/* * 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_REFLECTION_H__ #define __BSDF_REFLECTION_H__ CCL_NAMESPACE_BEGIN /* REFLECTION */ typedef struct BsdfReflectionClosure { //float3 m_N; } BsdfReflectionClosure; __device void bsdf_reflection_setup(ShaderData *sd, ShaderClosure *sc) { sc->type = CLOSURE_BSDF_REFLECTION_ID; sd->flag |= SD_BSDF; } __device void bsdf_reflection_blur(ShaderClosure *sc, float roughness) { } __device float3 bsdf_reflection_eval_reflect(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 float3 bsdf_reflection_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_reflection_albedo(const ShaderData *sd, const ShaderClosure *sc, const float3 I) { return 1.0f; } __device int bsdf_reflection_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) { //const BsdfReflectionClosure *self = (const BsdfReflectionClosure*)sc->data; float3 m_N = sd->N; // only one direction is possible float cosNO = dot(m_N, sd->I); if(cosNO > 0) { *omega_in = (2 * cosNO) * m_N - sd->I; if(dot(sd->Ng, *omega_in) > 0) { #ifdef __RAY_DIFFERENTIALS__ *domega_in_dx = 2 * dot(m_N, sd->dI.dx) * m_N - sd->dI.dx; *domega_in_dy = 2 * dot(m_N, sd->dI.dy) * m_N - sd->dI.dy; #endif *pdf = 1; *eval = make_float3(1, 1, 1); } } return LABEL_REFLECT|LABEL_SINGULAR; } CCL_NAMESPACE_END #endif /* __BSDF_REFLECTION_H__ */