forked from bartvdbraak/blender
da376e0237
Cycles uses code from some great open source projects, many thanks them: * BVH building and traversal code from NVidia's "Understanding the Efficiency of Ray Traversal on GPUs": http://code.google.com/p/understanding-the-efficiency-of-ray-traversal-on-gpus/ * Open Shading Language for a large part of the shading system: http://code.google.com/p/openshadinglanguage/ * Blender for procedural textures and a few other nodes. * Approximate Catmull Clark subdivision from NVidia Mesh tools: http://code.google.com/p/nvidia-mesh-tools/ * Sobol direction vectors from: http://web.maths.unsw.edu.au/~fkuo/sobol/ * Film response functions from: http://www.cs.columbia.edu/CAVE/software/softlib/dorf.php
42 lines
1.6 KiB
C
42 lines
1.6 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_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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}
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stack_store_float(stack, out_offset, info? 1.0f: 0.0f);
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}
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CCL_NAMESPACE_END
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