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Diffstat (limited to 'intern/cycles/kernel/geom/geom_triangle.h')
-rw-r--r--intern/cycles/kernel/geom/geom_triangle.h353
1 files changed, 197 insertions, 156 deletions
diff --git a/intern/cycles/kernel/geom/geom_triangle.h b/intern/cycles/kernel/geom/geom_triangle.h
index 300227c38e6..9938c0ba2c3 100644
--- a/intern/cycles/kernel/geom/geom_triangle.h
+++ b/intern/cycles/kernel/geom/geom_triangle.h
@@ -25,227 +25,268 @@ CCL_NAMESPACE_BEGIN
/* normal on triangle */
ccl_device_inline float3 triangle_normal(KernelGlobals *kg, ShaderData *sd)
{
- /* load triangle vertices */
- const uint4 tri_vindex = kernel_tex_fetch(__tri_vindex, sd->prim);
- const float3 v0 = float4_to_float3(kernel_tex_fetch(__prim_tri_verts, tri_vindex.w+0));
- const float3 v1 = float4_to_float3(kernel_tex_fetch(__prim_tri_verts, tri_vindex.w+1));
- const float3 v2 = float4_to_float3(kernel_tex_fetch(__prim_tri_verts, tri_vindex.w+2));
-
- /* return normal */
- if(sd->object_flag & SD_OBJECT_NEGATIVE_SCALE_APPLIED) {
- return normalize(cross(v2 - v0, v1 - v0));
- }
- else {
- return normalize(cross(v1 - v0, v2 - v0));
- }
+ /* load triangle vertices */
+ const uint4 tri_vindex = kernel_tex_fetch(__tri_vindex, sd->prim);
+ const float3 v0 = float4_to_float3(kernel_tex_fetch(__prim_tri_verts, tri_vindex.w + 0));
+ const float3 v1 = float4_to_float3(kernel_tex_fetch(__prim_tri_verts, tri_vindex.w + 1));
+ const float3 v2 = float4_to_float3(kernel_tex_fetch(__prim_tri_verts, tri_vindex.w + 2));
+
+ /* return normal */
+ if (sd->object_flag & SD_OBJECT_NEGATIVE_SCALE_APPLIED) {
+ return normalize(cross(v2 - v0, v1 - v0));
+ }
+ else {
+ return normalize(cross(v1 - v0, v2 - v0));
+ }
}
/* point and normal on triangle */
-ccl_device_inline void triangle_point_normal(KernelGlobals *kg, int object, int prim, float u, float v, float3 *P, float3 *Ng, int *shader)
+ccl_device_inline void triangle_point_normal(
+ KernelGlobals *kg, int object, int prim, float u, float v, float3 *P, float3 *Ng, int *shader)
{
- /* load triangle vertices */
- const uint4 tri_vindex = kernel_tex_fetch(__tri_vindex, prim);
- float3 v0 = float4_to_float3(kernel_tex_fetch(__prim_tri_verts, tri_vindex.w+0));
- float3 v1 = float4_to_float3(kernel_tex_fetch(__prim_tri_verts, tri_vindex.w+1));
- float3 v2 = float4_to_float3(kernel_tex_fetch(__prim_tri_verts, tri_vindex.w+2));
- /* compute point */
- float t = 1.0f - u - v;
- *P = (u*v0 + v*v1 + t*v2);
- /* get object flags */
- int object_flag = kernel_tex_fetch(__object_flag, object);
- /* compute normal */
- if(object_flag & SD_OBJECT_NEGATIVE_SCALE_APPLIED) {
- *Ng = normalize(cross(v2 - v0, v1 - v0));
- }
- else {
- *Ng = normalize(cross(v1 - v0, v2 - v0));
- }
- /* shader`*/
- *shader = kernel_tex_fetch(__tri_shader, prim);
+ /* load triangle vertices */
+ const uint4 tri_vindex = kernel_tex_fetch(__tri_vindex, prim);
