forked from bartvdbraak/blender
471 lines
11 KiB
C++
471 lines
11 KiB
C++
/*
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* Copyright 2011-2013 Blender Foundation
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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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 "integrator.h"
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#include "mesh.h"
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#include "scene.h"
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#include "tables.h"
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#include "util_algorithm.h"
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#include "util_debug.h"
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#include "util_foreach.h"
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#include "util_math.h"
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CCL_NAMESPACE_BEGIN
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/* Pass */
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static bool compare_pass_order(const Pass& a, const Pass& b)
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{
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if(a.components == b.components)
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return (a.type < b.type);
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return (a.components > b.components);
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}
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void Pass::add(PassType type, vector<Pass>& passes)
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{
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foreach(Pass& existing_pass, passes)
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if(existing_pass.type == type)
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return;
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Pass pass;
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pass.type = type;
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pass.filter = true;
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pass.exposure = false;
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pass.divide_type = PASS_NONE;
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switch(type) {
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case PASS_NONE:
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pass.components = 0;
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break;
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case PASS_COMBINED:
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pass.components = 4;
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pass.exposure = true;
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break;
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case PASS_DEPTH:
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pass.components = 1;
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pass.filter = false;
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break;
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case PASS_MIST:
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pass.components = 1;
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break;
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case PASS_NORMAL:
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pass.components = 4;
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break;
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case PASS_UV:
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pass.components = 4;
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break;
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case PASS_MOTION:
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pass.components = 4;
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pass.divide_type = PASS_MOTION_WEIGHT;
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break;
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case PASS_MOTION_WEIGHT:
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pass.components = 1;
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break;
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case PASS_OBJECT_ID:
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case PASS_MATERIAL_ID:
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pass.components = 1;
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pass.filter = false;
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break;
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case PASS_DIFFUSE_COLOR:
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case PASS_GLOSSY_COLOR:
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case PASS_TRANSMISSION_COLOR:
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case PASS_SUBSURFACE_COLOR:
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pass.components = 4;
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break;
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case PASS_DIFFUSE_INDIRECT:
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pass.components = 4;
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pass.exposure = true;
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pass.divide_type = PASS_DIFFUSE_COLOR;
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break;
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case PASS_GLOSSY_INDIRECT:
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pass.components = 4;
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pass.exposure = true;
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pass.divide_type = PASS_GLOSSY_COLOR;
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break;
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case PASS_TRANSMISSION_INDIRECT:
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pass.components = 4;
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pass.exposure = true;
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pass.divide_type = PASS_TRANSMISSION_COLOR;
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break;
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case PASS_SUBSURFACE_INDIRECT:
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pass.components = 4;
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pass.exposure = true;
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pass.divide_type = PASS_SUBSURFACE_COLOR;
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break;
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case PASS_DIFFUSE_DIRECT:
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pass.components = 4;
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pass.exposure = true;
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pass.divide_type = PASS_DIFFUSE_COLOR;
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break;
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case PASS_GLOSSY_DIRECT:
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pass.components = 4;
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pass.exposure = true;
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pass.divide_type = PASS_GLOSSY_COLOR;
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break;
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case PASS_TRANSMISSION_DIRECT:
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pass.components = 4;
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pass.exposure = true;
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pass.divide_type = PASS_TRANSMISSION_COLOR;
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break;
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case PASS_SUBSURFACE_DIRECT:
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pass.components = 4;
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pass.exposure = true;
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pass.divide_type = PASS_SUBSURFACE_COLOR;
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break;
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case PASS_EMISSION:
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case PASS_BACKGROUND:
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pass.components = 4;
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pass.exposure = true;
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break;
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case PASS_AO:
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pass.components = 4;
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break;
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case PASS_SHADOW:
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pass.components = 4;
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pass.exposure = false;
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break;
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case PASS_LIGHT:
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/* ignores */
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break;
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#ifdef WITH_CYCLES_DEBUG
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case PASS_BVH_TRAVERSAL_STEPS:
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pass.components = 1;
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pass.exposure = false;
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break;
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#endif
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}
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passes.push_back(pass);
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/* order from by components, to ensure alignment so passes with size 4
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* come first and then passes with size 1 */
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sort(passes.begin(), passes.end(), compare_pass_order);
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if(pass.divide_type != PASS_NONE)
