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// Copyright Contributors to the Open Shading Language project.
// SPDX-License-Identifier: BSD-3-Clause
// https://github.com/AcademySoftwareFoundation/OpenShadingLanguage
#pragma once
#include <BSDL/config.h>
#include <BSDL/spectrum_decl.h>
#include <tuple>
BSDL_ENTER_NAMESPACE
BSDL_INLINE float
MAX(float a, float b)
{
return std::max(a, b);
}
BSDL_INLINE float
MAX_ABS_XYZ(const Imath::V3f& v)
{
return std::max(fabsf(v.x), std::max(fabsf(v.y), fabsf(v.z)));
}
BSDL_INLINE float
MAX_RGB(const Imath::C3f& c)
{
return std::max(c.x, std::max(c.y, c.z));
}
BSDL_INLINE float
MAX_ABS_RGB(const Imath::C3f& c)
{
return std::max(fabsf(c.x), std::max(fabsf(c.y), fabsf(c.z)));
}
BSDL_INLINE float
MIN_RGB(const Imath::C3f& c)
{
return std::min(c.x, std::min(c.y, c.z));
}
BSDL_INLINE float
AVG_RGB(const Imath::C3f& c)
{
return (c.x + c.y + c.z) * (1.0f / 3);
}
template<typename T>
BSDL_INLINE constexpr T
SQR(T x)
{
return x * x;
}
BSDL_INLINE float
CLAMP(float x, float a, float b)
{
return std::min(std::max(x, a), b);
}
BSDL_INLINE Imath::C3f
CLAMP(const Imath::C3f& c, float a, float b)
{
return { CLAMP(c.x, a, b), CLAMP(c.y, a, b), CLAMP(c.z, a, b) };
}
template<typename T>
BSDL_INLINE T
LERP(float f, T a, T b)
{
f = CLAMP(f, 0, 1);
return (1 - f) * a + f * b;
}
// Hermite interpolation between 0 and 1 using 't' (0<=t<=1)
template<typename T>
BSDL_INLINE constexpr T
HERP01(T t)
{
return t * t * (3 - 2 * t);
}
template<typename T>
constexpr T
LINEARSTEP(T lo, T hi, T t)
{
return CLAMP((t - lo) / (hi - lo), T(0), T(1));
}
// RenderMan's smoothstep() function
// return 0 if (t < e0) or 1 if (t > e1) or
// a hermitian interpolation for (e0 < t < e1)
template<typename T>
BSDL_INLINE constexpr T
SMOOTHSTEP(T e0, T e1, T t)
{
return (t <= e0)
? T(0)
: ((t >= e1) ? T(1)
: CLAMP(HERP01((t - e0) / (e1 - e0)), T(0), T(1)));
}
// Return the sum of a and b but without exceeding smax, given that
// the two operands are in range. This is a smooth alternative to clamp
// and has the following properties:
//
// sum_max(a, b, smax) == sum_max(b, a, smax)
// sum_max(a, b, smax) >= a
// sum_max(a, b, smax) >= b
// sum_max(a, 0, smax) == a
// sum_max(a, b, smax) <= smax
//
// When called like sum_max(x, x, 1.0) is equivalent to 2x - x^2
BSDL_INLINE float
sum_max(float a, float b, float smax)
{
const float maxab = std::max(a, b), minab = std::min(a, b);
return maxab + (smax - maxab) * (minab / smax);
}
// This parametric curve (k) is a tool for adjusting responses from a 0-1 input
// where the parameter k adjusts the shape.
//
// Flat-zero exp()-ish Identity Reverse exp() Flat one
// _______
// | | / _,--- |
// | | / / |
// _______| ____/ / | |
//
// k = 0 k = 0.1 k = 0.5 k = 0.9 k = 1
//
// And it transitions smoothly from one extreme to the other with k in [0, 1]
// where k = 0.5 gives you the identity. Also gamma^-1(x, k) == gamma(x, 1 -k)
//
BSDL_INLINE float
bias_curve01(float x, float k)
{
// From Christophe Schlick. “Fast Alternatives to Perlin’s Bias and Gain Functions”.
