forked from bartvdbraak/blender
e12c08e8d1
Apply clang format as proposed in T53211. For details on usage and instructions for migrating branches without conflicts, see: https://wiki.blender.org/wiki/Tools/ClangFormat
128 lines
4.6 KiB
C
128 lines
4.6 KiB
C
/*
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* Adapted from Open Shading Language with this license:
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*
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* Copyright (c) 2009-2010 Sony Pictures Imageworks Inc., et al.
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* All Rights Reserved.
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*
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* Modifications Copyright 2011, Blender Foundation.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are
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* met:
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* * Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* * Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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* * Neither the name of Sony Pictures Imageworks nor the names of its
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* contributors may be used to endorse or promote products derived from
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* this software without specific prior written permission.
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* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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* LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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* A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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* OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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* LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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* DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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* THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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* OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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#ifndef __BSDF_TRANSPARENT_H__
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#define __BSDF_TRANSPARENT_H__
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CCL_NAMESPACE_BEGIN
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ccl_device void bsdf_transparent_setup(ShaderData *sd, const float3 weight, int path_flag)
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{
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/* Check cutoff weight. */
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float sample_weight = fabsf(average(weight));
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if (!(sample_weight >= CLOSURE_WEIGHT_CUTOFF)) {
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return;
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}
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if (sd->flag & SD_TRANSPARENT) {
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sd->closure_transparent_extinction += weight;
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/* Add weight to existing transparent BSDF. */
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for (int i = 0; i < sd->num_closure; i++) {
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ShaderClosure *sc = &sd->closure[i];
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if (sc->type == CLOSURE_BSDF_TRANSPARENT_ID) {
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sc->weight += weight;
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sc->sample_weight += sample_weight;
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break;
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}
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}
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}
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else {
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sd->flag |= SD_BSDF | SD_TRANSPARENT;
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sd->closure_transparent_extinction = weight;
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if (path_flag & PATH_RAY_TERMINATE) {
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/* In this case the number of closures is set to zero to disable
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* all others, but we still want to get transparency so increase
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* the number just for this. */
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sd->num_closure_left = 1;
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}
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/* Create new transparent BSDF. */
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ShaderClosure *bsdf = closure_alloc(
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sd, sizeof(ShaderClosure), CLOSURE_BSDF_TRANSPARENT_ID, weight);
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if (bsdf) {
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bsdf->sample_weight = sample_weight;
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bsdf->N = sd->N;
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}
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else if (path_flag & PATH_RAY_TERMINATE) {
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sd->num_closure_left = 0;
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}
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}
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}
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ccl_device float3 bsdf_transparent_eval_reflect(const ShaderClosure *sc,
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const float3 I,
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const float3 omega_in,
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float *pdf)
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{
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return make_float3(0.0f, 0.0f, 0.0f);
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}
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ccl_device float3 bsdf_transparent_eval_transmit(const ShaderClosure *sc,
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const float3 I,
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const float3 omega_in,
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float *pdf)
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{
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return make_float3(0.0f, 0.0f, 0.0f);
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}
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ccl_device int bsdf_transparent_sample(const ShaderClosure *sc,
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float3 Ng,
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float3 I,
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float3 dIdx,
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float3 dIdy,
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float randu,
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float randv,
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float3 *eval,
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float3 *omega_in,
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float3 *domega_in_dx,
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float3 *domega_in_dy,
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float *pdf)
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{
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// only one direction is possible
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*omega_in = -I;
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#ifdef __RAY_DIFFERENTIALS__
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*domega_in_dx = -dIdx;
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*domega_in_dy = -dIdy;
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#endif
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*pdf = 1;
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*eval = make_float3(1, 1, 1);
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return LABEL_TRANSMIT | LABEL_TRANSPARENT;
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}
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CCL_NAMESPACE_END
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#endif /* __BSDF_TRANSPARENT_H__ */
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