658 lines
25 KiB
C++
658 lines
25 KiB
C++
/*
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This file is part of Mitsuba, a physically based rendering system.
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Copyright (c) 2007-2014 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/hw/basicshader.h>
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#include "microfacet.h"
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#include "rtrans.h"
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#include "ior.h"
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MTS_NAMESPACE_BEGIN
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/*!\plugin{roughcoating}{Rough dielectric coating}
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* \order{11}
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* \icon{bsdf_roughcoating}
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* \parameters{
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* \parameter{distribution}{\String}{
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* Specifies the type of microfacet normal distribution
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* used to model the surface roughness.
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* \vspace{-1mm}
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* \begin{enumerate}[(i)]
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* \item \code{beckmann}: Physically-based distribution derived from
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* Gaussian random surfaces. This is the default.\vspace{-1.5mm}
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* \item \code{ggx}: The GGX \cite{Walter07Microfacet} distribution (also known as
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* Trowbridge-Reitz \cite{Trowbridge19975Average} distribution)
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* was designed to better approximate the long tails observed in measurements
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* of ground surfaces, which are not modeled by the Beckmann distribution.
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* \vspace{-1.5mm}
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* \item \code{phong}: Classical Phong distribution.
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* In most cases, the \code{ggx} and \code{beckmann} distributions
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* should be preferred, since they provide better importance sampling
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* and accurate shadowing/masking computations.
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* \vspace{-4mm}
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* \end{enumerate}
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* }
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* \parameter{alpha}{\Float\Or\Texture}{
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* Specifies the roughness of the unresolved surface micro-geometry.
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* When the Beckmann distribution is used, this parameter is equal to the
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* \emph{root mean square} (RMS) slope of the microfacets.
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* \default{0.1}.
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* }
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* \parameter{sampleVisible}{\Boolean}{
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* Enables an improved importance sampling technique. Refer to
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* pages \pageref{plg:roughconductor} and \pageref{sec:visiblenormal-sampling}
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* for details. \default{\code{true}}
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* }
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* \parameter{intIOR}{\Float\Or\String}{Interior index of refraction specified
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* numerically or using a known material name. \default{\texttt{bk7} / 1.5046}}
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* \parameter{extIOR}{\Float\Or\String}{Exterior index of refraction specified
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* numerically or using a known material name. \default{\texttt{air} / 1.000277}}
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* \parameter{thickness}{\Float}{Denotes the thickness of the layer (to
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* model absorption --- should be specified in inverse units of \code{sigmaA})\default{1}}
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* \parameter{sigmaA}{\Spectrum\Or\Texture}{The absorption coefficient of the
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* coating layer. \default{0, i.e. there is no absorption}}
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* \parameter{specular\showbreak Reflectance}{\Spectrum\Or\Texture}{Optional
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* factor that can be used to modulate the specular reflection component. Note
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* that for physical realism, this parameter should never be touched. \default{1.0}}
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* \parameter{\Unnamed}{\BSDF}{A nested BSDF model that should be coated.}
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* }
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* \renderings{
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* \rendering{Rough gold coated with a \emph{smooth} varnish layer}
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* {bsdf_roughcoating_gold_smooth}
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* \rendering{Rough gold coated with a \emph{rough} ($\alpha\!=\!0.03$) varnish layer}
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* {bsdf_roughcoating_gold_rough}
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* }
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*
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* This plugin implements a \emph{very} approximate\footnote{
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* The model only accounts for roughness
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* in the specular reflection and Fresnel transmittance through the interface.
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* The interior model receives incident illumination
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* that is transformed \emph{as if} the coating was smooth. While
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* that's not quite correct, it is a convenient workaround when the
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* \pluginref{coating} plugin produces specular highlights that are too sharp.}
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* model that simulates a rough dielectric coating. It is essentially the
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* roughened version of \pluginref{coating}.
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* Any BSDF in Mitsuba can be coated using this plugin and multiple coating
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* layers can even be applied in sequence, which allows designing interesting
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* custom materials. The coating layer can optionally be tinted (i.e. filled
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* with an absorbing medium), in which case this model also accounts for the
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* directionally dependent absorption within the layer.
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*
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* Note that the plugin discards illumination that undergoes internal
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* reflection within the coating. This can lead to a noticeable energy
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* loss for materials that reflect much of their energy near or below the critical
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* angle (i.e. diffuse or very rough materials).
