Blender V2.61 - r43446

bsdf_reflection.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_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