blender/intern/cycles/kernel/svm/svm_image.h
Brecht Van Lommel 5873301257 Sample as Lamp option for world shaders, to enable multiple importance sampling.
By default lighting from the world is computed solely with indirect light
sampling. However for more complex environment maps this can be too noisy, as
sampling the BSDF may not easily find the highlights in the environment map
image. By enabling this option, the world background will be sampled as a lamp,
with lighter parts automatically given more samples.

Map Resolution specifies the size of the importance map (res x res). Before
rendering starts, an importance map is generated by "baking" a grayscale image
from the world shader. This will then be used to determine which parts of the
background are light and so should receive more samples than darker parts.
Higher resolutions will result in more accurate sampling but take more setup
time and memory.

Patch by Mike Farnsworth, thanks!
2012-01-20 17:49:17 +00:00

196 lines
9.7 KiB
C

/*
* Copyright 2011, Blender Foundation.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*/
CCL_NAMESPACE_BEGIN
__device float4 svm_image_texture(KernelGlobals *kg, int id, float x, float y)
{
float4 r;
/* not particularly proud of this massive switch, what are the
alternatives?
- use a single big 1D texture, and do our own lookup/filtering
- group by size and use a 3d texture, performance impact
- group into larger texture with some padding for correct lerp
also note that cuda has 128 textures limit, we use 100 now, since
we still need some for other storage */
#ifdef __KERNEL_OPENCL__
r = make_float4(0.0f, 0.0f, 0.0f, 0.0f); /* todo */
#else
switch(id) {
case 0: r = kernel_tex_image_interp(__tex_image_000, x, y); break;
case 1: r = kernel_tex_image_interp(__tex_image_001, x, y); break;
case 2: r = kernel_tex_image_interp(__tex_image_002, x, y); break;
case 3: r = kernel_tex_image_interp(__tex_image_003, x, y); break;
case 4: r = kernel_tex_image_interp(__tex_image_004, x, y); break;
case 5: r = kernel_tex_image_interp(__tex_image_005, x, y); break;
case 6: r = kernel_tex_image_interp(__tex_image_006, x, y); break;
case 7: r = kernel_tex_image_interp(__tex_image_007, x, y); break;
case 8: r = kernel_tex_image_interp(__tex_image_008, x, y); break;
case 9: r = kernel_tex_image_interp(__tex_image_009, x, y); break;
case 10: r = kernel_tex_image_interp(__tex_image_010, x, y); break;
case 11: r = kernel_tex_image_interp(__tex_image_011, x, y); break;
case 12: r = kernel_tex_image_interp(__tex_image_012, x, y); break;
case 13: r = kernel_tex_image_interp(__tex_image_013, x, y); break;
case 14: r = kernel_tex_image_interp(__tex_image_014, x, y); break;
case 15: r = kernel_tex_image_interp(__tex_image_015, x, y); break;
case 16: r = kernel_tex_image_interp(__tex_image_016, x, y); break;
case 17: r = kernel_tex_image_interp(__tex_image_017, x, y); break;
case 18: r = kernel_tex_image_interp(__tex_image_018, x, y); break;
case 19: r = kernel_tex_image_interp(__tex_image_019, x, y); break;
case 20: r = kernel_tex_image_interp(__tex_image_020, x, y); break;
case 21: r = kernel_tex_image_interp(__tex_image_021, x, y); break;
case 22: r = kernel_tex_image_interp(__tex_image_022, x, y); break;
case 23: r = kernel_tex_image_interp(__tex_image_023, x, y); break;
