/* * 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. */ #include "device.h" #include "integrator.h" #include "film.h" #include "light.h" #include "scene.h" #include "shader.h" #include "sobol.h" #include "util_foreach.h" #include "util_hash.h" CCL_NAMESPACE_BEGIN Integrator::Integrator() { min_bounce = 2; max_bounce = 7; max_diffuse_bounce = max_bounce; max_glossy_bounce = max_bounce; max_transmission_bounce = max_bounce; max_volume_bounce = max_bounce; transparent_min_bounce = min_bounce; transparent_max_bounce = max_bounce; transparent_shadows = false; volume_max_steps = 1024; volume_step_size = 0.1f; caustics_reflective = true; caustics_refractive = true; filter_glossy = 0.0f; seed = 0; layer_flag = ~0; sample_clamp_direct = 0.0f; sample_clamp_indirect = 0.0f; motion_blur = false; aa_samples = 0; diffuse_samples = 1; glossy_samples = 1; transmission_samples = 1; ao_samples = 1; mesh_light_samples = 1; subsurface_samples = 1; volume_samples = 1; sample_all_lights_direct = true; sample_all_lights_indirect = true; method = PATH; sampling_pattern = SAMPLING_PATTERN_SOBOL; need_update = true; } 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->min_bounce = min_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; kintegrator->transparent_min_bounce = transparent_min_bounce + 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. */ if(transparent_shadows) { 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; } } } else { kintegrator->transparent_shadows = false; } 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->layer_flag = layer_flag << PATH_RAY_LAYER_SHIFT; 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->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; 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; /* 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); } max_samples *= (max_bounce + transparent_max_bounce + 3); int dimensions = PRNG_BASE_NUM + max_samples*PRNG_BOUNCE_NUM; dimensions = min(dimensions, SOBOL_MAX_DIMENSIONS); uint *directions = dscene->sobol_directions.resize(SOBOL_BITS*dimensions); sobol_generate_direction_vectors((uint(*)[SOBOL_BITS])directions, dimensions); device->tex_alloc("__sobol_directions", dscene->sobol_directions); /* 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 *device, DeviceScene *dscene) { device->tex_free(dscene->sobol_directions); dscene->sobol_directions.clear(); } bool Integrator::modified(const Integrator& integrator) { return !(min_bounce == integrator.min_bounce && max_bounce == integrator.max_bounce && max_diffuse_bounce == integrator.max_diffuse_bounce && max_glossy_bounce == integrator.max_glossy_bounce && max_transmission_bounce == integrator.max_transmission_bounce && max_volume_bounce == integrator.max_volume_bounce && transparent_min_bounce == integrator.transparent_min_bounce && transparent_max_bounce == integrator.transparent_max_bounce && transparent_shadows == integrator.transparent_shadows && volume_max_steps == integrator.volume_max_steps && volume_step_size == integrator.volume_step_size && caustics_reflective == integrator.caustics_reflective && caustics_refractive == integrator.caustics_refractive && filter_glossy == integrator.filter_glossy && layer_flag == integrator.layer_flag && seed == integrator.seed && sample_clamp_direct == integrator.sample_clamp_direct && sample_clamp_indirect == integrator.sample_clamp_indirect && method == integrator.method && aa_samples == integrator.aa_samples && diffuse_samples == integrator.diffuse_samples && glossy_samples == integrator.glossy_samples && transmission_samples == integrator.transmission_samples && ao_samples == integrator.ao_samples && mesh_light_samples == integrator.mesh_light_samples && subsurface_samples == integrator.subsurface_samples && volume_samples == integrator.volume_samples && motion_blur == integrator.motion_blur && sampling_pattern == integrator.sampling_pattern && sample_all_lights_direct == integrator.sample_all_lights_direct && sample_all_lights_indirect == integrator.sample_all_lights_indirect); } 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; } CCL_NAMESPACE_END