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/* 
 * 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

__device void bsdf_transparent_setup(ShaderData *sd)
{
	sd->svm_closure = CLOSURE_BSDF_TRANSPARENT_ID;
}

__device void bsdf_transparent_blur(ShaderData *sd, float roughness)
{
}

__device float3 bsdf_transparent_eval_reflect(const ShaderData *sd, const float3 I, const float3 omega_in, float *pdf)
{
	return make_float3(0.0f, 0.0f, 0.0f);
}

__device float3 bsdf_transparent_eval_transmit(const ShaderData *sd, const float3 I, const float3 omega_in, float *pdf)
{
	return make_float3(0.0f, 0.0f, 0.0f);
}

__device float bsdf_transparent_albedo(const ShaderData *sd, const float3 I)
{
	return 1.0f;
}

__device int bsdf_transparent_sample(const ShaderData *sd, 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 = -sd->I;
#ifdef __RAY_DIFFERENTIALS__
	*domega_in_dx = -sd->dI.dx;
	*domega_in_dy = -sd->dI.dy;
#endif
	*pdf = 1;
	*eval = make_float3(1, 1, 1);
	return LABEL_TRANSMIT|LABEL_STRAIGHT;
}

CCL_NAMESPACE_END

#endif /* __BSDF_TRANSPARENT_H__ */