Files
blender/intern/cycles/kernel/film/passes.h
Andrii Symkin d832d993c5 Cycles: add new Spectrum and PackedSpectrum types
These replace float3 and packed_float3 in various places in the kernel where a
spectral color representation will be used in the future. That representation
will require more than 3 channels and conversion to from/RGB. The kernel code
was refactored to remove the assumption that Spectrum and RGB colors are the
same thing.

There are no functional changes, Spectrum is still a float3 and the conversion
functions are no-ops.

Differential Revision: https://developer.blender.org/D15535
2022-08-09 16:49:34 +02:00

305 lines
12 KiB
C

/* 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 Spectrum 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();
Spectrum diffuse_albedo = zero_spectrum();
Spectrum specular_albedo = zero_spectrum();
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;
Spectrum 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 Spectrum denoising_feature_throughput = INTEGRATOR_STATE(
state, path, denoising_feature_throughput);
const Spectrum denoising_albedo = ensure_finite(denoising_feature_throughput *
diffuse_albedo);
kernel_write_pass_spectrum(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 Spectrum 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 Spectrum 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 Spectrum denoising_albedo = ensure_finite(denoising_feature_throughput * albedo);
kernel_write_pass_spectrum(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 Spectrum 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 Spectrum throughput = INTEGRATOR_STATE(state, path, throughput);
kernel_write_pass_spectrum(buffer + kernel_data.film.pass_diffuse_color,
shader_bsdf_diffuse(kg, sd) * throughput);
}
if (flag & PASSMASK(GLOSSY_COLOR)) {
const Spectrum throughput = INTEGRATOR_STATE(state, path, throughput);
kernel_write_pass_spectrum(buffer + kernel_data.film.pass_glossy_color,
shader_bsdf_glossy(kg, sd) * throughput);
}
if (flag & PASSMASK(TRANSMISSION_COLOR)) {
const Spectrum throughput = INTEGRATOR_STATE(state, path, throughput);
kernel_write_pass_spectrum(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 Spectrum throughput = INTEGRATOR_STATE(state, path, throughput);
const Spectrum 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