* Replace license text in headers with SPDX identifiers. * Remove specific license info from outdated readme.txt, instead leave details to the source files. * Add list of SPDX license identifiers used, and corresponding license texts. * Update copyright dates while we're at it. Ref D14069, T95597
65 lines
1.6 KiB
C
65 lines
1.6 KiB
C
/* SPDX-License-Identifier: BSD-3-Clause
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*
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* Adapted from Open Shading Language
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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 2011-2022 Blender Foundation. */
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#pragma once
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CCL_NAMESPACE_BEGIN
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/* BACKGROUND CLOSURE */
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ccl_device void background_setup(ccl_private ShaderData *sd, const float3 weight)
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{
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if (sd->flag & SD_EMISSION) {
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sd->closure_emission_background += weight;
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}
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else {
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sd->flag |= SD_EMISSION;
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sd->closure_emission_background = weight;
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}
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}
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/* EMISSION CLOSURE */
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ccl_device void emission_setup(ccl_private ShaderData *sd, const float3 weight)
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{
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if (sd->flag & SD_EMISSION) {
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sd->closure_emission_background += weight;
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}
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else {
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sd->flag |= SD_EMISSION;
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sd->closure_emission_background = weight;
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}
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}
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/* return the probability distribution function in the direction I,
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* given the parameters and the light's surface normal. This MUST match
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* the PDF computed by sample(). */
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ccl_device float emissive_pdf(const float3 Ng, const float3 I)
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{
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float cosNO = fabsf(dot(Ng, I));
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return (cosNO > 0.0f) ? 1.0f : 0.0f;
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}
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ccl_device void emissive_sample(const float3 Ng,
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float randu,
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float randv,
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ccl_private float3 *omega_out,
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ccl_private float *pdf)
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{
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/* todo: not implemented and used yet */
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}
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ccl_device float3 emissive_simple_eval(const float3 Ng, const float3 I)
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{
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float res = emissive_pdf(Ng, I);
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return make_float3(res, res, res);
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}
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CCL_NAMESPACE_END
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