blender/intern/cycles/render/integrator.h
Thomas Dinges 211f08d89b Cycles: Direct multi light sampling in the Branched Path Integrator is optional now.
Disabling this can improve performance, when we need a lot of AA Samples anyway, to clear up the render.

Simple example .blend: http://www.pasteall.org/blend/27582

Differential Revision: https://developer.blender.org/D392
2014-03-15 17:37:43 +01:00

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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_types.h"
CCL_NAMESPACE_BEGIN
class Device;
class DeviceScene;
class Scene;
class Integrator {
public:
int min_bounce;
int max_bounce;
int max_diffuse_bounce;
int max_glossy_bounce;
int max_transmission_bounce;
int max_volume_bounce;
bool probalistic_termination;
int transparent_min_bounce;
int transparent_max_bounce;
bool transparent_probalistic;
bool transparent_shadows;
int volume_homogeneous_sampling;
int volume_max_steps;
float volume_step_size;
bool no_caustics;
float filter_glossy;
int seed;
int layer_flag;
float sample_clamp_direct;
float sample_clamp_indirect;
bool motion_blur;
int aa_samples;
int diffuse_samples;
int glossy_samples;
int transmission_samples;
int ao_samples;
int mesh_light_samples;
int subsurface_samples;
int volume_samples;
bool sample_all_lights_direct;
bool sample_all_lights_indirect;
enum Method {
BRANCHED_PATH = 0,
PATH = 1
};
Method method;
SamplingPattern sampling_pattern;
bool need_update;
Integrator();
~Integrator();
void device_update(Device *device, DeviceScene *dscene, Scene *scene);
void device_free(Device *device, DeviceScene *dscene);
bool modified(const Integrator& integrator);
void tag_update(Scene *scene);
};
CCL_NAMESPACE_END
#endif /* __INTEGRATOR_H__ */