blender/intern/cycles/kernel/kernel_film.h
Ton Roosendaal da376e0237 Cycles render engine, initial commit. This is the engine itself, blender modifications and build instructions will follow later.
Cycles uses code from some great open source projects, many thanks them:

* BVH building and traversal code from NVidia's "Understanding the Efficiency of Ray Traversal on GPUs":
http://code.google.com/p/understanding-the-efficiency-of-ray-traversal-on-gpus/
* Open Shading Language for a large part of the shading system:
http://code.google.com/p/openshadinglanguage/
* Blender for procedural textures and a few other nodes.
* Approximate Catmull Clark subdivision from NVidia Mesh tools:
http://code.google.com/p/nvidia-mesh-tools/
* Sobol direction vectors from:
http://web.maths.unsw.edu.au/~fkuo/sobol/
* Film response functions from:
http://www.cs.columbia.edu/CAVE/software/softlib/dorf.php
2011-04-27 11:58:34 +00:00

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C

/*
* Copyright 2011, Blender Foundation.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*/
CCL_NAMESPACE_BEGIN
__device float4 film_map(KernelGlobals *kg, float4 irradiance, int pass)
{
float scale = kernel_data.film.exposure*(1.0f/(pass+1));
float4 result = irradiance*scale;
if(kernel_data.film.use_response_curve) {
/* camera response curve */
result.x = kernel_tex_interp(__response_curve_R, result.x);
result.y = kernel_tex_interp(__response_curve_G, result.y);
result.z = kernel_tex_interp(__response_curve_B, result.z);
}
else {
/* conversion to srgb */
result.x = color_scene_linear_to_srgb(result.x);
result.y = color_scene_linear_to_srgb(result.y);
result.z = color_scene_linear_to_srgb(result.z);
}
return result;
}
__device uchar4 film_float_to_byte(float4 color)
{
uchar4 result;
/* simple float to byte conversion */
result.x = clamp(color.x*255.0f, 0.0f, 255.0f);
result.y = clamp(color.y*255.0f, 0.0f, 255.0f);
result.z = clamp(color.z*255.0f, 0.0f, 255.0f);
result.w = 255;
return result;
}
__device void kernel_film_tonemap(KernelGlobals *kg, __global uchar4 *rgba, __global float4 *buffer, int pass, int resolution, int x, int y)
{
int w = kernel_data.cam.width;
int index = x + y*w;
float4 irradiance = buffer[index];
float4 float_result = film_map(kg, irradiance, pass);
uchar4 byte_result = film_float_to_byte(float_result);
rgba[index] = byte_result;
}
CCL_NAMESPACE_END