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
136 lines
3.4 KiB
C++
136 lines
3.4 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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#include "camera.h"
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#include "device.h"
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#include "film.h"
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#include "film_response.h"
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#include "scene.h"
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CCL_NAMESPACE_BEGIN
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static FilmResponseType find_response_type(const string& name)
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{
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if(name == "" || name == "None")
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return FILM_RESPONSE_NONE;
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for(size_t i = 0; i < FILM_RESPONSE_NUM; i++) {
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FilmResponse *curve = &FILM_RESPONSE[i];
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if(curve->name == name)
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return (FilmResponseType)i;
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}
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return FILM_RESPONSE_NONE;
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}
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Film::Film()
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{
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exposure = 0.8f;
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response = "Advantix 400";
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last_response = "";
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need_update = true;
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}
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Film::~Film()
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{
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}
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#if 0
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static void generate_python_enum()
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{
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for(size_t i = 0; i < FILM_RESPONSE_NUM; i++) {
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FilmResponse *curve = &FILM_RESPONSE[i];
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/*if(i == 0 || strcmp(curve->brand, FILM_RESPONSE[i-1].brand))
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printf("(\"\", \"%s\", \"\"),\n", curve->brand);*/
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printf("(\"%s\", \"%s %s\", \"\"),\n", curve->name, curve->brand, curve->name);
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}
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}
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#endif
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void Film::device_update(Device *device, DeviceScene *dscene)
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{
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if(!need_update)
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return;
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KernelFilm *kfilm = &dscene->data.film;
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/* update __data */
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kfilm->exposure = exposure;
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FilmResponseType response_type = find_response_type(response);
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/* update __response_curves */
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if(response != last_response) {
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device_free(device, dscene);
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if(response_type != FILM_RESPONSE_NONE) {
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FilmResponse *curve = &FILM_RESPONSE[response_type];
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size_t response_curve_size = FILM_RESPONSE_SIZE;
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dscene->response_curve_R.copy(curve->B_R, response_curve_size);
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if(curve->rgb) {
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dscene->response_curve_G.copy(curve->B_G, response_curve_size);
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dscene->response_curve_B.copy(curve->B_B, response_curve_size);
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}
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else {
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dscene->response_curve_G.copy(curve->B_R, response_curve_size);
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dscene->response_curve_B.copy(curve->B_R, response_curve_size);
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}
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device->tex_alloc("__response_curve_R", dscene->response_curve_R, true);
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device->tex_alloc("__response_curve_G", dscene->response_curve_G, true);
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device->tex_alloc("__response_curve_B", dscene->response_curve_B, true);
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}
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last_response = response;
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}
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kfilm->use_response_curve = (response_type != FILM_RESPONSE_NONE);
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need_update = false;
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}
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void Film::device_free(Device *device, DeviceScene *dscene)
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{
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device->tex_free(dscene->response_curve_R);
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device->tex_free(dscene->response_curve_G);
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device->tex_free(dscene->response_curve_B);
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dscene->response_curve_R.clear();
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dscene->response_curve_G.clear();
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dscene->response_curve_B.clear();
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last_response = "";
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}
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bool Film::modified(const Film& film)
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{
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return !(response == film.response &&
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exposure == film.exposure &&
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pass == film.pass);
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}
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void Film::tag_update(Scene *scene)
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{
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need_update = true;
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}
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CCL_NAMESPACE_END
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