blender/intern/cycles/render/film.cpp
Brecht Van Lommel 30f626fe4c Revert "Cycles API: encapsulate Node socket members"
This reverts commit 527f8b32b32187f754e5b176db6377736f9cb8ff. It is causing
motion blur test failures and crashes in some renders, reverting until this is
fixed.
2020-10-27 11:40:42 +01:00

723 lines
21 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.
*/
#include "render/film.h"
#include "device/device.h"
#include "render/camera.h"
#include "render/integrator.h"
#include "render/mesh.h"
#include "render/scene.h"
#include "render/stats.h"
#include "render/tables.h"
#include "util/util_algorithm.h"
#include "util/util_foreach.h"
#include "util/util_math.h"
#include "util/util_math_cdf.h"
#include "util/util_time.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);
}
NODE_DEFINE(Pass)
{
NodeType *type = NodeType::add("pass", create);
static NodeEnum pass_type_enum;
pass_type_enum.insert("combined", PASS_COMBINED);
pass_type_enum.insert("depth", PASS_DEPTH);
pass_type_enum.insert("normal", PASS_NORMAL);
pass_type_enum.insert("uv", PASS_UV);
pass_type_enum.insert("object_id", PASS_OBJECT_ID);
pass_type_enum.insert("material_id", PASS_MATERIAL_ID);
pass_type_enum.insert("motion", PASS_MOTION);
pass_type_enum.insert("motion_weight", PASS_MOTION_WEIGHT);
#ifdef __KERNEL_DEBUG__
pass_type_enum.insert("traversed_nodes", PASS_BVH_TRAVERSED_NODES);
pass_type_enum.insert("traverse_instances", PASS_BVH_TRAVERSED_INSTANCES);
pass_type_enum.insert("bvh_intersections", PASS_BVH_INTERSECTIONS);
pass_type_enum.insert("ray_bounces", PASS_RAY_BOUNCES);
#endif
pass_type_enum.insert("render_time", PASS_RENDER_TIME);
pass_type_enum.insert("cryptomatte", PASS_CRYPTOMATTE);
pass_type_enum.insert("aov_color", PASS_AOV_COLOR);
pass_type_enum.insert("aov_value", PASS_AOV_VALUE);
pass_type_enum.insert("adaptive_aux_buffer", PASS_ADAPTIVE_AUX_BUFFER);
pass_type_enum.insert("sample_count", PASS_SAMPLE_COUNT);
pass_type_enum.insert("mist", PASS_MIST);
pass_type_enum.insert("emission", PASS_EMISSION);
pass_type_enum.insert("background", PASS_BACKGROUND);
pass_type_enum.insert("ambient_occlusion", PASS_AO);
pass_type_enum.insert("shadow", PASS_SHADOW);
pass_type_enum.insert("diffuse_direct", PASS_DIFFUSE_DIRECT);
pass_type_enum.insert("diffuse_indirect", PASS_DIFFUSE_INDIRECT);
pass_type_enum.insert("diffuse_color", PASS_DIFFUSE_COLOR);
pass_type_enum.insert("glossy_direct", PASS_GLOSSY_DIRECT);
pass_type_enum.insert("glossy_indirect", PASS_GLOSSY_INDIRECT);
pass_type_enum.insert("glossy_color", PASS_GLOSSY_COLOR);
pass_type_enum.insert("transmission_direct", PASS_TRANSMISSION_DIRECT);
pass_type_enum.insert("transmission_indirect", PASS_TRANSMISSION_INDIRECT);
pass_type_enum.insert("transmission_color", PASS_TRANSMISSION_COLOR);
pass_type_enum.insert("volume_direct", PASS_VOLUME_DIRECT);
pass_type_enum.insert("volume_indirect", PASS_VOLUME_INDIRECT);
pass_type_enum.insert("bake_primitive", PASS_BAKE_PRIMITIVE);
pass_type_enum.insert("bake_differential", PASS_BAKE_DIFFERENTIAL);
SOCKET_ENUM(type, "Type", pass_type_enum, PASS_COMBINED);
SOCKET_STRING(name, "Name", ustring());
return type;
}
Pass::Pass() : Node(node_type)
{
}
void Pass::add(PassType type, vector<Pass> &passes, const char *name)
{
for (size_t i = 0; i < passes.size(); i++) {
if (passes[i].type != type) {
continue;
}
/* An empty name is used as a placeholder to signal that any pass of
* that type is fine (because the content always is the same).
