/* * 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. */ #ifndef __BSDF_TRANSPARENT_H__ #define __BSDF_TRANSPARENT_H__ CCL_NAMESPACE_BEGIN ccl_device void bsdf_transparent_setup(ShaderData *sd, const float3 weight, int path_flag) { /* Check cutoff weight. */ float sample_weight = fabsf(average(weight)); if(!(sample_weight >= CLOSURE_WEIGHT_CUTOFF)) { return; } if(sd->flag & SD_TRANSPARENT) { sd->closure_transparent_extinction += weight; /* Add weight to existing transparent BSDF. */ for(int i = 0; i < sd->num_closure; i++) { ShaderClosure *sc = &sd->closure[i]; if(sc->type == CLOSURE_BSDF_TRANSPARENT_ID) { sc->weight += weight; sc->sample_weight += sample_weight; break; } } } else { sd->flag |= SD_BSDF|SD_TRANSPARENT; sd->closure_transparent_extinction = weight; if(path_flag & PATH_RAY_TERMINATE) { /* In this case the number of closures is set to zero to disable * all others, but we still want to get transparency so increase * the number just for this. */ sd->num_closure_left = 1; } /* Create new transparent BSDF. */ ShaderClosure *bsdf = closure_alloc(sd, sizeof(ShaderClosure), CLOSURE_BSDF_TRANSPARENT_ID, weight); if(bsdf) { bsdf->sample_weight = sample_weight; bsdf->N = sd->N; } else if(path_flag & PATH_RAY_TERMINATE) { sd->num_closure_left = 0; } } } ccl_device float3 bsdf_transparent_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_transparent_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_transparent_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) { // only one direction is possible *omega_in = -I; #ifdef __RAY_DIFFERENTIALS__ *domega_in_dx = -dIdx; *domega_in_dy = -dIdy; #endif *pdf = 1; *eval = make_float3(1, 1, 1); return LABEL_TRANSMIT|LABEL_TRANSPARENT; } CCL_NAMESPACE_END #endif /* __BSDF_TRANSPARENT_H__ */