
These replace float3 and packed_float3 in various places in the kernel where a spectral color representation will be used in the future. That representation will require more than 3 channels and conversion to from/RGB. The kernel code was refactored to remove the assumption that Spectrum and RGB colors are the same thing. There are no functional changes, Spectrum is still a float3 and the conversion functions are no-ops. Differential Revision: https://developer.blender.org/D15535
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 Spectrum 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 Spectrum 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 Spectrum 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_spectrum(res);
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}
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CCL_NAMESPACE_END
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