diff options
author | Brecht Van Lommel <brechtvanlommel@pandora.be> | 2012-09-04 17:29:07 +0400 |
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committer | Brecht Van Lommel <brechtvanlommel@pandora.be> | 2012-09-04 17:29:07 +0400 |
commit | adea12cb01e4c4f18f345dfbbf49e9e622192e4e (patch) | |
tree | b43018344c696e4d59437fabc7f17f5b9d6a8e80 /intern/cycles/kernel/svm/svm_image.h | |
parent | 68563134d4800be4eb46aa6b598fd719cdaf2980 (diff) |
Cycles: merge of changes from tomato branch.
Regular rendering now works tiled, and supports save buffers to save memory
during render and cache render results.
Brick texture node by Thomas.
http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/Textures#Brick_Texture
Image texture Blended Box Mapping.
http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/Textures#Image_Texture
http://mango.blender.org/production/blended_box/
Various bug fixes by Sergey and Campbell.
* Fix for reading freed memory in some node setups.
* Fix incorrect memory read when synchronizing mesh motion.
* Fix crash appearing when direct light usage is different on different layers.
* Fix for vector pass gives wrong result in some circumstances.
* Fix for wrong resolution used for rendering Render Layer node.
* Option to cancel rendering when doing initial synchronization.
* No more texture limit when using CPU render.
* Many fixes for new tiled rendering.
Diffstat (limited to 'intern/cycles/kernel/svm/svm_image.h')
-rw-r--r-- | intern/cycles/kernel/svm/svm_image.h | 146 |
1 files changed, 118 insertions, 28 deletions
diff --git a/intern/cycles/kernel/svm/svm_image.h b/intern/cycles/kernel/svm/svm_image.h index 3b2b9204d86..662419418e3 100644 --- a/intern/cycles/kernel/svm/svm_image.h +++ b/intern/cycles/kernel/svm/svm_image.h @@ -50,7 +50,7 @@ __device_inline float svm_image_texture_frac(float x, int *ix) return x - (float)i; } -__device float4 svm_image_texture(KernelGlobals *kg, int id, float x, float y) +__device float4 svm_image_texture(KernelGlobals *kg, int id, float x, float y, uint srgb) { uint4 info = kernel_tex_fetch(__tex_image_packed_info, id); uint width = info.x; @@ -82,15 +82,24 @@ __device float4 svm_image_texture(KernelGlobals *kg, int id, float x, float y) r += ty*(1.0f - tx)*svm_image_texture_read(kg, offset + ix + niy*width); r += ty*tx*svm_image_texture_read(kg, offset + nix + niy*width); + if(srgb) { + r.x = color_srgb_to_scene_linear(r.x); + r.y = color_srgb_to_scene_linear(r.y); + r.z = color_srgb_to_scene_linear(r.z); + } + return r; } #else -__device float4 svm_image_texture(KernelGlobals *kg, int id, float x, float y) +__device float4 svm_image_texture(KernelGlobals *kg, int id, float x, float y, uint srgb) { float4 r; +#ifdef __KERNEL_CPU__ + r = kernel_tex_image_interp(id, x, y); +#else /* not particularly proud of this massive switch, what are the * alternatives? * - use a single big 1D texture, and do our own lookup/filtering @@ -101,11 +110,11 @@ __device float4 svm_image_texture(KernelGlobals *kg, int id, float x, float y) * we still need some for other storage */ switch(id) { - case 0: r = kernel_tex_image_interp(__tex_image_000, x, y); break; - case 1: r = kernel_tex_image_interp(__tex_image_001, x, y); break; - case 2: r = kernel_tex_image_interp(__tex_image_002, x, y); break; - case 3: r = kernel_tex_image_interp(__tex_image_003, x, y); break; - case 4: r = kernel_tex_image_interp(__tex_image_004, x, y); break; + case 0: r = kernel_tex_image_interp(__tex_image_float_000, x, y); break; + case 1: r = kernel_tex_image_interp(__tex_image_float_001, x, y); break; + case 2: r = kernel_tex_image_interp(__tex_image_float_002, x, y); break; + case 3: r = kernel_tex_image_interp(__tex_image_float_003, x, y); break; + case 4: r = kernel_tex_image_interp(__tex_image_float_004, x, y); break; case 5: r = kernel_tex_image_interp(__tex_image_005, x, y); break; case 6: r = kernel_tex_image_interp(__tex_image_006, x, y); break; case 7: r = kernel_tex_image_interp(__tex_image_007, x, y); break; @@ -196,15 +205,22 @@ __device float4 svm_image_texture(KernelGlobals *kg, int id, float x, float y) case 92: r = kernel_tex_image_interp(__tex_image_092, x, y); break; case 93: r = kernel_tex_image_interp(__tex_image_093, x, y); break; case 94: r = kernel_tex_image_interp(__tex_image_094, x, y); break; - case 95: r = kernel_tex_image_interp(__tex_image_float_095, x, y); break; - case 96: r = kernel_tex_image_interp(__tex_image_float_096, x, y); break; - case 97: r = kernel_tex_image_interp(__tex_image_float_097, x, y); break; - case 98: r = kernel_tex_image_interp(__tex_image_float_098, x, y); break; - case 99: r = kernel_tex_image_interp(__tex_image_float_099, x, y); break; + case 95: r = kernel_tex_image_interp(__tex_image_095, x, y); break; + case 96: r = kernel_tex_image_interp(__tex_image_096, x, y); break; + case 97: r = kernel_tex_image_interp(__tex_image_097, x, y); break; + case 98: r = kernel_tex_image_interp(__tex_image_098, x, y); break; + case 99: r = kernel_tex_image_interp(__tex_image_099, x, y); break; default: kernel_assert(0); return make_float4(0.0f, 0.0f, 0.0f, 0.0f); } +#endif + + if(srgb) { + r.x = color_srgb_to_scene_linear(r.x); + r.y = color_srgb_to_scene_linear(r.y); + r.z = color_srgb_to_scene_linear(r.z); + } return r; } @@ -219,21 +235,102 @@ __device void svm_node_tex_image(KernelGlobals *kg, ShaderData *sd, float *stack decode_node_uchar4(node.z, &co_offset, &out_offset, &alpha_offset, &srgb); float3 co = stack_load_float3(stack, co_offset); - float4 f = svm_image_texture(kg, id, co.x, co.y); - float3 r = make_float3(f.x, f.y, f.z); + float4 f = svm_image_texture(kg, id, co.x, co.y, srgb); - if(srgb) { - r.x = color_srgb_to_scene_linear(r.x); - r.y = color_srgb_to_scene_linear(r.y); - r.z = color_srgb_to_scene_linear(r.z); + if(stack_valid(out_offset)) + stack_store_float3(stack, out_offset, make_float3(f.x, f.y, f.z)); + if(stack_valid(alpha_offset)) + stack_store_float(stack, alpha_offset, f.w); +} + +__device void svm_node_tex_image_box(KernelGlobals *kg, ShaderData *sd, float *stack, uint4 node) +{ + /* get object space normal */ + float3 N = sd->N; + + N = sd->N; + if(sd->object != ~0) + object_inverse_normal_transform(kg, sd, &N); + + /* project from direction vector to barycentric coordinates in triangles */ + N.x = fabsf(N.x); + N.y = fabsf(N.y); + N.z = fabsf(N.z); + + N /= (N.x + N.y + N.z); + + /* basic idea is to think of this as a triangle, each corner representing + * one of the 3 faces of the cube. in the corners we