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blender-archive/intern/cycles/scene/pass.cpp
Brecht Van Lommel 0731d78d00 Cycles: remove shadow pass
This was not working well in non-trivial scenes before the light tree, and now
it is even harder to make it work well with the light tree. It would average the
with equal weight for every light object regardless of intensity or distance, and
be quite noisy due to not working with multiple importance sampling.

We may restore this if were enough good use cases for the previous implementation,
but let's wait and see what the feedback is.

Some uses cases for this have been replaced by the shadow catcher passes, which
did not exist when this was added.

Ref T77889
2022-12-05 15:52:10 +01:00

434 lines
13 KiB
C++

/* SPDX-License-Identifier: Apache-2.0
* Copyright 2011-2022 Blender Foundation */
#include "scene/pass.h"
#include "util/algorithm.h"
#include "util/log.h"
CCL_NAMESPACE_BEGIN
const char *pass_type_as_string(const PassType type)
{
const int type_int = static_cast<int>(type);
const NodeEnum *type_enum = Pass::get_type_enum();
if (!type_enum->exists(type_int)) {
LOG(DFATAL) << "Unhandled pass type " << static_cast<int>(type) << ", not supposed to happen.";
return "UNKNOWN";
}
return (*type_enum)[type_int].c_str();
}
const char *pass_mode_as_string(PassMode mode)
{
switch (mode) {
case PassMode::NOISY:
return "NOISY";
case PassMode::DENOISED:
return "DENOISED";
}
LOG(DFATAL) << "Unhandled pass mode " << static_cast<int>(mode) << ", should never happen.";
return "UNKNOWN";
}
std::ostream &operator<<(std::ostream &os, PassMode mode)
{
os << pass_mode_as_string(mode);
return os;
}
const NodeEnum *Pass::get_type_enum()
{
static NodeEnum pass_type_enum;
if (pass_type_enum.empty()) {
/* Light Passes. */
pass_type_enum.insert("combined", PASS_COMBINED);
pass_type_enum.insert("emission", PASS_EMISSION);
pass_type_enum.insert("background", PASS_BACKGROUND);
pass_type_enum.insert("ao", PASS_AO);
pass_type_enum.insert("diffuse", PASS_DIFFUSE);
pass_type_enum.insert("diffuse_direct", PASS_DIFFUSE_DIRECT);
pass_type_enum.insert("diffuse_indirect", PASS_DIFFUSE_INDIRECT);
pass_type_enum.insert("glossy", PASS_GLOSSY);
pass_type_enum.insert("glossy_direct", PASS_GLOSSY_DIRECT);
pass_type_enum.insert("glossy_indirect", PASS_GLOSSY_INDIRECT);
pass_type_enum.insert("transmission", PASS_TRANSMISSION);
pass_type_enum.insert("transmission_direct", PASS_TRANSMISSION_DIRECT);
pass_type_enum.insert("transmission_indirect", PASS_TRANSMISSION_INDIRECT);
pass_type_enum.insert("volume", PASS_VOLUME);
pass_type_enum.insert("volume_direct", PASS_VOLUME_DIRECT);
pass_type_enum.insert("volume_indirect", PASS_VOLUME_INDIRECT);
/* Data passes. */
pass_type_enum.insert("depth", PASS_DEPTH);
pass_type_enum.insert("position", PASS_POSITION);
pass_type_enum.insert("normal", PASS_NORMAL);
pass_type_enum.insert("roughness", PASS_ROUGHNESS);
pass_type_enum.insert("uv", PASS_UV);
pass_type_enum.insert("object_id", PASS_OBJECT_ID);
pass_type_enum.insert("material_id", PASS_MATERIAL_ID);
pass_type_enum.insert("motion", PASS_MOTION);
pass_type_enum.insert("motion_weight", PASS_MOTION_WEIGHT);
pass_type_enum.insert("cryptomatte", PASS_CRYPTOMATTE);
pass_type_enum.insert("aov_color", PASS_AOV_COLOR);
