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- /*
- * Copyright 2011-2013 Blender Foundation
- *
- * Licensed under the Apache License, Version 2.0 (the "License");
- * you may not use this file except in compliance with the License.
- * You may obtain a copy of the License at
- *
- * http://www.apache.org/licenses/LICENSE-2.0
- *
- * Unless required by applicable law or agreed to in writing, software
- * distributed under the License is distributed on an "AS IS" BASIS,
- * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
- * See the License for the specific language governing permissions and
- * limitations under the License.
- */
- CCL_NAMESPACE_BEGIN
- /* Light Path Node */
- ccl_device void svm_node_light_path(ShaderData *sd,
- ccl_addr_space PathState *state,
- float *stack,
- uint type,
- uint out_offset,
- int path_flag)
- {
- float info = 0.0f;
- switch (type) {
- case NODE_LP_camera:
- info = (path_flag & PATH_RAY_CAMERA) ? 1.0f : 0.0f;
- break;
- case NODE_LP_shadow:
- info = (path_flag & PATH_RAY_SHADOW) ? 1.0f : 0.0f;
- break;
- case NODE_LP_diffuse:
- info = (path_flag & PATH_RAY_DIFFUSE) ? 1.0f : 0.0f;
- break;
- case NODE_LP_glossy:
- info = (path_flag & PATH_RAY_GLOSSY) ? 1.0f : 0.0f;
- break;
- case NODE_LP_singular:
- info = (path_flag & PATH_RAY_SINGULAR) ? 1.0f : 0.0f;
- break;
- case NODE_LP_reflection:
- info = (path_flag & PATH_RAY_REFLECT) ? 1.0f : 0.0f;
- break;
- case NODE_LP_transmission:
- info = (path_flag & PATH_RAY_TRANSMIT) ? 1.0f : 0.0f;
- break;
- case NODE_LP_volume_scatter:
- info = (path_flag & PATH_RAY_VOLUME_SCATTER) ? 1.0f : 0.0f;
- break;
- case NODE_LP_backfacing:
- info = (sd->flag & SD_BACKFACING) ? 1.0f : 0.0f;
- break;
- case NODE_LP_ray_length:
- info = sd->ray_length;
- break;
- case NODE_LP_ray_depth:
- info = (float)state->bounce;
- break;
- case NODE_LP_ray_diffuse:
- info = (float)state->diffuse_bounce;
- break;
- case NODE_LP_ray_glossy:
- info = (float)state->glossy_bounce;
- break;
- case NODE_LP_ray_transparent:
- info = (float)state->transparent_bounce;
- break;
- case NODE_LP_ray_transmission:
- info = (float)state->transmission_bounce;
- break;
- }
- stack_store_float(stack, out_offset, info);
- }
- /* Light Falloff Node */
- ccl_device void svm_node_light_falloff(ShaderData *sd, float *stack, uint4 node)
- {
- uint strength_offset, out_offset, smooth_offset;
- decode_node_uchar4(node.z, &strength_offset, &smooth_offset, &out_offset, NULL);
- float strength = stack_load_float(stack, strength_offset);
- uint type = node.y;
- switch (type) {
- case NODE_LIGHT_FALLOFF_QUADRATIC:
- break;
- case NODE_LIGHT_FALLOFF_LINEAR:
- strength *= sd->ray_length;
- break;
- case NODE_LIGHT_FALLOFF_CONSTANT:
- strength *= sd->ray_length * sd->ray_length;
- break;
- }
- float smooth = stack_load_float(stack, smooth_offset);
- if (smooth > 0.0f) {
- float squared = sd->ray_length * sd->ray_length;
- /* Distant lamps set the ray length to FLT_MAX, which causes squared to overflow. */
- if (isfinite(squared)) {
- strength *= squared / (smooth + squared);
- }
- }
- stack_store_float(stack, out_offset, strength);
- }
- CCL_NAMESPACE_END
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