blender/intern/cycles/kernel/kernel_compat_cpu.h
Brecht Van Lommel 5873301257 Sample as Lamp option for world shaders, to enable multiple importance sampling.
By default lighting from the world is computed solely with indirect light
sampling. However for more complex environment maps this can be too noisy, as
sampling the BSDF may not easily find the highlights in the environment map
image. By enabling this option, the world background will be sampled as a lamp,
with lighter parts automatically given more samples.

Map Resolution specifies the size of the importance map (res x res). Before
rendering starts, an importance map is generated by "baking" a grayscale image
from the world shader. This will then be used to determine which parts of the
background are light and so should receive more samples than darker parts.
Higher resolutions will result in more accurate sampling but take more setup
time and memory.

Patch by Mike Farnsworth, thanks!
2012-01-20 17:49:17 +00:00

166 lines
3.9 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.
*/
#ifndef __KERNEL_COMPAT_CPU_H__
#define __KERNEL_COMPAT_CPU_H__
#define __KERNEL_CPU__
#include "util_debug.h"
#include "util_math.h"
#include "util_types.h"
CCL_NAMESPACE_BEGIN
/* Assertions inside the kernel only work for the CPU device, so we wrap it in
a macro which is empty for other devices */
#define kernel_assert(cond) assert(cond)
/* Texture types to be compatible with CUDA textures. These are really just
simple arrays and after inlining fetch hopefully revert to being a simple
pointer lookup. */
template<typename T> struct texture {
T fetch(int index)
{
kernel_assert(index >= 0 && index < width);
return data[index];
}
/*__m128 fetch_m128(int index)
{
kernel_assert(index >= 0 && index < width);
return ((__m128*)data)[index];
}
__m128i fetch_m128i(int index)
{
kernel_assert(index >= 0 && index < width);
return ((__m128i*)data)[index];
}*/
float interp(float x, int size)
{
kernel_assert(size == width);
x = clamp(x, 0.0f, 1.0f)*width;
int index = min((int)x, width-1);
int nindex = min(index+1, width-1);
float t = x - index;
return (1.0f - t)*data[index] + t*data[nindex];
}
T *data;
int width;
};
template<typename T> struct texture_image {
float4 read(float4 r)
{
return r;
}
float4 read(uchar4 r)
{
float f = 1.0f/255.0f;
return make_float4(r.x*f, r.y*f, r.z*f, r.w*f);
}
int wrap_periodic(int x, int width)
{
x %= width;
if(x < 0)
x += width;
return x;
}
int wrap_clamp(int x, int width)
{
return clamp(x, 0, width-1);
}
float frac(float x, int *ix)
{
int i = (int)x - ((x < 0.0f)? 1: 0);
*ix = i;
return x - (float)i;
}
float4 interp(float x, float y, bool periodic = true)
{
if(!data)
return make_float4(0.0f, 0.0f, 0.0f, 0.0f);
int ix, iy, nix, niy;
float tx = frac(x*width, &ix);
float ty = frac(y*height, &iy);
if(periodic) {
ix = wrap_periodic(ix, width);
iy = wrap_periodic(iy, height);
nix = wrap_periodic(ix+1, width);
niy = wrap_periodic(iy+1, height);
}
else {
ix = wrap_clamp(ix, width);
iy = wrap_clamp(iy, height);
nix = wrap_clamp(ix+1, width);
niy = wrap_clamp(iy+1, height);
}
float4 r = (1.0f - ty)*(1.0f - tx)*read(data[ix + iy*width]);
r += (1.0f - ty)*tx*read(data[nix + iy*width]);
r += ty*(1.0f - tx)*read(data[ix + niy*width]);
r += ty*tx*read(data[nix + niy*width]);
return r;
}
T *data;
int width, height;
};
typedef texture<float4> texture_float4;
typedef texture<float2> texture_float2;
typedef texture<float> texture_float;
typedef texture<uint> texture_uint;
typedef texture<int> texture_int;
typedef texture<uint4> texture_uint4;
typedef texture_image<float4> texture_image_float4;
typedef texture_image<uchar4> texture_image_uchar4;
/* Macros to handle different memory storage on different devices */
#define kernel_tex_fetch(tex, index) (kg->tex.fetch(index))
#define kernel_tex_fetch_m128(tex, index) (kg->tex.fetch_m128(index))
#define kernel_tex_fetch_m128i(tex, index) (kg->tex.fetch_m128i(index))
#define kernel_tex_interp(tex, t, size) (kg->tex.interp(t, size))
#define kernel_tex_image_interp(tex, x, y) (kg->tex.interp(x, y))
#define kernel_data (kg->__data)
CCL_NAMESPACE_END
#endif /* __KERNEL_COMPAT_CPU_H__ */