pass_type_enum.insert("aov_value", PASS_AOV_VALUE);
pass_type_enum.insert("adaptive_aux_buffer", PASS_ADAPTIVE_AUX_BUFFER);
pass_type_enum.insert("sample_count", PASS_SAMPLE_COUNT);
pass_type_enum.insert("diffuse_color", PASS_DIFFUSE_COLOR);
pass_type_enum.insert("glossy_color", PASS_GLOSSY_COLOR);
pass_type_enum.insert("transmission_color", PASS_TRANSMISSION_COLOR);
pass_type_enum.insert("mist", PASS_MIST);
pass_type_enum.insert("denoising_normal", PASS_DENOISING_NORMAL);
pass_type_enum.insert("denoising_albedo", PASS_DENOISING_ALBEDO);
pass_type_enum.insert("denoising_depth", PASS_DENOISING_DEPTH);
pass_type_enum.insert("denoising_previous", PASS_DENOISING_PREVIOUS);
pass_type_enum.insert("shadow_catcher", PASS_SHADOW_CATCHER);
pass_type_enum.insert("shadow_catcher_sample_count", PASS_SHADOW_CATCHER_SAMPLE_COUNT);
pass_type_enum.insert("shadow_catcher_matte", PASS_SHADOW_CATCHER_MATTE);
pass_type_enum.insert("bake_primitive", PASS_BAKE_PRIMITIVE);
pass_type_enum.insert("bake_differential", PASS_BAKE_DIFFERENTIAL);
#ifdef WITH_CYCLES_DEBUG
pass_type_enum.insert("guiding_color", PASS_GUIDING_COLOR);
pass_type_enum.insert("guiding_probability", PASS_GUIDING_PROBABILITY);
pass_type_enum.insert("guiding_avg_roughness", PASS_GUIDING_AVG_ROUGHNESS);
#endif
}
return &pass_type_enum;
}
const NodeEnum *Pass::get_mode_enum()
{
static NodeEnum pass_mode_enum;
if (pass_mode_enum.empty()) {
pass_mode_enum.insert("noisy", static_cast<int>(PassMode::NOISY));
pass_mode_enum.insert("denoised", static_cast<int>(PassMode::DENOISED));
}
return &pass_mode_enum;
}
NODE_DEFINE(Pass)
{
NodeType *type = NodeType::add("pass", create);
const NodeEnum *pass_type_enum = get_type_enum();
const NodeEnum *pass_mode_enum = get_mode_enum();
SOCKET_ENUM(type, "Type", *pass_type_enum, PASS_COMBINED);
SOCKET_ENUM(mode, "Mode", *pass_mode_enum, static_cast<int>(PassMode::DENOISED));
SOCKET_STRING(name, "Name", ustring());
SOCKET_BOOLEAN(include_albedo, "Include Albedo", false);
SOCKET_STRING(lightgroup, "Light Group", ustring());
return type;
}
Pass::Pass() : Node(get_node_type()), is_auto_(false)
{
}
PassInfo Pass::get_info() const
{
return get_info(type, include_albedo, !lightgroup.empty());
}
bool Pass::is_written() const
{
return get_info().is_written;
}
PassInfo Pass::get_info(const PassType type, const bool include_albedo, const bool is_lightgroup)
{
PassInfo pass_info;
pass_info.use_filter = true;
pass_info.use_exposure = false;
pass_info.divide_type = PASS_NONE;
pass_info.use_compositing = false;
pass_info.use_denoising_albedo = true;
switch (type) {
case PASS_NONE:
pass_info.num_components = 0;
break;
case PASS_COMBINED:
pass_info.num_components = is_lightgroup ? 3 : 4;
pass_info.use_exposure = true;
pass_info.support_denoise = !is_lightgroup;
break;
case PASS_DEPTH:
pass_info.num_components = 1;
pass_info.use_filter = false;
break;
case PASS_MIST:
pass_info.num_components = 1;
break;
case PASS_POSITION:
pass_info.num_components = 3;
pass_info.use_filter = false;
break;
case PASS_NORMAL:
pass_info.num_components = 3;
break;
case PASS_ROUGHNESS:
pass_info.num_components = 1;
break;
case PASS_UV:
pass_info.num_components = 3;
break;
case PASS_MOTION:
pass_info.num_components = 4;
pass_info.divide_type = PASS_MOTION_WEIGHT;
break;
case PASS_MOTION_WEIGHT:
