mitsuba/src/bsdfs/diffuse.cpp

236 lines
7.6 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/render/texture.h>
#include <mitsuba/hw/basicshader.h>
#include <mitsuba/core/warp.h>
MTS_NAMESPACE_BEGIN
/*!\plugin{diffuse}{Smooth diffuse material}
* \order{1}
* \icon{bsdf_diffuse}
* \parameters{
* \parameter{reflectance}{\Spectrum\Or\Texture}{
* Specifies the diffuse albedo of the
* material \default{0.5}
* }
* }
*
* \renderings{
* \rendering{Homogeneous reflectance, see \lstref{diffuse-uniform}}
* {bsdf_diffuse_plain}
* \rendering{Textured reflectance, see \lstref{diffuse-textured}}
* {bsdf_diffuse_textured}
* }
*
* The smooth diffuse material (also referred to as ``Lambertian'')
* represents an ideally diffuse material with a user-specified amount of
* reflectance. Any received illumination is scattered so that the surface
* looks the same independently of the direction of observation.
*
* Apart from a homogeneous reflectance value, the plugin can also accept
* a nested or referenced texture map to be used as the source of reflectance
* information, which is then mapped onto the shape based on its UV
* parameterization. When no parameters are specified, the model uses the default
* of 50% reflectance.
*
* Note that this material is one-sided---that is, observed from the
* back side, it will be completely black. If this is undesirable,
* consider using the \pluginref{twosided} BRDF adapter plugin.
* \vspace{4mm}
*
* \begin{xml}[caption={A diffuse material, whose reflectance is specified
* as an sRGB color}, label=lst:diffuse-uniform]
* <bsdf type="diffuse">
* <srgb name="reflectance" value="#6d7185"/>
* </bsdf>
* \end{xml}
*
* \begin{xml}[caption=A diffuse material with a texture map,
* label=lst:diffuse-textured]
* <bsdf type="diffuse">
* <texture type="bitmap" name="reflectance">
* <string name="filename" value="wood.jpg"/>
* </texture>
* </bsdf>
* \end{xml}
*/
class SmoothDiffuse : public BSDF {
public:
SmoothDiffuse(const Properties &props)
: BSDF(props) {
/* For better compatibility with other models, support both
'reflectance' and 'diffuseReflectance' as parameter names */
m_reflectance = new ConstantSpectrumTexture(props.getSpectrum(
props.hasProperty("reflectance") ? "reflectance"
: "diffuseReflectance", Spectrum(.5f)));
}
SmoothDiffuse(Stream *stream, InstanceManager *manager)
: BSDF(stream, manager) {
m_reflectance = static_cast<Texture *>(manager->getInstance(stream));
configure();
}
void configure() {
/* Verify the input parameter and fix them if necessary */
m_reflectance = ensureEnergyConservation(m_reflectance, "reflectance", 1.0f);
m_components.clear();
if (m_reflectance->getMaximum().max() > 0)
m_components.push_back(EDiffuseReflection | EFrontSide
| (m_reflectance->isConstant() ? 0 : ESpatiallyVarying));
m_usesRayDifferentials = m_reflectance->usesRayDifferentials();
BSDF::configure();
}
Spectrum getDiffuseReflectance(const Intersection &its) const {
return m_reflectance->eval(its);
}
Spectrum eval(const BSDFSamplingRecord &bRec, EMeasure measure) const {
if (!(bRec.typeMask & EDiffuseReflection) || measure != ESolidAngle
|| Frame::cosTheta(bRec.wi) <= 0
|| Frame::cosTheta(bRec.wo) <= 0)
return Spectrum(0.0f);
return m_reflectance->eval(bRec.its)
* (INV_PI * Frame::cosTheta(bRec.wo));
}
