blender/intern/cycles/kernel/svm/bsdf_reflection.h

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/*
* 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_REFLECTION_H__
#define __BSDF_REFLECTION_H__
CCL_NAMESPACE_BEGIN
/* REFLECTION */
typedef struct BsdfReflectionClosure {
//float3 m_N;
} BsdfReflectionClosure;
__device void bsdf_reflection_setup(ShaderData *sd, float3 N)
{
//BsdfReflectionClosure *self = (BsdfReflectionClosure*)sd->svm_closure_data;
//self->m_N = N;
sd->svm_closure = CLOSURE_BSDF_REFLECTION_ID;
sd->flag |= SD_BSDF;
}
__device void bsdf_reflection_blur(ShaderData *sd, float roughness)
{
}
__device float3 bsdf_reflection_eval_reflect(const ShaderData *sd, const float3 I, const float3 omega_in, float *pdf)
{
return make_float3(0.0f, 0.0f, 0.0f);
}
__device float3 bsdf_reflection_eval_transmit(const ShaderData *sd, const float3 I, const float3 omega_in, float *pdf)
{
return make_float3(0.0f, 0.0f, 0.0f);
}
__device float bsdf_reflection_albedo(const ShaderData *sd, const float3 I)
{
return 1.0f;
}
__device int bsdf_reflection_sample(const ShaderData *sd, float randu, float randv, float3 *eval, float3 *omega_in, float3 *domega_in_dx, float3 *domega_in_dy, float *pdf)
{
//const BsdfReflectionClosure *self = (const BsdfReflectionClosure*)sd->svm_closure_data;
float3 m_N = sd->N;
// only one direction is possible
float cosNO = dot(m_N, sd->I);
if(cosNO > 0) {
*omega_in = (2 * cosNO) * m_N - sd->I;
if(dot(sd->Ng, *omega_in) > 0) {
#ifdef __RAY_DIFFERENTIALS__
*domega_in_dx = 2 * dot(m_N, sd->dI.dx) * m_N - sd->dI.dx;
*domega_in_dy = 2 * dot(m_N, sd->dI.dy) * m_N - sd->dI.dy;
#endif
*pdf = 1;
*eval = make_float3(1, 1, 1);
}
}
return LABEL_REFLECT|LABEL_SINGULAR;
}
CCL_NAMESPACE_END
#endif /* __BSDF_REFLECTION_H__ */