* This is important to support divide_type: If the pass that has a
* divide_type is added first, a pass for divide_type with an empty
* name will be added. Then, if a matching pass with a name is later
* requested, the existing placeholder will be renamed to that.
* If the divide_type is explicitly allocated with a name first and
* then again as part of another pass, the second one will just be
* skipped because that type already exists. */
/* If no name is specified, any pass of the correct type will match. */
if (name == NULL) {
return;
}
/* If we already have a placeholder pass, rename that one. */
if (passes[i].name.empty()) {
passes[i].name = name;
return;
}
/* If neither existing nor requested pass have placeholder name, they
* must match. */
if (name == passes[i].name) {
return;
}
}
Pass pass;
pass.type = type;
pass.filter = true;
pass.exposure = false;
pass.divide_type = PASS_NONE;
if (name) {
pass.name = name;
}
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_MIST:
pass.components = 1;
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:
case PASS_MATERIAL_ID:
pass.components = 1;
pass.filter = false;
break;
case PASS_EMISSION:
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;
case PASS_LIGHT:
/* This isn't a real pass, used by baking to see whether
* light data is needed or not.
*
* Set components to 0 so pass sort below happens in a
* determined way.
*/
pass.components = 0;
break;
#ifdef WITH_CYCLES_DEBUG
case PASS_BVH_TRAVERSED_NODES:
case PASS_BVH_TRAVERSED_INSTANCES:
case PASS_BVH_INTERSECTIONS:
case PASS_RAY_BOUNCES:
pass.components = 1;
pass.exposure = false;
break;
#endif
case PASS_RENDER_TIME:
/* This pass is handled entirely on the host side. */
pass.components = 0;
break;
case PASS_DIFFUSE_COLOR:
case PASS_GLOSSY_COLOR:
case PASS_TRANSMISSION_COLOR:
pass.components = 4;
break;
case PASS_DIFFUSE_DIRECT:
case PASS_DIFFUSE_INDIRECT:
pass.components = 4;
pass.exposure = true;
pass.divide_type = PASS_DIFFUSE_COLOR;
break;
case PASS_GLOSSY_DIRECT:
case PASS_GLOSSY_INDIRECT:
pass.components = 4;
pass.exposure = true;
pass.divide_type = PASS_GLOSSY_COLOR;
break;
case PASS_TRANSMISSION_DIRECT:
case PASS_TRANSMISSION_INDIRECT:
pass.components = 4;
pass.exposure = true;
pass.divide_type = PASS_TRANSMISSION_COLOR;
break;
case PASS_VOLUME_DIRECT:
case PASS_VOLUME_INDIRECT:
pass.components = 4;
pass.exposure = true;
break;
case PASS_CRYPTOMATTE:
pass.components = 4;
break;
case PASS_ADAPTIVE_AUX_BUFFER:
pass.components = 4;
break;
case PASS_SAMPLE_COUNT:
pass.components = 1;
pass.exposure = false;
break;
case PASS_AOV_COLOR:
pass.components = 4;
break;
case PASS_AOV_VALUE:
pass.components = 1;
break;
case PASS_BAKE_PRIMITIVE:
case PASS_BAKE_DIFFERENTIAL:
pass.components = 4;
pass.exposure = false;
pass.filter = false;
break;
default:
assert(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. Note this must use stable sort
* so cryptomatte passes remain in the right order. */
stable_sort(&passes[0], &passes[0] + passes.size(), 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 || A[i].name != B[i].name)
return false;
return true;
}
bool Pass::contains(const vector<Pass> &passes, PassType type)
{
for (size_t i = 0; i < passes.size(); i++)
if (passes[i].type == type)
return true;
return false;
}
/* Pixel Filter */
static float filter_func_box(float /*v*/, float /*width*/)
{
return 1.0f;
}
static float filter_func_gaussian(float v, float width)
{
v *= 6.0f / width;
return expf(-2.0f * v * v);
}
static float filter_func_blackman_harris(float v, float width)
{
v = M_2PI_F * (v / width + 0.5f);
return 0.35875f - 0.48829f * cosf(v) + 0.14128f * cosf(2.0f * v) - 0.01168f * cosf(3.0f * v);
}
static vector<float> filter_table(FilterType type, float width)
{
vector<float> filter_table(FILTER_TABLE_SIZE);
float (*filter_func)(float, float) = NULL;
switch (type) {
case FILTER_BOX:
filter_func = filter_func_box;
break;
case FILTER_GAUSSIAN:
filter_func = filter_func_gaussian;
width *= 3.0f;
break;
case FILTER_BLACKMAN_HARRIS:
filter_func = filter_func_blackman_harris;
width *= 2.0f;
break;
default:
assert(0);
}
/* Create importance sampling table. */
/* TODO(sergey): With the even filter table size resolution we can not
* really make it nice symmetric importance map without sampling full range
* (meaning, we would need to sample full filter range and not use the
* make_symmetric argument).
