forked from bartvdbraak/blender
57cf48e7c6
should be no functional changes yet. UV, tangent and intercept are now stored as attributes, with the intention to add more like multiple uv's, vertex colors, generated coordinates and motion vectors later. Things got a bit messy due to having both triangle and curve data in the same mesh data structure, which also gives us two sets of attributes. This will get cleaned up when we split the mesh class.
143 lines
5.4 KiB
C
143 lines
5.4 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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CCL_NAMESPACE_BEGIN
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__device_inline void kernel_write_pass_float(__global float *buffer, int sample, float value)
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{
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__global float *buf = buffer;
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*buf = (sample == 0)? value: *buf + value;
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}
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__device_inline void kernel_write_pass_float3(__global float *buffer, int sample, float3 value)
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{
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__global float3 *buf = (__global float3*)buffer;
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*buf = (sample == 0)? value: *buf + value;
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}
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__device_inline void kernel_write_pass_float4(__global float *buffer, int sample, float4 value)
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{
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__global float4 *buf = (__global float4*)buffer;
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*buf = (sample == 0)? value: *buf + value;
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}
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__device_inline void kernel_write_data_passes(KernelGlobals *kg, __global float *buffer, PathRadiance *L,
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ShaderData *sd, int sample, int path_flag, float3 throughput)
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{
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#ifdef __PASSES__
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if(!(path_flag & PATH_RAY_CAMERA))
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return;
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int flag = kernel_data.film.pass_flag;
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if(!(flag & PASS_ALL))
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return;
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/* todo: add alpha treshold */
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if(!(path_flag & PATH_RAY_TRANSPARENT)) {
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if(sample == 0) {
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if(flag & PASS_DEPTH) {
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float depth = camera_distance(kg, sd->P);
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kernel_write_pass_float(buffer + kernel_data.film.pass_depth, sample, depth);
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}
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if(flag & PASS_OBJECT_ID) {
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float id = object_pass_id(kg, sd->object);
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kernel_write_pass_float(buffer + kernel_data.film.pass_object_id, sample, id);
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}
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if(flag & PASS_MATERIAL_ID) {
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float id = shader_pass_id(kg, sd);
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kernel_write_pass_float(buffer + kernel_data.film.pass_material_id, sample, id);
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}
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}
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if(flag & PASS_NORMAL) {
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float3 normal = sd->N;
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kernel_write_pass_float3(buffer + kernel_data.film.pass_normal, sample, normal);
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}
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if(flag & PASS_UV) {
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float3 uv = primitive_uv(kg, sd);
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kernel_write_pass_float3(buffer + kernel_data.film.pass_uv, sample, uv);
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}
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if(flag & PASS_MOTION) {
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float4 speed = primitive_motion_vector(kg, sd);
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kernel_write_pass_float4(buffer + kernel_data.film.pass_motion, sample, speed);
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kernel_write_pass_float(buffer + kernel_data.film.pass_motion_weight, sample, 1.0f);
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}
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}
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if(flag & (PASS_DIFFUSE_INDIRECT|PASS_DIFFUSE_COLOR|PASS_DIFFUSE_DIRECT))
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L->color_diffuse += shader_bsdf_diffuse(kg, sd)*throughput;
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if(flag & (PASS_GLOSSY_INDIRECT|PASS_GLOSSY_COLOR|PASS_GLOSSY_DIRECT))
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L->color_glossy += shader_bsdf_glossy(kg, sd)*throughput;
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if(flag & (PASS_TRANSMISSION_INDIRECT|PASS_TRANSMISSION_COLOR|PASS_TRANSMISSION_DIRECT))
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L->color_transmission += shader_bsdf_transmission(kg, sd)*throughput;
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#endif
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}
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__device_inline void kernel_write_light_passes(KernelGlobals *kg, __global float *buffer, PathRadiance *L, int sample)
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{
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#ifdef __PASSES__
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int flag = kernel_data.film.pass_flag;
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if(!kernel_data.film.use_light_pass)
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return;
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if(flag & PASS_DIFFUSE_INDIRECT)
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kernel_write_pass_float3(buffer + kernel_data.film.pass_diffuse_indirect, sample, L->indirect_diffuse);
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if(flag & PASS_GLOSSY_INDIRECT)
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kernel_write_pass_float3(buffer + kernel_data.film.pass_glossy_indirect, sample, L->indirect_glossy);
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if(flag & PASS_TRANSMISSION_INDIRECT)
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kernel_write_pass_float3(buffer + kernel_data.film.pass_transmission_indirect, sample, L->indirect_transmission);
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if(flag & PASS_DIFFUSE_DIRECT)
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kernel_write_pass_float3(buffer + kernel_data.film.pass_diffuse_direct, sample, L->direct_diffuse);
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if(flag & PASS_GLOSSY_DIRECT)
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kernel_write_pass_float3(buffer + kernel_data.film.pass_glossy_direct, sample, L->direct_glossy);
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if(flag & PASS_TRANSMISSION_DIRECT)
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kernel_write_pass_float3(buffer + kernel_data.film.pass_transmission_direct, sample, L->direct_transmission);
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if(flag & PASS_EMISSION)
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kernel_write_pass_float3(buffer + kernel_data.film.pass_emission, sample, L->emission);
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if(flag & PASS_BACKGROUND)
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kernel_write_pass_float3(buffer + kernel_data.film.pass_background, sample, L->background);
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if(flag & PASS_AO)
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kernel_write_pass_float3(buffer + kernel_data.film.pass_ao, sample, L->ao);
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if(flag & PASS_DIFFUSE_COLOR)
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kernel_write_pass_float3(buffer + kernel_data.film.pass_diffuse_color, sample, L->color_diffuse);
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if(flag & PASS_GLOSSY_COLOR)
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kernel_write_pass_float3(buffer + kernel_data.film.pass_glossy_color, sample, L->color_glossy);
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if(flag & PASS_TRANSMISSION_COLOR)
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kernel_write_pass_float3(buffer + kernel_data.film.pass_transmission_color, sample, L->color_transmission);
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if(flag & PASS_SHADOW) {
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float4 shadow = L->shadow;
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/* bit of an ugly hack to compensate for emitting triangles influencing
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* amount of samples we get for this pass */
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if(kernel_data.integrator.progressive && kernel_data.integrator.pdf_triangles != 0.0f)
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shadow.w = 0.5f;
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else
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shadow.w = 1.0f;
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kernel_write_pass_float4(buffer + kernel_data.film.pass_shadow, sample, shadow);
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}
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#endif
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}
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CCL_NAMESPACE_END
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