// In Graphics Gems IV, Morgan Kaufmann, 1994, pages 401–403.
return x / std::max((1 - x) * (1 / k - 2) + 1, FLOAT_MIN);
}
// Using the above bias curve, this is a simple sigmoid in [0, 1]
BSDL_INLINE float
gain_curve01(float x, float k)
{
return x < 0.5f ? 0.5f * bias_curve01(2 * x, k)
: 0.5f * bias_curve01(2 * x - 1, 1 - k) + 0.5f;
}
// Function approximations below are from
// "Fast Equal-Area Mapping of the (Hemi)Sphere using SIMD" by Petrik Clarberg.
//
// http://fileadmin.cs.lth.se/graphics/research/papers/2008/simdmapping/clarberg_simdmapping08_preprint.pdf
//
// They are handy for the low distortion mapping to and from the unit disc/hemisphere/sphere
BSDL_INLINE float
fast_cos_quadrant(float x)
{
assert(x >= -2);
assert(x <= 2);
// Coefficients for minimax approximation of cos(x*pi/4), x=[-2,2].
constexpr float c1 = 0.99998736f;
constexpr float c2 = -0.30837047f;
constexpr float c3 = 0.01578646f;
constexpr float c4 = -0.00029826362f;
float x2 = x * x;
float cp = c3 + c4 * x2;
cp = c2 + cp * x2;
cp = c1 + cp * x2;
return cp;
}
BSDL_INLINE float
fast_sin_quadrant(float x)
{
assert(x >= -2);
assert(x <= 2);
// Coefficients for minimax approximation of sin(x*pi/4), x=[0,2].
const float s1 = 0.7853975892066955566406250000000000f;
const float s2 = -0.0807407423853874206542968750000000f;
const float s3 = 0.0024843954015523195266723632812500f;
const float s4 = -0.0000341485538228880614042282104492f;
float x2 = x * x;
float sp = s3 + s4 * x2;
sp = s2 + sp * x2;
sp = s1 + sp * x2;
return sp * x;
}
BSDL_INLINE float
fast_atan_quadrant(float x)
{
assert(x >= -1);
assert(x <= 1);
// Coefficients for 6th degree minimax approximation of atan(x)*2/pi, x=[0,1].
const float t1 = 0.406758566246788489601959989e-5f;
const float t2 = 0.636226545274016134946890922156f;
const float t3 = 0.61572017898280213493197203466e-2f;
const float t4 = -0.247333733281268944196501420480f;
const float t5 = 0.881770664775316294736387951347e-1f;
const float t6 = 0.419038818029165735901852432784e-1f;
const float t7 = -0.251390972343483509333252996350e-1f;
// Polynomial approximation of atan(x)*2/pi
float phi = t6 + t7 * x;
phi = t5 + phi * x;
phi = t4 + phi * x;
phi = t3 + phi * x;
phi = t2 + phi * x;
phi = t1 + phi * x;
return phi;
}
BSDL_INLINE Imath::V3f
sample_cos_hemisphere(float randu, float randv)
{
// stretch unit square + get quadrant
const float a = 2 * randu - 1, qa = fabsf(a); // (a,b) is now on [-1,1]^2
const float b = 2 * randv - 1, qb = fabsf(b);
// map to radius/angle
const float rad = qa > qb ? qa : qb;
const float phi = qa > qb ? qb / qa : ((qa == qb) ? 1.0f : 2 - qa / qb);
// map to disk + flip back into right quadrant
