236 lines
7.6 KiB
C++
236 lines
7.6 KiB
C++
/*
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This file is part of Mitsuba, a physically based rendering system.
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Copyright (c) 2007-2012 by Wenzel Jakob and others.
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Mitsuba is free software; you can redistribute it and/or modify
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it under the terms of the GNU General Public License Version 3
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as published by the Free Software Foundation.
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Mitsuba is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include <mitsuba/render/bsdf.h>
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#include <mitsuba/render/texture.h>
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#include <mitsuba/hw/basicshader.h>
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#include <mitsuba/core/warp.h>
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MTS_NAMESPACE_BEGIN
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/*!\plugin{diffuse}{Smooth diffuse material}
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* \order{1}
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* \icon{bsdf_diffuse}
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* \parameters{
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* \parameter{reflectance}{\Spectrum\Or\Texture}{
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* Specifies the diffuse albedo of the
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* material \default{0.5}
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* }
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* }
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*
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* \renderings{
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* \rendering{Homogeneous reflectance, see \lstref{diffuse-uniform}}
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* {bsdf_diffuse_plain}
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* \rendering{Textured reflectance, see \lstref{diffuse-textured}}
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* {bsdf_diffuse_textured}
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* }
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*
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* The smooth diffuse material (also referred to as ``Lambertian'')
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* represents an ideally diffuse material with a user-specified amount of
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* reflectance. Any received illumination is scattered so that the surface
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* looks the same independently of the direction of observation.
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*
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* Apart from a homogeneous reflectance value, the plugin can also accept
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* a nested or referenced texture map to be used as the source of reflectance
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* information, which is then mapped onto the shape based on its UV
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* parameterization. When no parameters are specified, the model uses the default
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* of 50% reflectance.
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*
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* Note that this material is one-sided---that is, observed from the
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* back side, it will be completely black. If this is undesirable,
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* consider using the \pluginref{twosided} BRDF adapter plugin.
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* \vspace{4mm}
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*
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* \begin{xml}[caption={A diffuse material, whose reflectance is specified
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* as an sRGB color}, label=lst:diffuse-uniform]
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* <bsdf type="diffuse">
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* <srgb name="reflectance" value="#6d7185"/>
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* </bsdf>
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* \end{xml}
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*
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* \begin{xml}[caption=A diffuse material with a texture map,
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* label=lst:diffuse-textured]
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* <bsdf type="diffuse">
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* <texture type="bitmap" name="reflectance">
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* <string name="filename" value="wood.jpg"/>
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* </texture>
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* </bsdf>
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* \end{xml}
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*/
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class SmoothDiffuse : public BSDF {
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public:
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SmoothDiffuse(const Properties &props)
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: BSDF(props) {
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/* For better compatibility with other models, support both
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'reflectance' and 'diffuseReflectance' as parameter names */
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m_reflectance = new ConstantSpectrumTexture(props.getSpectrum(
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props.hasProperty("reflectance") ? "reflectance"
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: "diffuseReflectance", Spectrum(.5f)));
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}
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SmoothDiffuse(Stream *stream, InstanceManager *manager)
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: BSDF(stream, manager) {
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m_reflectance = static_cast<Texture *>(manager->getInstance(stream));
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configure();
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}
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void configure() {
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/* Verify the input parameter and fix them if necessary */
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m_reflectance = ensureEnergyConservation(m_reflectance, "reflectance", 1.0f);
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m_components.clear();
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if (m_reflectance->getMaximum().max() > 0)
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m_components.push_back(EDiffuseReflection | EFrontSide
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| (m_reflectance->isConstant() ? 0 : ESpatiallyVarying));
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m_usesRayDifferentials = m_reflectance->usesRayDifferentials();
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BSDF::configure();
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}
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Spectrum getDiffuseReflectance(const Intersection &its) const {
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return m_reflectance->eval(its);
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}
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Spectrum eval(const BSDFSamplingRecord &bRec, EMeasure measure) const {
