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_REFLECTION_H__ 00034 #define __BSDF_REFLECTION_H__ 00035 00036 CCL_NAMESPACE_BEGIN 00037 00038 /* REFLECTION */ 00039 00040 typedef struct BsdfReflectionClosure { 00041 //float3 m_N; 00042 } BsdfReflectionClosure; 00043 00044 __device void bsdf_reflection_setup(ShaderData *sd, ShaderClosure *sc) 00045 { 00046 sc->type = CLOSURE_BSDF_REFLECTION_ID; 00047 sd->flag |= SD_BSDF; 00048 } 00049 00050 __device void bsdf_reflection_blur(ShaderClosure *sc, float roughness) 00051 { 00052 } 00053 00054 __device float3 bsdf_reflection_eval_reflect(const ShaderData *sd, const ShaderClosure *sc, const float3 I, const float3 omega_in, float *pdf) 00055 { 00056 return make_float3(0.0f, 0.0f, 0.0f); 00057 } 00058 00059 __device float3 bsdf_reflection_eval_transmit(const ShaderData *sd, const ShaderClosure *sc, const float3 I, const float3 omega_in, float *pdf) 00060 { 00061 return make_float3(0.0f, 0.0f, 0.0f); 00062 } 00063 00064 __device float bsdf_reflection_albedo(const ShaderData *sd, const ShaderClosure *sc, const float3 I) 00065 { 00066 return 1.0f; 00067 } 00068 00069 __device int bsdf_reflection_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) 00070 { 00071 //const BsdfReflectionClosure *self = (const BsdfReflectionClosure*)sc->data; 00072 float3 m_N = sd->N; 00073 00074 // only one direction is possible 00075 float cosNO = dot(m_N, sd->I); 00076 if(cosNO > 0) { 00077 *omega_in = (2 * cosNO) * m_N - sd->I; 00078 if(dot(sd->Ng, *omega_in) > 0) { 00079 #ifdef __RAY_DIFFERENTIALS__ 00080 *domega_in_dx = 2 * dot(m_N, sd->dI.dx) * m_N - sd->dI.dx; 00081 *domega_in_dy = 2 * dot(m_N, sd->dI.dy) * m_N - sd->dI.dy; 00082 #endif 00083 *pdf = 1; 00084 *eval = make_float3(1, 1, 1); 00085 } 00086 } 00087 return LABEL_REFLECT|LABEL_SINGULAR; 00088 } 00089 00090 CCL_NAMESPACE_END 00091 00092 #endif /* __BSDF_REFLECTION_H__ */ 00093