forked from bartvdbraak/blender
f99343d3b8
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
284 lines
7.7 KiB
C
284 lines
7.7 KiB
C
/*
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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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/* BSDF Eval
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*
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* BSDF evaluation result, split per BSDF type. This is used to accumulate
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* render passes separately. */
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__device_inline void bsdf_eval_init(BsdfEval *eval, ClosureType type, float3 value, int use_light_pass)
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{
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#ifdef __PASSES__
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eval->use_light_pass = use_light_pass;
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if(eval->use_light_pass) {
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eval->diffuse = make_float3(0.0f, 0.0f, 0.0f);
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eval->glossy = make_float3(0.0f, 0.0f, 0.0f);
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eval->transmission = make_float3(0.0f, 0.0f, 0.0f);
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eval->transparent = make_float3(0.0f, 0.0f, 0.0f);
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if(type == CLOSURE_BSDF_TRANSPARENT_ID)
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eval->transparent = value;
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else if(CLOSURE_IS_BSDF_DIFFUSE(type))
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eval->diffuse = value;
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else if(CLOSURE_IS_BSDF_GLOSSY(type))
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eval->glossy = value;
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else
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eval->transmission = value;
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}
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else
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eval->diffuse = value;
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#else
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*eval = value;
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#endif
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}
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__device_inline void bsdf_eval_accum(BsdfEval *eval, ClosureType type, float3 value)
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{
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#ifdef __PASSES__
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if(eval->use_light_pass) {
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if(CLOSURE_IS_BSDF_DIFFUSE(type))
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eval->diffuse += value;
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else if(CLOSURE_IS_BSDF_GLOSSY(type))
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eval->glossy += value;
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else
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eval->transmission += value;
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/* skipping transparent, this function is used by for eval(), will be zero then */
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}
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else
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eval->diffuse += value;
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#else
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*eval += value;
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#endif
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}
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__device_inline bool bsdf_eval_is_zero(BsdfEval *eval)
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{
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#ifdef __PASSES__
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if(eval->use_light_pass) {
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return is_zero(eval->diffuse)
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&& is_zero(eval->glossy)
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&& is_zero(eval->transmission)
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&& is_zero(eval->transparent);
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}
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else
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return is_zero(eval->diffuse);
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#else
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return is_zero(*eval);
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#endif
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}
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__device_inline void bsdf_eval_mul(BsdfEval *eval, float3 value)
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{
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#ifdef __PASSES__
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if(eval->use_light_pass) {
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eval->diffuse *= value;
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eval->glossy *= value;
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eval->transmission *= value;
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/* skipping transparent, this function is used by for eval(), will be zero then */
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}
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else
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eval->diffuse *= value;
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#else
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*eval *= value;
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#endif
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}
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/* Path Radiance
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*
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* We accumulate different render passes separately. After summing at the end
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* to get the combined result, it should be identical. We definte directly
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* visible as the first non-transparent hit, while indirectly visible are the
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* bounces after that. */
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__device_inline void path_radiance_init(PathRadiance *L, int use_light_pass)
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{
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/* clear all */
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#ifdef __PASSES__
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L->use_light_pass = use_light_pass;
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if(use_light_pass) {
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L->indirect = make_float3(0.0f, 0.0f, 0.0f);
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L->direct_throughput = make_float3(0.0f, 0.0f, 0.0f);
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L->direct_emission = make_float3(0.0f, 0.0f, 0.0f);
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L->color_diffuse = make_float3(0.0f, 0.0f, 0.0f);
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L->color_glossy = make_float3(0.0f, 0.0f, 0.0f);
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L->color_transmission = make_float3(0.0f, 0.0f, 0.0f);
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L->direct_diffuse = make_float3(0.0f, 0.0f, 0.0f);
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L->direct_glossy = make_float3(0.0f, 0.0f, 0.0f);
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L->direct_transmission = make_float3(0.0f, 0.0f, 0.0f);
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L->indirect_diffuse = make_float3(0.0f, 0.0f, 0.0f);
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L->indirect_glossy = make_float3(0.0f, 0.0f, 0.0f);
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L->indirect_transmission = make_float3(0.0f, 0.0f, 0.0f);
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L->emission = make_float3(0.0f, 0.0f, 0.0f);
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L->background = make_float3(0.0f, 0.0f, 0.0f);
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}
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else
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L->emission = make_float3(0.0f, 0.0f, 0.0f);
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#else
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*L = make_float3(0.0f, 0.0f, 0.0f);
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#endif
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}
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__device_inline void path_radiance_bsdf_bounce(PathRadiance *L, float3 *throughput,
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BsdfEval *bsdf_eval, float bsdf_pdf, int bounce, int bsdf_label)
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{
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float inverse_pdf = 1.0f/bsdf_pdf;
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#ifdef __PASSES__
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if(L->use_light_pass) {
