blender/intern/cycles/kernel/kernel_film.h
Brecht Van Lommel 29f6616d60 Cycles: viewport render now takes scene color management settings into account,
except for curves, that's still missing from the OpenColorIO GLSL shader.

The pixels are stored in a half float texture, converterd from full float with
native GPU instructions and SIMD on the CPU, so it should be pretty quick.
Using a GLSL shader is useful for GPU render because it avoids a copy through
CPU memory.
2013-08-30 23:49:38 +00:00

82 lines
2.4 KiB
C

/*
* Copyright 2011-2013 Blender Foundation
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License
*/
CCL_NAMESPACE_BEGIN
__device float4 film_map(KernelGlobals *kg, float4 irradiance, float scale)
{
float exposure = kernel_data.film.exposure;
float4 result = irradiance*scale;
/* conversion to srgb */
result.x = color_scene_linear_to_srgb(result.x*exposure);
result.y = color_scene_linear_to_srgb(result.y*exposure);
result.z = color_scene_linear_to_srgb(result.z*exposure);
/* clamp since alpha might be > 1.0 due to russian roulette */
result.w = clamp(result.w, 0.0f, 1.0f);
return result;
}
__device uchar4 film_float_to_byte(float4 color)
{
uchar4 result;
/* simple float to byte conversion */
result.x = (uchar)clamp(color.x*255.0f, 0.0f, 255.0f);
result.y = (uchar)clamp(color.y*255.0f, 0.0f, 255.0f);
result.z = (uchar)clamp(color.z*255.0f, 0.0f, 255.0f);
result.w = (uchar)clamp(color.w*255.0f, 0.0f, 255.0f);
return result;
}
__device void kernel_film_convert_to_byte(KernelGlobals *kg,
__global uchar4 *rgba, __global float *buffer,
float sample_scale, int x, int y, int offset, int stride)
{
/* buffer offset */
int index = offset + x + y*stride;
rgba += index;
buffer += index*kernel_data.film.pass_stride;
/* map colors */
float4 irradiance = *((__global float4*)buffer);
float4 float_result = film_map(kg, irradiance, sample_scale);
uchar4 byte_result = film_float_to_byte(float_result);
*rgba = byte_result;
}
__device void kernel_film_convert_to_half_float(KernelGlobals *kg,
__global uchar4 *rgba, __global float *buffer,
float sample_scale, int x, int y, int offset, int stride)
{
/* buffer offset */
int index = offset + x + y*stride;
float4 *in = (__global float4*)(buffer + index*kernel_data.film.pass_stride);
half *out = (half*)rgba + index*4;
float scale = kernel_data.film.exposure*sample_scale;
float4_store_half(out, in, scale);
}
CCL_NAMESPACE_END