blender/intern/cycles/render/film.cpp
2012-06-20 14:24:52 +00:00

317 lines
7.2 KiB
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.
*/
#include "camera.h"
#include "device.h"
#include "film.h"
#include "integrator.h"
#include "mesh.h"
#include "scene.h"
#include "util_algorithm.h"
#include "util_foreach.h"
CCL_NAMESPACE_BEGIN
/* Pass */
static bool compare_pass_order(const Pass& a, const Pass& b)
{
if(a.components == b.components)
return (a.type < b.type);
return (a.components > b.components);
}
void Pass::add(PassType type, vector<Pass>& passes)
{
foreach(Pass& existing_pass, passes)
if(existing_pass.type == type)
return;
Pass pass;
pass.type = type;
pass.filter = true;
pass.exposure = false;
pass.divide_type = PASS_NONE;
switch(type) {
case PASS_NONE:
pass.components = 0;
break;
case PASS_COMBINED:
pass.components = 4;
pass.exposure = true;
break;
case PASS_DEPTH:
pass.components = 1;
pass.filter = false;
break;
case PASS_NORMAL:
pass.components = 4;
break;
case PASS_UV:
pass.components = 4;
break;
case PASS_MOTION:
pass.components = 4;
pass.divide_type = PASS_MOTION_WEIGHT;
break;
case PASS_MOTION_WEIGHT:
pass.components = 1;
break;
case PASS_OBJECT_ID:
pass.components = 1;
pass.filter = false;
break;
case PASS_MATERIAL_ID:
pass.components = 1;
pass.filter = false;
break;
case PASS_DIFFUSE_COLOR:
pass.components = 4;
break;
case PASS_GLOSSY_COLOR:
pass.components = 4;
break;
case PASS_TRANSMISSION_COLOR:
pass.components = 4;
break;
case PASS_DIFFUSE_INDIRECT:
pass.components = 4;
pass.exposure = true;
pass.divide_type = PASS_DIFFUSE_COLOR;
break;
case PASS_GLOSSY_INDIRECT:
pass.components = 4;
pass.exposure = true;
pass.divide_type = PASS_GLOSSY_COLOR;
break;
case PASS_TRANSMISSION_INDIRECT:
pass.components = 4;
pass.exposure = true;
pass.divide_type = PASS_TRANSMISSION_COLOR;
break;
case PASS_DIFFUSE_DIRECT:
pass.components = 4;
pass.exposure = true;
pass.divide_type = PASS_DIFFUSE_COLOR;
break;
case PASS_GLOSSY_DIRECT:
pass.components = 4;
pass.exposure = true;
pass.divide_type = PASS_GLOSSY_COLOR;
break;
case PASS_TRANSMISSION_DIRECT:
pass.components = 4;
pass.exposure = true;
pass.divide_type = PASS_TRANSMISSION_COLOR;
break;
case PASS_EMISSION:
pass.components = 4;
pass.exposure = true;
break;
case PASS_BACKGROUND:
pass.components = 4;
pass.exposure = true;
break;
case PASS_AO:
pass.components = 4;
break;
case PASS_SHADOW:
pass.components = 4;
pass.exposure = false;
break;
}
passes.push_back(pass);
/* order from by components, to ensure alignment so passes with size 4
* come first and then passes with size 1 */
sort(passes.begin(), passes.end(), compare_pass_order);
if(pass.divide_type != PASS_NONE)
Pass::add(pass.divide_type, passes);
}
bool Pass::equals(const vector<Pass>& A, const vector<Pass>& B)
{
if(A.size() != B.size())
return false;
for(int i = 0; i < A.size(); i++)
if(A[i].type != B[i].type)
return false;
return true;
}
bool Pass::contains(const vector<Pass>& passes, PassType type)
{
foreach(const Pass& pass, passes)
if(pass.type == type)
return true;
return false;
}
/* Film */
Film::Film()
{
