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Diffstat (limited to 'intern/cycles/kernel/svm/svm_light_path.h')
-rw-r--r--intern/cycles/kernel/svm/svm_light_path.h146
1 files changed, 0 insertions, 146 deletions
diff --git a/intern/cycles/kernel/svm/svm_light_path.h b/intern/cycles/kernel/svm/svm_light_path.h
deleted file mode 100644
index 5e1fc4f671c..00000000000
--- a/intern/cycles/kernel/svm/svm_light_path.h
+++ /dev/null
@@ -1,146 +0,0 @@
-/*
- * 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 */
-
-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