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authorCampbell Barton <ideasman42@gmail.com>2019-04-17 07:17:24 +0300
committerCampbell Barton <ideasman42@gmail.com>2019-04-17 07:21:24 +0300
commite12c08e8d170b7ca40f204a5b0423c23a9fbc2c1 (patch)
tree8cf3453d12edb177a218ef8009357518ec6cab6a /intern/cycles/kernel/svm/svm_light_path.h
parentb3dabc200a4b0399ec6b81f2ff2730d07b44fcaa (diff)
ClangFormat: apply to source, most of intern
Apply clang format as proposed in T53211. For details on usage and instructions for migrating branches without conflicts, see: https://wiki.blender.org/wiki/Tools/ClangFormat
Diffstat (limited to 'intern/cycles/kernel/svm/svm_light_path.h')
-rw-r--r--intern/cycles/kernel/svm/svm_light_path.h116
1 files changed, 78 insertions, 38 deletions
diff --git a/intern/cycles/kernel/svm/svm_light_path.h b/intern/cycles/kernel/svm/svm_light_path.h
index dd4390057cf..65a9a284a17 100644
--- a/intern/cycles/kernel/svm/svm_light_path.h
+++ b/intern/cycles/kernel/svm/svm_light_path.h
@@ -18,59 +18,99 @@ 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)
+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;
+ 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;
- }
+ 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);
+ 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;
+ uint strength_offset, out_offset, smooth_offset;
- decode_node_uchar4(node.z, &strength_offset, &smooth_offset, &out_offset, NULL);
+ decode_node_uchar4(node.z, &strength_offset, &smooth_offset, &out_offset, NULL);
- float strength = stack_load_float(stack, strength_offset);
- uint type = node.y;
+ 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;
- }
+ 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);
+ 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);
- }
- }
+ 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);
+ stack_store_float(stack, out_offset, strength);
}
CCL_NAMESPACE_END