/* * Adapted from Open Shading Language with this license: * * Copyright (c) 2009-2010 Sony Pictures Imageworks Inc., et al. * All Rights Reserved. * * Modifications Copyright 2011, Blender Foundation. * * Redistribution and use in source and binary forms, with or without * modification, are permitted provided that the following conditions are * met: * * Redistributions of source code must retain the above copyright * notice, this list of conditions and the following disclaimer. * * Redistributions in binary form must reproduce the above copyright * notice, this list of conditions and the following disclaimer in the * documentation and/or other materials provided with the distribution. * * Neither the name of Sony Pictures Imageworks nor the names of its * contributors may be used to endorse or promote products derived from * this software without specific prior written permission. * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS * "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT * LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR * A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT * OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, * SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT * LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, * DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY * THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ CCL_NAMESPACE_BEGIN /* EMISSION CLOSURE */ __device float3 emissive_eval(const float3 Ng, const float3 I) { float cosNO = fabsf(dot(Ng, I)); float res = (cosNO > 0.0f)? M_1_PI_F: 0.0f; return make_float3(res, res, res); } __device void emissive_sample(const float3 Ng, float randu, float randv, float3 *I, float *pdf) { // We don't do anything sophisticated here for the step // We just sample the whole cone uniformly to the cosine float3 T, B; make_orthonormals(Ng, &T, &B); float phi = 2 * M_PI_F * randu; float cosTheta = sqrtf(1.0f - 1.0f * randv); float sinTheta = sqrtf(1.0f - cosTheta * cosTheta); *I = (cosf(phi) * sinTheta) * T + (sinf(phi) * sinTheta) * B + cosTheta * Ng; *pdf = M_1_PI_F; } /// Return the probability distribution function in the direction I, /// given the parameters and the light's surface normal. This MUST match /// the PDF computed by sample(). __device float emissive_pdf(const float3 Ng, const float3 I) { float cosNO = fabsf(dot(Ng, I)); return (cosNO > 0.0f)? M_1_PI_F: 0.0f; } __device float3 svm_emissive_eval(ShaderData *sd) { return sd->svm_closure_weight*emissive_eval(sd->Ng, sd->I); } __device void svm_emissive_sample(ShaderData *sd, float randu, float randv, float3 *eval, float3 *I, float *pdf) { *eval = sd->svm_closure_weight; emissive_sample(sd->Ng, randu, randv, I, pdf); } CCL_NAMESPACE_END