/* * 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. */ #pragma once CCL_NAMESPACE_BEGIN /* REFLECTION */ ccl_device int bsdf_reflection_setup(MicrofacetBsdf *bsdf) { bsdf->type = CLOSURE_BSDF_REFLECTION_ID; return SD_BSDF; } ccl_device float3 bsdf_reflection_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_reflection_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_reflection_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) { const MicrofacetBsdf *bsdf = (const MicrofacetBsdf *)sc; float3 N = bsdf->N; // only one direction is possible float cosNO = dot(N, I); if (cosNO > 0) { *omega_in = (2 * cosNO) * N - I; if (dot(Ng, *omega_in) > 0) { #ifdef __RAY_DIFFERENTIALS__ *domega_in_dx = 2 * dot(N, dIdx) * N - dIdx; *domega_in_dy = 2 * dot(N, dIdy) * N - dIdy; #endif /* Some high number for MIS. */ *pdf = 1e6f; *eval = make_float3(1e6f, 1e6f, 1e6f); } } return LABEL_REFLECT | LABEL_SINGULAR; } CCL_NAMESPACE_END