blender/intern/cycles/kernel/svm/bsdf_transparent.h
2012-06-09 17:22:52 +00:00

80 lines
2.9 KiB
C

/*
* Adapted from Open Shading Language with this license:
*
* Copyright (c) 2009-2010 Sony Pictures Imageworks Inc., et al.
* All Rights Reserved.
*
* Modifications Copyright 2011, Blender Foundation.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are
* met:
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
* * Neither the name of Sony Pictures Imageworks nor the names of its
* contributors may be used to endorse or promote products derived from
* this software without specific prior written permission.
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
* LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
* A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
* OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
* LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
* DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
* THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
* OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
#ifndef __BSDF_TRANSPARENT_H__
#define __BSDF_TRANSPARENT_H__
CCL_NAMESPACE_BEGIN
__device void bsdf_transparent_setup(ShaderData *sd, ShaderClosure *sc)
{
sc->type = CLOSURE_BSDF_TRANSPARENT_ID;
sd->flag |= SD_BSDF;
}
__device void bsdf_transparent_blur(ShaderClosure *sc, float roughness)
{
}
__device float3 bsdf_transparent_eval_reflect(const ShaderData *sd, const ShaderClosure *sc, const float3 I, const float3 omega_in, float *pdf)
{
return make_float3(0.0f, 0.0f, 0.0f);
}
__device float3 bsdf_transparent_eval_transmit(const ShaderData *sd, const ShaderClosure *sc, const float3 I, const float3 omega_in, float *pdf)
{
return make_float3(0.0f, 0.0f, 0.0f);
}
__device float bsdf_transparent_albedo(const ShaderData *sd, const ShaderClosure *sc, const float3 I)
{
return 1.0f;
}
__device int bsdf_transparent_sample(const ShaderData *sd, const ShaderClosure *sc, float randu, float randv, float3 *eval, float3 *omega_in, float3 *domega_in_dx, float3 *domega_in_dy, float *pdf)
{
// only one direction is possible
*omega_in = -sd->I;
#ifdef __RAY_DIFFERENTIALS__
*domega_in_dx = -sd->dI.dx;
*domega_in_dy = -sd->dI.dy;
#endif
*pdf = 1;
*eval = make_float3(1, 1, 1);
return LABEL_TRANSMIT|LABEL_TRANSPARENT;
}
CCL_NAMESPACE_END
#endif /* __BSDF_TRANSPARENT_H__ */