bsdf_transparent.h 4.6 KB

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  1. /*
  2. * Adapted from Open Shading Language with this license:
  3. *
  4. * Copyright (c) 2009-2010 Sony Pictures Imageworks Inc., et al.
  5. * All Rights Reserved.
  6. *
  7. * Modifications Copyright 2011, Blender Foundation.
  8. *
  9. * Redistribution and use in source and binary forms, with or without
  10. * modification, are permitted provided that the following conditions are
  11. * met:
  12. * * Redistributions of source code must retain the above copyright
  13. * notice, this list of conditions and the following disclaimer.
  14. * * Redistributions in binary form must reproduce the above copyright
  15. * notice, this list of conditions and the following disclaimer in the
  16. * documentation and/or other materials provided with the distribution.
  17. * * Neither the name of Sony Pictures Imageworks nor the names of its
  18. * contributors may be used to endorse or promote products derived from
  19. * this software without specific prior written permission.
  20. * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
  21. * "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
  22. * LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
  23. * A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
  24. * OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
  25. * SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
  26. * LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
  27. * DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
  28. * THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
  29. * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
  30. * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
  31. */
  32. #ifndef __BSDF_TRANSPARENT_H__
  33. #define __BSDF_TRANSPARENT_H__
  34. CCL_NAMESPACE_BEGIN
  35. ccl_device void bsdf_transparent_setup(ShaderData *sd, const float3 weight, int path_flag)
  36. {
  37. /* Check cutoff weight. */
  38. float sample_weight = fabsf(average(weight));
  39. if (!(sample_weight >= CLOSURE_WEIGHT_CUTOFF)) {
  40. return;
  41. }
  42. if (sd->flag & SD_TRANSPARENT) {
  43. sd->closure_transparent_extinction += weight;
  44. /* Add weight to existing transparent BSDF. */
  45. for (int i = 0; i < sd->num_closure; i++) {
  46. ShaderClosure *sc = &sd->closure[i];
  47. if (sc->type == CLOSURE_BSDF_TRANSPARENT_ID) {
  48. sc->weight += weight;
  49. sc->sample_weight += sample_weight;
  50. break;
  51. }
  52. }
  53. }
  54. else {
  55. sd->flag |= SD_BSDF | SD_TRANSPARENT;
  56. sd->closure_transparent_extinction = weight;
  57. if (path_flag & PATH_RAY_TERMINATE) {
  58. /* In this case the number of closures is set to zero to disable
  59. * all others, but we still want to get transparency so increase
  60. * the number just for this. */
  61. sd->num_closure_left = 1;
  62. }
  63. /* Create new transparent BSDF. */
  64. ShaderClosure *bsdf = closure_alloc(
  65. sd, sizeof(ShaderClosure), CLOSURE_BSDF_TRANSPARENT_ID, weight);
  66. if (bsdf) {
  67. bsdf->sample_weight = sample_weight;
  68. bsdf->N = sd->N;
  69. }
  70. else if (path_flag & PATH_RAY_TERMINATE) {
  71. sd->num_closure_left = 0;
  72. }
  73. }
  74. }
  75. ccl_device float3 bsdf_transparent_eval_reflect(const ShaderClosure *sc,
  76. const float3 I,
  77. const float3 omega_in,
  78. float *pdf)
  79. {
  80. return make_float3(0.0f, 0.0f, 0.0f);
  81. }
  82. ccl_device float3 bsdf_transparent_eval_transmit(const ShaderClosure *sc,
  83. const float3 I,
  84. const float3 omega_in,
  85. float *pdf)
  86. {
  87. return make_float3(0.0f, 0.0f, 0.0f);
  88. }
  89. ccl_device int bsdf_transparent_sample(const ShaderClosure *sc,
  90. float3 Ng,
  91. float3 I,
  92. float3 dIdx,
  93. float3 dIdy,
  94. float randu,
  95. float randv,
  96. float3 *eval,
  97. float3 *omega_in,
  98. float3 *domega_in_dx,
  99. float3 *domega_in_dy,
  100. float *pdf)
  101. {
  102. // only one direction is possible
  103. *omega_in = -I;
  104. #ifdef __RAY_DIFFERENTIALS__
  105. *domega_in_dx = -dIdx;
  106. *domega_in_dy = -dIdy;
  107. #endif
  108. *pdf = 1;
  109. *eval = make_float3(1, 1, 1);
  110. return LABEL_TRANSMIT | LABEL_TRANSPARENT;
  111. }
  112. CCL_NAMESPACE_END
  113. #endif /* __BSDF_TRANSPARENT_H__ */