const float x = copysignf(rad * fast_cos_quadrant(phi), a);
const float y = copysignf(rad * fast_sin_quadrant(phi), b);
assert(rad <= 1);
assert(fabsf(x) <= 1);
assert(fabsf(y) <= 1);
// map to cosine weighted hemisphere
return { x, y, sqrtf(1 - rad * rad) };
}
BSDL_INLINE Imath::V3f
sample_uniform_hemisphere(float randu, float randv)
{
// stretch unit square + get quadrant
const float a = 2 * randu - 1, qa = fabsf(a); // (a,b) is now on [-1,1]^2
const float b = 2 * randv - 1, qb = fabsf(b);
// map to radius/angle
const float rad = qa > qb ? qa : qb;
const float phi = qa > qb ? qb / qa : ((qa == qb) ? 1.0f : 2 - qa / qb);
// map to disk + flip back into right quadrant
const float x = copysignf(rad * fast_cos_quadrant(phi), a);
const float y = copysignf(rad * fast_sin_quadrant(phi), b);
assert(rad <= 1);
assert(fabsf(x) <= 1);
assert(fabsf(y) <= 1);
// map to uniform hemisphere
const float cos_theta = 1 - rad * rad;
const float sin_theta = sqrtf(2 - rad * rad);
return { sin_theta * x, sin_theta * y, cos_theta };
}
BSDL_INLINE Imath::V3f
reflect(const Imath::V3f& E, const Imath::V3f& N)
{
return N * (2 * N.dot(E)) - E;
}
BSDL_INLINE Imath::V3f
refract(const Imath::V3f& E, const Imath::V3f& N, float eta)
{
Imath::V3f R(0.0f);
if (eta == 0)
return R;
Imath::V3f Nn;
float cosi = E.dot(N), neta;
// check which side of the surface we are on
if (cosi > 0) {
// we are on the outside of the surface, going in
neta = 1 / eta;
Nn = N;
} else {
// we are inside the surface,
cosi = -cosi;
neta = eta;
Nn = -N;
}
float arg = 1 - (neta * neta * (1 - (cosi * cosi)));
if (arg >= 0) {
float dnp = sqrtf(arg);
float nK = (neta * cosi) - dnp;
R = (E * (-neta) + Nn * nK).normalized();
}
return R;
}
BSDL_INLINE Imath::V3f
rotate(const Imath::V3f& v, const Imath::V3f& axis, float angle)
{
float s = BSDLConfig::Fast::sinf(angle), c = BSDLConfig::Fast::cosf(angle);
return v * c + axis * v.dot(axis) * (1.f - c) + s * axis.cross(v);
}
BSDL_INLINE float
fresnel_dielectric(float cosi, float eta)
{
if (eta == 0.0f)
// Early exit for some reflectors that leave eta = 0
// meaning no fresnel decay
return 1.0f;
// compute fresnel reflectance without explicitly computing
// the refracted direction
if (cosi < 0.0f)
eta = 1.0f / eta;
float c = fabsf(cosi);
float g = eta * eta - 1 + c * c;
if (g > 0) {
g = sqrtf(g);
float A = (g - c) / (g + c);
float B = (c * (g + c) - 1) / (c * (g - c) + 1);
return 0.5f * A * A * (1 + B * B);
}
return 1.0f; // TIR (no refracted component)
}
BSDL_INLINE float
avg_fresnel_dielectric(float eta)
{
#if 0
// A quadrature is appliead to the interval [a, b] where a is the critical
// angle of fresnel (its cosine). And b is always 1.0.
