
These replace float3 and packed_float3 in various places in the kernel where a spectral color representation will be used in the future. That representation will require more than 3 channels and conversion to from/RGB. The kernel code was refactored to remove the assumption that Spectrum and RGB colors are the same thing. There are no functional changes, Spectrum is still a float3 and the conversion functions are no-ops. Differential Revision: https://developer.blender.org/D15535
105 lines
3.3 KiB
C
105 lines
3.3 KiB
C
/* SPDX-License-Identifier: BSD-3-Clause
|
|
*
|
|
* Adapted from Open Shading Language
|
|
* Copyright (c) 2009-2010 Sony Pictures Imageworks Inc., et al.
|
|
* All Rights Reserved.
|
|
*
|
|
* Modifications Copyright 2011-2022 Blender Foundation. */
|
|
|
|
#pragma once
|
|
|
|
CCL_NAMESPACE_BEGIN
|
|
|
|
ccl_device void bsdf_transparent_setup(ccl_private ShaderData *sd,
|
|
const Spectrum weight,
|
|
uint32_t path_flag)
|
|
{
|
|
/* Check cutoff weight. */
|
|
float sample_weight = fabsf(average(weight));
|
|
if (!(sample_weight >= CLOSURE_WEIGHT_CUTOFF)) {
|
|
return;
|
|
}
|
|
|
|
if (sd->flag & SD_TRANSPARENT) {
|
|
sd->closure_transparent_extinction += weight;
|
|
|
|
/* Add weight to existing transparent BSDF. */
|
|
for (int i = 0; i < sd->num_closure; i++) {
|
|
ccl_private ShaderClosure *sc = &sd->closure[i];
|
|
|
|
if (sc->type == CLOSURE_BSDF_TRANSPARENT_ID) {
|
|
sc->weight += weight;
|
|
sc->sample_weight += sample_weight;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
else {
|
|
sd->flag |= SD_BSDF | SD_TRANSPARENT;
|
|
sd->closure_transparent_extinction = weight;
|
|
|
|
if (path_flag & PATH_RAY_TERMINATE) {
|
|
/* In this case the number of closures is set to zero to disable
|
|
* all others, but we still want to get transparency so increase
|
|
* the number just for this. */
|
|
sd->num_closure_left = 1;
|
|
}
|
|
|
|
/* Create new transparent BSDF. */
|
|
ccl_private ShaderClosure *bsdf = closure_alloc(
|
|
sd, sizeof(ShaderClosure), CLOSURE_BSDF_TRANSPARENT_ID, weight);
|
|
|
|
if (bsdf) {
|
|
bsdf->sample_weight = sample_weight;
|
|
bsdf->N = sd->N;
|
|
}
|
|
else if (path_flag & PATH_RAY_TERMINATE) {
|
|
sd->num_closure_left = 0;
|
|
}
|
|
}
|
|
}
|
|
|
|
ccl_device Spectrum bsdf_transparent_eval_reflect(ccl_private const ShaderClosure *sc,
|
|
const float3 I,
|
|
const float3 omega_in,
|
|
ccl_private float *pdf)
|
|
{
|
|
*pdf = 0.0f;
|
|
return zero_spectrum();
|
|
}
|
|
|
|
ccl_device Spectrum bsdf_transparent_eval_transmit(ccl_private const ShaderClosure *sc,
|
|
const float3 I,
|
|
const float3 omega_in,
|
|
ccl_private float *pdf)
|
|
{
|
|
*pdf = 0.0f;
|
|
return zero_spectrum();
|
|
}
|
|
|
|
ccl_device int bsdf_transparent_sample(ccl_private const ShaderClosure *sc,
|
|
float3 Ng,
|
|
float3 I,
|
|
float3 dIdx,
|
|
float3 dIdy,
|
|
float randu,
|
|
float randv,
|
|
ccl_private Spectrum *eval,
|
|
ccl_private float3 *omega_in,
|
|
ccl_private float3 *domega_in_dx,
|
|
ccl_private float3 *domega_in_dy,
|
|
ccl_private float *pdf)
|
|
{
|
|
// only one direction is possible
|
|
*omega_in = -I;
|
|
#ifdef __RAY_DIFFERENTIALS__
|
|
*domega_in_dx = -dIdx;
|
|
*domega_in_dy = -dIdy;
|
|
#endif
|
|
*pdf = 1;
|
|
*eval = one_spectrum();
|
|
return LABEL_TRANSMIT | LABEL_TRANSPARENT;
|
|
}
|
|
|
|
CCL_NAMESPACE_END
|