Files
test2/intern/cycles/kernel/svm/light_path.h
Brecht Van Lommel 0e7a696819 Cleanup: Unused arguments in Cycles kernel
And add back the compiler flag that hid them.

Pull Request: https://projects.blender.org/blender/blender/pulls/139497
2025-05-27 21:30:45 +02:00

144 lines
4.3 KiB
C++

/* 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<uint node_feature_mask, typename ConstIntegratorGenericState>
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