+ float3 v0 = float4_to_float3(kernel_tex_fetch(__prim_tri_verts, tri_vindex.w + 0));
+ float3 v1 = float4_to_float3(kernel_tex_fetch(__prim_tri_verts, tri_vindex.w + 1));
+ float3 v2 = float4_to_float3(kernel_tex_fetch(__prim_tri_verts, tri_vindex.w + 2));
+ /* compute point */
+ float t = 1.0f - u - v;
+ *P = (u * v0 + v * v1 + t * v2);
+ /* get object flags */
+ int object_flag = kernel_tex_fetch(__object_flag, object);
+ /* compute normal */
+ if (object_flag & SD_OBJECT_NEGATIVE_SCALE_APPLIED) {
+ *Ng = normalize(cross(v2 - v0, v1 - v0));
+ }
+ else {
+ *Ng = normalize(cross(v1 - v0, v2 - v0));
+ }
+ /* shader`*/
+ *shader = kernel_tex_fetch(__tri_shader, prim);
}
/* Triangle vertex locations */
ccl_device_inline void triangle_vertices(KernelGlobals *kg, int prim, float3 P[3])
{
- const uint4 tri_vindex = kernel_tex_fetch(__tri_vindex, prim);
- P[0] = float4_to_float3(kernel_tex_fetch(__prim_tri_verts, tri_vindex.w+0));
- P[1] = float4_to_float3(kernel_tex_fetch(__prim_tri_verts, tri_vindex.w+1));
- P[2] = float4_to_float3(kernel_tex_fetch(__prim_tri_verts, tri_vindex.w+2));
+ const uint4 tri_vindex = kernel_tex_fetch(__tri_vindex, prim);
+ P[0] = float4_to_float3(kernel_tex_fetch(__prim_tri_verts, tri_vindex.w + 0));
+ P[1] = float4_to_float3(kernel_tex_fetch(__prim_tri_verts, tri_vindex.w + 1));
+ P[2] = float4_to_float3(kernel_tex_fetch(__prim_tri_verts, tri_vindex.w + 2));
}
/* Interpolate smooth vertex normal from vertices */
-ccl_device_inline float3 triangle_smooth_normal(KernelGlobals *kg, float3 Ng, int prim, float u, float v)
+ccl_device_inline float3
+triangle_smooth_normal(KernelGlobals *kg, float3 Ng, int prim, float u, float v)
{
- /* load triangle vertices */
- const uint4 tri_vindex = kernel_tex_fetch(__tri_vindex, prim);
- float3 n0 = float4_to_float3(kernel_tex_fetch(__tri_vnormal, tri_vindex.x));
- float3 n1 = float4_to_float3(kernel_tex_fetch(__tri_vnormal, tri_vindex.y));
- float3 n2 = float4_to_float3(kernel_tex_fetch(__tri_vnormal, tri_vindex.z));
+ /* load triangle vertices */
+ const uint4 tri_vindex = kernel_tex_fetch(__tri_vindex, prim);
+ float3 n0 = float4_to_float3(kernel_tex_fetch(__tri_vnormal, tri_vindex.x));
+ float3 n1 = float4_to_float3(kernel_tex_fetch(__tri_vnormal, tri_vindex.y));
+ float3 n2 = float4_to_float3(kernel_tex_fetch(__tri_vnormal, tri_vindex.z));
- float3 N = safe_normalize((1.0f - u - v)*n2 + u*n0 + v*n1);
+ float3 N = safe_normalize((1.0f - u - v) * n2 + u * n0 + v * n1);
- return is_zero(N)? Ng: N;
+ return is_zero(N) ? Ng : N;
}
/* Ray differentials on triangle */
-ccl_device_inline void triangle_dPdudv(KernelGlobals *kg, int prim, ccl_addr_space float3 *dPdu, ccl_addr_space float3 *dPdv)
+ccl_device_inline void triangle_dPdudv(KernelGlobals *kg,
+ int prim,
+ ccl_addr_space float3 *dPdu,
+ ccl_addr_space float3 *dPdv)
{
- /* fetch triangle vertex coordinates */
