Blender V2.61 - r43446

bsdf_transparent.h

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00001 /* 
00002  * Adapted from Open Shading Language with this license: 
00003  * 
00004  * Copyright (c) 2009-2010 Sony Pictures Imageworks Inc., et al. 
00005  * All Rights Reserved. 
00006  * 
00007  * Modifications Copyright 2011, Blender Foundation. 
00008  *  
00009  * Redistribution and use in source and binary forms, with or without 
00010  * modification, are permitted provided that the following conditions are 
00011  * met: 
00012  * * Redistributions of source code must retain the above copyright 
00013  *   notice, this list of conditions and the following disclaimer. 
00014  * * Redistributions in binary form must reproduce the above copyright 
00015  *   notice, this list of conditions and the following disclaimer in the 
00016  *   documentation and/or other materials provided with the distribution. 
00017  * * Neither the name of Sony Pictures Imageworks nor the names of its 
00018  *   contributors may be used to endorse or promote products derived from 
00019  *   this software without specific prior written permission. 
00020  * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS 
00021  * "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT 
00022  * LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR 
00023  * A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT 
00024  * OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, 
00025  * SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT 
00026  * LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, 
00027  * DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY 
00028  * THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT 
00029  * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE 
00030  * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. 
00031 */
00032 
00033 #ifndef __BSDF_TRANSPARENT_H__
00034 #define __BSDF_TRANSPARENT_H__
00035 
00036 CCL_NAMESPACE_BEGIN
00037 
00038 __device void bsdf_transparent_setup(ShaderData *sd, ShaderClosure *sc)
00039 {
00040     sc->type = CLOSURE_BSDF_TRANSPARENT_ID;
00041     sd->flag |= SD_BSDF;
00042 }
00043 
00044 __device void bsdf_transparent_blur(ShaderClosure *sc, float roughness)
00045 {
00046 }
00047 
00048 __device float3 bsdf_transparent_eval_reflect(const ShaderData *sd, const ShaderClosure *sc, const float3 I, const float3 omega_in, float *pdf)
00049 {
00050     return make_float3(0.0f, 0.0f, 0.0f);
00051 }
00052 
00053 __device float3 bsdf_transparent_eval_transmit(const ShaderData *sd, const ShaderClosure *sc, const float3 I, const float3 omega_in, float *pdf)
00054 {
00055     return make_float3(0.0f, 0.0f, 0.0f);
00056 }
00057 
00058 __device float bsdf_transparent_albedo(const ShaderData *sd, const ShaderClosure *sc, const float3 I)
00059 {
00060     return 1.0f;
00061 }
00062 
00063 __device int bsdf_transparent_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)
00064 {
00065     // only one direction is possible
00066     *omega_in = -sd->I;
00067 #ifdef __RAY_DIFFERENTIALS__
00068     *domega_in_dx = -sd->dI.dx;
00069     *domega_in_dy = -sd->dI.dy;
00070 #endif
00071     *pdf = 1;
00072     *eval = make_float3(1, 1, 1);
00073     return LABEL_TRANSMIT|LABEL_TRANSPARENT;
00074 }
00075 
00076 CCL_NAMESPACE_END
00077 
00078 #endif /* __BSDF_TRANSPARENT_H__ */
00079