = " << depNames[0] << "(uv);" << endl
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<< " float D = " << evalName << "_D(H, " << m_alpha << ")" << ";" << endl
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<< " float G = " << evalName << "_G(H, wi, wo);" << endl
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<< " vec3 Fr = " << evalName << "_schlick(wi);" << endl
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<< " return reflectance * Fr * (D * G / (4*cosTheta(wi)));" << endl
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<< "}" << endl
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<< endl
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<< "vec3 " << evalName << "_diffuse(vec2 uv, vec3 wi, vec3 wo) {" << endl
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<< " return " << evalName << "_R0 * 0.31831 * cosTheta(wo);"<< endl
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<< "}" << endl;
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}
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MTS_DECLARE_CLASS()
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private:
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ref<const Texture> m_specularReflectance;
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ref<Shader> m_specularReflectanceShader;
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Spectrum m_R0;
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Float m_alpha;
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};
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Shader *SmoothConductor::createShader(Renderer *renderer) const {
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return new SmoothConductorShader(renderer,
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m_specularReflectance.get(), m_eta, m_k);
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}
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MTS_IMPLEMENT_CLASS(SmoothConductorShader, false, Shader)
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MTS_IMPLEMENT_CLASS_S(SmoothConductor, false, BSDF)
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MTS_EXPORT_PLUGIN(SmoothConductor, "Smooth conductor");
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MTS_NAMESPACE_END
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@ -382,7 +382,9 @@ private:
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* GLSL port of the rough conductor shader. This version is much more
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* approximate -- it only supports the Ashikhmin-Shirley distribution,
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* does everything in RGB, and it uses the Schlick approximation to the
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* Fresnel reflectance.
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* Fresnel reflectance of conductors. When the roughness is lower than
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* \alpha < 0.2, the shader clamps it to 0.2 so that it will still perform
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* reasonably well in a VPL-based preview.
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*/
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class RoughConductorShader : public Shader {
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public:
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@ -460,8 +462,8 @@ public:
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<< " return vec3(0.0);" << endl
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<< " vec3 H = normalize(wi + wo);" << endl
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<< " vec3 reflectance = " << depNames[0] << "(uv);" << endl
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<< " float alphaU = " << depNames[1] << "(uv).r;" << endl
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<< " float alphaV = " << depNames[2] << "(uv).r;" << endl
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<< " float alphaU = max(0.2, " << depNames[1] << "(uv).r);" << endl
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<< " float alphaV = max(0.2, " << depNames[2] << "(uv).r);" << endl
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<< " float D = " << evalName << "_D(H, alphaU, alphaV)" << ";" << endl
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<< " float G = " << evalName << "_G(H, wi, wo);" << endl
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<< " vec3 Fr = " << evalName << "_schlick(wi);" << endl
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