blender/intern/cycles/kernel/kernel_passes.h
Brecht Van Lommel c18712e868 Cycles: change __device and similar qualifiers to ccl_device in kernel code.
This to avoids build conflicts with libc++ on FreeBSD, these __ prefixed values
are reserved for compilers. I apologize to anyone who has patches or branches
and has to go through the pain of merging this change, it may be easiest to do
these same replacements in your code and then apply/merge the patch.

Ref T37477.
2013-11-18 08:48:15 +01:00

169 lines
6.4 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
ccl_device_inline void kernel_write_pass_float(ccl_global float *buffer, int sample, float value)
{
ccl_global float *buf = buffer;
*buf = (sample == 0)? value: *buf + value;
}
ccl_device_inline void kernel_write_pass_float3(ccl_global float *buffer, int sample, float3 value)
{
ccl_global float3 *buf = (ccl_global float3*)buffer;
*buf = (sample == 0)? value: *buf + value;
}
ccl_device_inline void kernel_write_pass_float4(ccl_global float *buffer, int sample, float4 value)
{
ccl_global float4 *buf = (ccl_global float4*)buffer;
*buf = (sample == 0)? value: *buf + value;
}
ccl_device_inline void kernel_write_data_passes(KernelGlobals *kg, ccl_global float *buffer, PathRadiance *L,
ShaderData *sd, int sample, int path_flag, float3 throughput)
{
#ifdef __PASSES__
if(!(path_flag & PATH_RAY_CAMERA))
return;
int flag = kernel_data.film.pass_flag;
if(!(flag & PASS_ALL))
return;
/* todo: add alpha threshold */
if(!(path_flag & PATH_RAY_TRANSPARENT)) {
if(sample == 0) {
if(flag & PASS_DEPTH) {
float depth = camera_distance(kg, sd->P);
kernel_write_pass_float(buffer + kernel_data.film.pass_depth, sample, depth);
}
if(flag & PASS_OBJECT_ID) {
float id = object_pass_id(kg, sd->object);
kernel_write_pass_float(buffer + kernel_data.film.pass_object_id, sample, id);
}
if(flag & PASS_MATERIAL_ID) {
float id = shader_pass_id(kg, sd);
kernel_write_pass_float(buffer + kernel_data.film.pass_material_id, sample, id);
}
}
if(flag & PASS_NORMAL) {
float3 normal = sd->N;
kernel_write_pass_float3(buffer + kernel_data.film.pass_normal, sample, normal);
}
if(flag & PASS_UV) {
float3 uv = primitive_uv(kg, sd);
kernel_write_pass_float3(buffer + kernel_data.film.pass_uv, sample, uv);
}
if(flag & PASS_MOTION) {
float4 speed = primitive_motion_vector(kg, sd);
kernel_write_pass_float4(buffer + kernel_data.film.pass_motion, sample, speed);
kernel_write_pass_float(buffer + kernel_data.film.pass_motion_weight, sample, 1.0f);
}
}
if(flag & (PASS_DIFFUSE_INDIRECT|PASS_DIFFUSE_COLOR|PASS_DIFFUSE_DIRECT))
L->color_diffuse += shader_bsdf_diffuse(kg, sd)*throughput;
if(flag & (PASS_GLOSSY_INDIRECT|PASS_GLOSSY_COLOR|PASS_GLOSSY_DIRECT))
L->color_glossy += shader_bsdf_glossy(kg, sd)*throughput;
if(flag & (PASS_TRANSMISSION_INDIRECT|PASS_TRANSMISSION_COLOR|PASS_TRANSMISSION_DIRECT))
L->color_transmission += shader_bsdf_transmission(kg, sd)*throughput;
if(flag & (PASS_SUBSURFACE_INDIRECT|PASS_SUBSURFACE_COLOR|PASS_SUBSURFACE_DIRECT))
L->color_subsurface += shader_bsdf_subsurface(kg, sd)*throughput;
if(flag & PASS_MIST) {
/* bring depth into 0..1 range */
