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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_TRANSPARENT_H__
- #define __BSDF_TRANSPARENT_H__
- CCL_NAMESPACE_BEGIN
- ccl_device void bsdf_transparent_setup(ShaderData *sd, const float3 weight, int path_flag)
- {
- /* Check cutoff weight. */
- float sample_weight = fabsf(average(weight));
- if (!(sample_weight >= CLOSURE_WEIGHT_CUTOFF)) {
- return;
- }
- if (sd->flag & SD_TRANSPARENT) {
- sd->closure_transparent_extinction += weight;
- /* Add weight to existing transparent BSDF. */
- for (int i = 0; i < sd->num_closure; i++) {
- ShaderClosure *sc = &sd->closure[i];
- if (sc->type == CLOSURE_BSDF_TRANSPARENT_ID) {
- sc->weight += weight;
- sc->sample_weight += sample_weight;
- break;
- }
- }
- }
- else {
- sd->flag |= SD_BSDF | SD_TRANSPARENT;
- sd->closure_transparent_extinction = weight;
- if (path_flag & PATH_RAY_TERMINATE) {
- /* In this case the number of closures is set to zero to disable
- * all others, but we still want to get transparency so increase
- * the number just for this. */
- sd->num_closure_left = 1;
- }
- /* Create new transparent BSDF. */
- ShaderClosure *bsdf = closure_alloc(
- sd, sizeof(ShaderClosure), CLOSURE_BSDF_TRANSPARENT_ID, weight);
- if (bsdf) {
- bsdf->sample_weight = sample_weight;
- bsdf->N = sd->N;
- }
- else if (path_flag & PATH_RAY_TERMINATE) {
- sd->num_closure_left = 0;
- }
- }
- }
- ccl_device float3 bsdf_transparent_eval_reflect(const ShaderClosure *sc,
- const float3 I,
- const float3 omega_in,
- float *pdf)
- {
- return make_float3(0.0f, 0.0f, 0.0f);
- }
- ccl_device float3 bsdf_transparent_eval_transmit(const ShaderClosure *sc,
- const float3 I,
- const float3 omega_in,
- float *pdf)
- {
- return make_float3(0.0f, 0.0f, 0.0f);
- }
- ccl_device int bsdf_transparent_sample(const ShaderClosure *sc,
- float3 Ng,
- float3 I,
- float3 dIdx,
- float3 dIdy,
- 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 = -I;
- #ifdef __RAY_DIFFERENTIALS__
- *domega_in_dx = -dIdx;
- *domega_in_dy = -dIdy;
- #endif
- *pdf = 1;
- *eval = make_float3(1, 1, 1);
- return LABEL_TRANSMIT | LABEL_TRANSPARENT;
- }
- CCL_NAMESPACE_END
- #endif /* __BSDF_TRANSPARENT_H__ */
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