Blender V2.61 - r43446
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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