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authorBrecht Van Lommel <brechtvanlommel@pandora.be>2011-09-12 17:13:56 +0400
committerBrecht Van Lommel <brechtvanlommel@pandora.be>2011-09-12 17:13:56 +0400
commitebc653463ddfd9f8b893b6acbcc6465972e6abc6 (patch)
tree6b3cc2ba3f04994cf9f8d8f5bca6d63cfe2c9d1f /intern/cycles/kernel/svm/bsdf_transparent.h
parentc40492205b4369de3babe63b43d127ca622773ec (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.h14
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;