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author | Brecht Van Lommel <brechtvanlommel@pandora.be> | 2011-09-12 17:13:56 +0400 |
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committer | Brecht Van Lommel <brechtvanlommel@pandora.be> | 2011-09-12 17:13:56 +0400 |
commit | ebc653463ddfd9f8b893b6acbcc6465972e6abc6 (patch) | |
tree | 6b3cc2ba3f04994cf9f8d8f5bca6d63cfe2c9d1f /intern/cycles/kernel/svm/bsdf_transparent.h | |
parent | c40492205b4369de3babe63b43d127ca622773ec (diff) |
Cycles:
* Fix missing update when editing objects with emission materials.
* Fix preview pass rendering set to 1 not showing full resolution.
* Fix CUDA runtime compiling failing due to missing cache directory.
* Use settings from first render layer for visibility and material override.
And a bunch of incomplete and still disabled code mostly related to closure
sampling.
Diffstat (limited to 'intern/cycles/kernel/svm/bsdf_transparent.h')
-rw-r--r-- | intern/cycles/kernel/svm/bsdf_transparent.h | 14 |
1 files changed, 7 insertions, 7 deletions
diff --git a/intern/cycles/kernel/svm/bsdf_transparent.h b/intern/cycles/kernel/svm/bsdf_transparent.h index 1674f04955e..4425c4bf104 100644 --- a/intern/cycles/kernel/svm/bsdf_transparent.h +++ b/intern/cycles/kernel/svm/bsdf_transparent.h @@ -35,32 +35,32 @@ CCL_NAMESPACE_BEGIN -__device void bsdf_transparent_setup(ShaderData *sd) +__device void bsdf_transparent_setup(ShaderData *sd, ShaderClosure *sc) { - sd->svm_closure = CLOSURE_BSDF_TRANSPARENT_ID; + sc->type = CLOSURE_BSDF_TRANSPARENT_ID; sd->flag |= SD_BSDF; } -__device void bsdf_transparent_blur(ShaderData *sd, float roughness) +__device void bsdf_transparent_blur(ShaderClosure *sc, float roughness) { } -__device float3 bsdf_transparent_eval_reflect(const ShaderData *sd, const float3 I, const float3 omega_in, float *pdf) +__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 float3 I, const float3 omega_in, float *pdf) +__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 float3 I) +__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, float randu, float randv, float3 *eval, float3 *omega_in, float3 *domega_in_dx, float3 *domega_in_dy, float *pdf) +__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; |