forked from bartvdbraak/blender
3840e0b234
* Added a Ray Depth output to the Light Path node, which gives the user access to the current bounce. This can be used to limit the maximum ray bounce on a per shader basis. Another use case is to restrict light influence with this, to have a lamp only contribute to the direct lighting. http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/More#Light_Path This is part of my GSoC 2013 project. SVN merge of r58091 and r58772 from soc-2013-dingto.
72 lines
2.5 KiB
C
72 lines
2.5 KiB
C
/*
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* Copyright 2011, Blender Foundation.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*/
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CCL_NAMESPACE_BEGIN
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/* Light Path Node */
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__device void svm_node_light_path(ShaderData *sd, float *stack, uint type, uint out_offset, int path_flag)
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{
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float info = 0.0f;
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switch(type) {
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case NODE_LP_camera: info = (path_flag & PATH_RAY_CAMERA)? 1.0f: 0.0f; break;
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case NODE_LP_shadow: info = (path_flag & PATH_RAY_SHADOW)? 1.0f: 0.0f; break;
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case NODE_LP_diffuse: info = (path_flag & PATH_RAY_DIFFUSE)? 1.0f: 0.0f; break;
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case NODE_LP_glossy: info = (path_flag & PATH_RAY_GLOSSY)? 1.0f: 0.0f; break;
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case NODE_LP_singular: info = (path_flag & PATH_RAY_SINGULAR)? 1.0f: 0.0f; break;
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case NODE_LP_reflection: info = (path_flag & PATH_RAY_REFLECT)? 1.0f: 0.0f; break;
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case NODE_LP_transmission: info = (path_flag & PATH_RAY_TRANSMIT)? 1.0f: 0.0f; break;
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case NODE_LP_backfacing: info = (sd->flag & SD_BACKFACING)? 1.0f: 0.0f; break;
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case NODE_LP_ray_length: info = sd->ray_length; break;
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case NODE_LP_ray_depth: info = (float)sd->ray_depth; break;
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}
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stack_store_float(stack, out_offset, info);
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}
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/* Light Falloff Node */
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__device void svm_node_light_falloff(ShaderData *sd, float *stack, uint4 node)
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{
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uint strength_offset, out_offset, smooth_offset;
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decode_node_uchar4(node.z, &strength_offset, &smooth_offset, &out_offset, NULL);
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float strength = stack_load_float(stack, strength_offset);
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uint type = node.y;
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switch(type) {
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case NODE_LIGHT_FALLOFF_QUADRATIC: break;
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case NODE_LIGHT_FALLOFF_LINEAR: strength *= sd->ray_length; break;
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case NODE_LIGHT_FALLOFF_CONSTANT: strength *= sd->ray_length*sd->ray_length; break;
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}
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float smooth = stack_load_float(stack, smooth_offset);
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if(smooth > 0.0f) {
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float squared = sd->ray_length*sd->ray_length;
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strength *= squared/(smooth + squared);
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}
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stack_store_float(stack, out_offset, strength);
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}
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CCL_NAMESPACE_END
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