mitsuba/src/bsdfs/mask.cpp

308 lines
9.8 KiB
C++

/*
This file is part of Mitsuba, a physically based rendering system.
Copyright (c) 2007-2012 by Wenzel Jakob and others.
Mitsuba is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License Version 3
as published by the Free Software Foundation.
Mitsuba is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
#include <mitsuba/render/bsdf.h>
#include <mitsuba/hw/basicshader.h>
MTS_NAMESPACE_BEGIN
/*!\plugin{mask}{Opacity mask}
* \order{17}
* \parameters{
* \parameter{opacity}{\Spectrum\Or\Texture}{
* Specifies the per-channel opacity (where $1=$ completely opaque)\default{0.5}.
* }
* \parameter{\Unnamed}{\BSDF}{A base BSDF model that represents the
* non-transparent portion of the scattering}
* }
* \renderings{
* \rendering{Rendering without an opacity mask}
* {bsdf_mask_before.jpg}
* \rendering{Rendering \emph{with} an opacity mask (\lstref{mask-leaf})}
* {bsdf_mask_after.jpg}
* }
* This plugin applies an opacity mask to add nested BSDF instance. It interpolates
* between perfectly transparent and completely opaque based on the \code{opacity}
* parameter.
*
* The transparency is internally implemented as a forward-facing Dirac delta distribution.
* Note that the standard \pluginref{path} tracer does not have a good
* sampling strategy to deal with this, but the volumetric path tracer
* (\pluginref{volpath}) does. It may thus be preferable when rendering scenes
* that contain the \pluginref{mask} plugin, even if there is nothing
* ``volumetric'' in the scene.
* \vspace{5mm}
*
* \begin{xml}[caption=Material configuration for a transparent leaf,
* label=lst:mask-leaf]
* <bsdf type="mask">
* <!-- Base material: a two-sided textured diffuse BSDF -->
* <bsdf type="twosided">
* <bsdf type="diffuse">
* <texture name="reflectance" type="bitmap">
* <string name="filename" value="leaf.jpg"/>
* </texture>
* </bsdf>
* </bsdf>
*
* <!-- Fetch the opacity mask from a bitmap -->
* <texture name="opacity" type="bitmap">
* <string name="filename" value="leaf_opacity.jpg"/>
* <float name="gamma" value="1"/>
* </texture>
* </bsdf>
* \end{xml}
*/
class Mask : public BSDF {
public:
Mask(const Properties &props)
: BSDF(props) {
m_opacity = new ConstantSpectrumTexture(
props.getSpectrum("opacity", Spectrum(0.5f)));
}
Mask(Stream *stream, InstanceManager *manager)
: BSDF(stream, manager) {
m_opacity = static_cast<Texture *>(manager->getInstance(stream));
m_nestedBSDF = static_cast<BSDF *>(manager->getInstance(stream));
configure();
}
void serialize(Stream *stream, InstanceManager *manager) const {
BSDF::serialize(stream, manager);
manager->serialize(stream, m_opacity.get());
manager->serialize(stream, m_nestedBSDF.get());
}
void configure() {
if (!m_nestedBSDF)
Log(EError, "A child BSDF is required");
unsigned int extraFlags = 0;
if (!m_opacity->isConstant())
extraFlags |= ESpatiallyVarying;
m_components.clear();
for (int i=0; i<m_nestedBSDF->getComponentCount(); ++i)
m_components.push_back(m_nestedBSDF->getType(i) | extraFlags);
m_components.push_back(ENull | EFrontSide
| EBackSide | extraFlags);
m_usesRayDifferentials = m_nestedBSDF->usesRayDifferentials();
m_opacity = ensureEnergyConservation(m_opacity, "opacity", 1.0f);
BSDF::configure();
}
Spectrum eval(const BSDFSamplingRecord &bRec, EMeasure measure) const {
Spectrum opacity = m_opacity->eval(bRec.its);
if (measure == ESolidAngle)
return m_nestedBSDF->eval(bRec, ESolidAngle) * opacity;
else if (measure == EDiscrete && std::abs(1-dot(bRec.wi, -bRec.wo)) < DeltaEpsilon)
return Spectrum(1.0f) - opacity;
else
return Spectrum(0.0f);
}
Float pdf(const BSDFSamplingRecord &bRec, EMeasure measure) const {
bool sampleTransmission = bRec.typeMask & ENull
&& (bRec.component == -1 || bRec.component == getComponentCount()-1);
bool sampleNested = bRec.component == -1 || bRec.component < getComponentCount()-1;
Float prob = m_opacity->eval(bRec.its).getLuminance();
if (measure == ESolidAngle) {
if (!sampleNested)
return 0.0f;
Float result = m_nestedBSDF->pdf(bRec, ESolidAngle);
if (sampleTransmission)
result *= prob;
return result;
} else if (measure == EDiscrete && std::abs(1-dot(bRec.wi, -bRec.wo)) < DeltaEpsilon) {
if (!sampleTransmission)
return 0.0f;
if (!sampleNested)
return 1.0f;
else
return 1-prob;
} else {
return 0.0f;
}
}
Spectrum sample(BSDFSamplingRecord &bRec, const Point2 &_sample) const {
Point2 sample(_sample);
Spectrum opacity = m_opacity->eval(bRec.its);
Float prob = opacity.getLuminance();
bool sampleTransmission = bRec.typeMask & ENull
