/* SPDX-License-Identifier: BSD-3-Clause * * Adapted from Open Shading Language * Copyright (c) 2009-2010 Sony Pictures Imageworks Inc., et al. * All Rights Reserved. * * Modifications Copyright 2011-2022 Blender Foundation. */ #pragma once CCL_NAMESPACE_BEGIN ccl_device void bsdf_transparent_setup(ccl_private ShaderData *sd, const Spectrum weight, uint32_t 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++) { ccl_private 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. */ ccl_private 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 Spectrum bsdf_transparent_eval(ccl_private const ShaderClosure *sc, const float3 I, const float3 omega_in, ccl_private float *pdf) { *pdf = 0.0f; return zero_spectrum(); } ccl_device int bsdf_transparent_sample(ccl_private const ShaderClosure *sc, float3 Ng, float3 I, float randu, float randv, ccl_private Spectrum *eval, ccl_private float3 *omega_in, ccl_private float *pdf) { // only one direction is possible *omega_in = -I; *pdf = 1; *eval = one_spectrum(); return LABEL_TRANSMIT | LABEL_TRANSPARENT; } CCL_NAMESPACE_END