diff options
author | Brecht Van Lommel <brechtvanlommel@pandora.be> | 2012-05-08 00:24:38 +0400 |
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committer | Brecht Van Lommel <brechtvanlommel@pandora.be> | 2012-05-08 00:24:38 +0400 |
commit | e6a84eb1b542e7cafe5e760530882bb806f3c433 (patch) | |
tree | e3d7b9f8dab6c2d55ec0d45297ba281599f3e92f /intern/cycles/kernel/svm/svm_light_path.h | |
parent | f44e80e6387601dea6e4e0801d0a387455a02d31 (diff) |
Cycles: add light falloff node, with quadratic/linear/constant falloff and a
smoothing factor to reduce high values near the light.
http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/More#Light_Falloff
Note that this was already possible to do manually with the Ray Length, but
this adds a convenient node for it. This commit also makes the mapping node
min/max option work, fixing #31348.
Diffstat (limited to 'intern/cycles/kernel/svm/svm_light_path.h')
-rw-r--r-- | intern/cycles/kernel/svm/svm_light_path.h | 27 |
1 files changed, 27 insertions, 0 deletions
diff --git a/intern/cycles/kernel/svm/svm_light_path.h b/intern/cycles/kernel/svm/svm_light_path.h index ebbcb5be61f..b29dc9cbd45 100644 --- a/intern/cycles/kernel/svm/svm_light_path.h +++ b/intern/cycles/kernel/svm/svm_light_path.h @@ -39,5 +39,32 @@ __device void svm_node_light_path(ShaderData *sd, float *stack, uint type, uint stack_store_float(stack, out_offset, info); } +/* Light Falloff Node */ + +__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; + strength *= squared/(smooth + squared); + } + + stack_store_float(stack, out_offset, strength); +} + CCL_NAMESPACE_END |