/* * 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_REFRACTION_H__ #define __BSDF_REFRACTION_H__ CCL_NAMESPACE_BEGIN /* REFRACTION */ typedef struct BsdfRefractionClosure { float m_eta; } BsdfRefractionClosure; __device void bsdf_refraction_setup(ShaderData *sd, ShaderClosure *sc, float eta) { sc->data0 = eta; sc->type = CLOSURE_BSDF_REFRACTION_ID; sd->flag |= SD_BSDF; } __device void bsdf_refraction_blur(ShaderClosure *sc, float roughness) { } __device float3 bsdf_refraction_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_refraction_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_refraction_albedo(const ShaderData *sd, const ShaderClosure *sc, const float3 I) { return 1.0f; } __device int bsdf_refraction_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_eta = sc->data0; float3 m_N = sd->N; float3 R, T; #ifdef __RAY_DIFFERENTIALS__ float3 dRdx, dRdy, dTdx, dTdy; #endif bool inside; fresnel_dielectric(m_eta, m_N, sd->I, &R, &T, #ifdef __RAY_DIFFERENTIALS__ sd->dI.dx, sd->dI.dy, &dRdx, &dRdy, &dTdx, &dTdy, #endif &inside); if(!inside) { *pdf = 1; *eval = make_float3(1.0f, 1.0f, 1.0f); *omega_in = T; #ifdef __RAY_DIFFERENTIALS__ *domega_in_dx = dTdx; *domega_in_dy = dTdy; #endif } return LABEL_TRANSMIT|LABEL_SINGULAR; } CCL_NAMESPACE_END #endif /* __BSDF_REFRACTION_H__ */