diff options
Diffstat (limited to 'intern/cycles/kernel/film/passes.h')
-rw-r--r-- | intern/cycles/kernel/film/passes.h | 302 |
1 files changed, 0 insertions, 302 deletions
diff --git a/intern/cycles/kernel/film/passes.h b/intern/cycles/kernel/film/passes.h deleted file mode 100644 index 1f5cf2048f1..00000000000 --- a/intern/cycles/kernel/film/passes.h +++ /dev/null @@ -1,302 +0,0 @@ -/* SPDX-License-Identifier: Apache-2.0 - * Copyright 2011-2022 Blender Foundation */ - -#pragma once - -#include "kernel/geom/geom.h" - -#include "kernel/film/id_passes.h" -#include "kernel/film/write_passes.h" - -CCL_NAMESPACE_BEGIN - -/* Get pointer to pixel in render buffer. */ -ccl_device_forceinline ccl_global float *kernel_pass_pixel_render_buffer( - KernelGlobals kg, ConstIntegratorState state, ccl_global float *ccl_restrict render_buffer) -{ - const uint32_t render_pixel_index = INTEGRATOR_STATE(state, path, render_pixel_index); - const uint64_t render_buffer_offset = (uint64_t)render_pixel_index * - kernel_data.film.pass_stride; - return render_buffer + render_buffer_offset; -} - -#ifdef __DENOISING_FEATURES__ - -ccl_device_forceinline void kernel_write_denoising_features_surface( - KernelGlobals kg, - IntegratorState state, - ccl_private const ShaderData *sd, - ccl_global float *ccl_restrict render_buffer) -{ - if (!(INTEGRATOR_STATE(state, path, flag) & PATH_RAY_DENOISING_FEATURES)) { - return; - } - - /* Skip implicitly transparent surfaces. */ - if (sd->flag & SD_HAS_ONLY_VOLUME) { - return; - } - - ccl_global float *buffer = kernel_pass_pixel_render_buffer(kg, state, render_buffer); - - if (kernel_data.film.pass_denoising_depth != PASS_UNUSED) { - const float3 denoising_feature_throughput = INTEGRATOR_STATE( - state, path, denoising_feature_throughput); - const float denoising_depth = ensure_finite(average(denoising_feature_throughput) * - sd->ray_length); - kernel_write_pass_float(buffer + kernel_data.film.pass_denoising_depth, denoising_depth); - } - - float3 normal = zero_float3(); - float3 diffuse_albedo = zero_float3(); - float3 specular_albedo = zero_float3(); - float sum_weight = 0.0f, sum_nonspecular_weight = 0.0f; - - for (int i = 0; i < sd->num_closure; i++) { - ccl_private const ShaderClosure *sc = &sd->closure[i]; - - if (!CLOSURE_IS_BSDF_OR_BSSRDF(sc->type)) { - continue; - } - - /* All closures contribute to the normal feature, but only diffuse-like ones to the albedo. */ - normal += sc->N * sc->sample_weight; - sum_weight += sc->sample_weight; - - float3 closure_albedo = sc->weight; - /* Closures that include a Fresnel term typically have weights close to 1 even though their - * actual contribution is significantly lower. - * To account for this, we scale their weight by the average fresnel factor (the same is also - * done for the sample weight in the BSDF setup, so we don't need to scale that here). */ - if (CLOSURE_IS_BSDF_MICROFACET_FRESNEL(sc->type)) { - ccl_private MicrofacetBsdf *bsdf = (ccl_private MicrofacetBsdf *)sc; - closure_albedo *= bsdf->extra->fresnel_color; - } - else if (sc->type == CLOSURE_BSDF_PRINCIPLED_SHEEN_ID) { - ccl_private PrincipledSheenBsdf *bsdf = (ccl_private PrincipledSheenBsdf *)sc; - closure_albedo *= bsdf->avg_value; - } - else if (sc->type == CLOSURE_BSDF_HAIR_PRINCIPLED_ID) { - closure_albedo *= bsdf_principled_hair_albedo(sc); - } - else if (sc->type == CLOSURE_BSDF_PRINCIPLED_DIFFUSE_ID) { - /* BSSRDF already accounts for weight, retro-reflection would double up. */ - ccl_private const PrincipledDiffuseBsdf *bsdf = (ccl_private const PrincipledDiffuseBsdf *) - sc; - if (bsdf->components == PRINCIPLED_DIFFUSE_RETRO_REFLECTION) { - continue; - } - } - - if (bsdf_get_specular_roughness_squared(sc) > sqr(0.075f)) { - diffuse_albedo += closure_albedo; - sum_nonspecular_weight += sc->sample_weight; - } - else { - specular_albedo += closure_albedo; - } - } - - /* Wait for next bounce if 75% or more sample weight belongs to specular-like closures. */ - if ((sum_weight == 0.0f) || (sum_nonspecular_weight * 4.0f > sum_weight)) { - if (sum_weight != 0.0f) { - normal /= sum_weight; - } - - if (kernel_data.film.pass_denoising_normal != PASS_UNUSED) { - /* Transform normal into camera space. */ - const Transform worldtocamera = kernel_data.cam.worldtocamera; - normal = transform_direction(&worldtocamera, normal); - - const float3 denoising_normal = ensure_finite(normal); - kernel_write_pass_float3(buffer + kernel_data.film.pass_denoising_normal, denoising_normal); - } - - if (kernel_data.film.pass_denoising_albedo != PASS_UNUSED) { - const float3 denoising_feature_throughput = INTEGRATOR_STATE( - state, path, denoising_feature_throughput); - const float3 denoising_albedo = ensure_finite(denoising_feature_throughput * diffuse_albedo); - kernel_write_pass_float3(buffer + kernel_data.film.pass_denoising_albedo, denoising_albedo); - } - - INTEGRATOR_STATE_WRITE(state, path, flag) &= ~PATH_RAY_DENOISING_FEATURES; - } - else { - INTEGRATOR_STATE_WRITE(state, path, denoising_feature_throughput) *= specular_albedo; - } -} - -ccl_device_forceinline void kernel_write_denoising_features_volume(KernelGlobals kg, - IntegratorState state, - const float3 albedo, - const bool scatter, - ccl_global float *ccl_restrict - render_buffer) -{ - ccl_global float *buffer = kernel_pass_pixel_render_buffer(kg, state, render_buffer); - const float3 denoising_feature_throughput = INTEGRATOR_STATE( - state, path, denoising_feature_throughput); - - if (scatter && kernel_data.film.pass_denoising_normal != PASS_UNUSED) { - /* Assume scatter is sufficiently diffuse to stop writing denoising features. */ - INTEGRATOR_STATE_WRITE(state, path, flag) &= ~PATH_RAY_DENOISING_FEATURES; - - /* Write view direction as normal. */ - const float3 denoising_normal = make_float3(0.0f, 0.0f, -1.0f); - kernel_write_pass_float3(buffer + kernel_data.film.pass_denoising_normal, denoising_normal); - } - - if (kernel_data.film.pass_denoising_albedo != PASS_UNUSED) { - /* Write albedo. */ - const float3 denoising_albedo = ensure_finite(denoising_feature_throughput * albedo); - kernel_write_pass_float3(buffer + kernel_data.film.pass_denoising_albedo, denoising_albedo); - } -} -#endif /* __DENOISING_FEATURES__ */ - -ccl_device_inline size_t kernel_write_id_pass(ccl_global float *ccl_restrict buffer, - size_t depth, - float id, - float matte_weight) -{ - kernel_write_id_slots(buffer, depth * 2, id, matte_weight); - return depth * 4; -} - -ccl_device_inline void kernel_write_data_passes(KernelGlobals kg, - IntegratorState state, - ccl_private const ShaderData *sd, - ccl_global float *ccl_restrict render_buffer) -{ -#ifdef __PASSES__ - const uint32_t path_flag = INTEGRATOR_STATE(state, path, flag); - - if (!(path_flag & PATH_RAY_TRANSPARENT_BACKGROUND)) { - return; - } - - const int flag = kernel_data.film.pass_flag; - - if (!(flag & PASS_ANY)) { - return; - } - - ccl_global float *buffer = kernel_pass_pixel_render_buffer(kg, state, render_buffer); - - if (!(path_flag & PATH_RAY_SINGLE_PASS_DONE)) { - if (!