
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
305 lines
12 KiB
C
305 lines
12 KiB
C
/* SPDX-License-Identifier: Apache-2.0
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* Copyright 2011-2022 Blender Foundation */
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#pragma once
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#include "kernel/geom/geom.h"
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#include "kernel/film/id_passes.h"
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#include "kernel/film/write_passes.h"
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CCL_NAMESPACE_BEGIN
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/* Get pointer to pixel in render buffer. */
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ccl_device_forceinline ccl_global float *kernel_pass_pixel_render_buffer(
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KernelGlobals kg, ConstIntegratorState state, ccl_global float *ccl_restrict render_buffer)
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{
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const uint32_t render_pixel_index = INTEGRATOR_STATE(state, path, render_pixel_index);
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const uint64_t render_buffer_offset = (uint64_t)render_pixel_index *
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kernel_data.film.pass_stride;
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return render_buffer + render_buffer_offset;
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}
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#ifdef __DENOISING_FEATURES__
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ccl_device_forceinline void kernel_write_denoising_features_surface(
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KernelGlobals kg,
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IntegratorState state,
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ccl_private const ShaderData *sd,
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ccl_global float *ccl_restrict render_buffer)
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{
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if (!(INTEGRATOR_STATE(state, path, flag) & PATH_RAY_DENOISING_FEATURES)) {
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return;
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}
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/* Skip implicitly transparent surfaces. */
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if (sd->flag & SD_HAS_ONLY_VOLUME) {
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return;
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}
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ccl_global float *buffer = kernel_pass_pixel_render_buffer(kg, state, render_buffer);
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if (kernel_data.film.pass_denoising_depth != PASS_UNUSED) {
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const Spectrum denoising_feature_throughput = INTEGRATOR_STATE(
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state, path, denoising_feature_throughput);
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const float denoising_depth = ensure_finite(average(denoising_feature_throughput) *
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sd->ray_length);
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kernel_write_pass_float(buffer + kernel_data.film.pass_denoising_depth, denoising_depth);
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}
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float3 normal = zero_float3();
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Spectrum diffuse_albedo = zero_spectrum();
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Spectrum specular_albedo = zero_spectrum();
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float sum_weight = 0.0f, sum_nonspecular_weight = 0.0f;
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for (int i = 0; i < sd->num_closure; i++) {
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ccl_private const ShaderClosure *sc = &sd->closure[i];
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if (!CLOSURE_IS_BSDF_OR_BSSRDF(sc->type)) {
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continue;
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}
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/* All closures contribute to the normal feature, but only diffuse-like ones to the albedo. */
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normal += sc->N * sc->sample_weight;
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sum_weight += sc->sample_weight;
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Spectrum closure_albedo = sc->weight;
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/* Closures that include a Fresnel term typically have weights close to 1 even though their
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* actual contribution is significantly lower.
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* To account for this, we scale their weight by the average fresnel factor (the same is also
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* done for the sample weight in the BSDF setup, so we don't need to scale that here). */
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if (CLOSURE_IS_BSDF_MICROFACET_FRESNEL(sc->type)) {
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ccl_private MicrofacetBsdf *bsdf = (ccl_private MicrofacetBsdf *)sc;
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closure_albedo *= bsdf->extra->fresnel_color;
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}
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else if (sc->type == CLOSURE_BSDF_PRINCIPLED_SHEEN_ID) {
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ccl_private PrincipledSheenBsdf *bsdf = (ccl_private PrincipledSheenBsdf *)sc;
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closure_albedo *= bsdf->avg_value;
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}
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else if (sc->type == CLOSURE_BSDF_HAIR_PRINCIPLED_ID) {
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closure_albedo *= bsdf_principled_hair_albedo(sc);
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}
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else if (sc->type == CLOSURE_BSDF_PRINCIPLED_DIFFUSE_ID) {
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/* BSSRDF already accounts for weight, retro-reflection would double up. */
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ccl_private const PrincipledDiffuseBsdf *bsdf = (ccl_private const PrincipledDiffuseBsdf *)
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sc;
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if (bsdf->components == PRINCIPLED_DIFFUSE_RETRO_REFLECTION) {
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continue;
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}
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}
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if (bsdf_get_specular_roughness_squared(sc) > sqr(0.075f)) {
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diffuse_albedo += closure_albedo;
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sum_nonspecular_weight += sc->sample_weight;
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}
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else {
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specular_albedo += closure_albedo;
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}
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}
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/* Wait for next bounce if 75% or more sample weight belongs to specular-like closures. */
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if ((sum_weight == 0.0f) || (sum_nonspecular_weight * 4.0f > sum_weight)) {
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if (sum_weight != 0.0f) {
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normal /= sum_weight;
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}