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if(bounce == 0) {
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if(bsdf_label & LABEL_TRANSPARENT) {
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/* transparent bounce before first hit */
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*throughput *= bsdf_eval->transparent*inverse_pdf;
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}
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else {
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/* first on directly visible surface */
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float3 value = *throughput*inverse_pdf;
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L->indirect_diffuse = bsdf_eval->diffuse*value;
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L->indirect_glossy = bsdf_eval->glossy*value;
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L->indirect_transmission = bsdf_eval->transmission*value;
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*throughput = L->indirect_diffuse + L->indirect_glossy + L->indirect_transmission;
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L->direct_throughput = *throughput;
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}
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}
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else {
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/* indirectly visible through BSDF */
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float3 sum = (bsdf_eval->diffuse + bsdf_eval->glossy + bsdf_eval->transmission + bsdf_eval->transparent)*inverse_pdf;
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*throughput *= sum;
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}
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}
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else
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*throughput *= bsdf_eval->diffuse*inverse_pdf;
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#else
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*throughput *= *bsdf_eval*inverse_pdf;
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#endif
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}
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__device_inline void path_radiance_accum_emission(PathRadiance *L, float3 throughput, float3 value, int bounce)
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{
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#ifdef __PASSES__
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if(L->use_light_pass) {
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if(bounce == 0)
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L->emission += throughput*value;
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else if(bounce == 1)
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L->direct_emission += throughput*value;
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else
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L->indirect += throughput*value;
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}
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else
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L->emission += throughput*value;
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#else
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*L += throughput*value;
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#endif
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}
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__device_inline void path_radiance_accum_light(PathRadiance *L, float3 throughput, BsdfEval *bsdf_eval, int bounce)
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{
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#ifdef __PASSES__
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if(L->use_light_pass) {
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if(bounce == 0) {
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/* directly visible lighting */
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L->direct_diffuse += throughput*bsdf_eval->diffuse;
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L->direct_glossy += throughput*bsdf_eval->glossy;
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L->direct_transmission += throughput*bsdf_eval->transmission;
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}
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else {
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/* indirectly visible lighting after BSDF bounce */
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float3 sum = bsdf_eval->diffuse + bsdf_eval->glossy + bsdf_eval->transmission;
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L->indirect += throughput*sum;
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}
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}
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else
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L->emission += throughput*bsdf_eval->diffuse;
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#else
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*L += throughput*(*bsdf_eval);
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#endif
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}
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__device_inline void path_radiance_accum_background(PathRadiance *L, float3 throughput, float3 value, int bounce)
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{
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#ifdef __PASSES__
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if(L->use_light_pass) {
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if(bounce == 0)
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L->background += throughput*value;
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else if(bounce == 1)
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L->direct_emission += throughput*value;
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else
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L->indirect += throughput*value;
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}
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else
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L->emission += throughput*value;
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#else
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*L += throughput*value;
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#endif
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}
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__device_inline float3 safe_divide_color(float3 a, float3 b)
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{
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float x, y, z;
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x = (b.x != 0.0f)? a.x/b.x: 0.0f;
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y = (b.y != 0.0f)? a.y/b.y: 0.0f;
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z = (b.z != 0.0f)? a.z/b.z: 0.0f;
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return make_float3(x, y, z);
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}
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__device_inline float3 path_radiance_sum(PathRadiance *L)
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{
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#ifdef __PASSES__
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if(L->use_light_pass) {
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/* this division is a bit ugly, but means we only have to keep track of
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only a single throughput further along the path, here we recover just
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the indirect parth that is not influenced by any particular BSDF type */
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L->direct_emission = safe_divide_color(L->direct_emission, L->direct_throughput);
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L->direct_diffuse += L->indirect_diffuse*L->direct_emission;
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L->direct_glossy += L->indirect_glossy*L->direct_emission;
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L->direct_transmission += L->indirect_transmission*L->direct_emission;
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L->indirect = safe_divide_color(L->indirect, L->direct_throughput);
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L->indirect_diffuse *= L->indirect;
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L->indirect_glossy *= L->indirect;
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L->indirect_transmission *= L->indirect;
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return L->emission + L->background
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+ L->direct_diffuse + L->direct_glossy + L->direct_transmission
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+ L->indirect_diffuse + L->indirect_glossy + L->indirect_transmission;
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}
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else
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return L->emission;
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#else
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return *L;
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#endif
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}
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CCL_NAMESPACE_END
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