forked from bartvdbraak/blender
Cycles: antialias normal baking if the mesh has a bump map.
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ff34e48911
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d0af56fe3b
@ -172,17 +172,6 @@ ccl_device_inline void compute_light_pass(KernelGlobals *kg,
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path_radiance_accum_sample(L, &L_sample);
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}
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ccl_device bool is_aa_pass(ShaderEvalType type)
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{
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switch(type) {
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case SHADER_EVAL_UV:
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case SHADER_EVAL_NORMAL:
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return false;
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default:
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return true;
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}
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}
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/* this helps with AA but it's not the real solution as it does not AA the geometry
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* but it's better than nothing, thus committed */
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ccl_device_inline float bake_clamp_mirror_repeat(float u, float max)
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@ -485,10 +474,10 @@ ccl_device void kernel_bake_evaluate(KernelGlobals *kg, ccl_global uint4 *input,
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}
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/* write output */
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const float output_fac = is_aa_pass(type)? 1.0f/num_samples: 1.0f;
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const float output_fac = 1.0f/num_samples;
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const float4 scaled_result = make_float4(out.x, out.y, out.z, 1.0f) * output_fac;
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output[i] = (sample == 0)? scaled_result: output[i] + scaled_result;
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output[i] = (sample == 0)? scaled_result: output[i] + scaled_result;
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}
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#endif /* __BAKING__ */
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@ -15,8 +15,13 @@
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*/
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#include "render/bake.h"
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#include "render/mesh.h"
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#include "render/object.h"
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#include "render/shader.h"
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#include "render/integrator.h"
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#include "util/util_foreach.h"
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CCL_NAMESPACE_BEGIN
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BakeData::BakeData(const int object, const size_t tri_offset, const size_t num_pixels):
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@ -135,7 +140,7 @@ bool BakeManager::bake(Device *device, DeviceScene *dscene, Scene *scene, Progre
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{
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size_t num_pixels = bake_data->size();
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int num_samples = is_aa_pass(shader_type)? scene->integrator->aa_samples : 1;
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int num_samples = aa_samples(scene, bake_data, shader_type);
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/* calculate the total pixel samples for the progress bar */
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total_pixel_samples = 0;
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@ -239,14 +244,27 @@ void BakeManager::device_free(Device * /*device*/, DeviceScene * /*dscene*/)
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{
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}
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bool BakeManager::is_aa_pass(ShaderEvalType type)
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int BakeManager::aa_samples(Scene *scene, BakeData *bake_data, ShaderEvalType type)
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{
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switch(type) {
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case SHADER_EVAL_UV:
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case SHADER_EVAL_NORMAL:
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return false;
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default:
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return true;
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if(type == SHADER_EVAL_UV) {
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return 1;
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}
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else if(type == SHADER_EVAL_NORMAL) {
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/* Only antialias normal if mesh has bump mapping. */
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Object *object = scene->objects[bake_data->object()];
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if(object->mesh) {
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foreach(Shader *shader, object->mesh->used_shaders) {
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if(shader->has_bump) {
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return scene->integrator->aa_samples;
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}
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}
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}
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return 1;
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}
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else {
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return scene->integrator->aa_samples;
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}
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}
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@ -69,7 +69,7 @@ public:
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void device_free(Device *device, DeviceScene *dscene);
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static int shader_type_to_pass_filter(ShaderEvalType type, const int pass_filter);
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static bool is_aa_pass(ShaderEvalType type);
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static int aa_samples(Scene *scene, BakeData *bake_data, ShaderEvalType type);
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bool need_update;
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