blender/intern/cycles/kernel/kernel_passes.h
Brecht Van Lommel bcfff4f190 Cycles: invert mist pass so that 0 is nearby and 1 is far away. This is the
opposite of Blender Internal but it makes more sense I think.
2013-06-08 17:56:40 +00:00

163 lines
6.0 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.
*/
CCL_NAMESPACE_BEGIN
__device_inline void kernel_write_pass_float(__global float *buffer, int sample, float value)
{
__global float *buf = buffer;
*buf = (sample == 0)? value: *buf + value;
}
__device_inline void kernel_write_pass_float3(__global float *buffer, int sample, float3 value)
{
__global float3 *buf = (__global float3*)buffer;
*buf = (sample == 0)? value: *buf + value;
}
__device_inline void kernel_write_pass_float4(__global float *buffer, int sample, float4 value)
{
__global float4 *buf = (__global float4*)buffer;
*buf = (sample == 0)? value: *buf + value;
}
__device_inline void kernel_write_data_passes(KernelGlobals *kg, __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 treshold */
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_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 = throughput*(make_float3(1.0f, 1.0f, 1.0f) - shader_bsdf_transparency(kg, sd));
L->mist += (1.0f - mist)*average(alpha);
}
#endif
}
__device_inline void kernel_write_light_passes(KernelGlobals *kg, __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_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_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_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