Cycles: Render Passes
Currently supported passes:
* Combined, Z, Normal, Object Index, Material Index, Emission, Environment,
Diffuse/Glossy/Transmission x Direct/Indirect/Color
Not supported yet:
* UV, Vector, Mist
Only enabled for CPU devices at the moment, will do GPU tweaks tommorrow,
also for environment importance sampling.
Documentation:
http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Passes
2012-01-25 17:23:52 +00:00
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/*
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* Copyright 2011, Blender Foundation.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*/
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CCL_NAMESPACE_BEGIN
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__device_inline void kernel_write_pass_float(__global float *buffer, int sample, float value)
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{
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2012-01-26 15:37:33 +00:00
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__global float *buf = buffer;
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Cycles: Render Passes
Currently supported passes:
* Combined, Z, Normal, Object Index, Material Index, Emission, Environment,
Diffuse/Glossy/Transmission x Direct/Indirect/Color
Not supported yet:
* UV, Vector, Mist
Only enabled for CPU devices at the moment, will do GPU tweaks tommorrow,
also for environment importance sampling.
Documentation:
http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Passes
2012-01-25 17:23:52 +00:00
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*buf = (sample == 0)? value: *buf + value;
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}
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__device_inline void kernel_write_pass_float3(__global float *buffer, int sample, float3 value)
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{
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2012-01-26 15:37:33 +00:00
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__global float3 *buf = (__global float3*)buffer;
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Cycles: Render Passes
Currently supported passes:
* Combined, Z, Normal, Object Index, Material Index, Emission, Environment,
Diffuse/Glossy/Transmission x Direct/Indirect/Color
Not supported yet:
* UV, Vector, Mist
Only enabled for CPU devices at the moment, will do GPU tweaks tommorrow,
also for environment importance sampling.
Documentation:
http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Passes
2012-01-25 17:23:52 +00:00
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*buf = (sample == 0)? value: *buf + value;
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}
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__device_inline void kernel_write_pass_float4(__global float *buffer, int sample, float4 value)
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{
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2012-01-26 15:37:33 +00:00
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__global float4 *buf = (__global float4*)buffer;
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Cycles: Render Passes
Currently supported passes:
* Combined, Z, Normal, Object Index, Material Index, Emission, Environment,
Diffuse/Glossy/Transmission x Direct/Indirect/Color
Not supported yet:
* UV, Vector, Mist
Only enabled for CPU devices at the moment, will do GPU tweaks tommorrow,
also for environment importance sampling.
Documentation:
http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Passes
2012-01-25 17:23:52 +00:00
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*buf = (sample == 0)? value: *buf + value;
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}
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2012-01-26 19:07:01 +00:00
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__device_inline void kernel_write_data_passes(KernelGlobals *kg, __global float *buffer, PathRadiance *L,
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Cycles: Render Passes
Currently supported passes:
* Combined, Z, Normal, Object Index, Material Index, Emission, Environment,
Diffuse/Glossy/Transmission x Direct/Indirect/Color
Not supported yet:
* UV, Vector, Mist
Only enabled for CPU devices at the moment, will do GPU tweaks tommorrow,
also for environment importance sampling.