(sd->flag & SD_TRANSPARENT) || kernel_data.film.pass_alpha_threshold == 0.0f || - average(shader_bsdf_alpha(kg, sd)) >= kernel_data.film.pass_alpha_threshold) { - if (INTEGRATOR_STATE(state, path, sample) == 0) { - if (flag & PASSMASK(DEPTH)) { - const float depth = camera_z_depth(kg, sd->P); - kernel_write_pass_float(buffer + kernel_data.film.pass_depth, depth); - } - if (flag & PASSMASK(OBJECT_ID)) { - const float id = object_pass_id(kg, sd->object); - kernel_write_pass_float(buffer + kernel_data.film.pass_object_id, id); - } - if (flag & PASSMASK(MATERIAL_ID)) { - const float id = shader_pass_id(kg, sd); - kernel_write_pass_float(buffer + kernel_data.film.pass_material_id, id); - } - if (flag & PASSMASK(POSITION)) { - const float3 position = sd->P; - kernel_write_pass_float3(buffer + kernel_data.film.pass_position, position); - } - } - - if (flag & PASSMASK(NORMAL)) { - const float3 normal = shader_bsdf_average_normal(kg, sd); - kernel_write_pass_float3(buffer + kernel_data.film.pass_normal, normal); - } - if (flag & PASSMASK(ROUGHNESS)) { - const float roughness = shader_bsdf_average_roughness(sd); - kernel_write_pass_float(buffer + kernel_data.film.pass_roughness, roughness); - } - if (flag & PASSMASK(UV)) { - const float3 uv = primitive_uv(kg, sd); - kernel_write_pass_float3(buffer + kernel_data.film.pass_uv, uv); - } - if (flag & PASSMASK(MOTION)) { - const float4 speed = primitive_motion_vector(kg, sd); - kernel_write_pass_float4(buffer + kernel_data.film.pass_motion, speed); - kernel_write_pass_float(buffer + kernel_data.film.pass_motion_weight, 1.0f); - } - - INTEGRATOR_STATE_WRITE(state, path, flag) |= PATH_RAY_SINGLE_PASS_DONE; - } - } - - if (kernel_data.film.cryptomatte_passes) { - const float3 throughput = INTEGRATOR_STATE(state, path, throughput); - const float matte_weight = average(throughput) * - (1.0f - average(shader_bsdf_transparency(kg, sd))); - if (matte_weight > 0.0f) { - ccl_global float *cryptomatte_buffer = buffer + kernel_data.film.pass_cryptomatte; - if (kernel_data.film.cryptomatte_passes & CRYPT_OBJECT) { - const float id = object_cryptomatte_id(kg, sd->object); - cryptomatte_buffer += kernel_write_id_pass( - cryptomatte_buffer, kernel_data.film.cryptomatte_depth, id, matte_weight); - } - if (kernel_data.film.cryptomatte_passes & CRYPT_MATERIAL) { - const float id = shader_cryptomatte_id(kg, sd->shader); - cryptomatte_buffer += kernel_write_id_pass( - cryptomatte_buffer, kernel_data.film.cryptomatte_depth, id, matte_weight); - } - if (kernel_data.film.cryptomatte_passes & CRYPT_ASSET) { - const float id = object_cryptomatte_asset_id(kg, sd->object); - cryptomatte_buffer += kernel_write_id_pass( - cryptomatte_buffer, kernel_data.film.cryptomatte_depth, id, matte_weight); - } - } - } - - if (flag & PASSMASK(DIFFUSE_COLOR)) { - const float3 throughput = INTEGRATOR_STATE(state, path, throughput); - kernel_write_pass_float3(buffer + kernel_data.film.pass_diffuse_color, - shader_bsdf_diffuse(kg, sd) * throughput); - } - if (flag & PASSMASK(GLOSSY_COLOR)) { - const float3 throughput = INTEGRATOR_STATE(state, path, throughput); - kernel_write_pass_float3(buffer + kernel_data.film.pass_glossy_color, - shader_bsdf_glossy(kg, sd) * throughput); - } - if (flag & PASSMASK(TRANSMISSION_COLOR)) { - const float3 throughput = INTEGRATOR_STATE(state, path, throughput); - kernel_write_pass_float3(buffer + kernel_data.film.pass_transmission_color, - shader_bsdf_transmission(kg, sd) * throughput); - } - if (flag & PASSMASK(MIST)) { - /* Bring depth into 0..1 range. */ - const float mist_start = kernel_data.film.mist_start; - const float mist_inv_depth = kernel_data.film.mist_inv_depth; - - const float depth = camera_distance(kg, sd->P); - float mist = saturatef((depth - mist_start) * mist_inv_depth); - - /* Falloff */ - const 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 */ - const float3 throughput = INTEGRATOR_STATE(state, path, throughput); - const float3 alpha = shader_bsdf_alpha(kg, sd); - const float mist_output = (1.0f - mist) * average(throughput * alpha); - - /* Note that the final value in the render buffer we want is 1 - mist_output, - * to avoid having to tracking this in the Integrator state we do the negation - * after rendering. */ - kernel_write_pass_float(buffer + kernel_data.film.pass_mist, mist_output); - } -#endif -} - -CCL_NAMESPACE_END |