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*
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* The implementation here is motivated by the paper
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* ``Arbitrarily Layered Micro-Facet Surfaces'' by Weidlich and
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* Wilkie \cite{Weidlich2007Arbitrarily}, though the implementation
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* works differently.
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*/
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class RoughCoating : public BSDF {
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public:
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/// \sa refractTo()
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enum EDestination {
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EInterior = 0,
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EExterior = 1
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};
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RoughCoating(const Properties &props) : BSDF(props) {
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/* Specifies the internal index of refraction at the interface */
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Float intIOR = lookupIOR(props, "intIOR", "bk7");
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/* Specifies the external index of refraction at the interface */
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Float extIOR = lookupIOR(props, "extIOR", "air");
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if (intIOR < 0 || extIOR < 0 || intIOR == extIOR)
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Log(EError, "The interior and exterior indices of "
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"refraction must be positive and differ!");
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m_eta = intIOR / extIOR;
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m_invEta = 1 / m_eta;
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/* Specifies the absorption within the layer */
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m_sigmaA = new ConstantSpectrumTexture(
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props.getSpectrum("sigmaA", Spectrum(0.0f)));
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/* Specifies the layer's thickness using the inverse units of sigmaA */
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m_thickness = props.getFloat("thickness", 1);
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/* Specifies a multiplier for the specular reflectance component */
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m_specularReflectance = new ConstantSpectrumTexture(
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props.getSpectrum("specularReflectance", Spectrum(1.0f)));
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MicrofacetDistribution distr(props);
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m_type = distr.getType();
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m_sampleVisible = distr.getSampleVisible();
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if (distr.isAnisotropic())
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Log(EError, "The 'roughplastic' plugin currently does not support "
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"anisotropic microfacet distributions!");
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m_alpha = new ConstantFloatTexture(distr.getAlpha());
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m_specularSamplingWeight = 0.0f;
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}
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RoughCoating(Stream *stream, InstanceManager *manager)
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: BSDF(stream, manager) {
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m_type = (MicrofacetDistribution::EType) stream->readUInt();
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m_sampleVisible = stream->readBool();
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m_nested = static_cast<BSDF *>(manager->getInstance(stream));
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m_sigmaA = static_cast<Texture *>(manager->getInstance(stream));
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m_specularReflectance = static_cast<Texture *>(manager->getInstance(stream));
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m_alpha = static_cast<Texture *>(manager->getInstance(stream));
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m_eta = stream->readFloat();
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m_thickness = stream->readFloat();
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m_invEta = 1 / m_eta;
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configure();
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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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stream->writeUInt((uint32_t) m_type);
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stream->writeBool(m_sampleVisible);
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manager->serialize(stream, m_nested.get());
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manager->serialize(stream, m_sigmaA.get());
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manager->serialize(stream, m_specularReflectance.get());
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manager->serialize(stream, m_alpha.get());
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stream->writeFloat(m_eta);
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stream->writeFloat(m_thickness);
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}
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void configure() {
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unsigned int extraFlags = 0;
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if (!m_sigmaA->isConstant() || !m_alpha->isConstant())
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extraFlags |= ESpatiallyVarying;
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m_components.clear();
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for (int i=0; i<m_nested->getComponentCount(); ++i)
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m_components.push_back(m_nested->getType(i) | extraFlags);
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m_components.push_back(EGlossyReflection | EFrontSide | EBackSide
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| (m_specularReflectance->isConstant() ? 0 : ESpatiallyVarying));
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m_usesRayDifferentials = m_nested->usesRayDifferentials()
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|| m_sigmaA->usesRayDifferentials()
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|| m_alpha->usesRayDifferentials()
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|| m_specularReflectance->usesRayDifferentials();
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/* Compute weights that further steer samples towards
