diff options
Diffstat (limited to 'intern/cycles/kernel/closure/bsdf_transparent.h')
-rw-r--r-- | intern/cycles/kernel/closure/bsdf_transparent.h | 28 |
1 files changed, 15 insertions, 13 deletions
diff --git a/intern/cycles/kernel/closure/bsdf_transparent.h b/intern/cycles/kernel/closure/bsdf_transparent.h index f1dc7efb345..8313ab964d7 100644 --- a/intern/cycles/kernel/closure/bsdf_transparent.h +++ b/intern/cycles/kernel/closure/bsdf_transparent.h @@ -34,7 +34,9 @@ CCL_NAMESPACE_BEGIN -ccl_device void bsdf_transparent_setup(ShaderData *sd, const float3 weight, int path_flag) +ccl_device void bsdf_transparent_setup(ccl_private ShaderData *sd, + const float3 weight, + int path_flag) { /* Check cutoff weight. */ float sample_weight = fabsf(average(weight)); @@ -47,7 +49,7 @@ ccl_device void bsdf_transparent_setup(ShaderData *sd, const float3 weight, int /* Add weight to existing transparent BSDF. */ for (int i = 0; i < sd->num_closure; i++) { - ShaderClosure *sc = &sd->closure[i]; + ccl_private ShaderClosure *sc = &sd->closure[i]; if (sc->type == CLOSURE_BSDF_TRANSPARENT_ID) { sc->weight += weight; @@ -68,7 +70,7 @@ ccl_device void bsdf_transparent_setup(ShaderData *sd, const float3 weight, int } /* Create new transparent BSDF. */ - ShaderClosure *bsdf = closure_alloc( + ccl_private ShaderClosure *bsdf = closure_alloc( sd, sizeof(ShaderClosure), CLOSURE_BSDF_TRANSPARENT_ID, weight); if (bsdf) { @@ -81,34 +83,34 @@ ccl_device void bsdf_transparent_setup(ShaderData *sd, const float3 weight, int } } -ccl_device float3 bsdf_transparent_eval_reflect(const ShaderClosure *sc, +ccl_device float3 bsdf_transparent_eval_reflect(ccl_private const ShaderClosure *sc, const float3 I, const float3 omega_in, - float *pdf) + ccl_private float *pdf) { return make_float3(0.0f, 0.0f, 0.0f); } -ccl_device float3 bsdf_transparent_eval_transmit(const ShaderClosure *sc, +ccl_device float3 bsdf_transparent_eval_transmit(ccl_private const ShaderClosure *sc, const float3 I, const float3 omega_in, - float *pdf) + ccl_private float *pdf) { return make_float3(0.0f, 0.0f, 0.0f); } -ccl_device int bsdf_transparent_sample(const ShaderClosure *sc, +ccl_device int bsdf_transparent_sample(ccl_private 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) + ccl_private float3 *eval, + ccl_private float3 *omega_in, + ccl_private float3 *domega_in_dx, + ccl_private float3 *domega_in_dy, + ccl_private float *pdf) { // only one direction is possible *omega_in = -I; |