pass_info.num_components = 1;
break;
case PASS_OBJECT_ID:
case PASS_MATERIAL_ID:
pass_info.num_components = 1;
pass_info.use_filter = false;
break;
case PASS_EMISSION:
case PASS_BACKGROUND:
pass_info.num_components = 3;
pass_info.use_exposure = true;
break;
case PASS_AO:
pass_info.num_components = 3;
break;
case PASS_DIFFUSE_COLOR:
case PASS_GLOSSY_COLOR:
case PASS_TRANSMISSION_COLOR:
pass_info.num_components = 3;
break;
case PASS_DIFFUSE:
pass_info.num_components = 3;
pass_info.use_exposure = true;
pass_info.direct_type = PASS_DIFFUSE_DIRECT;
pass_info.indirect_type = PASS_DIFFUSE_INDIRECT;
pass_info.divide_type = (!include_albedo) ? PASS_DIFFUSE_COLOR : PASS_NONE;
pass_info.use_compositing = true;
pass_info.is_written = false;
break;
case PASS_DIFFUSE_DIRECT:
case PASS_DIFFUSE_INDIRECT:
pass_info.num_components = 3;
pass_info.use_exposure = true;
pass_info.divide_type = (!include_albedo) ? PASS_DIFFUSE_COLOR : PASS_NONE;
pass_info.use_compositing = true;
break;
case PASS_GLOSSY:
pass_info.num_components = 3;
pass_info.use_exposure = true;
pass_info.direct_type = PASS_GLOSSY_DIRECT;
pass_info.indirect_type = PASS_GLOSSY_INDIRECT;
pass_info.divide_type = (!include_albedo) ? PASS_GLOSSY_COLOR : PASS_NONE;
pass_info.use_compositing = true;
pass_info.is_written = false;
break;
case PASS_GLOSSY_DIRECT:
case PASS_GLOSSY_INDIRECT:
pass_info.num_components = 3;
pass_info.use_exposure = true;
pass_info.divide_type = (!include_albedo) ? PASS_GLOSSY_COLOR : PASS_NONE;
pass_info.use_compositing = true;
break;
case PASS_TRANSMISSION:
pass_info.num_components = 3;
pass_info.use_exposure = true;
pass_info.direct_type = PASS_TRANSMISSION_DIRECT;
pass_info.indirect_type = PASS_TRANSMISSION_INDIRECT;
pass_info.divide_type = (!include_albedo) ? PASS_TRANSMISSION_COLOR : PASS_NONE;
pass_info.use_compositing = true;
pass_info.is_written = false;
break;
case PASS_TRANSMISSION_DIRECT:
case PASS_TRANSMISSION_INDIRECT:
pass_info.num_components = 3;
pass_info.use_exposure = true;
pass_info.divide_type = (!include_albedo) ? PASS_TRANSMISSION_COLOR : PASS_NONE;
pass_info.use_compositing = true;
break;
case PASS_VOLUME:
pass_info.num_components = 3;
pass_info.use_exposure = true;
pass_info.direct_type = PASS_VOLUME_DIRECT;
pass_info.indirect_type = PASS_VOLUME_INDIRECT;
pass_info.use_compositing = true;
pass_info.is_written = false;
break;
case PASS_VOLUME_DIRECT:
case PASS_VOLUME_INDIRECT:
pass_info.num_components = 3;
pass_info.use_exposure = true;
break;
case PASS_CRYPTOMATTE:
pass_info.num_components = 4;
break;
case PASS_DENOISING_NORMAL:
pass_info.num_components = 3;
break;
case PASS_DENOISING_ALBEDO:
pass_info.num_components = 3;
break;
case PASS_DENOISING_DEPTH:
pass_info.num_components = 1;
break;
case PASS_DENOISING_PREVIOUS:
pass_info.num_components = 3;
pass_info.use_exposure = true;
break;
case PASS_SHADOW_CATCHER:
pass_info.num_components = 3;
pass_info.use_exposure = true;
pass_info.use_compositing = true;
pass_info.use_denoising_albedo = false;
pass_info.support_denoise = true;
break;
case PASS_SHADOW_CATCHER_SAMPLE_COUNT:
pass_info.num_components = 1;
break;
case PASS_SHADOW_CATCHER_MATTE:
pass_info.num_components = 4;
pass_info.use_exposure = true;
pass_info.support_denoise = true;
/* Without shadow catcher approximation compositing is not needed.
