/* SPDX-License-Identifier: Apache-2.0 * Copyright 2011-2022 Blender Foundation */ #pragma once CCL_NAMESPACE_BEGIN /* Light Path Node */ template 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 from a * surface or volume we are effectively 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