- const uint4 tri_vindex = kernel_tex_fetch(__tri_vindex, prim);
- const float3 p0 = float4_to_float3(kernel_tex_fetch(__prim_tri_verts, tri_vindex.w+0));
- const float3 p1 = float4_to_float3(kernel_tex_fetch(__prim_tri_verts, tri_vindex.w+1));
- const float3 p2 = float4_to_float3(kernel_tex_fetch(__prim_tri_verts, tri_vindex.w+2));
-
- /* compute derivatives of P w.r.t. uv */
- *dPdu = (p0 - p2);
- *dPdv = (p1 - p2);
+ /* fetch triangle vertex coordinates */
+ const uint4 tri_vindex = kernel_tex_fetch(__tri_vindex, prim);
+ const float3 p0 = float4_to_float3(kernel_tex_fetch(__prim_tri_verts, tri_vindex.w + 0));
+ const float3 p1 = float4_to_float3(kernel_tex_fetch(__prim_tri_verts, tri_vindex.w + 1));
+ const float3 p2 = float4_to_float3(kernel_tex_fetch(__prim_tri_verts, tri_vindex.w + 2));
+
+ /* compute derivatives of P w.r.t. uv */
+ *dPdu = (p0 - p2);
+ *dPdv = (p1 - p2);
}
/* Reading attributes on various triangle elements */
-ccl_device float triangle_attribute_float(KernelGlobals *kg, const ShaderData *sd, const AttributeDescriptor desc, float *dx, float *dy)
+ccl_device float triangle_attribute_float(
+ KernelGlobals *kg, const ShaderData *sd, const AttributeDescriptor desc, float *dx, float *dy)
{
- if(desc.element == ATTR_ELEMENT_FACE) {
- if(dx) *dx = 0.0f;
- if(dy) *dy = 0.0f;
+ if (desc.element == ATTR_ELEMENT_FACE) {
+ if (dx)
+ *dx = 0.0f;
+ if (dy)
+ *dy = 0.0f;
- return kernel_tex_fetch(__attributes_float, desc.offset + sd->prim);
- }
- else if(desc.element == ATTR_ELEMENT_VERTEX || desc.element == ATTR_ELEMENT_VERTEX_MOTION) {
- uint4 tri_vindex = kernel_tex_fetch(__tri_vindex, sd->prim);
+ return kernel_tex_fetch(__attributes_float, desc.offset + sd->prim);
+ }
+ else if (desc.element == ATTR_ELEMENT_VERTEX || desc.element == ATTR_ELEMENT_VERTEX_MOTION) {
+ uint4 tri_vindex = kernel_tex_fetch(__tri_vindex, sd->prim);
- float f0 = kernel_tex_fetch(__attributes_float, desc.offset + tri_vindex.x);
- float f1 = kernel_tex_fetch(__attributes_float, desc.offset + tri_vindex.y);
- float f2 = kernel_tex_fetch(__attributes_float, desc.offset + tri_vindex.z);
+ float f0 = kernel_tex_fetch(__attributes_float, desc.offset + tri_vindex.x);
+ float f1 = kernel_tex_fetch(__attributes_float, desc.offset + tri_vindex.y);
+ float f2 = kernel_tex_fetch(__attributes_float, desc.offset + tri_vindex.z);
#ifdef __RAY_DIFFERENTIALS__
- if(dx) *dx = sd->du.dx*f0 + sd->dv.dx*f1 - (sd->du.dx + sd->dv.dx)*f2;
- if(dy) *dy = sd->du.dy*f0 + sd->dv.dy*f1 - (sd->du.dy + sd->dv.dy)*f2;
+ if (dx)
+ *dx = sd->du.dx * f0 + sd->dv.dx * f1 - (sd->du.dx + sd->dv.dx) * f2;
+ if (dy)
+ *dy = sd->du.dy * f0 + sd->dv.dy * f1 - (sd->du.dy + sd->dv.dy) * f2;
#endif
- return sd->u*f0 + sd->v*f1 + (1.0f - sd->u - sd->v)*f2;
- }
- else if(desc.element == ATTR_ELEMENT_CORNER) {
- int tri = desc.offset + sd->prim*3;
- float f0 = kernel_tex_fetch(__attributes_float, tri + 0);