const float a = eta < 1 ? sqrtf((1 - eta) * (1 + eta)) : 0;
// now compute a quadrature for the [a, 1] interval
// average fresnel (max error ~= 0.0009) for eta > 1, but about 0.04 under 1
// This evaluates the integral F(eta)=2*integrate(fresnel(C, eta)*C,C,0,1)
// using a 4 point gauss-legendre quadrature
// http://www.efunda.com/math/num_integration/findgausslegendre.cfm
const float h = (1 + a) / 2; // center of quadrature
const float r = (1 - a) / 2; // radius
const float xi[2] = { 0.861136311594f, 0.339981043585f };
const float wi[2] = { 0.347854845137f, 0.652145154863f };
float q = fresnel_dielectric(r * -xi[0] + h, eta) * ((r * -xi[0] + h) * wi[0]) +
fresnel_dielectric(r * -xi[1] + h, eta) * ((r * -xi[1] + h) * wi[1]) +
fresnel_dielectric(r * xi[1] + h, eta) * ((r * xi[1] + h) * wi[1]) +
fresnel_dielectric(r * xi[0] + h, eta) * ((r * xi[0] + h) * wi[0]);
// The average is cosine weighted. The average of F*x in [0 a) is 1, and q
// is the avg in [a 1), now we need to compute the weighted average of the
// two. Since we weight with cosine, the first interval weights the integral
// of x from 0 to a (a^2/2) divided by the integral of x from 0 to 1 (1/2),
// and the second interval weights the complement. Therefore:
float avg = q * (1.0f - a * a) + a * a;
assert(0 <= avg && avg <= 1.0f);
return avg;
#elif 0
// much simpler fit computed in mathematica:
// max error for 0<=eta<= 1 is 0.003
// max error for 1<=eta<=400 is 0.010
if (eta < 1)
return CLAMP((9.13734f - 0.00419542f * eta - 9.11295f * SQR(eta))
/ (9.16567f - 0.974132f * eta),
0.0f, 1.0f);
else
return CLAMP((-2.78491f + 2.72524f * eta + 6.55885e-6f * SQR(eta))
/ (10.9957f + 2.7292f * eta),
0.0f, 1.0f);
#else
// even simpler fit with lower error (computed in mathematica)
// max error for 0<=eta<= 1 is ~0.29%
// max error for 1<=eta<=400 is ~0.65%
if (eta < 1)
return 0.997118f
+ eta * (0.1014f + eta * (-0.965241f - eta * 0.130607f));
else
return (eta - 1) / (4.08567f + 1.00071f * eta);
#endif
}
// Fast fresnel function for metals
//
// c is the angle cosine
// r is the reflectance
// g is the edge tint
BSDL_INLINE float
fresnel_metal(float c, float r, float g)
{
// from: "Artist Friendly Metallic Fresnel", Ole Gulbrandsen
// http://jcgt.org/published/0003/04/03/
const float n = LERP(g, (1 + sqrtf(r)) / (1 - sqrtf(r)), (1 - r) / (1 + r));
const float k2 = (SQR(n + 1) * r - SQR(n - 1)) / (1 - r);
const float n2 = n * n;
const float c2 = c * c;
const float tnc = 2 * n * c;
const float rs_num = (n2 + k2) - tnc + c2;
const float rs_den = (n2 + k2) + tnc + c2;
const float rp_num = (n2 + k2) * c2 - tnc + 1;
const float rp_den = (n2 + k2) * c2 + tnc + 1;
return 0.5f * (rs_num / rs_den + rp_num / rp_den);
}
BSDL_INLINE Power
fresnel_metal(float c, const Power r, const Power g, float lambda_0)
{
return Power([&](int i) { return fresnel_metal(c, r[i], g[i]); }, lambda_0);
}
BSDL_INLINE Power
fresnel_schlick(float c, const Power r, const Power g, float p)
{
constexpr auto fast_exp2 = BSDLConfig::Fast::exp2f;
constexpr auto fast_log2 = BSDLConfig::Fast::log2f;
c = std::min(c, 1 - 1e-4f);
p = std::max(p, 1e-4f);
return LERP(fast_exp2(fast_log2(1 - c) / p), r, g);
}
struct Frame {
// Given a unit vector N, build two arbitrary orthogonal vectors U and V
// The output is guarenteed to form a right handed orthonormal basis. (U x V = N)
