We now continue transparent paths after diffuse/glossy/transmission/volume bounces are exceeded. This avoids unexpected boundaries in volumes with transparent boundaries. It is also required for MIS to work correctly with transparent surfaces, as we also continue through these in shadow rays. The main visible changes is that volumes will now be lit by the background even at volume bounces 0, same as surfaces. Fixes T53914 and T54103.
100 lines
3.5 KiB
C++
100 lines
3.5 KiB
C++
/*
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* Adapted from Open Shading Language with this license:
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*
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* Copyright (c) 2009-2010 Sony Pictures Imageworks Inc., et al.
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* All Rights Reserved.
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*
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* Modifications Copyright 2011, Blender Foundation.
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*
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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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* met:
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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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*/
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#ifndef __BSDF_TRANSPARENT_H__
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#define __BSDF_TRANSPARENT_H__
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CCL_NAMESPACE_BEGIN
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ccl_device void bsdf_transparent_setup(ShaderData *sd, const float3 weight, int path_flag)
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{
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if(sd->flag & SD_TRANSPARENT) {
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sd->closure_transparent_extinction += weight;
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for(int i = 0; i < sd->num_closure; i++) {
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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 += fabsf(average(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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sd->closure_transparent_extinction = weight;
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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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ShaderClosure *bsdf = bsdf_alloc(sd, sizeof(ShaderClosure), weight);
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if(bsdf) {
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bsdf->N = sd->N;
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bsdf->type = CLOSURE_BSDF_TRANSPARENT_ID;
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}
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}
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}
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ccl_device float3 bsdf_transparent_eval_reflect(const ShaderClosure *sc, const float3 I, const float3 omega_in, float *pdf)
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{
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return make_float3(0.0f, 0.0f, 0.0f);
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}
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ccl_device float3 bsdf_transparent_eval_transmit(const ShaderClosure *sc, const float3 I, const float3 omega_in, float *pdf)
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{
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return make_float3(0.0f, 0.0f, 0.0f);
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}
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ccl_device int 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)
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{
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// only one direction is possible
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*omega_in = -I;
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#ifdef __RAY_DIFFERENTIALS__
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*domega_in_dx = -dIdx;
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*domega_in_dy = -dIdy;
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#endif
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*pdf = 1;
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*eval = make_float3(1, 1, 1);
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return LABEL_TRANSMIT|LABEL_TRANSPARENT;
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}
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CCL_NAMESPACE_END
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#endif /* __BSDF_TRANSPARENT_H__ */
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