- float f1 = kernel_tex_fetch(__attributes_float, tri + 1);
- float f2 = kernel_tex_fetch(__attributes_float, tri + 2);
+ return sd->u * f0 + sd->v * f1 + (1.0f - sd->u - sd->v) * f2;
+ }
+ else if (desc.element == ATTR_ELEMENT_CORNER) {
+ int tri = desc.offset + sd->prim * 3;
+ float f0 = kernel_tex_fetch(__attributes_float, tri + 0);
+ float f1 = kernel_tex_fetch(__attributes_float, tri + 1);
+ float f2 = kernel_tex_fetch(__attributes_float, tri + 2);
#ifdef __RAY_DIFFERENTIALS__
- if(dx) *dx = sd->du.dx*f0 + sd->dv.dx*f1 - (sd->du.dx + sd->dv.dx)*f2;
- if(dy) *dy = sd->du.dy*f0 + sd->dv.dy*f1 - (sd->du.dy + sd->dv.dy)*f2;
+ if (dx)
+ *dx = sd->du.dx * f0 + sd->dv.dx * f1 - (sd->du.dx + sd->dv.dx) * f2;
+ if (dy)
+ *dy = sd->du.dy * f0 + sd->dv.dy * f1 - (sd->du.dy + sd->dv.dy) * f2;
#endif
- return sd->u*f0 + sd->v*f1 + (1.0f - sd->u - sd->v)*f2;
- }
- else {
- if(dx) *dx = 0.0f;
- if(dy) *dy = 0.0f;
+ return sd->u * f0 + sd->v * f1 + (1.0f - sd->u - sd->v) * f2;
+ }
+ else {
+ if (dx)
+ *dx = 0.0f;
+ if (dy)
+ *dy = 0.0f;
- return 0.0f;
- }
+ return 0.0f;
+ }
}
-ccl_device float2 triangle_attribute_float2(KernelGlobals *kg, const ShaderData *sd, const AttributeDescriptor desc, float2 *dx, float2 *dy)
+ccl_device float2 triangle_attribute_float2(KernelGlobals *kg,
+ const ShaderData *sd,
+ const AttributeDescriptor desc,
+ float2 *dx,
+ float2 *dy)
{
- if(desc.element == ATTR_ELEMENT_FACE) {
- if(dx) *dx = make_float2(0.0f, 0.0f);
- if(dy) *dy = make_float2(0.0f, 0.0f);
+ if (desc.element == ATTR_ELEMENT_FACE) {
+ if (dx)
+ *dx = make_float2(0.0f, 0.0f);
+ if (dy)
+ *dy = make_float2(0.0f, 0.0f);
- return kernel_tex_fetch(__attributes_float2, desc.offset + sd->prim);
- }
- else if(desc.element == ATTR_ELEMENT_VERTEX || desc.element == ATTR_ELEMENT_VERTEX_MOTION) {
- uint4 tri_vindex = kernel_tex_fetch(__tri_vindex, sd->prim);
+ return kernel_tex_fetch(__attributes_float2, desc.offset + sd->prim);
+ }
+ else if (desc.element == ATTR_ELEMENT_VERTEX || desc.element == ATTR_ELEMENT_VERTEX_MOTION) {
+ uint4 tri_vindex = kernel_tex_fetch(__tri_vindex, sd->prim);
- float2 f0 = kernel_tex_fetch(__attributes_float2, desc.offset + tri_vindex.x);
- float2 f1 = kernel_tex_fetch(__attributes_float2, desc.offset + tri_vindex.y);
- float2 f2 = kernel_tex_fetch(__attributes_float2, desc.offset + tri_vindex.z);
+ float2 f0 = kernel_tex_fetch(__attributes_float2, desc.offset + tri_vindex.x);
+ float2 f1 = kernel_tex_fetch(__attributes_float2, desc.offset + tri_vindex.y);
+ float2 f2 = kernel_tex_fetch(__attributes_float2, desc.offset + tri_vindex.z);
#ifdef __RAY_DIFFERENTIALS__
- if(dx) *dx = sd->du.dx*f0 + sd->dv.dx*f1 - (sd->du.dx + sd->dv.dx)*f2;
- if(dy) *dy = sd->du.dy*f0 + sd->dv.dy*f1 - (sd->du.dy + sd->dv.dy)*f2;
+ if (dx)
+ *dx = sd->du.dx * f0 + sd->dv.dx * f1 - (sd->du.dx + sd->dv.dx) * f2;
+ if (dy)
+ *dy = sd->du.dy * f0 + sd->dv.dy * f1 - (sd->du.dy + sd->dv.dy) * f2;
