Cycles: mist pass added, with start/depth/falloff control. If the pass is

enabled in a render layer a Mist Pass panel will be shown in the world
properties.
This commit is contained in:
Brecht Van Lommel 2013-06-07 12:45:26 +00:00
parent ddee696bc7
commit a604fb730d
8 changed files with 102 additions and 6 deletions

@ -326,16 +326,15 @@ class CyclesRender_PT_layer_passes(CyclesButtonsPanel, Panel):
col = split.column()
col.prop(rl, "use_pass_combined")
col.prop(rl, "use_pass_z")
col.prop(rl, "use_pass_mist")
col.prop(rl, "use_pass_normal")
col.prop(rl, "use_pass_vector")
col.prop(rl, "use_pass_uv")
col.prop(rl, "use_pass_object_index")
col.prop(rl, "use_pass_material_index")
col.prop(rl, "use_pass_ambient_occlusion")
col.prop(rl, "use_pass_shadow")
col = split.column()
col.label()
col.label(text="Diffuse:")
row = col.row(align=True)
row.prop(rl, "use_pass_diffuse_direct", text="Direct", toggle=True)
@ -354,6 +353,7 @@ class CyclesRender_PT_layer_passes(CyclesButtonsPanel, Panel):
col.prop(rl, "use_pass_emit", text="Emission")
col.prop(rl, "use_pass_environment")
col.prop(rl, "use_pass_ambient_occlusion")
class Cycles_PT_post_processing(CyclesButtonsPanel, Panel):
@ -748,6 +748,31 @@ class CyclesWorld_PT_ambient_occlusion(CyclesButtonsPanel, Panel):
row.prop(light, "ao_factor", text="Factor")
row.prop(light, "distance", text="Distance")
class CyclesWorld_PT_mist(CyclesButtonsPanel, Panel):
bl_label = "Mist Pass"
bl_context = "world"
bl_options = {'DEFAULT_CLOSED'}
@classmethod
def poll(cls, context):
if CyclesButtonsPanel.poll(context):
for rl in context.scene.render.layers:
if rl.use_pass_mist:
return True
return False
def draw(self, context):
layout = self.layout
world = context.world
split = layout.split(align=True)
split.prop(world.mist_settings, "start")
split.prop(world.mist_settings, "depth")
layout.prop(world.mist_settings, "falloff")
class CyclesWorld_PT_settings(CyclesButtonsPanel, Panel):
bl_label = "Settings"

@ -187,6 +187,8 @@ static PassType get_pass_type(BL::RenderPass b_pass)
case BL::RenderPass::type_Z:
return PASS_DEPTH;
case BL::RenderPass::type_MIST:
return PASS_MIST;
case BL::RenderPass::type_NORMAL:
return PASS_NORMAL;
case BL::RenderPass::type_OBJECT_INDEX:
@ -233,7 +235,6 @@ static PassType get_pass_type(BL::RenderPass b_pass)
case BL::RenderPass::type_REFRACTION:
case BL::RenderPass::type_SPECULAR:
case BL::RenderPass::type_REFLECTION:
case BL::RenderPass::type_MIST:
return PASS_NONE;
}

@ -208,6 +208,7 @@ void BlenderSync::sync_integrator()
void BlenderSync::sync_film()
{
PointerRNA cscene = RNA_pointer_get(&b_scene.ptr, "cycles");
BL::WorldMistSettings b_mist = b_scene.world().mist_settings();
Film *film = scene->film;
Film prevfilm = *film;
@ -216,6 +217,21 @@ void BlenderSync::sync_film()
film->filter_type = (FilterType)RNA_enum_get(&cscene, "filter_type");
film->filter_width = (film->filter_type == FILTER_BOX)? 1.0f: get_float(cscene, "filter_width");
film->mist_start = b_mist.start();
film->mist_depth = b_mist.depth();
switch(b_mist.falloff()) {
case BL::WorldMistSettings::falloff_QUADRATIC:
film->mist_falloff = 2.0f;
break;
case BL::WorldMistSettings::falloff_LINEAR:
film->mist_falloff = 1.0f;
break;
case BL::WorldMistSettings::falloff_INVERSE_QUADRATIC:
film->mist_falloff = 0.5f;
break;
}
if(film->modified(prevfilm))
film->tag_update(scene);
}

@ -141,6 +141,7 @@ __device_inline void path_radiance_init(PathRadiance *L, int use_light_pass)
L->background = make_float3(0.0f, 0.0f, 0.0f);
L->ao = make_float3(0.0f, 0.0f, 0.0f);
L->shadow = make_float4(0.0f, 0.0f, 0.0f, 0.0f);
L->mist = 0.0f;
}
else
L->emission = make_float3(0.0f, 0.0f, 0.0f);

