forked from bartvdbraak/blender
b9ce231060
More information in this post: http://code.blender.org/ Thanks to all contributes for giving their permission!
70 lines
2.4 KiB
C
70 lines
2.4 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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__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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