#endif
- return sd->u*f0 + sd->v*f1 + (1.0f - sd->u - sd->v)*f2;
- }
- else if(desc.element == ATTR_ELEMENT_CORNER) {
- int tri = desc.offset + sd->prim*3;
- float2 f0, f1, f2;
+ return sd->u * f0 + sd->v * f1 + (1.0f - sd->u - sd->v) * f2;
+ }
+ else if (desc.element == ATTR_ELEMENT_CORNER) {
+ int tri = desc.offset + sd->prim * 3;
+ float2 f0, f1, f2;
- if(desc.element == ATTR_ELEMENT_CORNER) {
- f0 = kernel_tex_fetch(__attributes_float2, tri + 0);
- f1 = kernel_tex_fetch(__attributes_float2, tri + 1);
- f2 = kernel_tex_fetch(__attributes_float2, tri + 2);
- }
+ if (desc.element == ATTR_ELEMENT_CORNER) {
+ f0 = kernel_tex_fetch(__attributes_float2, tri + 0);
+ f1 = kernel_tex_fetch(__attributes_float2, tri + 1);
+ f2 = kernel_tex_fetch(__attributes_float2, tri + 2);
+ }
#ifdef __RAY_DIFFERENTIALS__
- if(dx) *dx = sd->du.dx*f0 + sd->dv.dx*f1 - (sd->du.dx + sd->dv.dx)*f2;
- if(dy) *dy = sd->du.dy*f0 + sd->dv.dy*f1 - (sd->du.dy + sd->dv.dy)*f2;
+ if (dx)
+ *dx = sd->du.dx * f0 + sd->dv.dx * f1 - (sd->du.dx + sd->dv.dx) * f2;
+ if (dy)
+ *dy = sd->du.dy * f0 + sd->dv.dy * f1 - (sd->du.dy + sd->dv.dy) * f2;
#endif
- return sd->u*f0 + sd->v*f1 + (1.0f - sd->u - sd->v)*f2;
- }
- else {
- if(dx) *dx = make_float2(0.0f, 0.0f);
- if(dy) *dy = make_float2(0.0f, 0.0f);
+ return sd->u * f0 + sd->v * f1 + (1.0f - sd->u - sd->v) * f2;
+ }
+ else {
+ if (dx)
+ *dx = make_float2(0.0f, 0.0f);
+ if (dy)
+ *dy = make_float2(0.0f, 0.0f);
- return make_float2(0.0f, 0.0f);
- }
+ return make_float2(0.0f, 0.0f);
+ }
}
-ccl_device float3 triangle_attribute_float3(KernelGlobals *kg, const ShaderData *sd, const AttributeDescriptor desc, float3 *dx, float3 *dy)
+ccl_device float3 triangle_attribute_float3(KernelGlobals *kg,
+ const ShaderData *sd,
+ const AttributeDescriptor desc,
+ float3 *dx,
+ float3 *dy)
{
- if(desc.element == ATTR_ELEMENT_FACE) {
- if(dx) *dx = make_float3(0.0f, 0.0f, 0.0f);
- if(dy) *dy = make_float3(0.0f, 0.0f, 0.0f);
-
- return float4_to_float3(kernel_tex_fetch(__attributes_float3, desc.offset + sd->prim));
- }
- else if(desc.element == ATTR_ELEMENT_VERTEX || desc.element == ATTR_ELEMENT_VERTEX_MOTION) {
- uint4 tri_vindex = kernel_tex_fetch(__tri_vindex, sd->prim);
-
- float3 f0 = float4_to_float3(kernel_tex_fetch(__attributes_float3, desc.offset + tri_vindex.x));
- float3 f1 = float4_to_float3(kernel_tex_fetch(__attributes_float3, desc.offset + tri_vindex.y));
- float3 f2 = float4_to_float3(kernel_tex_fetch(__attributes_float3, desc.offset + tri_vindex.z));
+ if (desc.element == ATTR_ELEMENT_FACE) {
+ if (dx)
+ *dx = make_float3(0.0f, 0.0f, 0.0f);
+ if (dy)
+ *dy = make_float3(0.0f, 0.0f, 0.0f);
+
+ return float4_to_float3(kernel_tex_fetch(__attributes_float3, desc.offset + sd->prim));
+ }
+ else if (desc.element == ATTR_ELEMENT_VERTEX || desc.element == ATTR_ELEMENT_VERTEX_MOTION) {
+ uint4 tri_vindex = kernel_tex_fetch(__tri_vindex, sd->prim);
+