Float pdf(const BSDFSamplingRecord &bRec, EMeasure measure) const {
if (!(bRec.typeMask & EDiffuseReflection) || measure != ESolidAngle
|| Frame::cosTheta(bRec.wi) <= 0
|| Frame::cosTheta(bRec.wo) <= 0)
return 0.0f;
return Warp::squareToCosineHemispherePdf(bRec.wo);
}
Spectrum sample(BSDFSamplingRecord &bRec, const Point2 &sample) const {
if (!(bRec.typeMask & EDiffuseReflection) || Frame::cosTheta(bRec.wi) <= 0)
return Spectrum(0.0f);
bRec.wo = Warp::squareToCosineHemisphere(sample);
bRec.eta = 1.0f;
bRec.sampledComponent = 0;
bRec.sampledType = EDiffuseReflection;
return m_reflectance->eval(bRec.its);
}
Spectrum sample(BSDFSamplingRecord &bRec, Float &pdf, const Point2 &sample) const {
if (!(bRec.typeMask & EDiffuseReflection) || Frame::cosTheta(bRec.wi) <= 0)
return Spectrum(0.0f);
bRec.wo = Warp::squareToCosineHemisphere(sample);
bRec.eta = 1.0f;
bRec.sampledComponent = 0;
bRec.sampledType = EDiffuseReflection;
pdf = Warp::squareToCosineHemispherePdf(bRec.wo);
return m_reflectance->eval(bRec.its);
}
void addChild(const std::string &name, ConfigurableObject *child) {
if (child->getClass()->derivesFrom(MTS_CLASS(Texture))
&& (name == "reflectance" || name == "diffuseReflectance")) {
m_reflectance = static_cast<Texture *>(child);
} else {
BSDF::addChild(name, child);
}
}
void serialize(Stream *stream, InstanceManager *manager) const {
BSDF::serialize(stream, manager);
manager->serialize(stream, m_reflectance.get());
}
Float getRoughness(const Intersection &its, int component) const {
return std::numeric_limits<Float>::infinity();
}
std::string toString() const {
std::ostringstream oss;
oss << "SmoothDiffuse[" << endl
<< " id = \"" << getID() << "\"," << endl
<< " reflectance = " << indent(m_reflectance->toString()) << endl
<< "]";
return oss.str();
}
Shader *createShader(Renderer *renderer) const;
MTS_DECLARE_CLASS()
private:
ref<Texture> m_reflectance;
};
// ================ Hardware shader implementation ================
class SmoothDiffuseShader : public Shader {
public:
SmoothDiffuseShader(Renderer *renderer, const Texture *reflectance)
: Shader(renderer, EBSDFShader), m_reflectance(reflectance) {
m_reflectanceShader = renderer->registerShaderForResource(m_reflectance.get());
}
bool isComplete() const {
return m_reflectanceShader.get() != NULL;
}
void cleanup(Renderer *renderer) {
renderer->unregisterShaderForResource(m_reflectance.get());
}
void putDependencies(std::vector<Shader *> &deps) {
deps.push_back(m_reflectanceShader.get());
}
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
<< " if (cosTheta(wi) < 0.0 || cosTheta(wo) < 0.0)" << endl
<< " return vec3(0.0);" << endl
<< " return " << depNames[0] << "(uv) * inv_pi * cosTheta(wo);" << endl
<< "}" << endl
<< endl
<< "vec3 " << evalName << "_diffuse(vec2 uv, vec3 wi, vec3 wo) {" << endl
<< " return " << evalName << "(uv, wi, wo);" << endl
<< "}" << endl;
}
MTS_DECLARE_CLASS()
private:
ref<const Texture> m_reflectance;
ref<Shader> m_reflectanceShader;
};
Shader *SmoothDiffuse::createShader(Renderer *renderer) const {
return new SmoothDiffuseShader(renderer, m_reflectance.get());
}
MTS_IMPLEMENT_CLASS(SmoothDiffuseShader, false, Shader)
MTS_IMPLEMENT_CLASS_S(SmoothDiffuse, false, BSDF)
MTS_EXPORT_PLUGIN(SmoothDiffuse, "Smooth diffuse BRDF")
MTS_NAMESPACE_END