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* Adapted from Open Shading Language with this license:
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* Copyright (c) 2009-2010 Sony Pictures Imageworks Inc., et al.
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* Modifications Copyright 2011, Blender Foundation.
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are
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* * Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* * Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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* * Neither the name of Sony Pictures Imageworks nor the names of its
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* contributors may be used to endorse or promote products derived from
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* this software without specific prior written permission.
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* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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* LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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* A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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* OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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* LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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* DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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* THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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* OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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#ifndef __BSDF_REFLECTION_H__
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#define __BSDF_REFLECTION_H__
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typedef struct BsdfReflectionClosure {
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} BsdfReflectionClosure;
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__device void bsdf_reflection_setup(ShaderData *sd, ShaderClosure *sc)
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sc->type = CLOSURE_BSDF_REFLECTION_ID;
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__device void bsdf_reflection_blur(ShaderClosure *sc, float roughness)
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__device float3 bsdf_reflection_eval_reflect(const ShaderData *sd, const ShaderClosure *sc, const float3 I, const float3 omega_in, float *pdf)
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return make_float3(0.0f, 0.0f, 0.0f);
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__device float3 bsdf_reflection_eval_transmit(const ShaderData *sd, const ShaderClosure *sc, const float3 I, const float3 omega_in, float *pdf)
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return make_float3(0.0f, 0.0f, 0.0f);
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__device float bsdf_reflection_albedo(const ShaderData *sd, const ShaderClosure *sc, const float3 I)
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__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)
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//const BsdfReflectionClosure *self = (const BsdfReflectionClosure*)sc->data;
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// only one direction is possible
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float cosNO = dot(m_N, sd->I);
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*omega_in = (2 * cosNO) * m_N - sd->I;
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if(dot(sd->Ng, *omega_in) > 0) {
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#ifdef __RAY_DIFFERENTIALS__
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*domega_in_dx = 2 * dot(m_N, sd->dI.dx) * m_N - sd->dI.dx;
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*domega_in_dy = 2 * dot(m_N, sd->dI.dy) * m_N - sd->dI.dy;
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*eval = make_float3(1, 1, 1);
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return LABEL_REFLECT|LABEL_SINGULAR;
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#endif /* __BSDF_REFLECTION_H__ */