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if (kernel_data.film.pass_denoising_normal != PASS_UNUSED) {
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/* Transform normal into camera space. */
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const Transform worldtocamera = kernel_data.cam.worldtocamera;
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normal = transform_direction(&worldtocamera, normal);
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const float3 denoising_normal = ensure_finite(normal);
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kernel_write_pass_float3(buffer + kernel_data.film.pass_denoising_normal, denoising_normal);
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}
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if (kernel_data.film.pass_denoising_albedo != PASS_UNUSED) {
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const Spectrum denoising_feature_throughput = INTEGRATOR_STATE(
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state, path, denoising_feature_throughput);
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const Spectrum denoising_albedo = ensure_finite(denoising_feature_throughput *
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diffuse_albedo);
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kernel_write_pass_spectrum(buffer + kernel_data.film.pass_denoising_albedo,
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denoising_albedo);
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}
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INTEGRATOR_STATE_WRITE(state, path, flag) &= ~PATH_RAY_DENOISING_FEATURES;
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}
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else {
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INTEGRATOR_STATE_WRITE(state, path, denoising_feature_throughput) *= specular_albedo;
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}
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}
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ccl_device_forceinline void kernel_write_denoising_features_volume(KernelGlobals kg,
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IntegratorState state,
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const Spectrum albedo,
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const bool scatter,
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ccl_global float *ccl_restrict
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render_buffer)
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{
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ccl_global float *buffer = kernel_pass_pixel_render_buffer(kg, state, render_buffer);
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const Spectrum denoising_feature_throughput = INTEGRATOR_STATE(
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state, path, denoising_feature_throughput);
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if (scatter && kernel_data.film.pass_denoising_normal != PASS_UNUSED) {
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/* Assume scatter is sufficiently diffuse to stop writing denoising features. */
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INTEGRATOR_STATE_WRITE(state, path, flag) &= ~PATH_RAY_DENOISING_FEATURES;
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/* Write view direction as normal. */
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const float3 denoising_normal = make_float3(0.0f, 0.0f, -1.0f);
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kernel_write_pass_float3(buffer + kernel_data.film.pass_denoising_normal, denoising_normal);
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}
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if (kernel_data.film.pass_denoising_albedo != PASS_UNUSED) {
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/* Write albedo. */
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const Spectrum denoising_albedo = ensure_finite(denoising_feature_throughput * albedo);
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kernel_write_pass_spectrum(buffer + kernel_data.film.pass_denoising_albedo, denoising_albedo);
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}
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}
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#endif /* __DENOISING_FEATURES__ */
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ccl_device_inline size_t kernel_write_id_pass(ccl_global float *ccl_restrict buffer,
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size_t depth,
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float id,
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float matte_weight)
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{
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kernel_write_id_slots(buffer, depth * 2, id, matte_weight);
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return depth * 4;
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}
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ccl_device_inline void kernel_write_data_passes(KernelGlobals kg,
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IntegratorState state,
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ccl_private const ShaderData *sd,
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ccl_global float *ccl_restrict render_buffer)
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{
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#ifdef __PASSES__
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const uint32_t path_flag = INTEGRATOR_STATE(state, path, flag);
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if (!(path_flag & PATH_RAY_TRANSPARENT_BACKGROUND)) {
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return;
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}
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const int flag = kernel_data.film.pass_flag;
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if (!(flag & PASS_ANY)) {
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return;
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}
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ccl_global float *buffer = kernel_pass_pixel_render_buffer(kg, state, render_buffer);
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if (!(path_flag & PATH_RAY_SINGLE_PASS_DONE)) {
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if (!(sd->flag & SD_TRANSPARENT) || kernel_data.film.pass_alpha_threshold == 0.0f ||
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average(shader_bsdf_alpha(kg, sd)) >= kernel_data.film.pass_alpha_threshold) {
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if (INTEGRATOR_STATE(state, path, sample) == 0) {
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if (flag & PASSMASK(DEPTH)) {
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const float depth = camera_z_depth(kg, sd->P);
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kernel_write_pass_float(buffer + kernel_data.film.pass_depth, depth);
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}
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if (flag & PASSMASK(OBJECT_ID)) {
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const float id = object_pass_id(kg, sd->object);
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kernel_write_pass_float(buffer + kernel_data.film.pass_object_id, id);
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}
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if (flag & PASSMASK(MATERIAL_ID)) {
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const float id = shader_pass_id(kg, sd);
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kernel_write_pass_float(buffer + kernel_data.film.pass_material_id, id);
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}
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if (flag & PASSMASK(POSITION)) {
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const float3 position = sd->P;
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kernel_write_pass_float3(buffer + kernel_data.film.pass_position, position);
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}