&& (bRec.component == -1 || bRec.component == getComponentCount()-1);
bool sampleNested = bRec.component == -1 || bRec.component < getComponentCount()-1;
if (sampleTransmission && sampleNested) {
if (sample.x < prob) {
Float invProb = 1.0f / prob;
sample.x *= invProb;
return m_nestedBSDF->sample(bRec, sample) * opacity * invProb;
} else {
bRec.wo = -bRec.wi;
bRec.eta = 1.0f;
bRec.sampledComponent = getComponentCount()-1;
bRec.sampledType = ENull;
return (Spectrum(1.0f) - opacity) / (1-prob);
}
} else if (sampleTransmission) {
bRec.wo = -bRec.wi;
bRec.eta = 1.0f;
bRec.sampledComponent = getComponentCount()-1;
bRec.sampledType = ENull;
return Spectrum(1.0f) - opacity;
} else if (sampleNested) {
return m_nestedBSDF->sample(bRec, sample) * opacity;
} else {
return Spectrum(0.0f);
}
}
Spectrum sample(BSDFSamplingRecord &bRec, Float &pdf, const Point2 &_sample) const {
Point2 sample(_sample);
Spectrum result(0.0f);
Spectrum opacity = m_opacity->eval(bRec.its);
Float prob = opacity.getLuminance();
bool sampleTransmission = bRec.typeMask & ENull
&& (bRec.component == -1 || bRec.component == getComponentCount()-1);
bool sampleNested = bRec.component == -1 || bRec.component < getComponentCount()-1;
if (sampleTransmission && sampleNested) {
if (sample.x < prob) {
sample.x /= prob;
result = m_nestedBSDF->sample(bRec, pdf, sample) * opacity / prob;
pdf *= prob;
} else {
bRec.wo = -bRec.wi;
bRec.eta = 1.0f;
bRec.sampledComponent = getComponentCount()-1;
bRec.sampledType = ENull;
pdf = 1-prob;
result = (Spectrum(1.0f) - opacity) / pdf;
}
} else if (sampleTransmission) {
bRec.wo = -bRec.wi;
bRec.eta = 1.0f;
bRec.sampledComponent = getComponentCount()-1;
bRec.sampledType = ENull;
pdf = 1;
result = Spectrum(1.0f) - opacity;
} else if (sampleNested) {
result = m_nestedBSDF->sample(bRec, pdf, sample) * opacity;
}
return result;
}
Float getRoughness(const Intersection &its, int component) const {
return m_nestedBSDF->getRoughness(its, component);
}
void addChild(const std::string &name, ConfigurableObject *child) {
if (child->getClass()->derivesFrom(MTS_CLASS(Texture)) && name == "opacity")
m_opacity = static_cast<Texture *>(child);
else if (child->getClass()->derivesFrom(MTS_CLASS(BSDF)))
m_nestedBSDF = static_cast<BSDF *>(child);
else
BSDF::addChild(name, child);
}
std::string toString() const {
std::ostringstream oss;
oss << "Mask[" << endl
<< " id = \"" << getID() << "\"," << endl
<< " opacity = " << indent(m_opacity->toString()) << "," << endl
<< " nestedBSDF = " << indent(m_nestedBSDF.toString()) << endl
<< "]";
return oss.str();
}
Shader *createShader(Renderer *renderer) const;
MTS_DECLARE_CLASS()
protected:
ref<Texture> m_opacity;
ref<BSDF> m_nestedBSDF;
};
// ================ Hardware shader implementation ================
/**
* Somewhat lame GLSL version, which doesn't actually render
* the object as transparent and only modulates the nested
* BRDF reflectance by the opacity mask
*/
class MaskShader : public Shader {
public:
MaskShader(Renderer *renderer, const Texture *opacity, const BSDF *bsdf)
: Shader(renderer, EBSDFShader), m_opacity(opacity), m_bsdf(bsdf) {
m_opacityShader = renderer->registerShaderForResource(opacity);
m_bsdfShader = renderer->registerShaderForResource(bsdf);
}
bool isComplete() const {
return m_opacityShader.get() != NULL && m_bsdfShader.get() != NULL;
}
void cleanup(Renderer *renderer) {
renderer->unregisterShaderForResource(m_opacity);
renderer->unregisterShaderForResource(m_bsdf);
}
void putDependencies(std::vector<Shader *> &deps) {
deps.push_back(m_opacityShader);
deps.push_back(m_bsdfShader);
}
void generateCode(std::ostringstream &oss,
const std::string &evalName,
const std::vector<std::string> &depNames) const {
oss << "vec3 " << evalName << "(vec2 uv, vec3 wi, vec3 wo) {" << endl
<< " return " << depNames[0] << "(uv) * " << depNames[1] << "(uv, wi, wo);" << endl
<< "}" << endl
<< "vec3 " << evalName << "_diffuse(vec2 uv, vec3 wi, vec3 wo) {" << endl
<< " return " << depNames[0] << "(uv) * " << depNames[1] << "_diffuse(uv, wi, wo);" << endl
<< "}" << endl;
}
MTS_DECLARE_CLASS()
private:
ref<const Texture> m_opacity;
ref<Shader> m_opacityShader;
ref<const BSDF> m_bsdf;
ref<Shader> m_bsdfShader;
};
Shader *Mask::createShader(Renderer *renderer) const {
return new MaskShader(renderer, m_opacity.get(), m_nestedBSDF.get());
}
MTS_IMPLEMENT_CLASS(MaskShader, false, Shader)
MTS_IMPLEMENT_CLASS_S(Mask, false, BSDF)
MTS_EXPORT_PLUGIN(Mask, "Mask BSDF");
MTS_NAMESPACE_END