blender/intern/cycles/kernel/svm/svm_light_path.h
Brecht Van Lommel e6a84eb1b5 Cycles: add light falloff node, with quadratic/linear/constant falloff and a
smoothing factor to reduce high values near the light.
http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/More#Light_Falloff

Note that this was already possible to do manually with the Ray Length, but
this adds a convenient node for it. This commit also makes the mapping node
min/max option work, fixing #31348.
2012-05-07 20:24:38 +00:00

71 lines
2.5 KiB
C

/*
* Copyright 2011, Blender Foundation.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*/
CCL_NAMESPACE_BEGIN
/* Light Path Node */
__device void svm_node_light_path(ShaderData *sd, 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_backfacing: info = (sd->flag & SD_BACKFACING)? 1.0f: 0.0f; break;
case NODE_LP_ray_length: info = sd->ray_length; break;
}
stack_store_float(stack, out_offset, info);
}
/* Light Falloff Node */
__device void svm_node_light_falloff(ShaderData *sd, float *stack, uint4 node)
{
uint strength_offset, out_offset, smooth_offset;
decode_node_uchar4(node.z, &strength_offset, &smooth_offset, &out_offset, NULL);
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;
strength *= squared/(smooth + squared);
}
stack_store_float(stack, out_offset, strength);
}
CCL_NAMESPACE_END