*
* Current code matches exactly initial filter table code, but we should
* consider either making FILTER_TABLE_SIZE odd value or sample full filter.
*/
util_cdf_inverted(FILTER_TABLE_SIZE,
0.0f,
width * 0.5f,
function_bind(filter_func, _1, width),
true,
filter_table);
return filter_table;
}
/* Film */
NODE_DEFINE(Film)
{
NodeType *type = NodeType::add("film", create);
SOCKET_FLOAT(exposure, "Exposure", 0.8f);
SOCKET_FLOAT(pass_alpha_threshold, "Pass Alpha Threshold", 0.0f);
static NodeEnum filter_enum;
filter_enum.insert("box", FILTER_BOX);
filter_enum.insert("gaussian", FILTER_GAUSSIAN);
filter_enum.insert("blackman_harris", FILTER_BLACKMAN_HARRIS);
SOCKET_ENUM(filter_type, "Filter Type", filter_enum, FILTER_BOX);
SOCKET_FLOAT(filter_width, "Filter Width", 1.0f);
SOCKET_FLOAT(mist_start, "Mist Start", 0.0f);
SOCKET_FLOAT(mist_depth, "Mist Depth", 100.0f);
SOCKET_FLOAT(mist_falloff, "Mist Falloff", 1.0f);
SOCKET_BOOLEAN(denoising_data_pass, "Generate Denoising Data Pass", false);
SOCKET_BOOLEAN(denoising_clean_pass, "Generate Denoising Clean Pass", false);
SOCKET_BOOLEAN(denoising_prefiltered_pass, "Generate Denoising Prefiltered Pass", false);
SOCKET_INT(denoising_flags, "Denoising Flags", 0);
SOCKET_BOOLEAN(use_adaptive_sampling, "Use Adaptive Sampling", false);
return type;
}
Film::Film() : Node(node_type)
{
use_light_visibility = false;
filter_table_offset = TABLE_OFFSET_INVALID;
cryptomatte_passes = CRYPT_NONE;
display_pass = PASS_COMBINED;
need_update = true;
}
Film::~Film()
{
}
void Film::add_default(Scene *scene)
{
Pass::add(PASS_COMBINED, scene->passes);
}
void Film::device_update(Device *device, DeviceScene *dscene, Scene *scene)
{
if (!need_update)
return;
scoped_callback_timer timer([scene](double time) {
if (scene->update_stats) {
scene->update_stats->film.times.add_entry({"update", time});
}
});
device_free(device, dscene, scene);
KernelFilm *kfilm = &dscene->data.film;
/* update __data */
kfilm->exposure = exposure;
kfilm->pass_flag = 0;
kfilm->display_pass_stride = -1;
kfilm->display_pass_components = 0;
kfilm->display_divide_pass_stride = -1;
kfilm->use_display_exposure = false;
kfilm->use_display_pass_alpha = (display_pass == PASS_COMBINED);
kfilm->light_pass_flag = 0;
kfilm->pass_stride = 0;
kfilm->use_light_pass = use_light_visibility;
kfilm->pass_aov_value_num = 0;
kfilm->pass_aov_color_num = 0;
bool have_cryptomatte = false;
for (size_t i = 0; i < scene->passes.size(); i++) {
Pass &pass = scene->passes[i];
if (pass.type == PASS_NONE) {
continue;
