/* * 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