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/*
* 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, 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;
case NODE_LP_ray_depth: info = (float)sd->ray_depth; 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;
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
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