diff options
Diffstat (limited to 'intern/cycles/render/integrator.cpp')
-rw-r--r-- | intern/cycles/render/integrator.cpp | 363 |
1 files changed, 182 insertions, 181 deletions
diff --git a/intern/cycles/render/integrator.cpp b/intern/cycles/render/integrator.cpp index d86eb8fc5d3..d3873dcfe46 100644 --- a/intern/cycles/render/integrator.cpp +++ b/intern/cycles/render/integrator.cpp @@ -30,61 +30,60 @@ CCL_NAMESPACE_BEGIN NODE_DEFINE(Integrator) { - NodeType *type = NodeType::add("integrator", create); - - SOCKET_INT(max_bounce, "Max Bounce", 7); - - SOCKET_INT(max_diffuse_bounce, "Max Diffuse Bounce", 7); - SOCKET_INT(max_glossy_bounce, "Max Glossy Bounce", 7); - SOCKET_INT(max_transmission_bounce, "Max Transmission Bounce", 7); - SOCKET_INT(max_volume_bounce, "Max Volume Bounce", 7); - - SOCKET_INT(transparent_max_bounce, "Transparent Max Bounce", 7); - - SOCKET_INT(ao_bounces, "AO Bounces", 0); - - SOCKET_INT(volume_max_steps, "Volume Max Steps", 1024); - SOCKET_FLOAT(volume_step_size, "Volume Step Size", 0.1f); - - SOCKET_BOOLEAN(caustics_reflective, "Reflective Caustics", true); - SOCKET_BOOLEAN(caustics_refractive, "Refractive Caustics", true); - SOCKET_FLOAT(filter_glossy, "Filter Glossy", 0.0f); - SOCKET_INT(seed, "Seed", 0); - SOCKET_FLOAT(sample_clamp_direct, "Sample Clamp Direct", 0.0f); - SOCKET_FLOAT(sample_clamp_indirect, "Sample Clamp Indirect", 0.0f); - SOCKET_BOOLEAN(motion_blur, "Motion Blur", false); - - SOCKET_INT(aa_samples, "AA Samples", 0); - SOCKET_INT(diffuse_samples, "Diffuse Samples", 1); - SOCKET_INT(glossy_samples, "Glossy Samples", 1); - SOCKET_INT(transmission_samples, "Transmission Samples", 1); - SOCKET_INT(ao_samples, "AO Samples", 1); - SOCKET_INT(mesh_light_samples, "Mesh Light Samples", 1); - SOCKET_INT(subsurface_samples, "Subsurface Samples", 1); - SOCKET_INT(volume_samples, "Volume Samples", 1); - SOCKET_INT(start_sample, "Start Sample", 0); - - SOCKET_BOOLEAN(sample_all_lights_direct, "Sample All Lights Direct", true); - SOCKET_BOOLEAN(sample_all_lights_indirect, "Sample All Lights Indirect", true); - SOCKET_FLOAT(light_sampling_threshold, "Light Sampling Threshold", 0.05f); - - static NodeEnum method_enum; - method_enum.insert("path", PATH); - method_enum.insert("branched_path", BRANCHED_PATH); - SOCKET_ENUM(method, "Method", method_enum, PATH); - - static NodeEnum sampling_pattern_enum; - sampling_pattern_enum.insert("sobol", SAMPLING_PATTERN_SOBOL); - sampling_pattern_enum.insert("cmj", SAMPLING_PATTERN_CMJ); - SOCKET_ENUM(sampling_pattern, "Sampling Pattern", sampling_pattern_enum, SAMPLING_PATTERN_SOBOL); - - return type; + NodeType *type = NodeType::add("integrator", create); + + SOCKET_INT(max_bounce, "Max Bounce", 7); + + SOCKET_INT(max_diffuse_bounce, "Max Diffuse Bounce", 7); + SOCKET_INT(max_glossy_bounce, "Max Glossy Bounce", 7); + SOCKET_INT(max_transmission_bounce, "Max Transmission Bounce", 7); + SOCKET_INT(max_volume_bounce, "Max Volume Bounce", 7); + + SOCKET_INT(transparent_max_bounce, "Transparent Max Bounce", 7); + + SOCKET_INT(ao_bounces, "AO Bounces", 0); + + SOCKET_INT(volume_max_steps, "Volume Max Steps", 1024); + SOCKET_FLOAT(volume_step_size, "Volume Step Size", 0.1f); + + SOCKET_BOOLEAN(caustics_reflective, "Reflective Caustics", true); + SOCKET_BOOLEAN(caustics_refractive, "Refractive Caustics", true); + SOCKET_FLOAT(filter_glossy, "Filter Glossy", 0.0f); + SOCKET_INT(seed, "Seed", 0); + SOCKET_FLOAT(sample_clamp_direct, "Sample Clamp Direct", 0.0f); + SOCKET_FLOAT(sample_clamp_indirect, "Sample Clamp