Transport rays that enter to another location in the scene, with specified ray position and normal. This may be used to render portals for visual effects, and other production rendering tricks. This acts much like a Transparent BSDF. Render passes are passed through, and this is affected by light path max transparent bounces. Pull Request: https://projects.blender.org/blender/blender/pulls/114386
85 lines
2.5 KiB
C
85 lines
2.5 KiB
C
/* SPDX-FileCopyrightText: 2009-2010 Sony Pictures Imageworks Inc., et al. All Rights Reserved.
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* SPDX-FileCopyrightText: 2011-2022 Blender Foundation
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*
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* SPDX-License-Identifier: BSD-3-Clause
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*
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* Adapted code from Open Shading Language. */
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#pragma once
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CCL_NAMESPACE_BEGIN
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ccl_device void bsdf_transparent_setup(ccl_private ShaderData *sd,
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const Spectrum weight,
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uint32_t path_flag)
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{
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/* Check cutoff weight. */
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float sample_weight = fabsf(average(weight));
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if (!(sample_weight >= CLOSURE_WEIGHT_CUTOFF)) {
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return;
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}
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sd->closure_transparent_extinction += weight;
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if (sd->flag & SD_TRANSPARENT) {
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/* Add weight to existing transparent BSDF. */
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for (int i = 0; i < sd->num_closure; i++) {
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ccl_private ShaderClosure *sc = &sd->closure[i];
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if (sc->type == CLOSURE_BSDF_TRANSPARENT_ID) {
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sc->weight += weight;
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sc->sample_weight += sample_weight;
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break;
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}
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}
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}
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else {
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sd->flag |= SD_BSDF | SD_TRANSPARENT;
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if (path_flag & PATH_RAY_TERMINATE) {
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/* In this case the number of closures is set to zero to disable
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* all others, but we still want to get transparency so increase
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* the number just for this. */
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sd->num_closure_left = 1;
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}
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/* Create new transparent BSDF. */
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ccl_private ShaderClosure *bsdf = closure_alloc(
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sd, sizeof(ShaderClosure), CLOSURE_BSDF_TRANSPARENT_ID, weight);
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if (bsdf) {
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bsdf->sample_weight = sample_weight;
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bsdf->N = sd->N;
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}
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else if (path_flag & PATH_RAY_TERMINATE) {
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sd->num_closure_left = 0;
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}
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}
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}
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ccl_device Spectrum bsdf_transparent_eval(ccl_private const ShaderClosure *sc,
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const float3 wi,
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const float3 wo,
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ccl_private float *pdf)
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{
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*pdf = 0.0f;
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return zero_spectrum();
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}
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ccl_device int bsdf_transparent_sample(ccl_private const ShaderClosure *sc,
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float3 Ng,
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float3 wi,
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ccl_private Spectrum *eval,
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ccl_private float3 *wo,
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ccl_private float *pdf)
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{
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// only one direction is possible
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*wo = -wi;
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/* Some high number for MIS. */
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*pdf = 1e6f;
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*eval = one_spectrum() * 1e6f;
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return LABEL_TRANSMIT | LABEL_TRANSPARENT;
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}
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CCL_NAMESPACE_END
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