forked from bartvdbraak/blender
e12c08e8d1
Apply clang format as proposed in T53211. For details on usage and instructions for migrating branches without conflicts, see: https://wiki.blender.org/wiki/Tools/ClangFormat
117 lines
3.4 KiB
C
117 lines
3.4 KiB
C
/*
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* Copyright 2011-2013 Blender Foundation
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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CCL_NAMESPACE_BEGIN
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/* Light Path Node */
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ccl_device void svm_node_light_path(ShaderData *sd,
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ccl_addr_space PathState *state,
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float *stack,
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uint type,
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uint out_offset,
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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:
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info = (path_flag & PATH_RAY_CAMERA) ? 1.0f : 0.0f;
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break;
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case NODE_LP_shadow:
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info = (path_flag & PATH_RAY_SHADOW) ? 1.0f : 0.0f;
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break;
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case NODE_LP_diffuse:
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info = (path_flag & PATH_RAY_DIFFUSE) ? 1.0f : 0.0f;
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break;
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case NODE_LP_glossy:
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info = (path_flag & PATH_RAY_GLOSSY) ? 1.0f : 0.0f;
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break;
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case NODE_LP_singular:
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info = (path_flag & PATH_RAY_SINGULAR) ? 1.0f : 0.0f;
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break;
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case NODE_LP_reflection:
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info = (path_flag & PATH_RAY_REFLECT) ? 1.0f : 0.0f;
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break;
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case NODE_LP_transmission:
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info = (path_flag & PATH_RAY_TRANSMIT) ? 1.0f : 0.0f;
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break;
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case NODE_LP_volume_scatter:
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info = (path_flag & PATH_RAY_VOLUME_SCATTER) ? 1.0f : 0.0f;
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break;
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case NODE_LP_backfacing:
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info = (sd->flag & SD_BACKFACING) ? 1.0f : 0.0f;
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break;
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case NODE_LP_ray_length:
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info = sd->ray_length;
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break;
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case NODE_LP_ray_depth:
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info = (float)state->bounce;
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break;
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case NODE_LP_ray_diffuse:
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info = (float)state->diffuse_bounce;
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break;
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case NODE_LP_ray_glossy:
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info = (float)state->glossy_bounce;
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break;
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case NODE_LP_ray_transparent:
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info = (float)state->transparent_bounce;
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break;
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case NODE_LP_ray_transmission:
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info = (float)state->transmission_bounce;
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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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ccl_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:
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break;
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case NODE_LIGHT_FALLOFF_LINEAR:
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strength *= sd->ray_length;
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break;
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case NODE_LIGHT_FALLOFF_CONSTANT:
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strength *= sd->ray_length * sd->ray_length;
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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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/* Distant lamps set the ray length to FLT_MAX, which causes squared to overflow. */
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if (isfinite(squared)) {
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strength *= squared / (smooth + squared);
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}
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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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