/* * 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 */ 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; 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); } /* Light Falloff Node */ ccl_device void svm_node_light_falloff(ShaderData *sd, 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