136 lines
4.1 KiB
C++
136 lines
4.1 KiB
C++
/* SPDX-License-Identifier: Apache-2.0
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* Copyright 2011-2022 Blender Foundation */
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#pragma once
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CCL_NAMESPACE_BEGIN
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/* Light Path Node */
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template<uint node_feature_mask, typename ConstIntegratorGenericState>
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ccl_device_noinline void svm_node_light_path(KernelGlobals kg,
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ConstIntegratorGenericState state,
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ccl_private const ShaderData *sd,
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ccl_private float *stack,
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uint type,
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uint out_offset,
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uint32_t 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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/* Read bounce from difference location depending if this is a shadow
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* path. It's a bit dubious to have integrate state details leak into
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* this function but hard to avoid currently. */
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IF_KERNEL_NODES_FEATURE(LIGHT_PATH)
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{
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info = (float)integrator_state_bounce(state, path_flag);
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}
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/* For background, light emission and shadow evaluation from a
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* surface or volume we are effectively one bounce further. */
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if (path_flag & (PATH_RAY_SHADOW | PATH_RAY_EMISSION)) {
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info += 1.0f;
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}
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break;
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}
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case NODE_LP_ray_transparent: {
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IF_KERNEL_NODES_FEATURE(LIGHT_PATH)
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{
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info = (float)integrator_state_transparent_bounce(state, path_flag);
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}
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break;
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}
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case NODE_LP_ray_diffuse:
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IF_KERNEL_NODES_FEATURE(LIGHT_PATH)
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{
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info = (float)integrator_state_diffuse_bounce(state, path_flag);
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}
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break;
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case NODE_LP_ray_glossy:
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IF_KERNEL_NODES_FEATURE(LIGHT_PATH)
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{
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info = (float)integrator_state_glossy_bounce(state, path_flag);
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}
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break;
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case NODE_LP_ray_transmission:
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IF_KERNEL_NODES_FEATURE(LIGHT_PATH)
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{
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info = (float)integrator_state_transmission_bounce(state, path_flag);
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}
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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_noinline void svm_node_light_falloff(ccl_private ShaderData *sd,
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ccl_private float *stack,
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uint4 node)
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{
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uint strength_offset, out_offset, smooth_offset;
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svm_unpack_node_uchar3(node.z, &strength_offset, &smooth_offset, &out_offset);
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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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