forked from bartvdbraak/blender
da376e0237
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
69 lines
2.1 KiB
C
69 lines
2.1 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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__device float4 film_map(KernelGlobals *kg, float4 irradiance, int pass)
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{
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float scale = kernel_data.film.exposure*(1.0f/(pass+1));
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float4 result = irradiance*scale;
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if(kernel_data.film.use_response_curve) {
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/* camera response curve */
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result.x = kernel_tex_interp(__response_curve_R, result.x);
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result.y = kernel_tex_interp(__response_curve_G, result.y);
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result.z = kernel_tex_interp(__response_curve_B, result.z);
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}
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else {
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/* conversion to srgb */
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result.x = color_scene_linear_to_srgb(result.x);
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result.y = color_scene_linear_to_srgb(result.y);
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result.z = color_scene_linear_to_srgb(result.z);
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}
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return result;
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}
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__device uchar4 film_float_to_byte(float4 color)
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{
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uchar4 result;
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/* simple float to byte conversion */
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result.x = clamp(color.x*255.0f, 0.0f, 255.0f);
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result.y = clamp(color.y*255.0f, 0.0f, 255.0f);
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result.z = clamp(color.z*255.0f, 0.0f, 255.0f);
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result.w = 255;
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return result;
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}
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__device void kernel_film_tonemap(KernelGlobals *kg, __global uchar4 *rgba, __global float4 *buffer, int pass, int resolution, int x, int y)
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{
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int w = kernel_data.cam.width;
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int index = x + y*w;
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float4 irradiance = buffer[index];
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float4 float_result = film_map(kg, irradiance, pass);
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uchar4 byte_result = film_float_to_byte(float_result);
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rgba[index] = byte_result;
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}
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CCL_NAMESPACE_END
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