}
/* Can't do motion pass if no motion vectors are available. */
if (pass.type == PASS_MOTION || pass.type == PASS_MOTION_WEIGHT) {
if (scene->need_motion() != Scene::MOTION_PASS) {
kfilm->pass_stride += pass.components;
continue;
}
}
int pass_flag = (1 << (pass.type % 32));
if (pass.type <= PASS_CATEGORY_MAIN_END) {
kfilm->pass_flag |= pass_flag;
}
else if (pass.type <= PASS_CATEGORY_LIGHT_END) {
kfilm->use_light_pass = 1;
kfilm->light_pass_flag |= pass_flag;
}
else {
assert(pass.type <= PASS_CATEGORY_BAKE_END);
}
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_MIST:
kfilm->pass_mist = kfilm->pass_stride;
break;
case PASS_EMISSION:
kfilm->pass_emission = kfilm->pass_stride;
break;
case PASS_BACKGROUND:
kfilm->pass_background = kfilm->pass_stride;
break;
case PASS_AO:
kfilm->pass_ao = kfilm->pass_stride;
break;
case PASS_SHADOW:
kfilm->pass_shadow = kfilm->pass_stride;
break;
case PASS_LIGHT:
break;
case PASS_DIFFUSE_COLOR:
kfilm->pass_diffuse_color = kfilm->pass_stride;
break;
case PASS_GLOSSY_COLOR:
kfilm->pass_glossy_color = kfilm->pass_stride;
break;
case PASS_TRANSMISSION_COLOR:
kfilm->pass_transmission_color = kfilm->pass_stride;
break;
case PASS_DIFFUSE_INDIRECT:
kfilm->pass_diffuse_indirect = kfilm->pass_stride;
break;
case PASS_GLOSSY_INDIRECT:
kfilm->pass_glossy_indirect = kfilm->pass_stride;
break;
case PASS_TRANSMISSION_INDIRECT:
kfilm->pass_transmission_indirect = kfilm->pass_stride;
break;
case PASS_VOLUME_INDIRECT:
kfilm->pass_volume_indirect = kfilm->pass_stride;
break;
case PASS_DIFFUSE_DIRECT:
kfilm->pass_diffuse_direct = kfilm->pass_stride;
break;
case PASS_GLOSSY_DIRECT:
kfilm->pass_glossy_direct = kfilm->pass_stride;
break;
case PASS_TRANSMISSION_DIRECT:
kfilm->pass_transmission_direct = kfilm->pass_stride;
break;
case PASS_VOLUME_DIRECT:
kfilm->pass_volume_direct = kfilm->pass_stride;
break;
case PASS_BAKE_PRIMITIVE:
kfilm->pass_bake_primitive = kfilm->pass_stride;
break;
case PASS_BAKE_DIFFERENTIAL:
kfilm->pass_bake_differential = kfilm->pass_stride;
break;
#ifdef WITH_CYCLES_DEBUG
case PASS_BVH_TRAVERSED_NODES:
kfilm->pass_bvh_traversed_nodes = kfilm->pass_stride;
break;
case PASS_BVH_TRAVERSED_INSTANCES:
kfilm->pass_bvh_traversed_instances = kfilm->pass_stride;
break;
case PASS_BVH_INTERSECTIONS:
kfilm->pass_bvh_intersections = kfilm->pass_stride;
break;
case PASS_RAY_BOUNCES:
kfilm->pass_ray_bounces = kfilm->pass_stride;
break;
#endif
case PASS_RENDER_TIME:
break;
case PASS_CRYPTOMATTE:
kfilm->pass_cryptomatte = have_cryptomatte ?
