Blender  V2.93
emissive.h
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1 /*
2  * Adapted from Open Shading Language with this license:
3  *
4  * Copyright (c) 2009-2010 Sony Pictures Imageworks Inc., et al.
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7  * Modifications Copyright 2011, Blender Foundation.
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31  */
32 
34 
35 /* BACKGROUND CLOSURE */
36 
38 {
39  if (sd->flag & SD_EMISSION) {
40  sd->closure_emission_background += weight;
41  }
42  else {
43  sd->flag |= SD_EMISSION;
44  sd->closure_emission_background = weight;
45  }
46 }
47 
48 /* EMISSION CLOSURE */
49 
50 ccl_device void emission_setup(ShaderData *sd, const float3 weight)
51 {
52  if (sd->flag & SD_EMISSION) {
53  sd->closure_emission_background += weight;
54  }
55  else {
56  sd->flag |= SD_EMISSION;
57  sd->closure_emission_background = weight;
58  }
59 }
60 
61 /* return the probability distribution function in the direction I,
62  * given the parameters and the light's surface normal. This MUST match
63  * the PDF computed by sample(). */
64 ccl_device float emissive_pdf(const float3 Ng, const float3 I)
65 {
66  float cosNO = fabsf(dot(Ng, I));
67  return (cosNO > 0.0f) ? 1.0f : 0.0f;
68 }
69 
71  const float3 Ng, float randu, float randv, float3 *omega_out, float *pdf)
72 {
73  /* todo: not implemented and used yet */
74 }
75 
77 {
78  float res = emissive_pdf(Ng, I);
79 
80  return make_float3(res, res, res);
81 }
82 
ccl_device void emission_setup(ShaderData *sd, const float3 weight)
Definition: emissive.h:50
CCL_NAMESPACE_BEGIN ccl_device void background_setup(ShaderData *sd, const float3 weight)
Definition: emissive.h:37
ccl_device void emissive_sample(const float3 Ng, float randu, float randv, float3 *omega_out, float *pdf)
Definition: emissive.h:70
ccl_device float3 emissive_simple_eval(const float3 Ng, const float3 I)
Definition: emissive.h:76
ccl_device float emissive_pdf(const float3 Ng, const float3 I)
Definition: emissive.h:64
#define ccl_device
#define CCL_NAMESPACE_END
#define fabsf(x)
#define make_float3(x, y, z)
@ SD_EMISSION
Definition: kernel_types.h:845
ShaderData
#define I
ccl_device_inline float dot(const float2 &a, const float2 &b)