/* * 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. */ #include "kernel/kernel_id_passes.h" CCL_NAMESPACE_BEGIN #ifdef __DENOISING_FEATURES__ ccl_device_inline void kernel_write_denoising_shadow(KernelGlobals *kg, ccl_global float *buffer, int sample, float path_total, float path_total_shaded) { if (kernel_data.film.pass_denoising_data == 0) return; buffer += (sample & 1) ? DENOISING_PASS_SHADOW_B : DENOISING_PASS_SHADOW_A; path_total = ensure_finite(path_total); path_total_shaded = ensure_finite(path_total_shaded); kernel_write_pass_float(buffer, path_total); kernel_write_pass_float(buffer + 1, path_total_shaded); float value = path_total_shaded / max(path_total, 1e-7f); kernel_write_pass_float(buffer + 2, value * value); } ccl_device_inline void kernel_update_denoising_features(KernelGlobals *kg, ShaderData *sd, ccl_addr_space PathState *state, PathRadiance *L) { if (state->denoising_feature_weight == 0.0f) { return; } L->denoising_depth += ensure_finite(state->denoising_feature_weight * sd->ray_length); /* Skip implicitly transparent surfaces. */ if (sd->flag & SD_HAS_ONLY_VOLUME) { return; } float3 normal = make_float3(0.0f, 0.0f, 0.0f); float3 diffuse_albedo = make_float3(0.0f, 0.0f, 0.0f); float3 specular_albedo = make_float3(0.0f, 0.0f, 0.0f); float sum_weight = 0.0f, sum_nonspecular_weight = 0.0f; for (int i = 0; i < sd->num_closure; i++) { 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)) { MicrofacetBsdf *bsdf = (MicrofacetBsdf *)sc; closure_albedo *= bsdf->extra->fresnel_color; } else if (sc->type == CLOSURE_BSDF_PRINCIPLED_SHEEN_ID) { PrincipledSheenBsdf *bsdf = (PrincipledSheenBsdf *)sc; closure_albedo *= bsdf->avg_value; } 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; } /* Transform normal into camera space. */ const Transform worldtocamera = kernel_data.cam.worldtocamera; normal = transform_direction(&worldtocamera, normal); L->denoising_normal += ensure_finite3(state->denoising_feature_weight * normal); L->denoising_albedo += ensure_finite3(state->denoising_feature_weight * state->denoising_feature_throughput * diffuse_albedo); state->denoising_feature_weight = 0.0f; } else { state->denoising_feature_throughput *= specular_albedo; } } #endif /* __DENOISING_FEATURES__ */ #ifdef __KERNEL_DEBUG__ ccl_device_inline void kernel_write_debug_passes(KernelGlobals *kg, ccl_global float *buffer, PathRadiance *L) { int flag = kernel_data.film.pass_flag; if (flag & PASSMASK(BVH_TRAVERSED_NODES)) { kernel_write_pass_float(buffer + kernel_data.film.pass_bvh_traversed_nodes, L->debug_data.num_bvh_traversed_nodes); } if (flag & PASSMASK(BVH_TRAVERSED_INSTANCES)) { kernel_write_pass_float(buffer + kernel_data.film.pass_bvh_traversed_instances, L->debug_data.num_bvh_traversed_instances); } if (flag & PASSMASK(BVH_INTERSECTIONS)) { kernel_write_pass_float(buffer + kernel_data.film.pass_bvh_intersections, L->debug_data.num_bvh_intersections); } if (flag & PASSMASK(RAY_BOUNCES)) { kernel_write_pass_float(buffer + kernel_data.film.pass_ray_bounces, L->debug_data.num_ray_bounces); } } #endif /* __KERNEL_DEBUG__ */ #ifdef __KERNEL_CPU__ # define WRITE_ID_SLOT(buffer, depth, id, matte_weight, name) \ kernel_write_id_pass_cpu(buffer, depth * 2, id, matte_weight, kg->coverage_##name) ccl_device_inline size_t kernel_write_id_pass_cpu( float *buffer, size_t depth, float id, float matte_weight, CoverageMap *map) { if (map) { (*map)[id] += matte_weight; return 0; } #else /* __KERNEL_CPU__ */ # define WRITE_ID_SLOT(buffer, depth, id, matte_weight, name) \ kernel_write_id_slots_gpu(buffer, depth * 2, id, matte_weight) ccl_device_inline size_t kernel_write_id_slots_gpu(ccl_global float *buffer, size_t depth, float id, float matte_weight) { #endif /* __KERNEL_CPU__ */ kernel_write_id_slots(buffer, depth, id, matte_weight); return depth * 2; } ccl_device_inline void kernel_write_data_passes(KernelGlobals *kg, ccl_global float *buffer, PathRadiance *L, ShaderData *sd, 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; int light_flag = kernel_data.film.light_pass_flag; if (!((flag | light_flag) & PASS_ANY)) 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 (state->sample == 0) { if (flag & PASSMASK(DEPTH)) { float depth = camera_distance(kg, sd->P); kernel_write_pass_float(buffer + kernel_data.film.pass_depth, depth); } if (flag & PASSMASK(OBJECT_ID)) { 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)) { float id = shader_pass_id(kg, sd); kernel_write_pass_float(buffer + kernel_data.film.pass_material_id, id); } } if (flag & PASSMASK(NORMAL)) { float3 normal = shader_bsdf_average_normal(kg, sd); kernel_write_pass_float3(buffer + kernel_data.film.pass_normal, normal); } if (flag & PASSMASK(UV)) { float3 uv = primitive_uv(kg, sd); kernel_write_pass_float3(buffer + kernel_data.film.pass_uv, uv); } if (flag & PASSMASK(MOTION)) { 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); } state->flag |= PATH_RAY_SINGLE_PASS_DONE; } } if (kernel_data.film.cryptomatte_passes) { 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) { float id = object_cryptomatte_id(kg, sd->object); cryptomatte_buffer += WRITE_ID_SLOT( cryptomatte_buffer, kernel_data.film.cryptomatte_depth, id, matte_weight, object); } if (kernel_data.film.cryptomatte_passes & CRYPT_MATERIAL) { float id = shader_cryptomatte_id(kg, sd->shader); cryptomatte_buffer += WRITE_ID_SLOT( cryptomatte_buffer, kernel_data.film.cryptomatte_depth, id, matte_weight, material); } if (kernel_data.film.cryptomatte_passes & CRYPT_ASSET) { float id = object_cryptomatte_asset_id(kg, sd->object); cryptomatte_buffer += WRITE_ID_SLOT( cryptomatte_buffer, kernel_data.film.cryptomatte_depth, id, matte_weight, asset); } } } if (light_flag & PASSMASK_COMPONENT(DIFFUSE)) L->color_diffuse += shader_bsdf_diffuse(kg, sd) * throughput; if (light_flag & PASSMASK_COMPONENT(GLOSSY)) L->color_glossy += shader_bsdf_glossy(kg, sd) * throughput; if (light_flag & PASSMASK_COMPONENT(TRANSMISSION)) L->color_transmission += shader_bsdf_transmission(kg, sd) * throughput; if (light_flag & PASSMASK(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) { #ifdef __PASSES__ int light_flag = kernel_data.film.light_pass_flag; if (!kernel_data.film.use_light_pass) return; if (light_flag & PASSMASK(DIFFUSE_INDIRECT)) kernel_write_pass_float3(buffer + kernel_data.film.pass_diffuse_indirect, L->indirect_diffuse); if (light_flag & PASSMASK(GLOSSY_INDIRECT)) kernel_write_pass_float3(buffer + kernel_data.film.pass_glossy_indirect, L->indirect_glossy); if (light_flag & PASSMASK(TRANSMISSION_INDIRECT)) kernel_write_pass_float3(buffer + kernel_data.film.pass_transmission_indirect, L->indirect_transmission); if (light_flag & PASSMASK(VOLUME_INDIRECT)) kernel_write_pass_float3(buffer + kernel_data.film.pass_volume_indirect, L->indirect_volume); if (light_flag & PASSMASK(DIFFUSE_DIRECT)) kernel_write_pass_float3(buffer + kernel_data.film.pass_diffuse_direct, L->direct_diffuse); if (light_flag & PASSMASK(GLOSSY_DIRECT)) kernel_write_pass_float3(buffer + kernel_data.film.pass_glossy_direct, L->direct_glossy); if (light_flag & PASSMASK(TRANSMISSION_DIRECT)) kernel_write_pass_float3(buffer + kernel_data.film.pass_transmission_direct, L->direct_transmission); if (light_flag & PASSMASK(VOLUME_DIRECT)) kernel_write_pass_float3(buffer + kernel_data.film.pass_volume_direct, L->direct_volume); if (light_flag & PASSMASK(EMISSION)) kernel_write_pass_float3(buffer + kernel_data.film.pass_emission, L->emission); if (light_flag & PASSMASK(BACKGROUND)) kernel_write_pass_float3(buffer + kernel_data.film.pass_background, L->background); if (light_flag & PASSMASK(AO)) kernel_write_pass_float3(buffer + kernel_data.film.pass_ao, L->ao); if (light_flag & PASSMASK(DIFFUSE_COLOR)) kernel_write_pass_float3(buffer + kernel_data.film.pass_diffuse_color, L->color_diffuse); if (light_flag & PASSMASK(GLOSSY_COLOR)) kernel_write_pass_float3(buffer + kernel_data.film.pass_glossy_color, L->color_glossy); if (light_flag & PASSMASK(TRANSMISSION_COLOR)) kernel_write_pass_float3(buffer + kernel_data.film.pass_transmission_color, L->color_transmission); if (light_flag & PASSMASK(SHADOW)) { float4 shadow = L->shadow; shadow.w = kernel_data.film.pass_shadow_scale; kernel_write_pass_float4(buffer + kernel_data.film.pass_shadow, shadow); } if (light_flag & PASSMASK(MIST)) kernel_write_pass_float(buffer + kernel_data.film.pass_mist, 1.0f - L->mist); #endif } ccl_device_inline void kernel_write_result(KernelGlobals *kg, ccl_global float *buffer, int sample, PathRadiance *L) { PROFILING_INIT(kg, PROFILING_WRITE_RESULT); PROFILING_OBJECT(PRIM_NONE); float alpha; float3 L_sum = path_radiance_clamp_and_sum(kg, L, &alpha); if (kernel_data.film.pass_flag & PASSMASK(COMBINED)) { kernel_write_pass_float4(buffer, make_float4(L_sum.x, L_sum.y, L_sum.z, alpha)); } kernel_write_light_passes(kg, buffer, L); #ifdef __DENOISING_FEATURES__ if (kernel_data.film.pass_denoising_data) { # ifdef __SHADOW_TRICKS__ kernel_write_denoising_shadow(kg, buffer + kernel_data.film.pass_denoising_data, sample, average(L->path_total), average(L->path_total_shaded)); # else kernel_write_denoising_shadow( kg, buffer + kernel_data.film.pass_denoising_data, sample, 0.0f, 0.0f); # endif if (kernel_data.film.pass_denoising_clean) { float3 noisy, clean; path_radiance_split_denoising(kg, L, &noisy, &clean); kernel_write_pass_float3_variance( buffer + kernel_data.film.pass_denoising_data + DENOISING_PASS_COLOR, noisy); kernel_write_pass_float3_unaligned(buffer + kernel_data.film.pass_denoising_clean, clean); } else { kernel_write_pass_float3_variance(buffer + kernel_data.film.pass_denoising_data + DENOISING_PASS_COLOR, ensure_finite3(L_sum)); } kernel_write_pass_float3_variance(buffer + kernel_data.film.pass_denoising_data + DENOISING_PASS_NORMAL, L->denoising_normal); kernel_write_pass_float3_variance(buffer + kernel_data.film.pass_denoising_data + DENOISING_PASS_ALBEDO, L->denoising_albedo); kernel_write_pass_float_variance( buffer + kernel_data.film.pass_denoising_data + DENOISING_PASS_DEPTH, L->denoising_depth); } #endif /* __DENOISING_FEATURES__ */ #ifdef __KERNEL_DEBUG__ kernel_write_debug_passes(kg, buffer, L); #endif } CCL_NAMESPACE_END