[Bf-blender-cvs] [18cda8be876] master: Cycles: change perspective depth pass to be more standard
Brecht Van Lommel
noreply at git.blender.org
Tue Jun 2 05:54:49 CEST 2020
Commit: 18cda8be8768b1e4ad9c359295142272e7aac6bf
Author: Brecht Van Lommel
Date: Sun May 10 16:12:46 2020 +0200
Branches: master
https://developer.blender.org/rB18cda8be8768b1e4ad9c359295142272e7aac6bf
Cycles: change perspective depth pass to be more standard
Now it matches Eevee, OpenGL and other renderers. Panoramic camera depth passes
are unchanged, and are still distance from the camera center.
===================================================================
M intern/cycles/kernel/kernel_camera.h
M intern/cycles/kernel/kernel_passes.h
===================================================================
diff --git a/intern/cycles/kernel/kernel_camera.h b/intern/cycles/kernel/kernel_camera.h
index 62ce04ba48f..445cf9eb44b 100644
--- a/intern/cycles/kernel/kernel_camera.h
+++ b/intern/cycles/kernel/kernel_camera.h
@@ -441,8 +441,22 @@ ccl_device_inline float camera_distance(KernelGlobals *kg, float3 P)
float3 camD = make_float3(cameratoworld.x.z, cameratoworld.y.z, cameratoworld.z.z);
return fabsf(dot((P - camP), camD));
}
- else
+ else {
return len(P - camP);
+ }
+}
+
+ccl_device_inline float camera_z_depth(KernelGlobals *kg, float3 P)
+{
+ if (kernel_data.cam.type != CAMERA_PANORAMA) {
+ Transform worldtocamera = kernel_data.cam.worldtocamera;
+ return transform_point(&worldtocamera, P).z;
+ }
+ else {
+ Transform cameratoworld = kernel_data.cam.cameratoworld;
+ float3 camP = make_float3(cameratoworld.x.w, cameratoworld.y.w, cameratoworld.z.w);
+ return len(P - camP);
+ }
}
ccl_device_inline float3 camera_direction_from_point(KernelGlobals *kg, float3 P)
diff --git a/intern/cycles/kernel/kernel_passes.h b/intern/cycles/kernel/kernel_passes.h
index 7437e540a1f..753cf4561b2 100644
--- a/intern/cycles/kernel/kernel_passes.h
+++ b/intern/cycles/kernel/kernel_passes.h
@@ -194,7 +194,7 @@ ccl_device_inline void kernel_write_data_passes(KernelGlobals *kg,
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);
+ float depth = camera_z_depth(kg, sd->P);
kernel_write_pass_float(buffer + kernel_data.film.pass_depth, depth);
}
if (flag & PASSMASK(OBJECT_ID)) {
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