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/*
* Copyright 2011-2013 Blender Foundation
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
#ifndef __INTEGRATOR_H__
#define __INTEGRATOR_H__
#include "kernel/kernel_types.h"
#include "graph/node.h"
CCL_NAMESPACE_BEGIN
class Device;
class DeviceScene;
class Scene;
class Integrator : public Node {
public:
NODE_DECLARE
NODE_SOCKET_API(int, min_bounce)
NODE_SOCKET_API(int, max_bounce)
NODE_SOCKET_API(int, max_diffuse_bounce)
NODE_SOCKET_API(int, max_glossy_bounce)
NODE_SOCKET_API(int, max_transmission_bounce)
NODE_SOCKET_API(int, max_volume_bounce)
NODE_SOCKET_API(int, transparent_min_bounce)
NODE_SOCKET_API(int, transparent_max_bounce)
NODE_SOCKET_API(int, ao_bounces)
NODE_SOCKET_API(int, volume_max_steps)
NODE_SOCKET_API(float, volume_step_rate)
NODE_SOCKET_API(bool, caustics_reflective)
NODE_SOCKET_API(bool, caustics_refractive)
NODE_SOCKET_API(float, filter_glossy)
NODE_SOCKET_API(int, seed)
NODE_SOCKET_API(float, sample_clamp_direct)
NODE_SOCKET_API(float, sample_clamp_indirect)
NODE_SOCKET_API(bool, motion_blur)
/* Maximum number of samples, beyond which we are likely to run into
* precision issues for sampling patterns. */
static const int MAX_SAMPLES = (1 << 24);
NODE_SOCKET_API(int, aa_samples)
NODE_SOCKET_API(int, diffuse_samples)
NODE_SOCKET_API(int, glossy_samples)
NODE_SOCKET_API(int, transmission_samples)
NODE_SOCKET_API(int, ao_samples)
NODE_SOCKET_API(int, mesh_light_samples)
NODE_SOCKET_API(int, subsurface_samples)
NODE_SOCKET_API(int, volume_samples)
NODE_SOCKET_API(int, start_sample)
NODE_SOCKET_API(bool, sample_all_lights_direct)
NODE_SOCKET_API(bool, sample_all_lights_indirect)
NODE_SOCKET_API(float, light_sampling_threshold)
NODE_SOCKET_API(int, adaptive_min_samples)
NODE_SOCKET_API(float, adaptive_threshold)
enum Method {
BRANCHED_PATH = 0,
PATH = 1,
NUM_METHODS,
};
NODE_SOCKET_API(Method, method)
NODE_SOCKET_API(SamplingPattern, sampling_pattern)
enum : uint32_t {
AO_PASS_MODIFIED = (1 << 0),
BACKGROUND_AO_MODIFIED = (1 << 1),
LIGHT_SAMPLES_MODIFIED = (1 << 2),
/* tag everything in the manager for an update */
UPDATE_ALL = ~0u,
UPDATE_NONE = 0u,
};
Integrator();
~Integrator();
void device_update(Device *device, DeviceScene *dscene, Scene *scene);
void device_free(Device *device, DeviceScene *dscene, bool force_free = false);
void tag_update(Scene *scene, uint32_t flag);
};
CCL_NAMESPACE_END
#endif /* __INTEGRATOR_H__ */
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