case 24: r = kernel_tex_image_interp(__tex_image_024, x, y); break;
case 25: r = kernel_tex_image_interp(__tex_image_025, x, y); break;
case 26: r = kernel_tex_image_interp(__tex_image_026, x, y); break;
case 27: r = kernel_tex_image_interp(__tex_image_027, x, y); break;
case 28: r = kernel_tex_image_interp(__tex_image_028, x, y); break;
case 29: r = kernel_tex_image_interp(__tex_image_029, x, y); break;
case 30: r = kernel_tex_image_interp(__tex_image_030, x, y); break;
case 31: r = kernel_tex_image_interp(__tex_image_031, x, y); break;
case 32: r = kernel_tex_image_interp(__tex_image_032, x, y); break;
case 33: r = kernel_tex_image_interp(__tex_image_033, x, y); break;
case 34: r = kernel_tex_image_interp(__tex_image_034, x, y); break;
case 35: r = kernel_tex_image_interp(__tex_image_035, x, y); break;
case 36: r = kernel_tex_image_interp(__tex_image_036, x, y); break;
case 37: r = kernel_tex_image_interp(__tex_image_037, x, y); break;
case 38: r = kernel_tex_image_interp(__tex_image_038, x, y); break;
case 39: r = kernel_tex_image_interp(__tex_image_039, x, y); break;
case 40: r = kernel_tex_image_interp(__tex_image_040, x, y); break;
case 41: r = kernel_tex_image_interp(__tex_image_041, x, y); break;
case 42: r = kernel_tex_image_interp(__tex_image_042, x, y); break;
case 43: r = kernel_tex_image_interp(__tex_image_043, x, y); break;
case 44: r = kernel_tex_image_interp(__tex_image_044, x, y); break;
case 45: r = kernel_tex_image_interp(__tex_image_045, x, y); break;
case 46: r = kernel_tex_image_interp(__tex_image_046, x, y); break;
case 47: r = kernel_tex_image_interp(__tex_image_047, x, y); break;
case 48: r = kernel_tex_image_interp(__tex_image_048, x, y); break;
case 49: r = kernel_tex_image_interp(__tex_image_049, x, y); break;
case 50: r = kernel_tex_image_interp(__tex_image_050, x, y); break;
case 51: r = kernel_tex_image_interp(__tex_image_051, x, y); break;
case 52: r = kernel_tex_image_interp(__tex_image_052, x, y); break;
case 53: r = kernel_tex_image_interp(__tex_image_053, x, y); break;
case 54: r = kernel_tex_image_interp(__tex_image_054, x, y); break;
case 55: r = kernel_tex_image_interp(__tex_image_055, x, y); break;
case 56: r = kernel_tex_image_interp(__tex_image_056, x, y); break;
case 57: r = kernel_tex_image_interp(__tex_image_057, x, y); break;
case 58: r = kernel_tex_image_interp(__tex_image_058, x, y); break;
case 59: r = kernel_tex_image_interp(__tex_image_059, x, y); break;
case 60: r = kernel_tex_image_interp(__tex_image_060, x, y); break;
case 61: r = kernel_tex_image_interp(__tex_image_061, x, y); break;
case 62: r = kernel_tex_image_interp(__tex_image_062, x, y); break;
case 63: r = kernel_tex_image_interp(__tex_image_063, x, y); break;
case 64: r = kernel_tex_image_interp(__tex_image_064, x, y); break;
case 65: r = kernel_tex_image_interp(__tex_image_065, x, y); break;
case 66: r = kernel_tex_image_interp(__tex_image_066, x, y); break;
case 67: r = kernel_tex_image_interp(__tex_image_067, x, y); break;
case 68: r = kernel_tex_image_interp(__tex_image_068, x, y); break;
case 69: r = kernel_tex_image_interp(__tex_image_069, x, y); break;
case 70: r = kernel_tex_image_interp(__tex_image_070, x, y); break;
case 71: r = kernel_tex_image_interp(__tex_image_071, x, y); break;
case 72: r = kernel_tex_image_interp(__tex_image_072, x, y); break;
