0579eaae1f
The idea is to make include statements more explicit and obvious where the file is coming from, additionally reducing chance of wrong header being picked up. For example, it was not obvious whether bvh.h was refferring to builder or traversal, whenter node.h is a generic graph node or a shader node and cases like that. Surely this might look obvious for the active developers, but after some time of not touching the code it becomes less obvious where file is coming from. This was briefly mentioned in T50824 and seems @brecht is fine with such explicitness, but need to agree with all active developers before committing this. Please note that this patch is lacking changes related on GPU/OpenCL support. This will be solved if/when we all agree this is a good idea to move forward. Reviewers: brecht, lukasstockner97, maiself, nirved, dingto, juicyfruit, swerner Reviewed By: lukasstockner97, maiself, nirved, dingto Subscribers: brecht Differential Revision: https://developer.blender.org/D2586
244 lines
7.8 KiB
C++
244 lines
7.8 KiB
C++
/*
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* Copyright 2011-2013 Blender Foundation
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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#include "device/device.h"
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#include "render/integrator.h"
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#include "render/film.h"
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#include "render/light.h"
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#include "render/scene.h"
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#include "render/shader.h"
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#include "render/sobol.h"
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#include "util/util_foreach.h"
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#include "util/util_hash.h"
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CCL_NAMESPACE_BEGIN
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NODE_DEFINE(Integrator)
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{
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NodeType *type = NodeType::add("integrator", create);
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SOCKET_INT(min_bounce, "Min Bounce", 2);
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SOCKET_INT(max_bounce, "Max Bounce", 7);
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SOCKET_INT(max_diffuse_bounce, "Max Diffuse Bounce", 7);
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SOCKET_INT(max_glossy_bounce, "Max Glossy Bounce", 7);
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SOCKET_INT(max_transmission_bounce, "Max Transmission Bounce", 7);
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SOCKET_INT(max_volume_bounce, "Max Volume Bounce", 7);
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SOCKET_INT(transparent_min_bounce, "Transparent Min Bounce", 2);
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SOCKET_INT(transparent_max_bounce, "Transparent Max Bounce", 7);
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SOCKET_BOOLEAN(transparent_shadows, "Transparent Shadows", false);
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SOCKET_INT(ao_bounces, "AO Bounces", 0);
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SOCKET_INT(volume_max_steps, "Volume Max Steps", 1024);
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SOCKET_FLOAT(volume_step_size, "Volume Step Size", 0.1f);
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SOCKET_BOOLEAN(caustics_reflective, "Reflective Caustics", true);
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SOCKET_BOOLEAN(caustics_refractive, "Refractive Caustics", true);
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SOCKET_FLOAT(filter_glossy, "Filter Glossy", 0.0f);
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SOCKET_INT(seed, "Seed", 0);
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SOCKET_FLOAT(sample_clamp_direct, "Sample Clamp Direct", 0.0f);
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SOCKET_FLOAT(sample_clamp_indirect, "Sample Clamp Indirect", 0.0f);
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SOCKET_BOOLEAN(motion_blur, "Motion Blur", false);
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SOCKET_INT(aa_samples, "AA Samples", 0);
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SOCKET_INT(diffuse_samples, "Diffuse Samples", 1);
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SOCKET_INT(glossy_samples, "Glossy Samples", 1);
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SOCKET_INT(transmission_samples, "Transmission Samples", 1);
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SOCKET_INT(ao_samples, "AO Samples", 1);
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SOCKET_INT(mesh_light_samples, "Mesh Light Samples", 1);
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SOCKET_INT(subsurface_samples, "Subsurface Samples", 1);
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SOCKET_INT(volume_samples, "Volume Samples", 1);
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SOCKET_INT(start_sample, "Start Sample", 0);
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SOCKET_BOOLEAN(sample_all_lights_direct, "Sample All Lights Direct", true);
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SOCKET_BOOLEAN(sample_all_lights_indirect, "Sample All Lights Indirect", true);
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SOCKET_FLOAT(light_sampling_threshold, "Light Sampling Threshold", 0.05f);
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static NodeEnum method_enum;
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method_enum.insert("path", PATH);
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method_enum.insert("branched_path", BRANCHED_PATH);
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SOCKET_ENUM(method, "Method", method_enum, PATH);
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static NodeEnum sampling_pattern_enum;
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sampling_pattern_enum.insert("sobol", SAMPLING_PATTERN_SOBOL);
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sampling_pattern_enum.insert("cmj", SAMPLING_PATTERN_CMJ);
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SOCKET_ENUM(sampling_pattern, "Sampling Pattern", sampling_pattern_enum, SAMPLING_PATTERN_SOBOL);
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return type;
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}
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Integrator::Integrator()
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: Node(node_type)
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{
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need_update = true;
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}
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Integrator::~Integrator()
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{
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}
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void Integrator::device_update(Device *device, DeviceScene *dscene, Scene *scene)
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{
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if(!need_update)
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return;
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device_free(device, dscene);
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KernelIntegrator *kintegrator = &dscene->data.integrator;
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/* integrator parameters */
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kintegrator->max_bounce = max_bounce + 1;
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kintegrator->min_bounce = min_bounce + 1;
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kintegrator->max_diffuse_bounce = max_diffuse_bounce + 1;
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kintegrator->max_glossy_bounce = max_glossy_bounce + 1;
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kintegrator->max_transmission_bounce = max_transmission_bounce + 1;
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kintegrator->max_volume_bounce = max_volume_bounce + 1;
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kintegrator->transparent_max_bounce = transparent_max_bounce + 1;
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kintegrator->transparent_min_bounce = transparent_min_bounce + 1;
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if(ao_bounces == 0) {
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kintegrator->ao_bounces = INT_MAX;
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}
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else {
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kintegrator->ao_bounces = ao_bounces - 1;
