Blender  V2.93
bsdf_transparent.h
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1 /*
2  * Adapted from Open Shading Language with this license:
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4  * Copyright (c) 2009-2010 Sony Pictures Imageworks Inc., et al.
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32 
33 #ifndef __BSDF_TRANSPARENT_H__
34 #define __BSDF_TRANSPARENT_H__
35 
37 
38 ccl_device void bsdf_transparent_setup(ShaderData *sd, const float3 weight, int path_flag)
39 {
40  /* Check cutoff weight. */
41  float sample_weight = fabsf(average(weight));
42  if (!(sample_weight >= CLOSURE_WEIGHT_CUTOFF)) {
43  return;
44  }
45 
46  if (sd->flag & SD_TRANSPARENT) {
47  sd->closure_transparent_extinction += weight;
48 
49  /* Add weight to existing transparent BSDF. */
50  for (int i = 0; i < sd->num_closure; i++) {
51  ShaderClosure *sc = &sd->closure[i];
52 
53  if (sc->type == CLOSURE_BSDF_TRANSPARENT_ID) {
54  sc->weight += weight;
55  sc->sample_weight += sample_weight;
56  break;
57  }
58  }
59  }
60  else {
61  sd->flag |= SD_BSDF | SD_TRANSPARENT;
62  sd->closure_transparent_extinction = weight;
63 
64  if (path_flag & PATH_RAY_TERMINATE) {
65  /* In this case the number of closures is set to zero to disable
66  * all others, but we still want to get transparency so increase
67  * the number just for this. */
68  sd->num_closure_left = 1;
69  }
70 
71  /* Create new transparent BSDF. */
73  sd, sizeof(ShaderClosure), CLOSURE_BSDF_TRANSPARENT_ID, weight);
74 
75  if (bsdf) {
76  bsdf->sample_weight = sample_weight;
77  bsdf->N = sd->N;
78  }
79  else if (path_flag & PATH_RAY_TERMINATE) {
80  sd->num_closure_left = 0;
81  }
82  }
83 }
84 
86  const float3 I,
87  const float3 omega_in,
88  float *pdf)
89 {
90  return make_float3(0.0f, 0.0f, 0.0f);
91 }
92 
94  const float3 I,
95  const float3 omega_in,
96  float *pdf)
97 {
98  return make_float3(0.0f, 0.0f, 0.0f);
99 }
100 
102  float3 Ng,
103  float3 I,
104  float3 dIdx,
105  float3 dIdy,
106  float randu,
107  float randv,
108  float3 *eval,
109  float3 *omega_in,
110  float3 *domega_in_dx,
111  float3 *domega_in_dy,
112  float *pdf)
113 {
114  // only one direction is possible
115  *omega_in = -I;
116 #ifdef __RAY_DIFFERENTIALS__
117  *domega_in_dx = -dIdx;
118  *domega_in_dy = -dIdy;
119 #endif
120  *pdf = 1;
121  *eval = make_float3(1, 1, 1);
123 }
124 
126 
127 #endif /* __BSDF_TRANSPARENT_H__ */
CCL_NAMESPACE_BEGIN ccl_device ShaderClosure * closure_alloc(ShaderData *sd, int size, ClosureType type, float3 weight)
Definition: alloc.h:19
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)
CCL_NAMESPACE_BEGIN ccl_device void bsdf_transparent_setup(ShaderData *sd, const float3 weight, int path_flag)
ccl_device float3 bsdf_transparent_eval_transmit(const ShaderClosure *sc, const float3 I, const float3 omega_in, float *pdf)
ccl_device float3 bsdf_transparent_eval_reflect(const ShaderClosure *sc, const float3 I, const float3 omega_in, float *pdf)
#define ccl_device
#define CCL_NAMESPACE_END
#define fabsf(x)
#define make_float3(x, y, z)
@ SD_BSDF
Definition: kernel_types.h:847
@ SD_TRANSPARENT
Definition: kernel_types.h:859
@ PATH_RAY_TERMINATE
Definition: kernel_types.h:319
ShaderData
@ LABEL_TRANSMIT
Definition: kernel_types.h:328
@ LABEL_TRANSPARENT
Definition: kernel_types.h:333
ShaderClosure
Definition: kernel_types.h:831
#define I
@ CLOSURE_BSDF_TRANSPARENT_ID
Definition: svm_types.h:571
#define CLOSURE_WEIGHT_CUTOFF
Definition: svm_types.h:637
ccl_device_inline float average(const float2 &a)