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// ======================================================================== //
// Copyright 2009-2013 Intel Corporation //
// //
// Licensed under the Apache License, Version 2.0 (the "License"); //
// you may not use this file except in compliance with the License. //
// You may obtain a copy of the License at //
// //
// http://www.apache.org/licenses/LICENSE-2.0 //
// //
// Unless required by applicable law or agreed to in writing, software //
// distributed under the License is distributed on an "AS IS" BASIS, //
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. //
// See the License for the specific language governing permissions and //
// limitations under the License. //
// ======================================================================== //
#pragma once
/*! \addtogroup rivl_render_embree_ivl */
/*! @{ */
/*! Reflects a viewing vector V at a normal N. */
inline Sample3f reflect_(const Vec3f &V, const Vec3f &N) {
float cosi = dot(V,N);
return make_Sample3f(2.0f*cosi*N-V, 1.0f);
}
/*! Reflects a viewing vector V at a normal N. Cosine between V
* and N is given as input. */
inline Sample3f reflect_(const Vec3f &V, const Vec3f &N, const float cosi) {
return make_Sample3f(2.0f*cosi*N-V, 1.0f);
}
// =======================================================
/*!Refracts a viewing vector V at a normal N using the relative
* refraction index eta. Eta is refraction index of outside medium
* (where N points into) divided by refraction index of the inside
* medium. The vectors V and N have to point towards the same side
* of the surface. The cosine between V and N is given as input and
* the cosine of -N and transmission ray is computed as output. */
inline Sample3f refract(const Vec3f& V, const Vec3f& N, const float eta,
const float cosi, float &cost)
{
const float k = 1.0f-eta*eta*(1.0f-cosi*cosi);
if (k < 0.0f) { cost = 0.0f; return make_Sample3f(make_Vec3f(0.f),0.0f); }
cost = sqrt(k);
return make_Sample3f(eta*(cosi*N-V)-cost*N, sqr(eta));
}
/*! Computes fresnel coefficient for media interface with relative
* refraction index eta. Eta is the outside refraction index
* divided by the inside refraction index. Both cosines have to be
* positive. */
inline float fresnelDielectric(const float cosi, const float cost, const float eta)
{
const float Rper = (eta*cosi - cost) * rcp(eta*cosi + cost);
const float Rpar = ( cosi - eta*cost) * rcp( cosi + eta*cost);
return 0.5f*(Rpar*Rpar + Rper*Rper);
}
/*! Computes fresnel coefficient for media interface with relative
* refraction index eta. Eta is the outside refraction index
* divided by the inside refraction index. The cosine has to be
* positive. */
inline float fresnelDielectric(const float cosi, const float eta)
{
const float k = 1.0f-eta*eta*(1.0f-cosi*cosi);
if (k < 0.0f) return 1.0f;
const float cost = sqrt(k);
return fresnelDielectric(cosi, cost, eta);
}
/*! Computes fresnel coefficient for conductor medium with complex
* refraction index (eta,k). The cosine has to be positive. */
inline Vec3f fresnelConductor(const float cosi, const Vec3f& eta, const Vec3f& k)
{
const Vec3f tmp = eta*eta + k*k;
const Vec3f Rpar = (tmp * (cosi*cosi) - 2.0f*eta*cosi + make_Vec3f(1.0f)) *
rcp(tmp * (cosi*cosi) + 2.0f*eta*cosi + make_Vec3f(1.0f));
const Vec3f Rper = (tmp - 2.0f*eta*cosi + make_Vec3f(cosi*cosi)) *
rcp(tmp + 2.0f*eta*cosi + make_Vec3f(cosi*cosi));
return 0.5f * (Rpar + Rper);
}
// =======================================================
struct FresnelConductor {
Vec3f eta; //!< Real part of refraction index
Vec3f k; //!< Imaginary part of refraction index
};
inline Vec3f eval(varying const FresnelConductor& THIS, const float cosTheta) {
return fresnelConductor(cosTheta,THIS.eta,THIS.k);
}
inline uniform FresnelConductor make_FresnelConductor(const uniform Vec3f& eta, const uniform Vec3f& k) {
uniform FresnelConductor m; m.eta = eta; m.k = k; return m;
}
#if defined(ISPC)
inline varying FresnelConductor make_FresnelConductor(const varying Vec3f& eta, const varying Vec3f& k) {
varying FresnelConductor m; m.eta = eta; m.k = k; return m;
}
#endif
// =======================================================
struct FresnelDielectric
{
/*! refraction index of the medium the incident ray travels in */
float etai;
/*! refraction index of the medium the outgoing transmission rays
* travels in */
float etat;
};
inline Vec3f eval(const uniform FresnelDielectric& THIS, const float cosTheta) {
return make_Vec3f(fresnelDielectric(cosTheta,THIS.etai/THIS.etat));
}
inline uniform FresnelDielectric make_FresnelDielectric(const uniform float etai, const uniform float etat) {
uniform FresnelDielectric m; m.etai = etai; m.etat = etat; return m;
}
#if defined(ISPC)
inline varying FresnelDielectric make_FresnelDielectric(const varying float etai, const varying float etat) {
varying FresnelDielectric m; m.etai = etai; m.etat = etat; return m;
}
#endif
// =======================================================
struct PowerCosineDistribution {
float exp;
};
inline float eval(const uniform PowerCosineDistribution &THIS, const float cosThetaH) {
return (THIS.exp+2) * (1.0f/(2.0f*(M_PI))) * pow(abs(cosThetaH), THIS.exp);
}
#if defined(ISPC)
inline float eval(const varying PowerCosineDistribution &THIS, const float cosThetaH) {
return (THIS.exp+2) * (1.0f/(2.0f*(M_PI))) * pow(abs(cosThetaH), THIS.exp);
}
#endif
/*! Samples the power cosine distribution. */
inline void sample(const uniform PowerCosineDistribution& THIS, const Vec3f& wo, const Vec3f& N, Sample3f &wi, const Vec2f s)
{
Sample3f wh = powerCosineSampleHemisphere(s.x,s.y,N,THIS.exp);
Sample3f r = reflect_(wo,wh.v);
wi = make_Sample3f(r.v,wh.pdf/(4.0f*abs(dot(wo,wh.v))));
}
/*! Samples the power cosine distribution. */
#if defined(ISPC)
inline void sample(const varying PowerCosineDistribution& THIS, const Vec3f& wo, const Vec3f& N, Sample3f &wi, const Vec2f s)
{
Sample3f wh = powerCosineSampleHemisphere(s.x,s.y,N,THIS.exp);
Sample3f r = reflect_(wo,wh.v);
wi = make_Sample3f(r.v,wh.pdf/(4.0f*abs(dot(wo,wh.v))));
}
#endif
inline uniform PowerCosineDistribution make_PowerCosineDistribution(const uniform float _exp) {
uniform PowerCosineDistribution m; m.exp = _exp; return m;
}
#if defined(ISPC)
inline varying PowerCosineDistribution make_PowerCosineDistribution(const varying float _exp) {
varying PowerCosineDistribution m; m.exp = _exp; return m;
}
#endif
/*! @} */