exposure = 0.8f;
Pass::add(PASS_COMBINED, passes);
need_update = true;
}
Film::~Film()
{
}
void Film::device_update(Device *device, DeviceScene *dscene)
{
if(!need_update)
return;
KernelFilm *kfilm = &dscene->data.film;
/* update __data */
kfilm->exposure = exposure;
kfilm->pass_flag = 0;
kfilm->pass_stride = 0;
kfilm->use_light_pass = 0;
foreach(Pass& pass, passes) {
kfilm->pass_flag |= pass.type;
switch(pass.type) {
case PASS_COMBINED:
kfilm->pass_combined = kfilm->pass_stride;
break;
case PASS_DEPTH:
kfilm->pass_depth = kfilm->pass_stride;
break;
case PASS_NORMAL:
kfilm->pass_normal = kfilm->pass_stride;
break;
case PASS_UV:
kfilm->pass_uv = kfilm->pass_stride;
break;
case PASS_MOTION:
kfilm->pass_motion = kfilm->pass_stride;
break;
case PASS_MOTION_WEIGHT:
kfilm->pass_motion_weight = kfilm->pass_stride;
break;
case PASS_OBJECT_ID:
kfilm->pass_object_id = kfilm->pass_stride;
break;
case PASS_MATERIAL_ID:
kfilm->pass_material_id = kfilm->pass_stride;
break;
case PASS_DIFFUSE_COLOR:
kfilm->pass_diffuse_color = kfilm->pass_stride;
kfilm->use_light_pass = 1;
break;
case PASS_GLOSSY_COLOR:
kfilm->pass_glossy_color = kfilm->pass_stride;
kfilm->use_light_pass = 1;
break;
case PASS_TRANSMISSION_COLOR:
kfilm->pass_transmission_color = kfilm->pass_stride;
kfilm->use_light_pass = 1;
break;
case PASS_DIFFUSE_INDIRECT:
kfilm->pass_diffuse_indirect = kfilm->pass_stride;
kfilm->use_light_pass = 1;
break;
case PASS_GLOSSY_INDIRECT:
kfilm->pass_glossy_indirect = kfilm->pass_stride;
kfilm->use_light_pass = 1;
break;
case PASS_TRANSMISSION_INDIRECT:
kfilm->pass_transmission_indirect = kfilm->pass_stride;
kfilm->use_light_pass = 1;
break;
case PASS_DIFFUSE_DIRECT:
kfilm->pass_diffuse_direct = kfilm->pass_stride;
kfilm->use_light_pass = 1;
break;
case PASS_GLOSSY_DIRECT:
kfilm->pass_glossy_direct = kfilm->pass_stride;
kfilm->use_light_pass = 1;
break;
case PASS_TRANSMISSION_DIRECT:
kfilm->pass_transmission_direct = kfilm->pass_stride;
kfilm->use_light_pass = 1;
break;
case PASS_EMISSION:
kfilm->pass_emission = kfilm->pass_stride;
kfilm->use_light_pass = 1;
break;
case PASS_BACKGROUND:
kfilm->pass_background = kfilm->pass_stride;
kfilm->use_light_pass = 1;
case PASS_AO:
kfilm->pass_ao = kfilm->pass_stride;
kfilm->use_light_pass = 1;
case PASS_SHADOW:
kfilm->pass_shadow = kfilm->pass_stride;
kfilm->use_light_pass = 1;
case PASS_NONE:
break;
}
kfilm->pass_stride += pass.components;
}
kfilm->pass_stride = align_up(kfilm->pass_stride, 4);
need_update = false;
}
void Film::device_free(Device *device, DeviceScene *dscene)
{
}
bool Film::modified(const Film& film)
{
return !(exposure == film.exposure
&& Pass::equals(passes, film.passes));
}
void Film::tag_passes_update(Scene *scene, const vector<Pass>& passes_)
{
if(Pass::contains(passes, PASS_UV) != Pass::contains(passes_, PASS_UV))
scene->mesh_manager->tag_update(scene);
else if(Pass::contains(passes, PASS_MOTION) != Pass::contains(passes_, PASS_MOTION))
scene->mesh_manager->tag_update(scene);
passes = passes_;
}
void Film::tag_update(Scene *scene)
{
need_update = true;
}
CCL_NAMESPACE_END