53fa389802
This way it's more clear whether some issue is caused by lots of geometry in the node or by lots of "transparent" BVH nodes.
490 lines
12 KiB
C++
490 lines
12 KiB
C++
/*
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* Copyright 2011-2013 Blender Foundation
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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#include "camera.h"
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#include "device.h"
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#include "film.h"
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#include "integrator.h"
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#include "mesh.h"
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#include "scene.h"
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#include "tables.h"
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#include "util_algorithm.h"
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#include "util_debug.h"
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#include "util_foreach.h"
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#include "util_math.h"
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#include "util_math_cdf.h"
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CCL_NAMESPACE_BEGIN
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/* Pass */
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static bool compare_pass_order(const Pass& a, const Pass& b)
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{
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if(a.components == b.components)
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return (a.type < b.type);
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return (a.components > b.components);
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}
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void Pass::add(PassType type, array<Pass>& passes)
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{
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for(size_t i = 0; i < passes.size(); i++)
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if(passes[i].type == type)
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return;
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Pass pass;
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pass.type = type;
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pass.filter = true;
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pass.exposure = false;
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pass.divide_type = PASS_NONE;
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switch(type) {
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case PASS_NONE:
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pass.components = 0;
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break;
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case PASS_COMBINED:
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pass.components = 4;
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pass.exposure = true;
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break;
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case PASS_DEPTH:
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pass.components = 1;
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pass.filter = false;
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break;
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case PASS_MIST:
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pass.components = 1;
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break;
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case PASS_NORMAL:
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pass.components = 4;
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break;
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case PASS_UV:
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pass.components = 4;
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break;
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case PASS_MOTION:
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pass.components = 4;
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pass.divide_type = PASS_MOTION_WEIGHT;
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break;
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case PASS_MOTION_WEIGHT:
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pass.components = 1;
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break;
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case PASS_OBJECT_ID:
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case PASS_MATERIAL_ID:
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pass.components = 1;
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pass.filter = false;
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break;
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case PASS_DIFFUSE_COLOR:
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case PASS_GLOSSY_COLOR:
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case PASS_TRANSMISSION_COLOR:
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case PASS_SUBSURFACE_COLOR:
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pass.components = 4;
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break;
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case PASS_DIFFUSE_INDIRECT:
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pass.components = 4;
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pass.exposure = true;
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pass.divide_type = PASS_DIFFUSE_COLOR;
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break;
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case PASS_GLOSSY_INDIRECT:
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pass.components = 4;
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pass.exposure = true;
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pass.divide_type = PASS_GLOSSY_COLOR;
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break;
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case PASS_TRANSMISSION_INDIRECT:
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pass.components = 4;
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pass.exposure = true;
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pass.divide_type = PASS_TRANSMISSION_COLOR;
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break;
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case PASS_SUBSURFACE_INDIRECT:
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pass.components = 4;
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pass.exposure = true;
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pass.divide_type = PASS_SUBSURFACE_COLOR;
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break;
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case PASS_DIFFUSE_DIRECT:
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pass.components = 4;
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pass.exposure = true;
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pass.divide_type = PASS_DIFFUSE_COLOR;
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break;
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case PASS_GLOSSY_DIRECT:
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pass.components = 4;
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pass.exposure = true;
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pass.divide_type = PASS_GLOSSY_COLOR;
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break;
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case PASS_TRANSMISSION_DIRECT:
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pass.components = 4;
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pass.exposure = true;
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pass.divide_type = PASS_TRANSMISSION_COLOR;
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break;
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case PASS_SUBSURFACE_DIRECT:
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pass.components = 4;
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pass.exposure = true;
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pass.divide_type = PASS_SUBSURFACE_COLOR;
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break;
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case PASS_EMISSION:
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case PASS_BACKGROUND:
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pass.components = 4;
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pass.exposure = true;
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break;
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case PASS_AO:
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pass.components = 4;
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break;
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case PASS_SHADOW:
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pass.components = 4;
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pass.exposure = false;
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break;
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case PASS_LIGHT:
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/* This isn't a real pass, used by baking to see whether
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* light data is needed or not.
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*
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* Set components to 0 so pass sort below happens in a
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* determined way.
