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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 */
template<uint node_feature_mask>
ccl_device_noinline void svm_node_light_path(KernelGlobals kg,
ConstIntegratorState state,
ccl_private const ShaderData *sd,
ccl_private 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: {
/* 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. */
int bounce = 0;
IF_KERNEL_NODES_FEATURE(LIGHT_PATH)
{
bounce = (path_flag & PATH_RAY_SHADOW) ? INTEGRATOR_STATE(state, shadow_path, bounce) :
INTEGRATOR_STATE(state, path, bounce);
}
/* 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)) {
bounce++;
}
info = (float)bounce;
break;
}
/* TODO */
case NODE_LP_ray_transparent: {
int bounce = 0;
IF_KERNEL_NODES_FEATURE(LIGHT_PATH)
{
bounce = (path_flag & PATH_RAY_SHADOW) ?
INTEGRATOR_STATE(state, shadow_path, transparent_bounce) :
INTEGRATOR_STATE(state, path, transparent_bounce);
}
info = (float)bounce;
break;
}
#if 0
case NODE_LP_ray_diffuse:
info = (float)state->diffuse_bounce;
break;
case NODE_LP_ray_glossy:
info = (float)state->glossy_bounce;
break;
#endif
#if 0
case NODE_LP_ray_transmission:
info = (float)state->transmission_bounce;
break;
#endif
}
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
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