diff options
author | Campbell Barton <ideasman42@gmail.com> | 2019-04-17 07:17:24 +0300 |
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committer | Campbell Barton <ideasman42@gmail.com> | 2019-04-17 07:21:24 +0300 |
commit | e12c08e8d170b7ca40f204a5b0423c23a9fbc2c1 (patch) | |
tree | 8cf3453d12edb177a218ef8009357518ec6cab6a /intern/cycles/kernel/svm/svm_light_path.h | |
parent | b3dabc200a4b0399ec6b81f2ff2730d07b44fcaa (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.h | 116 |
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 |