Fix #33256: cycles Z pass for orthographic camera was not right, now is more

useful for e.g. fog in compositing.
This commit is contained in:
Brecht Van Lommel
2012-11-21 13:00:57 +00:00
parent 90cdf34f56
commit 3a67122aef
4 changed files with 29 additions and 9 deletions

View File

@@ -229,5 +229,20 @@ __device void camera_sample(KernelGlobals *kg, int x, int y, float filter_u, flo
camera_sample_panorama(kg, raster_x, raster_y, lens_u, lens_v, ray);
}
/* Utilities */
__device_inline float camera_distance(KernelGlobals *kg, float3 P)
{
Transform cameratoworld = kernel_data.cam.cameratoworld;
float3 camP = make_float3(cameratoworld.x.w, cameratoworld.y.w, cameratoworld.z.w);
if(kernel_data.cam.type == CAMERA_ORTHOGRAPHIC) {
float3 camD = make_float3(cameratoworld.x.z, cameratoworld.y.z, cameratoworld.z.z);
return fabsf(dot((P - camP), camD));
}
else
return len(P - camP);
}
CCL_NAMESPACE_END

View File

@@ -52,9 +52,7 @@ __device_inline void kernel_write_data_passes(KernelGlobals *kg, __global float
if(!(path_flag & PATH_RAY_TRANSPARENT)) {
if(sample == 0) {
if(flag & PASS_DEPTH) {
Transform tfm = kernel_data.cam.worldtocamera;
float depth = len(transform_point(&tfm, sd->P));
float depth = camera_distance(kg, sd->P);
kernel_write_pass_float(buffer + kernel_data.film.pass_depth, sample, depth);
}
if(flag & PASS_OBJECT_ID) {

View File

@@ -77,5 +77,7 @@ shader node_texture_coordinate(
Camera += Dy(Camera);
Window += Dy(Window);
}
Window[2] = 0.0;
}

View File

@@ -20,17 +20,19 @@ CCL_NAMESPACE_BEGIN
/* Texture Coordinate Node */
__device_inline float3 svm_background_offset(KernelGlobals *kg)
__device_inline float3 svm_background_position(KernelGlobals *kg, float3 P)
{
Transform cameratoworld = kernel_data.cam.cameratoworld;
return make_float3(cameratoworld.x.w, cameratoworld.y.w, cameratoworld.z.w);
float3 camP = make_float3(cameratoworld.x.w, cameratoworld.y.w, cameratoworld.z.w);
return camP + P;
}
__device_inline float3 svm_world_to_ndc(KernelGlobals *kg, ShaderData *sd, float3 P)
{
if(kernel_data.cam.type != CAMERA_PANORAMA) {
if(sd->object == ~0)
P += svm_background_offset(kg);
P = svm_background_position(kg, P);
Transform tfm = kernel_data.cam.worldtondc;
return transform_perspective(&tfm, P);
@@ -78,11 +80,12 @@ __device void svm_node_tex_coord(KernelGlobals *kg, ShaderData *sd, float *stack
if(sd->object != ~0)
data = transform_point(&tfm, sd->P);
else
data = transform_point(&tfm, sd->P + svm_background_offset(kg));
data = transform_point(&tfm, svm_background_position(kg, sd->P));
break;
}
case NODE_TEXCO_WINDOW: {
data = svm_world_to_ndc(kg, sd, sd->P);
data.z = 0.0f;
break;
}
case NODE_TEXCO_REFLECTION: {
@@ -135,11 +138,12 @@ __device void svm_node_tex_coord_bump_dx(KernelGlobals *kg, ShaderData *sd, floa
if(sd->object != ~0)
data = transform_point(&tfm, sd->P + sd->dP.dx);
else
data = transform_point(&tfm, sd->P + sd->dP.dx + svm_background_offset(kg));
data = transform_point(&tfm, svm_background_position(kg, sd->P + sd->dP.dx));
break;
}
case NODE_TEXCO_WINDOW: {
data = svm_world_to_ndc(kg, sd, sd->P + sd->dP.dx);
data.z = 0.0f;
break;
}
case NODE_TEXCO_REFLECTION: {
@@ -195,11 +199,12 @@ __device void svm_node_tex_coord_bump_dy(KernelGlobals *kg, ShaderData *sd, floa
if(sd->object != ~0)
data = transform_point(&tfm, sd->P + sd->dP.dy);
else
data = transform_point(&tfm, sd->P + sd->dP.dy + svm_background_offset(kg));
data = transform_point(&tfm, svm_background_position(kg, sd->P + sd->dP.dy));
break;
}
case NODE_TEXCO_WINDOW: {
data = svm_world_to_ndc(kg, sd, sd->P + sd->dP.dy);
data.z = 0.0f;
break;
}
case NODE_TEXCO_REFLECTION: {