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*/
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pass.components = 0;
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break;
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#ifdef WITH_CYCLES_DEBUG
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case PASS_BVH_TRAVERSED_NODES:
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case PASS_BVH_TRAVERSED_INSTANCES:
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case PASS_BVH_INTERSECTIONS:
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case PASS_RAY_BOUNCES:
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pass.components = 1;
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pass.exposure = false;
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break;
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#endif
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}
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passes.push_back_slow(pass);
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/* order from by components, to ensure alignment so passes with size 4
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* come first and then passes with size 1 */
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sort(&passes[0], &passes[0] + passes.size(), compare_pass_order);
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if(pass.divide_type != PASS_NONE)
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Pass::add(pass.divide_type, passes);
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}
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bool Pass::equals(const array<Pass>& A, const array<Pass>& B)
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{
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if(A.size() != B.size())
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return false;
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for(int i = 0; i < A.size(); i++)
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if(A[i].type != B[i].type)
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return false;
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return true;
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}
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bool Pass::contains(const array<Pass>& passes, PassType type)
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{
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for(size_t i = 0; i < passes.size(); i++)
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if(passes[i].type == type)
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return true;
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return false;
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}
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/* Pixel Filter */
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static float filter_func_box(float /*v*/, float /*width*/)
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{
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return 1.0f;
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}
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static float filter_func_gaussian(float v, float width)
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{
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v *= 6.0f/width;
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return expf(-2.0f*v*v);
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}
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static float filter_func_blackman_harris(float v, float width)
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{
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v = M_2PI_F * (v / width + 0.5f);
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return 0.35875f - 0.48829f*cosf(v) + 0.14128f*cosf(2.0f*v) - 0.01168f*cosf(3.0f*v);
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}
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static vector<float> filter_table(FilterType type, float width)
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{
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vector<float> filter_table(FILTER_TABLE_SIZE);
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float (*filter_func)(float, float) = NULL;
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switch(type) {
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case FILTER_BOX:
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filter_func = filter_func_box;
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break;
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case FILTER_GAUSSIAN:
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filter_func = filter_func_gaussian;
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width *= 3.0f;
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break;
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case FILTER_BLACKMAN_HARRIS:
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filter_func = filter_func_blackman_harris;
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width *= 2.0f;
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break;
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default:
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assert(0);
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}
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/* Create importance sampling table. */
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/* TODO(sergey): With the even filter table size resolution we can not
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* really make it nice symmetric importance map without sampling full range
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* (meaning, we would need to sample full filter range and not use the
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* make_symmetric argument).
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*
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* Current code matches exactly initial filter table code, but we should
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* consider either making FILTER_TABLE_SIZE odd value or sample full filter.
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*/
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util_cdf_inverted(FILTER_TABLE_SIZE,
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0.0f,
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width * 0.5f,
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function_bind(filter_func, _1, width),
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true,
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filter_table);
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return filter_table;
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}
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/* Film */
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NODE_DEFINE(Film)
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{
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NodeType* type = NodeType::add("film", create);
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SOCKET_FLOAT(exposure, "Exposure", 0.8f);
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SOCKET_FLOAT(pass_alpha_threshold, "Pass Alpha Threshold", 0.5f);
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static NodeEnum filter_enum;
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filter_enum.insert("box", FILTER_BOX);
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filter_enum.insert("gaussian", FILTER_GAUSSIAN);
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filter_enum.insert("blackman_harris", FILTER_BLACKMAN_HARRIS);
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SOCKET_ENUM(filter_type, "Filter Type", filter_enum, FILTER_BOX);
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SOCKET_FLOAT(filter_width, "Filter Width", 1.0f);
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SOCKET_FLOAT(mist_start, "Mist Start", 0.0f);
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SOCKET_FLOAT(mist_depth, "Mist Depth", 100.0f);
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SOCKET_FLOAT(mist_falloff, "Mist Falloff", 1.0f);
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SOCKET_BOOLEAN(use_sample_clamp, "Use Sample Clamp", false);
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return type;
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}
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Film::Film()
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: Node(node_type)
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{
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Pass::add(PASS_COMBINED, passes);
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use_light_visibility = false;
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filter_table_offset = TABLE_OFFSET_INVALID;
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need_update = true;
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}
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Film::~Film()
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{
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}
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void Film::device_update(Device *device, DeviceScene *dscene, Scene *scene)
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{
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if(!need_update)
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return;
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device_free(device, dscene, scene);
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KernelFilm *kfilm = &dscene->data.film;
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/* update __data */
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kfilm->exposure = exposure;
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kfilm->pass_flag = 0;
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kfilm->pass_stride = 0;
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kfilm->use_light_pass = use_light_visibility || use_sample_clamp;
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for(size_t i = 0; i < passes.size(); i++) {
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Pass& pass = passes[i];
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kfilm->pass_flag |= pass.type;
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switch(pass.type) {
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case PASS_COMBINED:
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kfilm->pass_combined = kfilm->pass_stride;
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break;
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case PASS_DEPTH:
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kfilm->pass_depth = kfilm->pass_stride;
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break;
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case PASS_MIST:
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kfilm->pass_mist = kfilm->pass_stride;
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kfilm->use_light_pass = 1;
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break;
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case PASS_NORMAL:
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kfilm->pass_normal = kfilm->pass_stride;