Indirect", 0.0f); + SOCKET_BOOLEAN(motion_blur, "Motion Blur", false); + + SOCKET_INT(aa_samples, "AA Samples", 0); + SOCKET_INT(diffuse_samples, "Diffuse Samples", 1); + SOCKET_INT(glossy_samples, "Glossy Samples", 1); + SOCKET_INT(transmission_samples, "Transmission Samples", 1); + SOCKET_INT(ao_samples, "AO Samples", 1); + SOCKET_INT(mesh_light_samples, "Mesh Light Samples", 1); + SOCKET_INT(subsurface_samples, "Subsurface Samples", 1); + SOCKET_INT(volume_samples, "Volume Samples", 1); + SOCKET_INT(start_sample, "Start Sample", 0); + + SOCKET_BOOLEAN(sample_all_lights_direct, "Sample All Lights Direct", true); + SOCKET_BOOLEAN(sample_all_lights_indirect, "Sample All Lights Indirect", true); + SOCKET_FLOAT(light_sampling_threshold, "Light Sampling Threshold", 0.05f); + + static NodeEnum method_enum; + method_enum.insert("path", PATH); + method_enum.insert("branched_path", BRANCHED_PATH); + SOCKET_ENUM(method, "Method", method_enum, PATH); + + static NodeEnum sampling_pattern_enum; + sampling_pattern_enum.insert("sobol", SAMPLING_PATTERN_SOBOL); + sampling_pattern_enum.insert("cmj", SAMPLING_PATTERN_CMJ); + SOCKET_ENUM(sampling_pattern, "Sampling Pattern", sampling_pattern_enum, SAMPLING_PATTERN_SOBOL); + + return type; } -Integrator::Integrator() -: Node(node_type) +Integrator::Integrator() : Node(node_type) { - need_update = true; + need_update = true; } Integrator::~Integrator() @@ -93,146 +92,148 @@ Integrator::~Integrator() void Integrator::device_update(Device *device, DeviceScene *dscene, Scene *scene) { - if(!need_update) - return; - - device_free(device, dscene); - - KernelIntegrator *kintegrator = &dscene->data.integrator; - - /* integrator parameters */ - kintegrator->max_bounce = max_bounce + 1; - - kintegrator->max_diffuse_bounce = max_diffuse_bounce + 1; - kintegrator->max_glossy_bounce = max_glossy_bounce + 1; - kintegrator->max_transmission_bounce = max_transmission_bounce + 1; - kintegrator->max_volume_bounce = max_volume_bounce + 1; - - kintegrator->transparent_max_bounce = transparent_max_bounce + 1; - - if(ao_bounces == 0) { - kintegrator->ao_bounces = INT_MAX; - } - else { - kintegrator->ao_bounces = ao_bounces - 1; - } - - /* Transparent Shadows - * We only need to enable transparent shadows, if we actually have - * transparent shaders in the scene. Otherwise we can disable it - * to improve performance a bit. */ - kintegrator->transparent_shadows = false; - foreach(Shader *shader, scene->shaders) { - /* keep this in sync with SD_HAS_TRANSPARENT_SHADOW in shader.cpp */ - if((shader->has_surface_transparent && shader->use_transparent_shadow) || shader->has_volume) { - kintegrator->transparent_shadows = true; - break; - } - } - - kintegrator->volume_max_steps = volume_max_steps; - kintegrator->volume_step_size = volume_step_size; - - kintegrator->caustics_reflective = caustics_reflective; - kintegrator->caustics_refractive = caustics_refractive; - kintegrator->filter_glossy = (filter_glossy == 0.0f)? FLT_MAX: 1.0f/filter_glossy; - - kintegrator->seed = hash_int(seed); - - kintegrator->use_ambient_occlusion = - ((Pass::contains(scene->film->passes, PASS_AO)) || dscene->data.background.ao_factor != 0.0f); - - kintegrator->sample_clamp_direct = (sample_clamp_direct == 0.0f)? FLT_MAX: sample_clamp_direct*3.0f; - kintegrator->sample_clamp_indirect = (sample_clamp_indirect == 0.0f)? FLT_MAX: sample_clamp_indirect*3.0f; - - kintegrator->branched = (method == BRANCHED_PATH); - kintegrator->volume_decoupled = device->info.has_volume_decoupled; - kintegrator->diffuse_samples = diffuse_samples; - kintegrator->glossy_samples = glossy_samples; - kintegrator->transmission_samples = transmission_samples; - kintegrator->ao_samples = ao_samples; - kintegrator->mesh_light_samples = mesh_light_samples; - kintegrator->subsurface_samples = subsurface_samples; - kintegrator->volume_samples = volume_samples; - kintegrator->start_sample = start_sample; - - if(method == BRANCHED_PATH) { - kintegrator->sample_all_lights_direct = sample_all_lights_direct; - kintegrator->sample_all_lights_indirect = sample_all_lights_indirect; - } - else { - kintegrator->sample_all_lights_direct = false; - kintegrator->sample_all_lights_indirect = false; - } - - kintegrator->sampling_pattern = sampling_pattern; - kintegrator->aa_samples = aa_samples; - - if(light_sampling_threshold > 0.0f) { - kintegrator->light_inv_rr_threshold = 1.0f / light_sampling_threshold; - } - else { - kintegrator->light_inv_rr_threshold = 0.0f; - } - - /* sobol directions table */ - int max_samples = 1; - - if(method == BRANCHED_PATH) { - foreach(Light *light, scene->lights) - max_samples = max(max_samples, light->samples); - - max_samples = max(max_samples, max(diffuse_samples, max(glossy_samples, transmission_samples))); - max_samples = max(max_samples, max(ao_samples, max(mesh_light_samples, subsurface_samples))); - max_samples = max(max_samples, volume_samples); - } - - uint total_bounces = max_bounce + - transparent_max_bounce + 3 + - VOLUME_BOUNDS_MAX + - max(BSSRDF_MAX_HITS, BSSRDF_MAX_BOUNCES); - - max_samples *= total_bounces; - - int dimensions = PRNG_BASE_NUM + max_samples*PRNG_BOUNCE_NUM; - dimensions = min(dimensions, SOBOL_MAX_DIMENSIONS); - - uint *directions = dscene->sobol_directions.alloc(SOBOL_BITS*dimensions); - - sobol_generate_direction_vectors((uint(*)[SOBOL_BITS])directions, dimensions); - - dscene->sobol_directions.copy_to_device(); - - /* Clamping. */ - bool use_sample_clamp = (sample_clamp_direct != 0.0f || - sample_clamp_indirect != 0.0f); - if(use_sample_clamp != scene->film->use_sample_clamp) { - scene->film->use_sample_clamp = use_sample_clamp; - scene->film->tag_update(scene); - } - - need_update = false; + if (!need_update) + return; + + device_free(device, dscene); + + KernelIntegrator *kintegrator = &dscene->data.integrator; + + /* integrator parameters */ + kintegrator->max_bounce = max_bounce + 1; + + kintegrator->max_diffuse_bounce = max_diffuse_bounce + 1; + kintegrator->max_glossy_bounce = max_glossy_bounce + 1; + kintegrator->max_transmission_bounce = max_transmission_bounce + 1; + kintegrator->max_volume_bounce = max_volume_bounce + 1; + + kintegrator->transparent_max_bounce = transparent_max_bounce + 1; + + if (ao_bounces == 0) { + kintegrator->ao_bounces = INT_MAX; + } + else { + kintegrator->ao_bounces = ao_bounces - 1; + } + + /* Transparent Shadows + * We only need to enable transparent shadows, if we actually have + * transparent shaders in the scene. Otherwise we can disable it + * to improve performance a bit. */ + kintegrator->transparent_shadows = false; + foreach (Shader *shader, scene->shaders) { + /* keep this in sync with SD_HAS_TRANSPARENT_SHADOW in shader.cpp */ + if ((shader->has_surface_transparent && shader->use_transparent_shadow) || + shader->has_volume) { + kintegrator->transparent_shadows = true; + break; + } + } + + kintegrator->volume_max_steps = volume_max_steps; + kintegrator->volume_step_size = volume_step_size; + + kintegrator->caustics_reflective = caustics_reflective; + kintegrator->caustics_refractive = caustics_refractive; + kintegrator->filter_glossy = (filter_glossy == 0.0f) ? FLT_MAX : 1.0f / filter_glossy; + + kintegrator->seed = hash_int(seed); + + kintegrator->use_ambient_occlusion = ((Pass::contains(scene->film->passes, PASS_AO)) || + dscene->data.background.ao_factor != 0.0f); + + kintegrator->sample_clamp_direct = (sample_clamp_direct == 0.0f) ? FLT_MAX : + sample_clamp_direct * 3.0f; + kintegrator->sample_clamp_indirect = (sample_clamp_indirect == 0.0f) ? + FLT_MAX : + sample_clamp_indirect * 3.0f; + + kintegrator->branched = (method == BRANCHED_PATH); + kintegrator->volume_decoupled = device->info.has_volume_decoupled; + kintegrator->diffuse_samples = diffuse_samples; + kintegrator->glossy_samples = glossy_samples; + kintegrator->transmission_samples = transmission_samples; + kintegrator->ao_samples = ao_samples; + kintegrator->mesh_light_samples = mesh_light_samples; + kintegrator->subsurface_samples = subsurface_samples; + kintegrator->volume_samples = volume_samples; + kintegrator->start_sample = start_sample; + + if (method == BRANCHED_PATH) { + kintegrator->sample_all_lights_direct = sample_all_lights_direct; + kintegrator->sample_all_lights_indirect = sample_all_lights_indirect; + } + else { + kintegrator->sample_all_lights_direct = false; + kintegrator->sample_all_lights_indirect = false; + } + + kintegrator->sampling_pattern = sampling_pattern; + kintegrator->aa_samples = aa_samples; + + if (light_sampling_threshold > 0.0f) { + kintegrator->light_inv_rr_threshold = 1.0f / light_sampling_threshold; + } + else { + kintegrator->light_inv_rr_threshold = 0.0f; + } + + /* sobol directions table */ + int max_samples = 1; + + if (method == BRANCHED_PATH) { + foreach (Light *light, scene->lights) + max_samples = max(max_samples, light->samples); + + max_samples = max(max_samples, + max(diffuse_samples, max(glossy_samples, transmission_samples))); + max_samples = max(max_samples, max(ao_samples, max(mesh_light_samples, subsurface_samples))); + max_samples = max(max_samples, volume_samples); + } + + uint total_bounces = max_bounce + transparent_max_bounce + 3 + VOLUME_BOUNDS_MAX + + max(BSSRDF_MAX_HITS, BSSRDF_MAX_BOUNCES); + + max_samples *= total_bounces; + + int dimensions = PRNG_BASE_NUM + max_samples * PRNG_BOUNCE_NUM; + dimensions = min(dimensions, SOBOL_MAX_DIMENSIONS); + + uint *directions = dscene->sobol_directions.alloc(SOBOL_BITS * dimensions); + + sobol_generate_direction_vectors((uint(*)[SOBOL_BITS])directions, dimensions); + + dscene->sobol_directions.copy_to_device(); + + /* Clamping. */ + bool use_sample_clamp = (sample_clamp_direct != 0.0f || sample_clamp_indirect != 0.0f); + if (use_sample_clamp != scene->film->use_sample_clamp) { + scene->film->use_sample_clamp = use_sample_clamp; + scene->film->tag_update(scene); + } + + need_update = false; } void Integrator::device_free(Device *, DeviceScene *dscene) { - dscene->sobol_directions.free(); + dscene->sobol_directions.free(); } -bool Integrator::modified(const Integrator& integrator) +bool Integrator::modified(const Integrator &integrator) { - return !Node::equals(integrator); + return !Node::equals(integrator); } void Integrator::tag_update(Scene *scene) { - foreach(Shader *shader, scene->shaders) { - if(shader->has_integrator_dependency) { - scene->shader_manager->need_update = true; - break; - } - } - need_update = true; + foreach (Shader *shader, scene->shaders) { + if (shader->has_integrator_dependency) { + scene->shader_manager->need_update = true; + break; + } + } + need_update = true; } CCL_NAMESPACE_END |