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the specular or nested components */
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Float avgAbsorption = (m_sigmaA->getAverage()
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*(-2*m_thickness)).exp().average();
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m_specularSamplingWeight = 1.0f / (avgAbsorption + 1.0f);
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/* Verify the input parameters and fix them if necessary */
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m_specularReflectance = ensureEnergyConservation(
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m_specularReflectance, "specularReflectance", 1.0f);
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if (!m_roughTransmittance.get()) {
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/* Load precomputed data used to compute the rough
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transmittance through the dielectric interface */
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m_roughTransmittance = new RoughTransmittance(m_type);
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m_roughTransmittance->checkEta(m_eta);
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m_roughTransmittance->checkAlpha(m_alpha->getMinimum().average());
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m_roughTransmittance->checkAlpha(m_alpha->getMaximum().average());
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/* Reduce the rough transmittance data to a 2D slice */
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m_roughTransmittance->setEta(m_eta);
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/* If possible, even reduce it to a 1D slice */
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if (m_alpha->isConstant())
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m_roughTransmittance->setAlpha(
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m_alpha->eval(Intersection()).average());
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}
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BSDF::configure();
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}
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/// Helper function: reflect \c wi with respect to a given surface normal
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inline Vector reflect(const Vector &wi, const Normal &m) const {
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return 2 * dot(wi, m) * Vector(m) - wi;
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}
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/// Refraction in local coordinates
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Vector refractTo(EDestination dest, const Vector &wi) const {
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Float cosThetaI = Frame::cosTheta(wi);
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Float invEta = (dest == EInterior) ? m_invEta : m_eta;
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bool entering = cosThetaI > 0.0f;
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/* Using Snell's law, calculate the squared sine of the
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angle between the normal and the transmitted ray */
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Float sinThetaTSqr = invEta*invEta * Frame::sinTheta2(wi);
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if (sinThetaTSqr >= 1.0f) {
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/* Total internal reflection */
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return Vector(0.0f);
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} else {
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Float cosThetaT = std::sqrt(1.0f - sinThetaTSqr);
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/* Retain the directionality of the vector */
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return Vector(invEta*wi.x, invEta*wi.y,
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entering ? cosThetaT : -cosThetaT);
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}
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}
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Spectrum eval(const BSDFSamplingRecord &bRec, EMeasure measure) const {
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bool hasNested = (bRec.typeMask & m_nested->getType() & BSDF::EAll)
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&& (bRec.component == -1 || bRec.component < (int) m_components.size()-1);
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bool hasSpecular = (bRec.typeMask & EGlossyReflection)
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&& (bRec.component == -1 || bRec.component == (int) m_components.size()-1)
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&& measure == ESolidAngle;
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/* Construct the microfacet distribution matching the
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roughness values at the current surface position. */
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MicrofacetDistribution distr(
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m_type,
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m_alpha->eval(bRec.its).average(),
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m_sampleVisible
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);
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Spectrum result(0.0f);
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if (hasSpecular && Frame::cosTheta(bRec.wo) * Frame::cosTheta(bRec.wi) > 0) {
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/* Calculate the reflection half-vector */
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const Vector H = normalize(bRec.wo+bRec.wi)
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* math::signum(Frame::cosTheta(bRec.wo));
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/* Evaluate the microfacet normal distribution */
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const Float D = distr.eval(H);
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/* Fresnel term */
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const Float F = fresnelDielectricExt(absDot(bRec.wi, H), m_eta);
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/* Smith's shadow-masking function */
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const Float G = distr.G(bRec.wi, bRec.wo, H);
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/* Calculate the specular reflection component */
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Float value = F * D * G /
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(4.0f * std::abs(Frame::cosTheta(bRec.wi)));
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result += m_specularReflectance->eval(bRec.its) * value;
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}
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if (hasNested) {
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BSDFSamplingRecord bRecInt(bRec);
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bRecInt.wi = refractTo(EInterior, bRec.wi);