float mist_start = kernel_data.film.mist_start;
float mist_inv_depth = kernel_data.film.mist_inv_depth;
float depth = camera_distance(kg, sd->P);
float mist = clamp((depth - mist_start)*mist_inv_depth, 0.0f, 1.0f);
/* falloff */
float mist_falloff = kernel_data.film.mist_falloff;
if(mist_falloff == 1.0f)
;
else if(mist_falloff == 2.0f)
mist = mist*mist;
else if(mist_falloff == 0.5f)
mist = sqrtf(mist);
else
mist = powf(mist, mist_falloff);
/* modulate by transparency */
float3 alpha = shader_bsdf_alpha(kg, sd);
L->mist += (1.0f - mist)*average(throughput*alpha);
}
#endif
}
ccl_device_inline void kernel_write_light_passes(KernelGlobals *kg, ccl_global float *buffer, PathRadiance *L, int sample)
{
#ifdef __PASSES__
int flag = kernel_data.film.pass_flag;
if(!kernel_data.film.use_light_pass)
return;
if(flag & PASS_DIFFUSE_INDIRECT)
kernel_write_pass_float3(buffer + kernel_data.film.pass_diffuse_indirect, sample, L->indirect_diffuse);
if(flag & PASS_GLOSSY_INDIRECT)
kernel_write_pass_float3(buffer + kernel_data.film.pass_glossy_indirect, sample, L->indirect_glossy);
if(flag & PASS_TRANSMISSION_INDIRECT)
kernel_write_pass_float3(buffer + kernel_data.film.pass_transmission_indirect, sample, L->indirect_transmission);
if(flag & PASS_SUBSURFACE_INDIRECT)
kernel_write_pass_float3(buffer + kernel_data.film.pass_subsurface_indirect, sample, L->indirect_subsurface);
if(flag & PASS_DIFFUSE_DIRECT)
kernel_write_pass_float3(buffer + kernel_data.film.pass_diffuse_direct, sample, L->direct_diffuse);
if(flag & PASS_GLOSSY_DIRECT)
kernel_write_pass_float3(buffer + kernel_data.film.pass_glossy_direct, sample, L->direct_glossy);
if(flag & PASS_TRANSMISSION_DIRECT)
kernel_write_pass_float3(buffer + kernel_data.film.pass_transmission_direct, sample, L->direct_transmission);
if(flag & PASS_SUBSURFACE_DIRECT)
kernel_write_pass_float3(buffer + kernel_data.film.pass_subsurface_direct, sample, L->direct_subsurface);
if(flag & PASS_EMISSION)
kernel_write_pass_float3(buffer + kernel_data.film.pass_emission, sample, L->emission);
if(flag & PASS_BACKGROUND)
kernel_write_pass_float3(buffer + kernel_data.film.pass_background, sample, L->background);
if(flag & PASS_AO)
kernel_write_pass_float3(buffer + kernel_data.film.pass_ao, sample, L->ao);
if(flag & PASS_DIFFUSE_COLOR)
kernel_write_pass_float3(buffer + kernel_data.film.pass_diffuse_color, sample, L->color_diffuse);
if(flag & PASS_GLOSSY_COLOR)
kernel_write_pass_float3(buffer + kernel_data.film.pass_glossy_color, sample, L->color_glossy);
if(flag & PASS_TRANSMISSION_COLOR)
kernel_write_pass_float3(buffer + kernel_data.film.pass_transmission_color, sample, L->color_transmission);
if(flag & PASS_SUBSURFACE_COLOR)
kernel_write_pass_float3(buffer + kernel_data.film.pass_subsurface_color, sample, L->color_subsurface);
if(flag & PASS_SHADOW) {
float4 shadow = L->shadow;
shadow.w = kernel_data.film.pass_shadow_scale;
kernel_write_pass_float4(buffer + kernel_data.film.pass_shadow, sample, shadow);
}
if(flag & PASS_MIST)
kernel_write_pass_float(buffer + kernel_data.film.pass_mist, sample, 1.0f - L->mist);
#endif
}
CCL_NAMESPACE_END