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Pass::add(pass.divide_type, passes);
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}
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bool Pass::equals(const vector<Pass>& A, const vector<Pass>& B)
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{
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if(A.size() != B.size())
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return false;
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for(int i = 0; i < A.size(); i++)
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if(A[i].type != B[i].type)
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return false;
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return true;
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}
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bool Pass::contains(const vector<Pass>& passes, PassType type)
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{
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foreach(const Pass& pass, passes)
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if(pass.type == type)
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return true;
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return false;
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}
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/* Pixel Filter */
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static float filter_func_box(float /*v*/, float /*width*/)
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{
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return 1.0f;
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}
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static float filter_func_gaussian(float v, float width)
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{
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v *= 2.0f/width;
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return expf(-2.0f*v*v);
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}
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static vector<float> filter_table(FilterType type, float width)
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{
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const int filter_table_size = FILTER_TABLE_SIZE-1;
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vector<float> filter_table_cdf(filter_table_size+1);
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vector<float> filter_table(filter_table_size+1);
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float (*filter_func)(float, float) = NULL;
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int i, half_size = filter_table_size/2;
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switch(type) {
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case FILTER_BOX:
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filter_func = filter_func_box;
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break;
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case FILTER_GAUSSIAN:
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filter_func = filter_func_gaussian;
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break;
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default:
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assert(0);
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}
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/* compute cumulative distribution function */
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filter_table_cdf[0] = 0.0f;
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for(i = 0; i < filter_table_size; i++) {
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float x = i*width*0.5f/(filter_table_size-1);
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float y = filter_func(x, width);
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filter_table_cdf[i+1] += filter_table_cdf[i] + fabsf(y);
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}
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for(i = 0; i <= filter_table_size; i++)
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filter_table_cdf[i] /= filter_table_cdf[filter_table_size];
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/* create importance sampling table */
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for(i = 0; i <= half_size; i++) {
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float x = i/(float)half_size;
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int index = upper_bound(filter_table_cdf.begin(), filter_table_cdf.end(), x) - filter_table_cdf.begin();
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float t;
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if(index < filter_table_size+1) {
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t = (x - filter_table_cdf[index])/(filter_table_cdf[index+1] - filter_table_cdf[index]);
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}
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else {
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t = 0.0f;
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index = filter_table_size;
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}
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float y = ((index + t)/(filter_table_size))*width;
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filter_table[half_size+i] = 0.5f*(1.0f + y);
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filter_table[half_size-i] = 0.5f*(1.0f - y);
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}
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return filter_table;
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}
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/* Film */
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Film::Film()
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{
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exposure = 0.8f;
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Pass::add(PASS_COMBINED, passes);
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pass_alpha_threshold = 0.5f;
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filter_type = FILTER_BOX;
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filter_width = 1.0f;
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filter_table_offset = TABLE_OFFSET_INVALID;
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mist_start = 0.0f;
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mist_depth = 100.0f;
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mist_falloff = 1.0f;
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use_light_visibility = false;
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use_sample_clamp = false;
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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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void Film::device_update(Device *device, DeviceScene *dscene, Scene *scene)
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{
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if(!need_update)
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return;
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device_free(device, dscene, scene);
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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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kfilm->pass_flag = 0;
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kfilm->pass_stride = 0;
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kfilm->use_light_pass = use_light_visibility || use_sample_clamp;
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foreach(Pass& pass, passes) {
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kfilm->pass_flag |= pass.type;
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switch(pass.type) {
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case PASS_COMBINED:
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kfilm->pass_combined = kfilm->pass_stride;
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break;
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case PASS_DEPTH:
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kfilm->pass_depth = kfilm->pass_stride;
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break;
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case PASS_MIST:
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kfilm->pass_mist = kfilm->pass_stride;
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kfilm->use_light_pass = 1;
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break;
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case PASS_NORMAL:
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kfilm->pass_normal = kfilm->pass_stride;
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break;
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case PASS_UV:
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kfilm->pass_uv = kfilm->pass_stride;
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break;
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case PASS_MOTION:
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kfilm->pass_motion = kfilm->pass_stride;
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break;
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case PASS_MOTION_WEIGHT:
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kfilm->pass_motion_weight = kfilm->pass_stride;
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break;
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case PASS_OBJECT_ID:
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kfilm->pass_object_id = kfilm->pass_stride;
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break;
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case PASS_MATERIAL_ID:
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kfilm->pass_material_id = kfilm->pass_stride;