case 73: r = kernel_tex_image_interp(__tex_image_073, x, y); break;
case 74: r = kernel_tex_image_interp(__tex_image_074, x, y); break;
case 75: r = kernel_tex_image_interp(__tex_image_075, x, y); break;
case 76: r = kernel_tex_image_interp(__tex_image_076, x, y); break;
case 77: r = kernel_tex_image_interp(__tex_image_077, x, y); break;
case 78: r = kernel_tex_image_interp(__tex_image_078, x, y); break;
case 79: r = kernel_tex_image_interp(__tex_image_079, x, y); break;
case 80: r = kernel_tex_image_interp(__tex_image_080, x, y); break;
case 81: r = kernel_tex_image_interp(__tex_image_081, x, y); break;
case 82: r = kernel_tex_image_interp(__tex_image_082, x, y); break;
case 83: r = kernel_tex_image_interp(__tex_image_083, x, y); break;
case 84: r = kernel_tex_image_interp(__tex_image_084, x, y); break;
case 85: r = kernel_tex_image_interp(__tex_image_085, x, y); break;
case 86: r = kernel_tex_image_interp(__tex_image_086, x, y); break;
case 87: r = kernel_tex_image_interp(__tex_image_087, x, y); break;
case 88: r = kernel_tex_image_interp(__tex_image_088, x, y); break;
case 89: r = kernel_tex_image_interp(__tex_image_089, x, y); break;
case 90: r = kernel_tex_image_interp(__tex_image_090, x, y); break;
case 91: r = kernel_tex_image_interp(__tex_image_091, x, y); break;
case 92: r = kernel_tex_image_interp(__tex_image_092, x, y); break;
case 93: r = kernel_tex_image_interp(__tex_image_093, x, y); break;
case 94: r = kernel_tex_image_interp(__tex_image_094, x, y); break;
case 95: r = kernel_tex_image_interp(__tex_image_095, x, y); break;
case 96: r = kernel_tex_image_interp(__tex_image_096, x, y); break;
case 97: r = kernel_tex_image_interp(__tex_image_097, x, y); break;
case 98: r = kernel_tex_image_interp(__tex_image_098, x, y); break;
case 99: r = kernel_tex_image_interp(__tex_image_099, x, y); break;
default:
kernel_assert(0);
return make_float4(0.0f, 0.0f, 0.0f, 0.0f);
}
#endif
return r;
}
__device void svm_node_tex_image(KernelGlobals *kg, ShaderData *sd, float *stack, uint4 node)
{
uint id = node.y;
uint co_offset, out_offset, alpha_offset, srgb;
decode_node_uchar4(node.z, &co_offset, &out_offset, &alpha_offset, &srgb);
float3 co = stack_load_float3(stack, co_offset);
float4 f = svm_image_texture(kg, id, co.x, co.y);
float3 r = make_float3(f.x, f.y, f.z);
if(srgb) {
r.x = color_srgb_to_scene_linear(r.x);
r.y = color_srgb_to_scene_linear(r.y);
r.z = color_srgb_to_scene_linear(r.z);
}
if(stack_valid(out_offset))
stack_store_float3(stack, out_offset, r);
if(stack_valid(alpha_offset))
stack_store_float(stack, alpha_offset, f.w);
}
__device void svm_node_tex_environment(KernelGlobals *kg, ShaderData *sd, float *stack, uint4 node)
{
uint id = node.y;
uint co_offset, out_offset, alpha_offset, srgb;
decode_node_uchar4(node.z, &co_offset, &out_offset, &alpha_offset, &srgb);
float3 co = stack_load_float3(stack, co_offset);
float2 uv = direction_to_equirectangular(co);
float4 f = svm_image_texture(kg, id, uv.x, uv.y);
float3 r = make_float3(f.x, f.y, f.z);
if(srgb) {
r.x = color_srgb_to_scene_linear(r.x);
r.y = color_srgb_to_scene_linear(r.y);
r.z = color_srgb_to_scene_linear(r.z);
}
if(stack_valid(out_offset))
stack_store_float3(stack, out_offset, r);
if(stack_valid(alpha_offset))
stack_store_float(stack, alpha_offset, f.w);
}
CCL_NAMESPACE_END