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bRecInt.wo = refractTo(EInterior, bRec.wo);
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Spectrum nestedResult = m_nested->eval(bRecInt, measure) *
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m_roughTransmittance->eval(std::abs(Frame::cosTheta(bRec.wi)), distr.getAlpha()) *
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m_roughTransmittance->eval(std::abs(Frame::cosTheta(bRec.wo)), distr.getAlpha());
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Spectrum sigmaA = m_sigmaA->eval(bRec.its) * m_thickness;
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if (!sigmaA.isZero())
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nestedResult *= (-sigmaA *
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(1/std::abs(Frame::cosTheta(bRecInt.wi)) +
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1/std::abs(Frame::cosTheta(bRecInt.wo)))).exp();
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if (measure == ESolidAngle) {
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/* Solid angle compression & irradiance conversion factors */
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nestedResult *= m_invEta * m_invEta *
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Frame::cosTheta(bRec.wi) * Frame::cosTheta(bRec.wo)
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/ (Frame::cosTheta(bRecInt.wi) * Frame::cosTheta(bRecInt.wo));
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}
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result += nestedResult;
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}
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return result;
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}
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Float pdf(const BSDFSamplingRecord &bRec, EMeasure measure) const {
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bool hasNested = (bRec.typeMask & m_nested->getType() & BSDF::EAll)
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&& (bRec.component == -1 || bRec.component < (int) m_components.size()-1);
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bool hasSpecular = (bRec.typeMask & EGlossyReflection)
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&& (bRec.component == -1 || bRec.component == (int) m_components.size()-1)
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&& measure == ESolidAngle;
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/* Calculate the reflection half-vector */
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const Vector H = normalize(bRec.wo+bRec.wi)
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* math::signum(Frame::cosTheta(bRec.wo));
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/* Construct the microfacet distribution matching the
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roughness values at the current surface position. */
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MicrofacetDistribution distr(
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m_type,
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m_alpha->eval(bRec.its).average(),
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m_sampleVisible
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);
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Float probNested, probSpecular;
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if (hasSpecular && hasNested) {
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/* Find the probability of sampling the specular component */
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probSpecular = 1-m_roughTransmittance->eval(
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std::abs(Frame::cosTheta(bRec.wi)), distr.getAlpha());
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/* Reallocate samples */
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probSpecular = (probSpecular*m_specularSamplingWeight) /
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(probSpecular*m_specularSamplingWeight +
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(1-probSpecular) * (1-m_specularSamplingWeight));
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probNested = 1 - probSpecular;
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} else {
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probNested = probSpecular = 1.0f;
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}
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Float result = 0.0f;
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if (hasSpecular && Frame::cosTheta(bRec.wo) * Frame::cosTheta(bRec.wi) > 0) {
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/* Jacobian of the half-direction mapping */
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const Float dwh_dwo = 1.0f / (4.0f * absDot(bRec.wo, H));
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/* Evaluate the microfacet model sampling density function */
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const Float prob = distr.pdf(bRec.wi, H);
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result = prob * dwh_dwo * probSpecular;
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}
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if (hasNested) {
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BSDFSamplingRecord bRecInt(bRec);
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bRecInt.wi = refractTo(EInterior, bRec.wi);
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bRecInt.wo = refractTo(EInterior, bRec.wo);
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Float prob = m_nested->pdf(bRecInt, measure);
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if (measure == ESolidAngle) {
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prob *= m_invEta * m_invEta * Frame::cosTheta(bRec.wo)
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/ Frame::cosTheta(bRecInt.wo);
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}
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result += prob * probNested;
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}
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return result;
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}
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inline Spectrum sample(BSDFSamplingRecord &bRec, Float &_pdf, const Point2 &_sample) const {
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bool hasNested = (bRec.typeMask & m_nested->getType() & BSDF::EAll)
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&& (bRec.component == -1 || bRec.component < (int) m_components.size()-1);
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bool hasSpecular = (bRec.typeMask & EGlossyReflection)
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&& (bRec.component == -1 || bRec.component == (int) m_components.size()-1);
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bool choseSpecular = hasSpecular;
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Point2 sample(_sample);
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/* Construct the microfacet distribution matching the
