Blender  V2.93
bsdf_refraction.h
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1 /*
2  * Adapted from Open Shading Language with this license:
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32 
33 #ifndef __BSDF_REFRACTION_H__
34 #define __BSDF_REFRACTION_H__
35 
37 
38 /* REFRACTION */
39 
41 {
42  bsdf->type = CLOSURE_BSDF_REFRACTION_ID;
43  return SD_BSDF;
44 }
45 
47  const float3 I,
48  const float3 omega_in,
49  float *pdf)
50 {
51  return make_float3(0.0f, 0.0f, 0.0f);
52 }
53 
55  const float3 I,
56  const float3 omega_in,
57  float *pdf)
58 {
59  return make_float3(0.0f, 0.0f, 0.0f);
60 }
61 
63  float3 Ng,
64  float3 I,
65  float3 dIdx,
66  float3 dIdy,
67  float randu,
68  float randv,
69  float3 *eval,
70  float3 *omega_in,
71  float3 *domega_in_dx,
72  float3 *domega_in_dy,
73  float *pdf)
74 {
75  const MicrofacetBsdf *bsdf = (const MicrofacetBsdf *)sc;
76  float m_eta = bsdf->ior;
77  float3 N = bsdf->N;
78 
79  float3 R, T;
80 #ifdef __RAY_DIFFERENTIALS__
81  float3 dRdx, dRdy, dTdx, dTdy;
82 #endif
83  bool inside;
84  float fresnel;
85  fresnel = fresnel_dielectric(m_eta,
86  N,
87  I,
88  &R,
89  &T,
91  dIdx,
92  dIdy,
93  &dRdx,
94  &dRdy,
95  &dTdx,
96  &dTdy,
97 #endif
98  &inside);
99 
100  if (!inside && fresnel != 1.0f) {
101  /* Some high number for MIS. */
102  *pdf = 1e6f;
103  *eval = make_float3(1e6f, 1e6f, 1e6f);
104  *omega_in = T;
105 #ifdef __RAY_DIFFERENTIALS__
106  *domega_in_dx = dTdx;
107  *domega_in_dy = dTdy;
108 #endif
109  }
111 }
112 
114 
115 #endif /* __BSDF_REFRACTION_H__ */
ccl_device float3 bsdf_refraction_eval_transmit(const ShaderClosure *sc, const float3 I, const float3 omega_in, float *pdf)
ccl_device int bsdf_refraction_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_device float3 bsdf_refraction_eval_reflect(const ShaderClosure *sc, const float3 I, const float3 omega_in, float *pdf)
CCL_NAMESPACE_BEGIN ccl_device int bsdf_refraction_setup(MicrofacetBsdf *bsdf)
CCL_NAMESPACE_BEGIN ccl_device float fresnel_dielectric(float eta, const float3 N, const float3 I, float3 *R, float3 *T, bool *is_inside)
Definition: bsdf_util.h:38
#define ccl_device
#define CCL_NAMESPACE_END
#define make_float3(x, y, z)
@ SD_BSDF
Definition: kernel_types.h:847
#define __RAY_DIFFERENTIALS__
Definition: kernel_types.h:91
@ LABEL_TRANSMIT
Definition: kernel_types.h:328
@ LABEL_SINGULAR
Definition: kernel_types.h:332
ShaderClosure
Definition: kernel_types.h:831
#define T
#define R
#define I
params N
@ CLOSURE_BSDF_REFRACTION_ID
Definition: svm_types.h:557