Blender V2.61 - r43446

emissive.h

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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 
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00025  * SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT 
00026  * LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, 
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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