have single textures, + * in between we blend between two textures, and in the middle we a blend + * between three textures. + * + * the Nxyz values are the barycentric coordinates in an equilateral + * triangle, which in case of blending in the middle has a smaller + * equilateral triangle where 3 textures blend. this divides things into + * 7 zones, with an if() test for each zone */ + + float3 weight = make_float3(0.0f, 0.0f, 0.0f); + float blend = __int_as_float(node.w); + float limit = 0.5f*(1.0f + blend); + + /* first test for corners with single texture */ + if(N.x > limit*(N.x + N.y) && N.x > limit*(N.x + N.z)) { + weight.x = 1.0f; + } + else if(N.y > limit*(N.x + N.y) && N.y > limit*(N.y + N.z)) { + weight.y = 1.0f; } + else if(N.z > limit*(N.x + N.z) && N.z > limit*(N.y + N.z)) { + weight.z = 1.0f; + } + else if(blend > 0.0f) { + /* in case of blending, test for mixes between two textures */ + if(N.z < (1.0f - limit)*(N.y + N.x)) { + weight.x = N.x/(N.x + N.y); + weight.x = clamp((weight.x - 0.5f*(1.0f - blend))/blend, 0.0f, 1.0f); + weight.y = 1.0f - weight.x; + } + else if(N.x < (1.0f - limit)*(N.y + N.z)) { + weight.y = N.y/(N.y + N.z); + weight.y = clamp((weight.y - 0.5f*(1.0f - blend))/blend, 0.0f, 1.0f); + weight.z = 1.0f - weight.y; + } + else if(N.y < (1.0f - limit)*(N.x + N.z)) { + weight.x = N.x/(N.x + N.z); + weight.x = clamp((weight.x - 0.5f*(1.0f - blend))/blend, 0.0f, 1.0f); + weight.z = 1.0f - weight.x; + } + else { + /* last case, we have a mix between three */ + weight.x = ((2.0f - limit)*N.x + (limit - 1.0f))/(2.0f*limit - 1.0f); + weight.y = ((2.0f - limit)*N.y + (limit - 1.0f))/(2.0f*limit - 1.0f); + weight.z = ((2.0f - limit)*N.z + (limit - 1.0f))/(2.0f*limit - 1.0f); + } + } + + /* now fetch textures */ + uint co_offset, out_offset, alpha_offset, srgb; + decode_node_uchar4(node.z, &co_offset, &out_offset, &alpha_offset, &srgb); + + float3 co = stack_load_float3(stack, co_offset); + uint id = node.y; + + float4 f = make_float4(0.0f, 0.0f, 0.0f, 0.0f); + + if(weight.x > 0.0f) + f += weight.x*svm_image_texture(kg, id, co.y, co.z, srgb); + if(weight.y > 0.0f) + f += weight.y*svm_image_texture(kg, id, co.x, co.z, srgb); + if(weight.z > 0.0f) + f += weight.z*svm_image_texture(kg, id, co.y, co.x, srgb); if(stack_valid(out_offset)) - stack_store_float3(stack, out_offset, r); + stack_store_float3(stack, out_offset, make_float3(f.x, f.y, f.z)); if(stack_valid(alpha_offset)) stack_store_float(stack, alpha_offset, f.w); } + __device void svm_node_tex_environment(KernelGlobals *kg, ShaderData *sd, float *stack, uint4 node) { uint id = node.y; @@ -252,17 +349,10 @@ __device void svm_node_tex_environment(KernelGlobals *kg, ShaderData *sd, float else uv = direction_to_mirrorball(co); - float4 f = svm_image_texture(kg, id, uv.x, uv.y); - float3 r = make_float3(f.x, f.y, f.z); - - if(srgb) { - r.x = color_srgb_to_scene_linear(r.x); - r.y = color_srgb_to_scene_linear(r.y); - r.z = color_srgb_to_scene_linear(r.z); - } + float4 f = svm_image_texture(kg, id, uv.x, uv.y, srgb); if(stack_valid(out_offset)) - stack_store_float3(stack, out_offset, r); + stack_store_float3(stack, out_offset, make_float3(f.x, f.y, f.z)); if(stack_valid(alpha_offset)) stack_store_float(stack, alpha_offset, f.w); } |