Get the latest Blender, older versions, or experimental builds.
Stay up-to-date with the new features in the latest Blender releases.
Access production assets and knowledge from the open movies.
Documentation on the usage and features in Blender.
Latest development updates, by Blender developers.
Guidelines, release notes and development docs.
A platform to collect and share results of the Blender Benchmark.
The yearly event that brings the community together.
Support core development with a monthly contribution.
Perform a single donation with more payment options available.
Ignoring revisions in .git-blame-ignore-revs. Click here to bypass and see the normal blame view.
/*
* Copyright 2011-2013 Blender Foundation
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
* http://www.apache.org/licenses/LICENSE-2.0
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
CCL_NAMESPACE_BEGIN
/* Light Path Node */
ccl_device void svm_node_light_path(ShaderData *sd,
ccl_addr_space PathState *state,
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;
case NODE_LP_diffuse:
info = (path_flag & PATH_RAY_DIFFUSE) ? 1.0f : 0.0f;
case NODE_LP_glossy:
info = (path_flag & PATH_RAY_GLOSSY) ? 1.0f : 0.0f;
case NODE_LP_singular:
info = (path_flag & PATH_RAY_SINGULAR) ? 1.0f : 0.0f;
case NODE_LP_reflection:
info = (path_flag & PATH_RAY_REFLECT) ? 1.0f : 0.0f;
case NODE_LP_transmission:
info = (path_flag & PATH_RAY_TRANSMIT) ? 1.0f : 0.0f;
case NODE_LP_volume_scatter:
info = (path_flag & PATH_RAY_VOLUME_SCATTER) ? 1.0f : 0.0f;
case NODE_LP_backfacing:
info = (sd->flag & SD_BACKFACING) ? 1.0f : 0.0f;
case NODE_LP_ray_length:
info = sd->ray_length;
case NODE_LP_ray_depth:
info = (float)state->bounce;
case NODE_LP_ray_diffuse:
info = (float)state->diffuse_bounce;
case NODE_LP_ray_glossy:
info = (float)state->glossy_bounce;
case NODE_LP_ray_transparent:
info = (float)state->transparent_bounce;
case NODE_LP_ray_transmission:
info = (float)state->transmission_bounce;
}
stack_store_float(stack, out_offset, info);
/* Light Falloff Node */
ccl_device void svm_node_light_falloff(ShaderData *sd, float *stack, uint4 node)
uint strength_offset, out_offset, smooth_offset;
svm_unpack_node_uchar3(node.z, &strength_offset, &smooth_offset, &out_offset);
float strength = stack_load_float(stack, strength_offset);
uint type = node.y;
case NODE_LIGHT_FALLOFF_QUADRATIC:
case NODE_LIGHT_FALLOFF_LINEAR:
strength *= sd->ray_length;
case NODE_LIGHT_FALLOFF_CONSTANT:
strength *= sd->ray_length * sd->ray_length;
float smooth = stack_load_float(stack, smooth_offset);
if (smooth > 0.0f) {
float squared = sd->ray_length * sd->ray_length;
/* Distant lamps set the ray length to FLT_MAX, which causes squared to overflow. */
if (isfinite(squared)) {
strength *= squared / (smooth + squared);
stack_store_float(stack, out_offset, strength);
CCL_NAMESPACE_END