Documentation:
http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Passes
2012-01-25 17:23:52 +00:00
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ShaderData *sd, int sample, int path_flag, float3 throughput)
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{
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#ifdef __PASSES__
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if(!(path_flag & PATH_RAY_CAMERA))
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return;
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int flag = kernel_data.film.pass_flag;
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if(!(flag & PASS_ALL))
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return;
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/* todo: add alpha treshold */
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if(!(path_flag & PATH_RAY_TRANSPARENT)) {
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if(sample == 0) {
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if(flag & PASS_DEPTH) {
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Transform tfm = kernel_data.cam.worldtocamera;
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float depth = len(transform(&tfm, sd->P));
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kernel_write_pass_float(buffer + kernel_data.film.pass_depth, sample, depth);
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}
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if(flag & PASS_OBJECT_ID) {
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float id = object_pass_id(kg, sd->object);
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kernel_write_pass_float(buffer + kernel_data.film.pass_object_id, sample, id);
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}
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if(flag & PASS_MATERIAL_ID) {
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float id = shader_pass_id(kg, sd);
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kernel_write_pass_float(buffer + kernel_data.film.pass_material_id, sample, id);
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}
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}
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if(flag & PASS_NORMAL) {
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float3 normal = sd->N;
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kernel_write_pass_float3(buffer + kernel_data.film.pass_normal, sample, normal);
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}
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if(flag & PASS_UV) {
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float3 uv = make_float3(0.0f, 0.0f, 0.0f); /* todo: request and lookup */
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kernel_write_pass_float3(buffer + kernel_data.film.pass_uv, sample, uv);
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}
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}
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if(flag & (PASS_DIFFUSE_INDIRECT|PASS_DIFFUSE_COLOR|PASS_DIFFUSE_DIRECT))
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L->color_diffuse += shader_bsdf_diffuse(kg, sd)*throughput;
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if(flag & (PASS_GLOSSY_INDIRECT|PASS_GLOSSY_COLOR|PASS_GLOSSY_DIRECT))
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L->color_glossy += shader_bsdf_glossy(kg, sd)*throughput;
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if(flag & (PASS_TRANSMISSION_INDIRECT|PASS_TRANSMISSION_COLOR|PASS_TRANSMISSION_DIRECT))
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L->color_transmission += shader_bsdf_transmission(kg, sd)*throughput;
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#endif
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}
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2012-01-26 19:07:01 +00:00
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__device_inline void kernel_write_light_passes(KernelGlobals *kg, __global float *buffer, PathRadiance *L, int sample)
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Cycles: Render Passes
Currently supported passes:
* Combined, Z, Normal, Object Index, Material Index, Emission, Environment,
Diffuse/Glossy/Transmission x Direct/Indirect/Color
Not supported yet:
* UV, Vector, Mist
Only enabled for CPU devices at the moment, will do GPU tweaks tommorrow,
also for environment importance sampling.
Documentation:
http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Passes
2012-01-25 17:23:52 +00:00
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{
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#ifdef __PASSES__
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int flag = kernel_data.film.pass_flag;
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if(!kernel_data.film.use_light_pass)
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return;
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if(flag & PASS_DIFFUSE_INDIRECT) {
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float3 color = safe_divide_color(L->indirect_diffuse, L->color_diffuse);
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kernel_write_pass_float3(buffer + kernel_data.film.pass_diffuse_indirect, sample, color);
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}
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if(flag & PASS_GLOSSY_INDIRECT) {
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float3 color = safe_divide_color(L->indirect_glossy, L->color_glossy);
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kernel_write_pass_float3(buffer + kernel_data.film.pass_glossy_indirect, sample, color);
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}
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if(flag & PASS_TRANSMISSION_INDIRECT) {
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float3 color = safe_divide_color(L->indirect_transmission, L->color_transmission);
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kernel_write_pass_float3(buffer + kernel_data.film.pass_transmission_indirect, sample, color);
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}
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if(flag & PASS_DIFFUSE_DIRECT) {
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float3 color = safe_divide_color(L->direct_diffuse, L->color_diffuse);
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kernel_write_pass_float3(buffer + kernel_data.film.pass_diffuse_direct, sample, color);
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}
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if(flag & PASS_GLOSSY_DIRECT) {
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float3 color = safe_divide_color(L->direct_glossy, L->color_glossy);
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kernel_write_pass_float3(buffer + kernel_data.film.pass_glossy_direct, sample, color);
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}
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if(flag & PASS_TRANSMISSION_DIRECT) {
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float3 color = safe_divide_color(L->direct_transmission, L->color_transmission);
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kernel_write_pass_float3(buffer + kernel_data.film.pass_transmission_direct, sample, color);
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}
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if(flag & PASS_EMISSION)
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kernel_write_pass_float3(buffer + kernel_data.film.pass_emission, sample, L->emission);
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if(flag & PASS_BACKGROUND)
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kernel_write_pass_float3(buffer + kernel_data.film.pass_background, sample, L->background);
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if(flag & PASS_DIFFUSE_COLOR)
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kernel_write_pass_float3(buffer + kernel_data.film.pass_diffuse_color, sample, L->color_diffuse);
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if(flag & PASS_GLOSSY_COLOR)
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kernel_write_pass_float3(buffer + kernel_data.film.pass_glossy_color, sample, L->color_glossy);
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if(flag & PASS_TRANSMISSION_COLOR)
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kernel_write_pass_float3(buffer + kernel_data.film.pass_transmission_color, sample, L->color_transmission);
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#endif
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}
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CCL_NAMESPACE_END
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