1 /*
2 * Copyright 2011-2013 Blender Foundation
3 *
4 * Licensed under the Apache License, Version 2.0 (the "License");
5 * you may not use this file except in compliance with the License.
6 * You may obtain a copy of the License at
7 *
8 * http://www.apache.org/licenses/LICENSE-2.0
9 *
10 * Unless required by applicable law or agreed to in writing, software
11 * distributed under the License is distributed on an "AS IS" BASIS,
12 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
13 * See the License for the specific language governing permissions and
14 * limitations under the License.
15 */
16
17 CCL_NAMESPACE_BEGIN
18
19 /* Light Path Node */
20
svm_node_light_path(ShaderData * sd,ccl_addr_space PathState * state,float * stack,uint type,uint out_offset,int path_flag)21 ccl_device void svm_node_light_path(ShaderData *sd,
22 ccl_addr_space PathState *state,
23 float *stack,
24 uint type,
25 uint out_offset,
26 int path_flag)
27 {
28 float info = 0.0f;
29
30 switch (type) {
31 case NODE_LP_camera:
32 info = (path_flag & PATH_RAY_CAMERA) ? 1.0f : 0.0f;
33 break;
34 case NODE_LP_shadow:
35 info = (path_flag & PATH_RAY_SHADOW) ? 1.0f : 0.0f;
36 break;
37 case NODE_LP_diffuse:
38 info = (path_flag & PATH_RAY_DIFFUSE) ? 1.0f : 0.0f;
39 break;
40 case NODE_LP_glossy:
41 info = (path_flag & PATH_RAY_GLOSSY) ? 1.0f : 0.0f;
42 break;
43 case NODE_LP_singular:
44 info = (path_flag & PATH_RAY_SINGULAR) ? 1.0f : 0.0f;
45 break;
46 case NODE_LP_reflection:
47 info = (path_flag & PATH_RAY_REFLECT) ? 1.0f : 0.0f;
48 break;
49 case NODE_LP_transmission:
50 info = (path_flag & PATH_RAY_TRANSMIT) ? 1.0f : 0.0f;
51 break;
52 case NODE_LP_volume_scatter:
53 info = (path_flag & PATH_RAY_VOLUME_SCATTER) ? 1.0f : 0.0f;
54 break;
55 case NODE_LP_backfacing:
56 info = (sd->flag & SD_BACKFACING) ? 1.0f : 0.0f;
57 break;
58 case NODE_LP_ray_length:
59 info = sd->ray_length;
60 break;
61 case NODE_LP_ray_depth:
62 info = (float)state->bounce;
63 break;
64 case NODE_LP_ray_diffuse:
65 info = (float)state->diffuse_bounce;
66 break;
67 case NODE_LP_ray_glossy:
68 info = (float)state->glossy_bounce;
69 break;
70 case NODE_LP_ray_transparent:
71 info = (float)state->transparent_bounce;
72 break;
73 case NODE_LP_ray_transmission:
74 info = (float)state->transmission_bounce;
75 break;
76 }
77
78 stack_store_float(stack, out_offset, info);
79 }
80
81 /* Light Falloff Node */
82
svm_node_light_falloff(ShaderData * sd,float * stack,uint4 node)83 ccl_device void svm_node_light_falloff(ShaderData *sd, float *stack, uint4 node)
84 {
85 uint strength_offset, out_offset, smooth_offset;
86
87 svm_unpack_node_uchar3(node.z, &strength_offset, &smooth_offset, &out_offset);
88
89 float strength = stack_load_float(stack, strength_offset);
90 uint type = node.y;
91
92 switch (type) {
93 case NODE_LIGHT_FALLOFF_QUADRATIC:
94 break;
95 case NODE_LIGHT_FALLOFF_LINEAR:
96 strength *= sd->ray_length;
97 break;
98 case NODE_LIGHT_FALLOFF_CONSTANT:
99 strength *= sd->ray_length * sd->ray_length;
100 break;
101 }
102
103 float smooth = stack_load_float(stack, smooth_offset);
104
105 if (smooth > 0.0f) {
106 float squared = sd->ray_length * sd->ray_length;
107 /* Distant lamps set the ray length to FLT_MAX, which causes squared to overflow. */
108 if (isfinite(squared)) {
109 strength *= squared / (smooth + squared);
110 }
111 }
112
113 stack_store_float(stack, out_offset, strength);
114 }
115
116 CCL_NAMESPACE_END
117