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}
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if (flag & PASSMASK(NORMAL)) {
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const float3 normal = shader_bsdf_average_normal(kg, sd);
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kernel_write_pass_float3(buffer + kernel_data.film.pass_normal, normal);
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}
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if (flag & PASSMASK(ROUGHNESS)) {
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const float roughness = shader_bsdf_average_roughness(sd);
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kernel_write_pass_float(buffer + kernel_data.film.pass_roughness, roughness);
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}
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if (flag & PASSMASK(UV)) {
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const float3 uv = primitive_uv(kg, sd);
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kernel_write_pass_float3(buffer + kernel_data.film.pass_uv, uv);
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}
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if (flag & PASSMASK(MOTION)) {
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const float4 speed = primitive_motion_vector(kg, sd);
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kernel_write_pass_float4(buffer + kernel_data.film.pass_motion, speed);
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kernel_write_pass_float(buffer + kernel_data.film.pass_motion_weight, 1.0f);
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}
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INTEGRATOR_STATE_WRITE(state, path, flag) |= PATH_RAY_SINGLE_PASS_DONE;
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}
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}
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if (kernel_data.film.cryptomatte_passes) {
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const Spectrum throughput = INTEGRATOR_STATE(state, path, throughput);
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const float matte_weight = average(throughput) *
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(1.0f - average(shader_bsdf_transparency(kg, sd)));
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if (matte_weight > 0.0f) {
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ccl_global float *cryptomatte_buffer = buffer + kernel_data.film.pass_cryptomatte;
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if (kernel_data.film.cryptomatte_passes & CRYPT_OBJECT) {
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const float id = object_cryptomatte_id(kg, sd->object);
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cryptomatte_buffer += kernel_write_id_pass(
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cryptomatte_buffer, kernel_data.film.cryptomatte_depth, id, matte_weight);
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}
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if (kernel_data.film.cryptomatte_passes & CRYPT_MATERIAL) {
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const float id = shader_cryptomatte_id(kg, sd->shader);
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cryptomatte_buffer += kernel_write_id_pass(
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cryptomatte_buffer, kernel_data.film.cryptomatte_depth, id, matte_weight);
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}
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if (kernel_data.film.cryptomatte_passes & CRYPT_ASSET) {
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const float id = object_cryptomatte_asset_id(kg, sd->object);
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cryptomatte_buffer += kernel_write_id_pass(
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cryptomatte_buffer, kernel_data.film.cryptomatte_depth, id, matte_weight);
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}
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}
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}
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if (flag & PASSMASK(DIFFUSE_COLOR)) {
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const Spectrum throughput = INTEGRATOR_STATE(state, path, throughput);
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kernel_write_pass_spectrum(buffer + kernel_data.film.pass_diffuse_color,
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shader_bsdf_diffuse(kg, sd) * throughput);
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}
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if (flag & PASSMASK(GLOSSY_COLOR)) {
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const Spectrum throughput = INTEGRATOR_STATE(state, path, throughput);
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kernel_write_pass_spectrum(buffer + kernel_data.film.pass_glossy_color,
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shader_bsdf_glossy(kg, sd) * throughput);
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}
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if (flag & PASSMASK(TRANSMISSION_COLOR)) {
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const Spectrum throughput = INTEGRATOR_STATE(state, path, throughput);
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kernel_write_pass_spectrum(buffer + kernel_data.film.pass_transmission_color,
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shader_bsdf_transmission(kg, sd) * throughput);
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}
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if (flag & PASSMASK(MIST)) {
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/* Bring depth into 0..1 range. */
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const float mist_start = kernel_data.film.mist_start;
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const float mist_inv_depth = kernel_data.film.mist_inv_depth;
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const float depth = camera_distance(kg, sd->P);
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float mist = saturatef((depth - mist_start) * mist_inv_depth);
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/* Falloff */
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const float mist_falloff = kernel_data.film.mist_falloff;
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if (mist_falloff == 1.0f)
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;
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else if (mist_falloff == 2.0f)
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mist = mist * mist;
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else if (mist_falloff == 0.5f)
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mist = sqrtf(mist);
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else
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mist = powf(mist, mist_falloff);
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/* Modulate by transparency */
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const Spectrum throughput = INTEGRATOR_STATE(state, path, throughput);
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const Spectrum alpha = shader_bsdf_alpha(kg, sd);
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const float mist_output = (1.0f - mist) * average(throughput * alpha);
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/* Note that the final value in the render buffer we want is 1 - mist_output,
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* to avoid having to tracking this in the Integrator state we do the negation
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* after rendering. */
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kernel_write_pass_float(buffer + kernel_data.film.pass_mist, mist_output);
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}
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#endif
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}
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CCL_NAMESPACE_END
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