/* SPDX-FileCopyrightText: 2011-2022 Blender Foundation * * SPDX-License-Identifier: Apache-2.0 */ #pragma once #include "kernel/svm/util.h" CCL_NAMESPACE_BEGIN /* Light Path Node */ template ccl_device_noinline void svm_node_light_path(ConstIntegratorGenericState state, const ccl_private ShaderData *sd, ccl_private float *stack, const uint type, const uint out_offset, const uint32_t path_flag) { float info = 0.0f; switch ((NodeLightPath)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_volume_scatter: info = (path_flag & PATH_RAY_VOLUME_SCATTER) ? 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; case NODE_LP_ray_depth: { /* Read bounce from different locations depending on if this is a shadow * path. It's a bit dubious to have integrate state details leak into * this function but hard to avoid currently. */ IF_KERNEL_NODES_FEATURE(LIGHT_PATH) { info = (float)integrator_state_bounce(state, path_flag); } /* For background, light emission and shadow evaluation from a * surface or volume we are effectively one bounce further. */ if (path_flag & (PATH_RAY_SHADOW | PATH_RAY_EMISSION)) { info += 1.0f; } break; } case NODE_LP_ray_transparent: { IF_KERNEL_NODES_FEATURE(LIGHT_PATH) { info = (float)integrator_state_transparent_bounce(state, path_flag); } break; } case NODE_LP_ray_diffuse: IF_KERNEL_NODES_FEATURE(LIGHT_PATH) { info = (float)integrator_state_diffuse_bounce(state, path_flag); } break; case NODE_LP_ray_glossy: IF_KERNEL_NODES_FEATURE(LIGHT_PATH) { info = (float)integrator_state_glossy_bounce(state, path_flag); } break; case NODE_LP_ray_transmission: IF_KERNEL_NODES_FEATURE(LIGHT_PATH) { info = (float)integrator_state_transmission_bounce(state, path_flag); } break; } stack_store_float(stack, out_offset, info); } /* Light Falloff Node */ ccl_device_noinline void svm_node_light_falloff(ccl_private ShaderData *sd, ccl_private float *stack, const uint4 node) { uint strength_offset; uint out_offset; uint smooth_offset; svm_unpack_node_uchar3(node.z, &strength_offset, &smooth_offset, &out_offset); float strength = stack_load_float(stack, strength_offset); if (sd->ray_length == FLT_MAX) { /* Distant lights (which have a ray_length of FLT_MAX) overflow when using most outputs of * the light falloff node. So just ignore the node in that case. */ stack_store_float(stack, out_offset, strength); return; } const uint type = node.y; switch ((NodeLightFalloff)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; } const float smooth = stack_load_float(stack, smooth_offset); if (smooth > 0.0f) { const float squared = sd->ray_length * sd->ray_length; strength *= squared / (smooth + squared); } stack_store_float(stack, out_offset, strength); } CCL_NAMESPACE_END