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roughness values at the current surface position. */
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MicrofacetDistribution distr(
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m_type,
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m_alpha->eval(bRec.its).average(),
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m_sampleVisible
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);
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Float probSpecular;
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if (hasSpecular && hasNested) {
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/* Find the probability of sampling the diffuse component */
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probSpecular = 1 - m_roughTransmittance->eval(
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std::abs(Frame::cosTheta(bRec.wi)), distr.getAlpha());
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/* Reallocate samples */
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probSpecular = (probSpecular*m_specularSamplingWeight) /
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(probSpecular*m_specularSamplingWeight +
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(1-probSpecular) * (1-m_specularSamplingWeight));
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if (sample.y < probSpecular) {
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sample.y /= probSpecular;
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} else {
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sample.y = (sample.y - probSpecular) / (1 - probSpecular);
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choseSpecular = false;
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}
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}
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if (choseSpecular) {
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/* Perfect specular reflection based on the microfacet normal */
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Normal m = distr.sample(bRec.wi, sample);
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bRec.wo = reflect(bRec.wi, m);
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bRec.sampledComponent = (int) m_components.size() - 1;
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bRec.sampledType = EGlossyReflection;
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bRec.eta = 1.0f;
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/* Side check */
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if (Frame::cosTheta(bRec.wo) * Frame::cosTheta(bRec.wi) <= 0)
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return Spectrum(0.0f);
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} else {
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Vector wiBackup = bRec.wi;
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bRec.wi = refractTo(EInterior, bRec.wi);
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Spectrum result = m_nested->sample(bRec, _pdf, sample);
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bRec.wi = wiBackup;
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if (result.isZero())
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return Spectrum(0.0f);
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bRec.wo = refractTo(EExterior, bRec.wo);
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if (bRec.wo.isZero())
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return Spectrum(0.0f);
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}
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/* Guard against numerical imprecisions */
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EMeasure measure = getMeasure(bRec.sampledType);
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_pdf = pdf(bRec, measure);
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if (_pdf == 0)
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return Spectrum(0.0f);
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else
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return eval(bRec, measure) / _pdf;
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}
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Spectrum sample(BSDFSamplingRecord &bRec, const Point2 &sample) const {
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Float pdf;
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return RoughCoating::sample(bRec, pdf, sample);
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}
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Float getRoughness(const Intersection &its, int component) const {
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return component < (int) m_components.size() - 1
|
|
? m_nested->getRoughness(its, component)
|
|
: m_alpha->eval(its).average();
|
|
}
|
|
|
|
void addChild(const std::string &name, ConfigurableObject *child) {
|
|
if (child->getClass()->derivesFrom(MTS_CLASS(BSDF))) {
|
|
if (m_nested != NULL)
|
|
Log(EError, "Only a single nested BRDF can be added!");
|
|
m_nested = static_cast<BSDF *>(child);
|
|
} else if (child->getClass()->derivesFrom(MTS_CLASS(Texture))) {
|
|
if (name == "sigmaA")
|
|
m_sigmaA = static_cast<Texture *>(child);
|
|
else if (name == "alpha")
|
|
m_alpha = static_cast<Texture *>(child);
|
|
else
|
|
BSDF::addChild(name, child);
|
|
} else {
|
|
BSDF::addChild(name, child);
|
|
}
|
|
}
|
|
|
|
std::string toString() const {
|
|
std::ostringstream oss;
|
|
oss << "RoughCoating[" << endl
|
|
<< " id = \"" << getID() << "\"," << endl
|
|
<< " distribution = " << MicrofacetDistribution::distributionName(m_type) << "," << endl
|
|
<< " sampleVisible = " << m_sampleVisible << "," << endl
|
|
<< " alpha = " << indent(m_alpha->toString()) << "," << endl
|
|
<< " sigmaA = " << indent(m_sigmaA->toString()) << "," << endl
|
|
<< " specularReflectance = " << indent(m_specularReflectance->toString()) << "," << endl
|
|
<< " specularSamplingWeight = " << m_specularSamplingWeight << "," << endl
|
|
<< " diffuseSamplingWeight = " << (1-m_specularSamplingWeight) << "," << endl
|
|
<< " eta = " << m_eta << "," << endl
|
|
<< " nested = " << indent(m_nested.toString()) << endl
|
|
<< "]";
|
|
return oss.str();
|
|
}
|
|
|
|
Shader *createShader(Renderer *renderer) const;
|
|
|
|
MTS_DECLARE_CLASS()
|
|
private:
|
|
MicrofacetDistribution::EType m_type;
|
|
ref<RoughTransmittance> m_roughTransmittance;
|
|
ref<Texture> m_sigmaA;
|
|
ref<Texture> m_alpha;
|
|
ref<Texture> m_specularReflectance;
|
|
ref<BSDF> m_nested;
|
|
Float m_eta, m_invEta;
|
|
Float m_specularSamplingWeight;
|
|
Float m_thickness;
|
|
bool m_sampleVisible;
|
|
};
|
|
|
|
/**
|
|
* GLSL port of the rough coating shader. This version is much more
|
|
* approximate -- it only supports the Beckmann distribution,
|
|
* does everything in RGB, uses a cheaper shadowing-masking term, and
|
|
* it also makes use of the Schlick approximation to the Fresnel
|
|
* reflectance of dielectrics. When the roughness is lower than
|
|
* \alpha < 0.2, the shader clamps it to 0.2 so that it will still perform
|
|
* reasonably well in a VPL-based preview.