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}
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/* Transparent Shadows
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* We only need to enable transparent shadows, if we actually have
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* transparent shaders in the scene. Otherwise we can disable it
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* to improve performance a bit. */
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if(transparent_shadows) {
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kintegrator->transparent_shadows = false;
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foreach(Shader *shader, scene->shaders) {
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/* keep this in sync with SD_HAS_TRANSPARENT_SHADOW in shader.cpp */
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if((shader->has_surface_transparent && shader->use_transparent_shadow) || shader->has_volume) {
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kintegrator->transparent_shadows = true;
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break;
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}
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}
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}
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else {
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kintegrator->transparent_shadows = false;
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}
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kintegrator->volume_max_steps = volume_max_steps;
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kintegrator->volume_step_size = volume_step_size;
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kintegrator->caustics_reflective = caustics_reflective;
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kintegrator->caustics_refractive = caustics_refractive;
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kintegrator->filter_glossy = (filter_glossy == 0.0f)? FLT_MAX: 1.0f/filter_glossy;
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kintegrator->seed = hash_int(seed);
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kintegrator->use_ambient_occlusion =
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((Pass::contains(scene->film->passes, PASS_AO)) || dscene->data.background.ao_factor != 0.0f);
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kintegrator->sample_clamp_direct = (sample_clamp_direct == 0.0f)? FLT_MAX: sample_clamp_direct*3.0f;
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kintegrator->sample_clamp_indirect = (sample_clamp_indirect == 0.0f)? FLT_MAX: sample_clamp_indirect*3.0f;
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kintegrator->branched = (method == BRANCHED_PATH);
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kintegrator->diffuse_samples = diffuse_samples;
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kintegrator->glossy_samples = glossy_samples;
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kintegrator->transmission_samples = transmission_samples;
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kintegrator->ao_samples = ao_samples;
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kintegrator->mesh_light_samples = mesh_light_samples;
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kintegrator->subsurface_samples = subsurface_samples;
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kintegrator->volume_samples = volume_samples;
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kintegrator->start_sample = start_sample;
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if(method == BRANCHED_PATH) {
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kintegrator->sample_all_lights_direct = sample_all_lights_direct;
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kintegrator->sample_all_lights_indirect = sample_all_lights_indirect;
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}
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else {
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kintegrator->sample_all_lights_direct = false;
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kintegrator->sample_all_lights_indirect = false;
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}
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kintegrator->sampling_pattern = sampling_pattern;
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kintegrator->aa_samples = aa_samples;
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if(light_sampling_threshold > 0.0f) {
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kintegrator->light_inv_rr_threshold = 1.0f / light_sampling_threshold;
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}
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else {
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kintegrator->light_inv_rr_threshold = 0.0f;
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}
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/* sobol directions table */
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int max_samples = 1;
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if(method == BRANCHED_PATH) {
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foreach(Light *light, scene->lights)
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max_samples = max(max_samples, light->samples);
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max_samples = max(max_samples, max(diffuse_samples, max(glossy_samples, transmission_samples)));
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max_samples = max(max_samples, max(ao_samples, max(mesh_light_samples, subsurface_samples)));
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max_samples = max(max_samples, volume_samples);
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}
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max_samples *= (max_bounce + transparent_max_bounce + 3 + BSSRDF_MAX_HITS);
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int dimensions = PRNG_BASE_NUM + max_samples*PRNG_BOUNCE_NUM;
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dimensions = min(dimensions, SOBOL_MAX_DIMENSIONS);
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uint *directions = dscene->sobol_directions.resize(SOBOL_BITS*dimensions);
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sobol_generate_direction_vectors((uint(*)[SOBOL_BITS])directions, dimensions);
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device->tex_alloc("__sobol_directions", dscene->sobol_directions);
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/* Clamping. */
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bool use_sample_clamp = (sample_clamp_direct != 0.0f ||
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sample_clamp_indirect != 0.0f);
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if(use_sample_clamp != scene->film->use_sample_clamp) {
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scene->film->use_sample_clamp = use_sample_clamp;
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scene->film->tag_update(scene);
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}
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need_update = false;
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}
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void Integrator::device_free(Device *device, DeviceScene *dscene)
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{
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device->tex_free(dscene->sobol_directions);
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dscene->sobol_directions.clear();
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}
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bool Integrator::modified(const Integrator& integrator)
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{
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return !Node::equals(integrator);
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}
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void Integrator::tag_update(Scene *scene)
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{
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foreach(Shader *shader, scene->shaders) {
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if(shader->has_integrator_dependency) {
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scene->shader_manager->need_update = true;
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break;
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}
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}
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need_update = true;
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}
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CCL_NAMESPACE_END
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