@ -86,6 +86,31 @@ __device_inline void kernel_write_data_passes(KernelGlobals *kg, __global float
L->color_glossy += shader_bsdf_glossy(kg, sd)*throughput;
if(flag & (PASS_TRANSMISSION_INDIRECT|PASS_TRANSMISSION_COLOR|PASS_TRANSMISSION_DIRECT))
L->color_transmission += shader_bsdf_transmission(kg, sd)*throughput;
if(flag & PASS_MIST) {
/* bring depth into 0..1 range */
float mist_start = kernel_data.film.mist_start;
float mist_inv_depth = kernel_data.film.mist_inv_depth;
float depth = camera_distance(kg, sd->P);
float mist = clamp((depth - mist_start)*mist_inv_depth, 0.0f, 1.0f);
/* falloff */
float mist_falloff = kernel_data.film.mist_falloff;
if(mist_falloff == 1.0f)
;
else if(mist_falloff == 2.0f)
mist = mist*mist;
else if(mist_falloff == 0.5f)
mist = sqrtf(mist);
else
mist = powf(mist, mist_falloff);
/* modulate by transparency */
float3 alpha = throughput*(make_float3(1.0f, 1.0f, 1.0f) - shader_bsdf_transparency(kg, sd));
L->mist += (1.0f - mist)*average(alpha);
}
#endif
}
@ -128,6 +153,8 @@ __device_inline void kernel_write_light_passes(KernelGlobals *kg, __global float
shadow.w = kernel_data.film.pass_shadow_scale;
kernel_write_pass_float4(buffer + kernel_data.film.pass_shadow, sample, shadow);
}
if(flag & PASS_MIST)
kernel_write_pass_float(buffer + kernel_data.film.pass_mist, sample, L->mist);
#endif
}

@ -253,7 +253,8 @@ typedef enum PassType {
PASS_AO = 131072,
PASS_SHADOW = 262144,
PASS_MOTION = 524288,
PASS_MOTION_WEIGHT = 1048576
PASS_MOTION_WEIGHT = 1048576,
PASS_MIST = 2097152
} PassType;
#define PASS_ALL (~0)
@ -290,6 +291,7 @@ typedef struct PathRadiance {
float3 path_transmission;
float4 shadow;
float mist;
} PathRadiance;
typedef struct BsdfEval {
@ -658,9 +660,13 @@ typedef struct KernelFilm {
int pass_shadow;
float pass_shadow_scale;
int filter_table_offset;
int filter_pad;
int pass_pad1;
int pass_mist;
float mist_start;
float mist_inv_depth;
float mist_falloff;
} KernelFilm;
typedef struct KernelBackground {

@ -65,6 +65,9 @@ void Pass::add(PassType type, vector<Pass>& passes)
pass.components = 1;
pass.filter = false;
break;
case PASS_MIST:
pass.components = 1;
break;
case PASS_NORMAL:
pass.components = 4;
break;
@ -252,6 +255,10 @@ Film::Film()
filter_width = 1.0f;
filter_table_offset = TABLE_OFFSET_INVALID;
mist_start = 0.0f;
mist_depth = 100.0f;
mist_falloff = 1.0f;
need_update = true;
}
@ -284,6 +291,10 @@ void Film::device_update(Device *device, DeviceScene *dscene, Scene *scene)
case PASS_DEPTH:
kfilm->pass_depth = kfilm->pass_stride;
break;
case PASS_MIST:
kfilm->pass_mist = kfilm->pass_stride;
kfilm->use_light_pass = 1;
break;
case PASS_NORMAL:
kfilm->pass_normal = kfilm->pass_stride;
break;
@ -366,6 +377,11 @@ void Film::device_update(Device *device, DeviceScene *dscene, Scene *scene)
filter_table_offset = scene->lookup_tables->add_table(dscene, table);
kfilm->filter_table_offset = (int)filter_table_offset;
/* mist pass parameters */
kfilm->mist_start = mist_start;
kfilm->mist_inv_depth = (mist_depth > 0.0f)? 1.0f/mist_depth: 0.0f;
kfilm->mist_falloff = mist_falloff;
need_update = false;
}

@ -57,6 +57,10 @@ public:
float filter_width;
size_t filter_table_offset;
float mist_start;
float mist_depth;
float mist_falloff;
bool need_update;
Film();