diff options
Diffstat (limited to 'intern/cycles/kernel/svm/bsdf_ashikhmin_velvet.h')
-rw-r--r-- | intern/cycles/kernel/svm/bsdf_ashikhmin_velvet.h | 20 |
1 files changed, 10 insertions, 10 deletions
diff --git a/intern/cycles/kernel/svm/bsdf_ashikhmin_velvet.h b/intern/cycles/kernel/svm/bsdf_ashikhmin_velvet.h index e94b33efaae..e16efebf5bb 100644 --- a/intern/cycles/kernel/svm/bsdf_ashikhmin_velvet.h +++ b/intern/cycles/kernel/svm/bsdf_ashikhmin_velvet.h @@ -40,24 +40,24 @@ typedef struct BsdfAshikhminVelvetClosure { float m_invsigma2; } BsdfAshikhminVelvetClosure; -__device void bsdf_ashikhmin_velvet_setup(ShaderData *sd, float3 N, float sigma) +__device void bsdf_ashikhmin_velvet_setup(ShaderData *sd, ShaderClosure *sc, float sigma) { sigma = fmaxf(sigma, 0.01f); float m_invsigma2 = 1.0f/(sigma * sigma); - sd->svm_closure = CLOSURE_BSDF_ASHIKHMIN_VELVET_ID; + sc->type = CLOSURE_BSDF_ASHIKHMIN_VELVET_ID; sd->flag |= SD_BSDF|SD_BSDF_HAS_EVAL; - sd->svm_closure_data0 = m_invsigma2; + sc->data0 = m_invsigma2; } -__device void bsdf_ashikhmin_velvet_blur(ShaderData *sd, float roughness) +__device void bsdf_ashikhmin_velvet_blur(ShaderClosure *sc, float roughness) { } -__device float3 bsdf_ashikhmin_velvet_eval_reflect(const ShaderData *sd, const float3 I, const float3 omega_in, float *pdf) +__device float3 bsdf_ashikhmin_velvet_eval_reflect(const ShaderData *sd, const ShaderClosure *sc, const float3 I, const float3 omega_in, float *pdf) { - float m_invsigma2 = sd->svm_closure_data0; + float m_invsigma2 = sc->data0; float3 m_N = sd->N; float cosNO = dot(m_N, I); @@ -89,19 +89,19 @@ __device float3 bsdf_ashikhmin_velvet_eval_reflect(const ShaderData *sd, const f return make_float3(0, 0, 0); } -__device float3 bsdf_ashikhmin_velvet_eval_transmit(const ShaderData *sd, const float3 I, const float3 omega_in, float *pdf) +__device float3 bsdf_ashikhmin_velvet_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_ashikhmin_velvet_albedo(const ShaderData *sd, const float3 I) +__device float bsdf_ashikhmin_velvet_albedo(const ShaderData *sd, const ShaderClosure *sc, const float3 I) { return 1.0f; } -__device int bsdf_ashikhmin_velvet_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_ashikhmin_velvet_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) { - float m_invsigma2 = sd->svm_closure_data0; + float m_invsigma2 = sc->data0; float3 m_N = sd->N; // we are viewing the surface from above - send a ray out with uniform |