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break;
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case PASS_DIFFUSE_COLOR:
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kfilm->pass_diffuse_color = kfilm->pass_stride;
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kfilm->use_light_pass = 1;
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break;
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case PASS_GLOSSY_COLOR:
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kfilm->pass_glossy_color = kfilm->pass_stride;
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kfilm->use_light_pass = 1;
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break;
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case PASS_TRANSMISSION_COLOR:
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kfilm->pass_transmission_color = kfilm->pass_stride;
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kfilm->use_light_pass = 1;
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break;
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case PASS_SUBSURFACE_COLOR:
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kfilm->pass_subsurface_color = kfilm->pass_stride;
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kfilm->use_light_pass = 1;
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break;
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case PASS_DIFFUSE_INDIRECT:
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kfilm->pass_diffuse_indirect = kfilm->pass_stride;
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kfilm->use_light_pass = 1;
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break;
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case PASS_GLOSSY_INDIRECT:
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kfilm->pass_glossy_indirect = kfilm->pass_stride;
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kfilm->use_light_pass = 1;
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break;
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case PASS_TRANSMISSION_INDIRECT:
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kfilm->pass_transmission_indirect = kfilm->pass_stride;
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kfilm->use_light_pass = 1;
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break;
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case PASS_SUBSURFACE_INDIRECT:
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kfilm->pass_subsurface_indirect = kfilm->pass_stride;
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kfilm->use_light_pass = 1;
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break;
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case PASS_DIFFUSE_DIRECT:
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kfilm->pass_diffuse_direct = kfilm->pass_stride;
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kfilm->use_light_pass = 1;
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break;
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case PASS_GLOSSY_DIRECT:
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kfilm->pass_glossy_direct = kfilm->pass_stride;
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kfilm->use_light_pass = 1;
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break;
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case PASS_TRANSMISSION_DIRECT:
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kfilm->pass_transmission_direct = kfilm->pass_stride;
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kfilm->use_light_pass = 1;
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break;
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case PASS_SUBSURFACE_DIRECT:
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kfilm->pass_subsurface_direct = kfilm->pass_stride;
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kfilm->use_light_pass = 1;
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break;
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case PASS_EMISSION:
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kfilm->pass_emission = kfilm->pass_stride;
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kfilm->use_light_pass = 1;
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break;
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case PASS_BACKGROUND:
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kfilm->pass_background = kfilm->pass_stride;
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kfilm->use_light_pass = 1;
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break;
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case PASS_AO:
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kfilm->pass_ao = kfilm->pass_stride;
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kfilm->use_light_pass = 1;
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break;
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case PASS_SHADOW:
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kfilm->pass_shadow = kfilm->pass_stride;
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kfilm->use_light_pass = 1;
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break;
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case PASS_LIGHT:
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kfilm->use_light_pass = 1;
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break;
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#ifdef WITH_CYCLES_DEBUG
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case PASS_BVH_TRAVERSAL_STEPS:
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kfilm->pass_bvh_traversal_steps = kfilm->pass_stride;
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break;
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#endif
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case PASS_NONE:
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break;
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}
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kfilm->pass_stride += pass.components;
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}
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kfilm->pass_stride = align_up(kfilm->pass_stride, 4);
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kfilm->pass_alpha_threshold = pass_alpha_threshold;
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/* update filter table */
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vector<float> table = filter_table(filter_type, filter_width);
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filter_table_offset = scene->lookup_tables->add_table(dscene, table);
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kfilm->filter_table_offset = (int)filter_table_offset;
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/* mist pass parameters */
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kfilm->mist_start = mist_start;
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kfilm->mist_inv_depth = (mist_depth > 0.0f)? 1.0f/mist_depth: 0.0f;
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kfilm->mist_falloff = mist_falloff;
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need_update = false;
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}
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void Film::device_free(Device * /*device*/,
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DeviceScene * /*dscene*/,
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Scene *scene)
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{
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if(filter_table_offset != TABLE_OFFSET_INVALID) {
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scene->lookup_tables->remove_table(filter_table_offset);
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filter_table_offset = TABLE_OFFSET_INVALID;
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}
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}
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bool Film::modified(const Film& film)
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{
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return !(exposure == film.exposure
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&& Pass::equals(passes, film.passes)
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&& pass_alpha_threshold == film.pass_alpha_threshold
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&& use_sample_clamp == film.use_sample_clamp
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&& filter_type == film.filter_type
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&& filter_width == film.filter_width
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&& mist_start == film.mist_start
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&& mist_depth == film.mist_depth
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&& mist_falloff == film.mist_falloff);
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}
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void Film::tag_passes_update(Scene *scene, const vector<Pass>& passes_)
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{
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if(Pass::contains(passes, PASS_UV) != Pass::contains(passes_, PASS_UV)) {
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scene->mesh_manager->tag_update(scene);
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foreach(Shader *shader, scene->shaders)
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shader->need_update_attributes = true;
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}
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else if(Pass::contains(passes, PASS_MOTION) != Pass::contains(passes_, PASS_MOTION))
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scene->mesh_manager->tag_update(scene);
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passes = passes_;
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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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