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break;
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case PASS_UV:
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kfilm->pass_uv = kfilm->pass_stride;
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break;
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case PASS_MOTION:
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kfilm->pass_motion = kfilm->pass_stride;
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break;
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case PASS_MOTION_WEIGHT:
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kfilm->pass_motion_weight = kfilm->pass_stride;
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break;
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case PASS_OBJECT_ID:
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kfilm->pass_object_id = kfilm->pass_stride;
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break;
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case PASS_MATERIAL_ID:
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kfilm->pass_material_id = kfilm->pass_stride;
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break;
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case PASS_DIFFUSE_COLOR:
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kfilm->pass_diffuse_color = kfilm->pass_stride;
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kfilm->use_light_pass = 1;
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break;
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case PASS_GLOSSY_COLOR:
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kfilm->pass_glossy_color = kfilm->pass_stride;
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kfilm->use_light_pass = 1;
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break;
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case PASS_TRANSMISSION_COLOR:
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kfilm->pass_transmission_color = kfilm->pass_stride;
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kfilm->use_light_pass = 1;
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break;
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case PASS_SUBSURFACE_COLOR:
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kfilm->pass_subsurface_color = kfilm->pass_stride;
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kfilm->use_light_pass = 1;
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break;
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case PASS_DIFFUSE_INDIRECT:
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kfilm->pass_diffuse_indirect = kfilm->pass_stride;
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kfilm->use_light_pass = 1;
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break;
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case PASS_GLOSSY_INDIRECT:
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kfilm->pass_glossy_indirect = kfilm->pass_stride;
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kfilm->use_light_pass = 1;
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break;
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case PASS_TRANSMISSION_INDIRECT:
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kfilm->pass_transmission_indirect = kfilm->pass_stride;
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kfilm->use_light_pass = 1;
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break;
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case PASS_SUBSURFACE_INDIRECT:
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kfilm->pass_subsurface_indirect = kfilm->pass_stride;
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kfilm->use_light_pass = 1;
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break;
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case PASS_DIFFUSE_DIRECT:
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kfilm->pass_diffuse_direct = kfilm->pass_stride;
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kfilm->use_light_pass = 1;
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break;
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case PASS_GLOSSY_DIRECT:
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kfilm->pass_glossy_direct = kfilm->pass_stride;
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kfilm->use_light_pass = 1;
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break;
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case PASS_TRANSMISSION_DIRECT:
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kfilm->pass_transmission_direct = kfilm->pass_stride;
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kfilm->use_light_pass = 1;
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break;
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case PASS_SUBSURFACE_DIRECT:
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kfilm->pass_subsurface_direct = kfilm->pass_stride;
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kfilm->use_light_pass = 1;
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break;
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case PASS_EMISSION:
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kfilm->pass_emission = kfilm->pass_stride;
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kfilm->use_light_pass = 1;
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break;
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case PASS_BACKGROUND:
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kfilm->pass_background = kfilm->pass_stride;
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kfilm->use_light_pass = 1;
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break;
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case PASS_AO:
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kfilm->pass_ao = kfilm->pass_stride;
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kfilm->use_light_pass = 1;
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break;
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case PASS_SHADOW:
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kfilm->pass_shadow = kfilm->pass_stride;
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kfilm->use_light_pass = 1;
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break;
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case PASS_LIGHT:
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kfilm->use_light_pass = 1;
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break;
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#ifdef WITH_CYCLES_DEBUG
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case PASS_BVH_TRAVERSED_NODES:
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kfilm->pass_bvh_traversed_nodes = kfilm->pass_stride;
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break;
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case PASS_BVH_TRAVERSED_INSTANCES:
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kfilm->pass_bvh_traversed_instances = kfilm->pass_stride;
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break;
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case PASS_BVH_INTERSECTIONS:
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kfilm->pass_bvh_intersections = kfilm->pass_stride;
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break;
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case PASS_RAY_BOUNCES:
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kfilm->pass_ray_bounces = kfilm->pass_stride;
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break;
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#endif
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case PASS_NONE:
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break;
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}
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kfilm->pass_stride += pass.components;
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}
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kfilm->pass_stride = align_up(kfilm->pass_stride, 4);
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kfilm->pass_alpha_threshold = pass_alpha_threshold;
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/* update filter table */
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vector<float> table = filter_table(filter_type, filter_width);
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scene->lookup_tables->remove_table(&filter_table_offset);
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filter_table_offset = scene->lookup_tables->add_table(dscene, table);
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kfilm->filter_table_offset = (int)filter_table_offset;
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/* mist pass parameters */
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kfilm->mist_start = mist_start;
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kfilm->mist_inv_depth = (mist_depth > 0.0f)? 1.0f/mist_depth: 0.0f;
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kfilm->mist_falloff = mist_falloff;
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need_update = false;
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}
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void Film::device_free(Device * /*device*/,
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DeviceScene * /*dscene*/,
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Scene *scene)
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{
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scene->lookup_tables->remove_table(&filter_table_offset);
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}
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bool Film::modified(const Film& film)
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{
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return !Node::equals(film) || !Pass::equals(passes, film.passes);
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}
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void Film::tag_passes_update(Scene *scene, const array<Pass>& passes_)
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{
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if(Pass::contains(passes, PASS_UV) != Pass::contains(passes_, PASS_UV)) {
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scene->mesh_manager->tag_update(scene);
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foreach(Shader *shader, scene->shaders)
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shader->need_update_attributes = true;
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}
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else if(Pass::contains(passes, PASS_MOTION) != Pass::contains(passes_, PASS_MOTION))
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scene->mesh_manager->tag_update(scene);
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passes = passes_;
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}
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void Film::tag_update(Scene * /*scene*/)
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{
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need_update = true;
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}
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CCL_NAMESPACE_END
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