min(kfilm->pass_cryptomatte, kfilm->pass_stride) :
kfilm->pass_stride;
have_cryptomatte = true;
break;
case PASS_ADAPTIVE_AUX_BUFFER:
kfilm->pass_adaptive_aux_buffer = kfilm->pass_stride;
break;
case PASS_SAMPLE_COUNT:
kfilm->pass_sample_count = kfilm->pass_stride;
break;
case PASS_AOV_COLOR:
if (kfilm->pass_aov_color_num == 0) {
kfilm->pass_aov_color = kfilm->pass_stride;
}
kfilm->pass_aov_color_num++;
break;
case PASS_AOV_VALUE:
if (kfilm->pass_aov_value_num == 0) {
kfilm->pass_aov_value = kfilm->pass_stride;
}
kfilm->pass_aov_value_num++;
break;
default:
assert(false);
break;
}
if (pass.type == display_pass) {
kfilm->display_pass_stride = kfilm->pass_stride;
kfilm->display_pass_components = pass.components;
kfilm->use_display_exposure = pass.exposure && (kfilm->exposure != 1.0f);
}
else if (pass.type == PASS_DIFFUSE_COLOR || pass.type == PASS_TRANSMISSION_COLOR ||
pass.type == PASS_GLOSSY_COLOR) {
kfilm->display_divide_pass_stride = kfilm->pass_stride;
}
kfilm->pass_stride += pass.components;
}
kfilm->pass_denoising_data = 0;
kfilm->pass_denoising_clean = 0;
kfilm->denoising_flags = 0;
if (denoising_data_pass) {
kfilm->pass_denoising_data = kfilm->pass_stride;
kfilm->pass_stride += DENOISING_PASS_SIZE_BASE;
kfilm->denoising_flags = denoising_flags;
if (denoising_clean_pass) {
kfilm->pass_denoising_clean = kfilm->pass_stride;
kfilm->pass_stride += DENOISING_PASS_SIZE_CLEAN;
kfilm->use_light_pass = 1;
}
if (denoising_prefiltered_pass) {
kfilm->pass_stride += DENOISING_PASS_SIZE_PREFILTERED;
}
}
kfilm->pass_stride = align_up(kfilm->pass_stride, 4);
/* When displaying the normal/uv pass in the viewport we need to disable
* transparency.
*
* We also don't need to perform light accumulations. Later we want to optimize this to suppress
* light calculations. */
if (display_pass == PASS_NORMAL || display_pass == PASS_UV) {
kfilm->use_light_pass = 0;
}
else {
kfilm->pass_alpha_threshold = pass_alpha_threshold;
}
/* update filter table */
vector<float> table = filter_table(filter_type, filter_width);
scene->lookup_tables->remove_table(&filter_table_offset);
filter_table_offset = scene->lookup_tables->add_table(dscene, table);
kfilm->filter_table_offset = (int)filter_table_offset;
/* mist pass parameters */
kfilm->mist_start = mist_start;
kfilm->mist_inv_depth = (mist_depth > 0.0f) ? 1.0f / mist_depth : 0.0f;
kfilm->mist_falloff = mist_falloff;
kfilm->cryptomatte_passes = cryptomatte_passes;
kfilm->cryptomatte_depth = cryptomatte_depth;
pass_stride = kfilm->pass_stride;
denoising_data_offset = kfilm->pass_denoising_data;
denoising_clean_offset = kfilm->pass_denoising_clean;
need_update = false;
}
void Film::device_free(Device * /*device*/, DeviceScene * /*dscene*/, Scene *scene)
{
scene->lookup_tables->remove_table(&filter_table_offset);
}
bool Film::modified(const Film &film)
{
return !Node::equals(film);
}
void Film::tag_passes_update(Scene *scene, const vector<Pass> &passes_, bool update_passes)
{
if (Pass::contains(scene->passes, PASS_UV) != Pass::contains(passes_, PASS_UV)) {
scene->geometry_manager->tag_update(scene);
foreach (Shader *shader, scene->shaders)
shader->need_update_geometry = true;
}
else if (Pass::contains(scene->passes, PASS_MOTION) != Pass::contains(passes_, PASS_MOTION)) {
scene->geometry_manager->tag_update(scene);
}
else if (Pass::contains(scene->passes, PASS_AO) != Pass::contains(passes_, PASS_AO)) {
scene->integrator->tag_update(scene);
}
if (update_passes) {
scene->passes = passes_;
}
}
void Film::tag_update(Scene * /*scene*/)
{
need_update = true;
}
int Film::get_aov_offset(Scene *scene, string name, bool &is_color)
{
int num_color = 0, num_value = 0;
foreach (const Pass &pass, scene->passes) {
if (pass.type == PASS_AOV_COLOR) {
num_color++;
}
else if (pass.type == PASS_AOV_VALUE) {
num_value++;
}
else {
continue;
}
if (pass.name == name) {
is_color = (pass.type == PASS_AOV_COLOR);
return (is_color ? num_color : num_value) - 1;
}
}
return -1;
}
CCL_NAMESPACE_END