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if (!(bRec.typeMask & EDiffuseReflection) || measure != ESolidAngle
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|| Frame::cosTheta(bRec.wi) <= 0
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|| Frame::cosTheta(bRec.wo) <= 0)
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return Spectrum(0.0f);
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return m_reflectance->eval(bRec.its)
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* (INV_PI * Frame::cosTheta(bRec.wo));
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}
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Float pdf(const BSDFSamplingRecord &bRec, EMeasure measure) const {
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if (!(bRec.typeMask & EDiffuseReflection) || measure != ESolidAngle
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|| Frame::cosTheta(bRec.wi) <= 0
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|| Frame::cosTheta(bRec.wo) <= 0)
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return 0.0f;
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return Warp::squareToCosineHemispherePdf(bRec.wo);
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}
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Spectrum sample(BSDFSamplingRecord &bRec, const Point2 &sample) const {
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if (!(bRec.typeMask & EDiffuseReflection) || Frame::cosTheta(bRec.wi) <= 0)
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return Spectrum(0.0f);
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bRec.wo = Warp::squareToCosineHemisphere(sample);
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bRec.eta = 1.0f;
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bRec.sampledComponent = 0;
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bRec.sampledType = EDiffuseReflection;
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return m_reflectance->eval(bRec.its);
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}
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Spectrum sample(BSDFSamplingRecord &bRec, Float &pdf, const Point2 &sample) const {
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if (!(bRec.typeMask & EDiffuseReflection) || Frame::cosTheta(bRec.wi) <= 0)
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return Spectrum(0.0f);
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bRec.wo = Warp::squareToCosineHemisphere(sample);
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bRec.eta = 1.0f;
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bRec.sampledComponent = 0;
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bRec.sampledType = EDiffuseReflection;
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pdf = Warp::squareToCosineHemispherePdf(bRec.wo);
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return m_reflectance->eval(bRec.its);
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}
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void addChild(const std::string &name, ConfigurableObject *child) {
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if (child->getClass()->derivesFrom(MTS_CLASS(Texture))
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&& (name == "reflectance" || name == "diffuseReflectance")) {
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m_reflectance = static_cast<Texture *>(child);
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} else {
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BSDF::addChild(name, child);
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}
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}
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void serialize(Stream *stream, InstanceManager *manager) const {
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BSDF::serialize(stream, manager);
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manager->serialize(stream, m_reflectance.get());
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}
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Float getRoughness(const Intersection &its, int component) const {
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return std::numeric_limits<Float>::infinity();
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}
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std::string toString() const {
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std::ostringstream oss;
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oss << "SmoothDiffuse[" << endl
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<< " id = \"" << getID() << "\"," << endl
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<< " reflectance = " << indent(m_reflectance->toString()) << endl
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<< "]";
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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_reflectance;
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};
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// ================ Hardware shader implementation ================
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class SmoothDiffuseShader : public Shader {
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public:
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SmoothDiffuseShader(Renderer *renderer, const Texture *reflectance)
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: Shader(renderer, EBSDFShader), m_reflectance(reflectance) {
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m_reflectanceShader = renderer->registerShaderForResource(m_reflectance.get());
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}
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bool isComplete() const {
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return m_reflectanceShader.get() != NULL;
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}
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void cleanup(Renderer *renderer) {
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renderer->unregisterShaderForResource(m_reflectance.get());
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}
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void putDependencies(std::vector<Shader *> &deps) {
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deps.push_back(m_reflectanceShader.get());
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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 << "vec3 " << evalName << "(vec2 uv, vec3 wi, vec3 wo) {" << endl
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<< " if (cosTheta(wi) < 0.0 || cosTheta(wo) < 0.0)" << endl
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<< " return vec3(0.0);" << endl
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<< " return " << depNames[0] << "(uv) * inv_pi * cosTheta(wo);" << 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 << "(uv, wi, 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_reflectance;
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ref<Shader> m_reflectanceShader;
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};
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Shader *SmoothDiffuse::createShader(Renderer *renderer) const {
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return new SmoothDiffuseShader(renderer, m_reflectance.get());
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}
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MTS_IMPLEMENT_CLASS(SmoothDiffuseShader, false, Shader)
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MTS_IMPLEMENT_CLASS_S(SmoothDiffuse, false, BSDF)
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MTS_EXPORT_PLUGIN(SmoothDiffuse, "Smooth diffuse BRDF")
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MTS_NAMESPACE_END
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