+ float3 f0 = float4_to_float3(
+ kernel_tex_fetch(__attributes_float3, desc.offset + tri_vindex.x));
+ float3 f1 = float4_to_float3(
+ kernel_tex_fetch(__attributes_float3, desc.offset + tri_vindex.y));
+ float3 f2 = float4_to_float3(
+ kernel_tex_fetch(__attributes_float3, desc.offset + tri_vindex.z));
#ifdef __RAY_DIFFERENTIALS__
- if(dx) *dx = sd->du.dx*f0 + sd->dv.dx*f1 - (sd->du.dx + sd->dv.dx)*f2;
- if(dy) *dy = sd->du.dy*f0 + sd->dv.dy*f1 - (sd->du.dy + sd->dv.dy)*f2;
+ if (dx)
+ *dx = sd->du.dx * f0 + sd->dv.dx * f1 - (sd->du.dx + sd->dv.dx) * f2;
+ if (dy)
+ *dy = sd->du.dy * f0 + sd->dv.dy * f1 - (sd->du.dy + sd->dv.dy) * f2;
#endif
- return sd->u*f0 + sd->v*f1 + (1.0f - sd->u - sd->v)*f2;
- }
- else if(desc.element == ATTR_ELEMENT_CORNER || desc.element == ATTR_ELEMENT_CORNER_BYTE) {
- int tri = desc.offset + sd->prim*3;
- float3 f0, f1, f2;
-
- if(desc.element == ATTR_ELEMENT_CORNER) {
- f0 = float4_to_float3(kernel_tex_fetch(__attributes_float3, tri + 0));
- f1 = float4_to_float3(kernel_tex_fetch(__attributes_float3, tri + 1));
- f2 = float4_to_float3(kernel_tex_fetch(__attributes_float3, tri + 2));
- }
- else {
- f0 = color_byte_to_float(kernel_tex_fetch(__attributes_uchar4, tri + 0));
- f1 = color_byte_to_float(kernel_tex_fetch(__attributes_uchar4, tri + 1));
- f2 = color_byte_to_float(kernel_tex_fetch(__attributes_uchar4, tri + 2));
- }
+ return sd->u * f0 + sd->v * f1 + (1.0f - sd->u - sd->v) * f2;
+ }
+ else if (desc.element == ATTR_ELEMENT_CORNER || desc.element == ATTR_ELEMENT_CORNER_BYTE) {
+ int tri = desc.offset + sd->prim * 3;
+ float3 f0, f1, f2;
+
+ if (desc.element == ATTR_ELEMENT_CORNER) {
+ f0 = float4_to_float3(kernel_tex_fetch(__attributes_float3, tri + 0));
+ f1 = float4_to_float3(kernel_tex_fetch(__attributes_float3, tri + 1));
+ f2 = float4_to_float3(kernel_tex_fetch(__attributes_float3, tri + 2));
+ }
+ else {
+ f0 = color_byte_to_float(kernel_tex_fetch(__attributes_uchar4, tri + 0));
+ f1 = color_byte_to_float(kernel_tex_fetch(__attributes_uchar4, tri + 1));
+ f2 = color_byte_to_float(kernel_tex_fetch(__attributes_uchar4, tri + 2));
+ }
#ifdef __RAY_DIFFERENTIALS__
- if(dx) *dx = sd->du.dx*f0 + sd->dv.dx*f1 - (sd->du.dx + sd->dv.dx)*f2;
- if(dy) *dy = sd->du.dy*f0 + sd->dv.dy*f1 - (sd->du.dy + sd->dv.dy)*f2;
+ if (dx)
+ *dx = sd->du.dx * f0 + sd->dv.dx * f1 - (sd->du.dx + sd->dv.dx) * f2;
+ if (dy)
+ *dy = sd->du.dy * f0 + sd->dv.dy * f1 - (sd->du.dy + sd->dv.dy) * f2;
#endif
- return sd->u*f0 + sd->v*f1 + (1.0f - sd->u - sd->v)*f2;
- }
- else {
- if(dx) *dx = make_float3(0.0f, 0.0f, 0.0f);
- if(dy) *dy = make_float3(0.0f, 0.0f, 0.0f);
+ return sd->u * f0 + sd->v * f1 + (1.0f - sd->u - sd->v) * f2;
+ }
+ else {
+ if (dx)
+ *dx = make_float3(0.0f, 0.0f, 0.0f);
+ if (dy)
+ *dy = make_float3(0.0f, 0.0f, 0.0f);
- return make_float3(0.0f, 0.0f, 0.0f);
- }
+ return make_float3(0.0f, 0.0f, 0.0f);
+ }
}
CCL_NAMESPACE_END