/* * Copyright 2011, Blender Foundation. * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software Foundation, * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. */ CCL_NAMESPACE_BEGIN /* Light Path Node */ __device void svm_node_light_path(ShaderData *sd, 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_backfacing: info = (sd->flag & SD_BACKFACING)? 1.0f: 0.0f; break; case NODE_LP_ray_length: info = sd->ray_length; break; } 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