Blender V2.61 - r43446
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00001 /* 00002 * Adapted from Open Shading Language with this license: 00003 * 00004 * Copyright (c) 2009-2010 Sony Pictures Imageworks Inc., et al. 00005 * All Rights Reserved. 00006 * 00007 * Modifications Copyright 2011, Blender Foundation. 00008 * 00009 * Redistribution and use in source and binary forms, with or without 00010 * modification, are permitted provided that the following conditions are 00011 * met: 00012 * * Redistributions of source code must retain the above copyright 00013 * notice, this list of conditions and the following disclaimer. 00014 * * Redistributions in binary form must reproduce the above copyright 00015 * notice, this list of conditions and the following disclaimer in the 00016 * documentation and/or other materials provided with the distribution. 00017 * * Neither the name of Sony Pictures Imageworks nor the names of its 00018 * contributors may be used to endorse or promote products derived from 00019 * this software without specific prior written permission. 00020 * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS 00021 * "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT 00022 * LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR 00023 * A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT 00024 * OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, 00025 * SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT 00026 * LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, 00027 * DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY 00028 * THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT 00029 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE 00030 * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. 00031 */ 00032 00033 CCL_NAMESPACE_BEGIN 00034 00035 /* EMISSION CLOSURE */ 00036 00037 __device float3 emissive_eval(const float3 Ng, const float3 I) 00038 { 00039 float cosNO = fabsf(dot(Ng, I)); 00040 float res = (cosNO > 0.0f)? 1.0f: 0.0f; 00041 00042 return make_float3(res, res, res); 00043 } 00044 00048 __device float emissive_pdf(const float3 Ng, const float3 I) 00049 { 00050 float cosNO = fabsf(dot(Ng, I)); 00051 return (cosNO > 0.0f)? 1.0f: 0.0f; 00052 } 00053 00054 __device float3 svm_emissive_eval(ShaderData *sd, ShaderClosure *sc) 00055 { 00056 return emissive_eval(sd->Ng, sd->I); 00057 } 00058 00059 CCL_NAMESPACE_END 00060