1 /*
2  * Adapted from Open Shading Language with this license:
3  *
4  * Copyright (c) 2009-2010 Sony Pictures Imageworks Inc., et al.
5  * All Rights Reserved.
6  *
7  * Modifications Copyright 2011, Blender Foundation.
8  *
9  * Redistribution and use in source and binary forms, with or without
10  * modification, are permitted provided that the following conditions are
11  * met:
12  * * Redistributions of source code must retain the above copyright
13  *   notice, this list of conditions and the following disclaimer.
14  * * Redistributions in binary form must reproduce the above copyright
15  *   notice, this list of conditions and the following disclaimer in the
16  *   documentation and/or other materials provided with the distribution.
17  * * Neither the name of Sony Pictures Imageworks nor the names of its
18  *   contributors may be used to endorse or promote products derived from
19  *   this software without specific prior written permission.
20  * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
21  * "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
22  * LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
23  * A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
24  * OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
25  * SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
26  * LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
27  * DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
28  * THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
29  * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
30  * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
31  */
32 
33 #ifndef __BSDF_TRANSPARENT_H__
34 #define __BSDF_TRANSPARENT_H__
35 
36 CCL_NAMESPACE_BEGIN
37 
bsdf_transparent_setup(ShaderData * sd,const float3 weight,int path_flag)38 ccl_device void bsdf_transparent_setup(ShaderData *sd, const float3 weight, int path_flag)
39 {
40   /* Check cutoff weight. */
41   float sample_weight = fabsf(average(weight));
42   if (!(sample_weight >= CLOSURE_WEIGHT_CUTOFF)) {
43     return;
44   }
45 
46   if (sd->flag & SD_TRANSPARENT) {
47     sd->closure_transparent_extinction += weight;
48 
49     /* Add weight to existing transparent BSDF. */
50     for (int i = 0; i < sd->num_closure; i++) {
51       ShaderClosure *sc = &sd->closure[i];
52 
53       if (sc->type == CLOSURE_BSDF_TRANSPARENT_ID) {
54         sc->weight += weight;
55         sc->sample_weight += sample_weight;
56         break;
57       }
58     }
59   }
60   else {
61     sd->flag |= SD_BSDF | SD_TRANSPARENT;
62     sd->closure_transparent_extinction = weight;
63 
64     if (path_flag & PATH_RAY_TERMINATE) {
65       /* In this case the number of closures is set to zero to disable
66        * all others, but we still want to get transparency so increase
67        * the number just for this. */
68       sd->num_closure_left = 1;
69     }
70 
71     /* Create new transparent BSDF. */
72     ShaderClosure *bsdf = closure_alloc(
73         sd, sizeof(ShaderClosure), CLOSURE_BSDF_TRANSPARENT_ID, weight);
74 
75     if (bsdf) {
76       bsdf->sample_weight = sample_weight;
77       bsdf->N = sd->N;
78     }
79     else if (path_flag & PATH_RAY_TERMINATE) {
80       sd->num_closure_left = 0;
81     }
82   }
83 }
84 
bsdf_transparent_eval_reflect(const ShaderClosure * sc,const float3 I,const float3 omega_in,float * pdf)85 ccl_device float3 bsdf_transparent_eval_reflect(const ShaderClosure *sc,
86                                                 const float3 I,
87                                                 const float3 omega_in,
88                                                 float *pdf)
89 {
90   return make_float3(0.0f, 0.0f, 0.0f);
91 }
92 
bsdf_transparent_eval_transmit(const ShaderClosure * sc,const float3 I,const float3 omega_in,float * pdf)93 ccl_device float3 bsdf_transparent_eval_transmit(const ShaderClosure *sc,
94                                                  const float3 I,
95                                                  const float3 omega_in,
96                                                  float *pdf)
97 {
98   return make_float3(0.0f, 0.0f, 0.0f);
99 }
100 
bsdf_transparent_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)101 ccl_device int bsdf_transparent_sample(const ShaderClosure *sc,
102                                        float3 Ng,
103                                        float3 I,
104                                        float3 dIdx,
105                                        float3 dIdy,
106                                        float randu,
107                                        float randv,
108                                        float3 *eval,
109                                        float3 *omega_in,
110                                        float3 *domega_in_dx,
111                                        float3 *domega_in_dy,
112                                        float *pdf)
113 {
114   // only one direction is possible
115   *omega_in = -I;
116 #ifdef __RAY_DIFFERENTIALS__
117   *domega_in_dx = -dIdx;
118   *domega_in_dy = -dIdy;
119 #endif
120   *pdf = 1;
121   *eval = make_float3(1, 1, 1);
122   return LABEL_TRANSMIT | LABEL_TRANSPARENT;
123 }
124 
125 CCL_NAMESPACE_END
126 
127 #endif /* __BSDF_TRANSPARENT_H__ */
128