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Diffstat (limited to 'intern/cycles/kernel/svm/light_path.h')
-rw-r--r--intern/cycles/kernel/svm/light_path.h148
1 files changed, 148 insertions, 0 deletions
diff --git a/intern/cycles/kernel/svm/light_path.h b/intern/cycles/kernel/svm/light_path.h
new file mode 100644
index 00000000000..44a35b568fa
--- /dev/null
+++ b/intern/cycles/kernel/svm/light_path.h
@@ -0,0 +1,148 @@
+/*
+ * 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.
+ */
+
+#pragma once
+
+CCL_NAMESPACE_BEGIN
+
+/* Light Path Node */
+
+template<uint node_feature_mask, typename ConstIntegratorGenericState>
+ccl_device_noinline void svm_node_light_path(KernelGlobals kg,
+ ConstIntegratorGenericState state,
+ ccl_private const ShaderData *sd,
+ ccl_private float *stack,
+ uint type,
+ uint out_offset,
+ uint32_t 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: {
+ /* Read bounce from difference location depending if this is a shadow
+ * path. It's a bit dubious to have integrate state details leak into
+ * this function but hard to avoid currently. */
+ IF_KERNEL_NODES_FEATURE(LIGHT_PATH)
+ {
+ info = (float)integrator_state_bounce(state, path_flag);
+ }
+
+ /* For background, light emission and shadow evaluation we from a
+ * surface or volume we are effective one bounce further. */
+ if (path_flag & (PATH_RAY_SHADOW | PATH_RAY_EMISSION)) {
+ info += 1.0f;
+ }
+ break;
+ }
+ case NODE_LP_ray_transparent: {
+ IF_KERNEL_NODES_FEATURE(LIGHT_PATH)
+ {
+ info = (float)integrator_state_transparent_bounce(state, path_flag);
+ }
+ break;
+ }
+ case NODE_LP_ray_diffuse:
+ IF_KERNEL_NODES_FEATURE(LIGHT_PATH)
+ {
+ info = (float)integrator_state_diffuse_bounce(state, path_flag);
+ }
+ break;
+ case NODE_LP_ray_glossy:
+ IF_KERNEL_NODES_FEATURE(LIGHT_PATH)
+ {
+ info = (float)integrator_state_glossy_bounce(state, path_flag);
+ }
+ break;
+ case NODE_LP_ray_transmission:
+ IF_KERNEL_NODES_FEATURE(LIGHT_PATH)
+ {
+ info = (float)integrator_state_transmission_bounce(state, path_flag);
+ }
+ break;
+ }
+
+ stack_store_float(stack, out_offset, info);
+}
+
+/* Light Falloff Node */
+
+ccl_device_noinline void svm_node_light_falloff(ccl_private ShaderData *sd,
+ ccl_private float *stack,
+ uint4 node)
+{
+ uint strength_offset, out_offset, smooth_offset;
+
+ svm_unpack_node_uchar3(node.z, &strength_offset, &smooth_offset, &out_offset);
+
+ 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