0330741548
This is a speed up option which is mainly useful for viewport. Gives nice speedup in the barbershop scene of 2x when replacing GI with AO after 2nd bounce without loosing too much details. Reviewers: brecht Subscribers: eyecandy, venomgfx Differential Revision: https://developer.blender.org/D2383
242 lines
7.7 KiB
C++
242 lines
7.7 KiB
C++
/*
|
|
* 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
|
|
|
|
NODE_DEFINE(Integrator)
|
|
{
|
|
NodeType *type = NodeType::add("integrator", create);
|
|
|
|
SOCKET_INT(min_bounce, "Min Bounce", 2);
|
|
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_min_bounce, "Transparent Min Bounce", 2);
|
|
SOCKET_INT(transparent_max_bounce, "Transparent Max Bounce", 7);
|
|
SOCKET_BOOLEAN(transparent_shadows, "Transparent Shadows", false);
|
|
|
|
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_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)
|
|
{
|
|
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;
|
|
|
|
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. */
|
|
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->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;
|
|
|
|
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);
|
|
}
|
|
|
|
max_samples *= (max_bounce + transparent_max_bounce + 3 + BSSRDF_MAX_HITS);
|
|
|
|
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 !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;
|
|
}
|
|
|
|
CCL_NAMESPACE_END
|
|
|