|
|
*/
|
|
class RoughCoatingShader : public Shader {
|
|
public:
|
|
RoughCoatingShader(Renderer *renderer, const BSDF *nested,
|
|
const Texture *sigmaA, const Texture *alpha,
|
|
Float eta) : Shader(renderer, EBSDFShader),
|
|
m_nested(nested), m_sigmaA(sigmaA), m_alpha(alpha), m_eta(eta) {
|
|
m_nestedShader = renderer->registerShaderForResource(m_nested.get());
|
|
m_sigmaAShader = renderer->registerShaderForResource(m_sigmaA.get());
|
|
m_alphaShader = renderer->registerShaderForResource(m_alpha.get());
|
|
m_R0 = fresnelDielectricExt(1.0f, eta);
|
|
}
|
|
|
|
bool isComplete() const {
|
|
return m_nestedShader.get() != NULL
|
|
&& m_sigmaAShader.get() != NULL
|
|
&& m_alphaShader.get() != NULL;
|
|
}
|
|
|
|
void putDependencies(std::vector<Shader *> &deps) {
|
|
deps.push_back(m_nestedShader.get());
|
|
deps.push_back(m_sigmaAShader.get());
|
|
deps.push_back(m_alphaShader.get());
|
|
}
|
|
|
|
void cleanup(Renderer *renderer) {
|
|
renderer->unregisterShaderForResource(m_nested.get());
|
|
renderer->unregisterShaderForResource(m_sigmaA.get());
|
|
renderer->unregisterShaderForResource(m_alpha.get());
|
|
}
|
|
|
|
void resolve(const GPUProgram *program, const std::string &evalName, std::vector<int> ¶meterIDs) const {
|
|
parameterIDs.push_back(program->getParameterID(evalName + "_R0", false));
|
|
parameterIDs.push_back(program->getParameterID(evalName + "_eta", false));
|
|
}
|
|
|
|
void bind(GPUProgram *program, const std::vector<int> ¶meterIDs, int &textureUnitOffset) const {
|
|
program->setParameter(parameterIDs[0], m_R0);
|
|
program->setParameter(parameterIDs[1], m_eta);
|
|
}
|
|
|
|
void generateCode(std::ostringstream &oss,
|
|
const std::string &evalName,
|
|
const std::vector<std::string> &depNames) const {
|
|
oss << "uniform float " << evalName << "_R0;" << endl
|
|
<< "uniform float " << evalName << "_eta;" << endl
|
|
<< endl
|
|
<< "float " << evalName << "_schlick(float ct) {" << endl
|
|
<< " float ctSqr = ct*ct, ct5 = ctSqr*ctSqr*ct;" << endl
|
|
<< " return " << evalName << "_R0 + (1.0 - " << evalName << "_R0) * ct5;" << endl
|
|
<< "}" << endl
|
|
<< endl
|
|
<< "vec3 " << evalName << "_refract(vec3 wi, out float T) {" << endl
|
|
<< " float cosThetaI = cosTheta(wi);" << endl
|
|
<< " bool entering = cosThetaI > 0.0;" << endl
|
|
<< " float invEta = 1.0 / " << evalName << "_eta;" << endl
|
|
<< " float sinThetaTSqr = invEta * invEta * sinTheta2(wi);" << endl
|
|
<< " if (sinThetaTSqr >= 1.0) {" << endl
|
|
<< " T = 0.0; /* Total internal reflection */" << endl
|
|
<< " return vec3(0.0);" << endl
|
|
<< " } else {" << endl
|
|
<< " float cosThetaT = sqrt(1.0 - sinThetaTSqr);" << endl
|
|
<< " T = 1.0 - " << evalName << "_schlick(1.0 - abs(cosThetaI));" << endl
|
|
<< " return vec3(invEta*wi.x, invEta*wi.y, entering ? cosThetaT : -cosThetaT);" << endl
|
|
<< " }" << endl
|
|
<< "}" << endl
|
|
<< endl
|
|