* Since we don't know here whether approximation is used or not, leave the decision up to
* the caller which will know that. */
break;
case PASS_ADAPTIVE_AUX_BUFFER:
pass_info.num_components = 4;
break;
case PASS_SAMPLE_COUNT:
pass_info.num_components = 1;
pass_info.use_exposure = false;
break;
case PASS_AOV_COLOR:
pass_info.num_components = 4;
break;
case PASS_AOV_VALUE:
pass_info.num_components = 1;
break;
case PASS_BAKE_PRIMITIVE:
case PASS_BAKE_DIFFERENTIAL:
pass_info.num_components = 4;
pass_info.use_exposure = false;
pass_info.use_filter = false;
break;
case PASS_CATEGORY_LIGHT_END:
case PASS_CATEGORY_DATA_END:
case PASS_CATEGORY_BAKE_END:
case PASS_NUM:
LOG(DFATAL) << "Unexpected pass type is used " << type;
pass_info.num_components = 0;
break;
case PASS_GUIDING_COLOR:
pass_info.num_components = 3;
break;
case PASS_GUIDING_PROBABILITY:
pass_info.num_components = 1;
break;
case PASS_GUIDING_AVG_ROUGHNESS:
pass_info.num_components = 1;
break;
}
return pass_info;
}
bool Pass::contains(const vector<Pass *> &passes, PassType type)
{
for (const Pass *pass : passes) {
if (pass->get_type() != type) {
continue;
}
return true;
}
return false;
}
const Pass *Pass::find(const vector<Pass *> &passes, const string &name)
{
for (const Pass *pass : passes) {
if (pass->get_name() == name) {
return pass;
}
}
return nullptr;
}
const Pass *Pass::find(const vector<Pass *> &passes,
PassType type,
PassMode mode,
const ustring &lightgroup)
{
for (const Pass *pass : passes) {
if (pass->get_type() != type || pass->get_mode() != mode ||
pass->get_lightgroup() != lightgroup) {
continue;
}
return pass;
}
return nullptr;
}
int Pass::get_offset(const vector<Pass *> &passes, const Pass *pass)
{
int pass_offset = 0;
for (const Pass *current_pass : passes) {
/* Note that pass name is allowed to be empty. This is why we check for type and mode. */
if (current_pass->get_type() == pass->get_type() &&
current_pass->get_mode() == pass->get_mode() &&
current_pass->get_name() == pass->get_name()) {
if (current_pass->is_written()) {
return pass_offset;
}
else {
return PASS_UNUSED;
}
}
if (current_pass->is_written()) {
pass_offset += current_pass->get_info().num_components;
}
}
return PASS_UNUSED;
}
std::ostream &operator<<(std::ostream &os, const Pass &pass)
{
os << "type: " << pass_type_as_string(pass.get_type());
os << ", name: \"" << pass.get_name() << "\"";
os << ", mode: " << pass.get_mode();
os << ", is_written: " << string_from_bool(pass.is_written());
return os;
}
CCL_NAMESPACE_END