/* * Copyright 2011-2013 Blender Foundation * * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. */ CCL_NAMESPACE_BEGIN ccl_device_inline void kernel_write_pass_float(ccl_global float *buffer, int sample, float value) { ccl_global float *buf = buffer; #if defined(__SPLIT_KERNEL__) atomic_add_and_fetch_float(buf, value); #else *buf = (sample == 0)? value: *buf + value; #endif /* __SPLIT_KERNEL__ */ } ccl_device_inline void kernel_write_pass_float3(ccl_global float *buffer, int sample, float3 value) { #if defined(__SPLIT_KERNEL__) ccl_global float *buf_x = buffer + 0; ccl_global float *buf_y = buffer + 1; ccl_global float *buf_z = buffer + 2; atomic_add_and_fetch_float(buf_x, value.x); atomic_add_and_fetch_float(buf_y, value.y); atomic_add_and_fetch_float(buf_z, value.z); #else ccl_global float3 *buf = (ccl_global float3*)buffer; *buf = (sample == 0)? value: *buf + value; #endif /* __SPLIT_KERNEL__ */ } ccl_device_inline void kernel_write_pass_float4(ccl_global float *buffer, int sample, float4 value) { #if defined(__SPLIT_KERNEL__) ccl_global float *buf_x = buffer + 0; ccl_global float *buf_y = buffer + 1; ccl_global float *buf_z = buffer + 2; ccl_global float *buf_w = buffer + 3; atomic_add_and_fetch_float(buf_x, value.x); atomic_add_and_fetch_float(buf_y, value.y); atomic_add_and_fetch_float(buf_z, value.z); atomic_add_and_fetch_float(buf_w, value.w); #else ccl_global float4 *buf = (ccl_global float4*)buffer; *buf = (sample == 0)? value: *buf + value; #endif /* __SPLIT_KERNEL__ */ } ccl_device_inline void kernel_write_data_passes(KernelGlobals *kg, ccl_global float *buffer, PathRadiance *L, ShaderData *sd, int sample, ccl_addr_space PathState *state, float3 throughput) { #ifdef __PASSES__ int path_flag = state->flag; if(!(path_flag & PATH_RAY_CAMERA)) return; int flag = kernel_data.film.pass_flag; if(!(flag & PASS_ALL)) return; 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(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); } state->flag |= PATH_RAY_SINGLE_PASS_DONE; } } 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_SUBSURFACE_INDIRECT|PASS_SUBSURFACE_COLOR|PASS_SUBSURFACE_DIRECT)) L->color_subsurface += shader_bsdf_subsurface(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 = saturate((depth - mist_start)*mist_inv_depth); /* 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 = shader_bsdf_alpha(kg, sd); L->mist += (1.0f - mist)*average(throughput*alpha); } #endif } ccl_device_inline void kernel_write_light_passes(KernelGlobals *kg, ccl_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_SUBSURFACE_INDIRECT) kernel_write_pass_float3(buffer + kernel_data.film.pass_subsurface_indirect, sample, L->indirect_subsurface); 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_SUBSURFACE_DIRECT) kernel_write_pass_float3(buffer + kernel_data.film.pass_subsurface_direct, sample, L->direct_subsurface); 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_SUBSURFACE_COLOR) kernel_write_pass_float3(buffer + kernel_data.film.pass_subsurface_color, sample, L->color_subsurface); 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