static BSDL_INLINE_METHOD std::tuple<Imath::V3f, Imath::V3f>
ortho_build(const Imath::V3f& Z)
{
// http://jcgt.org/published/0006/01/01/
//
// Building an Orthonormal Basis, Revisited
// Tom Duff, James Burgess, Per Christensen, Christophe Hery, Andrew Kensler, Max Liani, Ryusuke Villemin
const float s = copysignf(1.0f, Z.z);
const float a = -1.0f / (s + Z.z);
const float b = Z.x * Z.y * a;
Imath::V3f X = { 1.0f + s * Z.x * Z.x * a, s * b, -s * Z.x };
Imath::V3f Y = { b, s + Z.y * Z.y * a, -Z.y };
return { X, Y };
}
BSDL_INLINE_METHOD Frame(const Imath::V3f& Z) : Z(Z)
{
auto XY = ortho_build(Z);
X = std::get<0>(XY);
Y = std::get<1>(XY);
}
// frame with z axis pointing along n and x axis pointing in the same direction as u (but orthogonal)
BSDL_INLINE_METHOD Frame(const Imath::V3f& Z, const Imath::V3f& _X)
: X(_X), Z(Z)
{
if (MAX_ABS_XYZ(X) < 1e-4f) {
// X not provided, pick arbitrary
auto XY = ortho_build(Z);
X = std::get<0>(XY);
Y = std::get<1>(XY);
} else {
Y = Z.cross(X).normalized();
X = Y.cross(Z);
}
}
// take a world space vector and spin it around to be expressed in the
// coordinate system of this frame
BSDL_INLINE_METHOD Imath::V3f local(const Imath::V3f& a) const
{
return { a.dot(X), a.dot(Y), a.dot(Z) };
}
BSDL_INLINE_METHOD Imath::V3f world(const Imath::V3f& a) const
{
return { X.x * a.x + Y.x * a.y + Z.x * a.z,
X.y * a.x + Y.y * a.y + Z.y * a.z,
X.z * a.x + Y.z * a.y + Z.z * a.z };
}
Imath::V3f X, Y, Z;
};
// This transforms points on [0,1]^2 to points on unit disc centered at
// origin. Each "pie-slice" quadrant of square is handled as a separate
// case. The bad floating point cases are all handled appropriately.
// The regions for (a,b) are:
//
// phi = pi/2
// -----*-----
// |\ /|
// | \ 2 / |
// | \ / |
// phi=pi * 3 * 1 * phi = 0
// | / \ |
// | / 4 \ |
// |/ \|
// -----*-----
// phi = 3pi/2
//
// (rnd.x,rnd.y) is a point on [0,1]^2. (x,y) is point on radius 1 disc
//
BSDL_INLINE Imath::V2f
square_to_unit_disc(const Imath::V2f rnd)
{
// assert(rnd.x >= 0);
// assert(rnd.x <= 1);
// assert(rnd.y >= 0);
// assert(rnd.y <= 1);
// stretch unit square + get quadrant
const float a = 2 * rnd.x - 1, qa = fabsf(a); // (a,b) is now on [-1,1]^2
const float b = 2 * rnd.y - 1, qb = fabsf(b);
// map to radius/angle
const float rad = qa > qb ? qa : qb;
const float phi = qa > qb ? qb / qa : ((qa == qb) ? 1.0f : 2 - qa / qb);
// map to disk + flip back into right quadrant
const float x = copysignf(rad * fast_cos_quadrant(phi), a);
const float y = copysignf(rad * fast_sin_quadrant(phi), b);
// assert(x >= -1);
// assert(x <= 1);
// assert(y >= -1);
// assert(y <= 1);
return { x, y };
}
// Inverse function of the above disk mapping
BSDL_INLINE Imath::V2f
disc_to_unit_square(const Imath::V2f& disc)
{
const float r = sqrtf(std::min(SQR(disc.x) + SQR(disc.y), 1.0f));
// compute on quadrant
const float qa = fabsf(disc.x);
const float qb = fabsf(disc.y);
// figure out angle in [0,1]
const float t = qa > qb ? qb / qa : ((qa == qb) ? 1.0f : qa / qb);
const float phi = fast_atan_quadrant(t) * 2;
// Map back to unit square
const float x = copysignf(qa > qb ? r : r * phi, disc.x) * 0.5f + 0.5f;
const float y = copysignf(qa > qb ? r * phi : r, disc.y) * 0.5f + 0.5f;
assert(x >= 0);
assert(x <= 1);
assert(y >= 0);
assert(y <= 1);
return { x, y };
}
BSDL_LEAVE_NAMESPACE