/* * Copyright 2011, Blender Foundation. * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software Foundation, * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. */ #include "device.h" #include "integrator.h" #include "light.h" #include "scene.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; probalistic_termination = true; transparent_min_bounce = min_bounce; transparent_max_bounce = max_bounce; transparent_probalistic = true; transparent_shadows = false; no_caustics = false; filter_glossy = 0.0f; seed = 0; layer_flag = ~0; sample_clamp = 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; progressive = true; 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; if(probalistic_termination) kintegrator->min_bounce = min_bounce + 1; else kintegrator->min_bounce = kintegrator->max_bounce; 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->transparent_max_bounce = transparent_max_bounce + 1; if(transparent_probalistic) kintegrator->transparent_min_bounce = transparent_min_bounce + 1; else kintegrator->transparent_min_bounce = kintegrator->transparent_max_bounce; kintegrator->transparent_shadows = transparent_shadows; kintegrator->no_caustics = no_caustics; 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 = ((dscene->data.film.pass_flag & PASS_AO) || dscene->data.background.ao_factor != 0.0f); kintegrator->sample_clamp = (sample_clamp == 0.0f)? FLT_MAX: sample_clamp*3.0f; kintegrator->progressive = progressive; kintegrator->aa_samples = aa_samples; 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->sampling_pattern = sampling_pattern; /* sobol directions table */ int max_samples = 1; if(!progressive) { 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_bounce + transparent_max_bounce + 2); 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); 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 && probalistic_termination == integrator.probalistic_termination && transparent_min_bounce == integrator.transparent_min_bounce && transparent_max_bounce == integrator.transparent_max_bounce && transparent_probalistic == integrator.transparent_probalistic && transparent_shadows == integrator.transparent_shadows && no_caustics == integrator.no_caustics && filter_glossy == integrator.filter_glossy && layer_flag == integrator.layer_flag && seed == integrator.seed && sample_clamp == integrator.sample_clamp && progressive == integrator.progressive && 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 && motion_blur == integrator.motion_blur && sampling_pattern == integrator.sampling_pattern); } void Integrator::tag_update(Scene *scene) { need_update = true; } CCL_NAMESPACE_END