<< "float " << evalName << "_D(vec3 m, float alpha) {" << endl
|
|
<< " float ct = cosTheta(m);" << endl
|
|
<< " if (cosTheta(m) <= 0.0)" << endl
|
|
<< " return 0.0;" << endl
|
|
<< " float ex = tanTheta(m) / alpha;" << endl
|
|
<< " return exp(-(ex*ex)) / (pi * alpha * alpha *" << endl
|
|
<< " pow(cosTheta(m), 4.0));" << endl
|
|
<< "}" << endl
|
|
<< endl
|
|
<< "float " << evalName << "_G(vec3 m, vec3 wi, vec3 wo) {" << endl
|
|
<< " if ((dot(wi, m) * cosTheta(wi)) <= 0 || " << endl
|
|
<< " (dot(wo, m) * cosTheta(wo)) <= 0)" << endl
|
|
<< " return 0.0;" << endl
|
|
<< " float nDotM = cosTheta(m);" << endl
|
|
<< " return min(1.0, min(" << endl
|
|
<< " abs(2 * nDotM * cosTheta(wo) / dot(wo, m))," << endl
|
|
<< " abs(2 * nDotM * cosTheta(wi) / dot(wi, m))));" << endl
|
|
<< "}" << endl
|
|
<< endl
|
|
<< "vec3 " << evalName << "(vec2 uv, vec3 wi, vec3 wo) {" << endl
|
|
<< " float T12, T21;" << endl
|
|
<< " vec3 wiPrime = " << evalName << "_refract(wi, T12);" << endl
|
|
<< " vec3 woPrime = " << evalName << "_refract(wo, T21);" << endl
|
|
<< " vec3 nested = " << depNames[0] << "(uv, wiPrime, woPrime);" << endl
|
|
<< " vec3 sigmaA = " << depNames[1] << "(uv);" << endl
|
|
<< " vec3 result = nested * " << evalName << "_eta * " << evalName << "_eta" << endl
|
|
<< " * T12 * T21 * (cosTheta(wi)*cosTheta(wo)) /" << endl
|
|
<< " (cosTheta(wiPrime)*cosTheta(woPrime));" << endl
|
|
<< " if (sigmaA != vec3(0.0))" << endl
|
|
<< " result *= exp(-sigmaA * (1/abs(cosTheta(wiPrime)) + " << endl
|
|
<< " 1/abs(cosTheta(woPrime))));" << endl
|
|
<< " if (cosTheta(wi)*cosTheta(wo) > 0) {" << endl
|
|
<< " vec3 H = normalize(wi + wo);" << endl
|
|
<< " float alpha = max(0.2, " << depNames[2] << "(uv)[0]);" << endl
|
|
<< " float D = " << evalName << "_D(H, alpha)" << ";" << endl
|
|
<< " float G = " << evalName << "_G(H, wi, wo);" << endl
|
|
<< " float F = " << evalName << "_schlick(1-dot(wi, H));" << endl
|
|
<< " result += vec3(F * D * G / (4*cosTheta(wi)));" << endl
|
|
<< " }" << endl
|
|
<< " return result;" << endl
|
|
<< "}" << endl
|
|
<< endl
|
|
<< "vec3 " << evalName << "_diffuse(vec2 uv, vec3 wi, vec3 wo) {" << endl
|
|
<< " return " << depNames[0] << "_diffuse(uv, wi, wo);" << endl
|
|
<< "}" << endl;
|
|
}
|
|
|
|
MTS_DECLARE_CLASS()
|
|
private:
|
|
ref<const BSDF> m_nested;
|
|
ref<Shader> m_nestedShader;
|
|
ref<const Texture> m_sigmaA;
|
|
ref<Shader> m_sigmaAShader;
|
|
ref<const Texture> m_alpha;
|
|
ref<Shader> m_alphaShader;
|
|
Float m_R0, m_eta;
|
|
};
|
|
|
|
Shader *RoughCoating::createShader(Renderer *renderer) const {
|
|
return new RoughCoatingShader(renderer, m_nested.get(),
|
|
m_sigmaA.get(), m_alpha.get(), m_eta);
|
|
}
|
|
|
|
MTS_IMPLEMENT_CLASS(RoughCoatingShader, false, Shader)
|
|
MTS_IMPLEMENT_CLASS_S(RoughCoating, false, BSDF)
|
|
MTS_EXPORT_PLUGIN(RoughCoating, "Rough coating BSDF");
|
|
MTS_NAMESPACE_END
|