blender/intern/cycles/render/integrator.h
Brecht Van Lommel 5e4bad2c00 Cycles: remove option to disable transparent shadows globally.
We already detect this automatically based on shading nodes and per shader
settings, and performance of this option is ok now all devices.

Differential Revision: https://developer.blender.org/D2767
2017-08-07 14:01:24 +02:00

99 lines
1.9 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.
*/
#ifndef __INTEGRATOR_H__
#define __INTEGRATOR_H__
#include "kernel/kernel_types.h"
#include "graph/node.h"
CCL_NAMESPACE_BEGIN
class Device;
class DeviceScene;
class Scene;
class Integrator : public Node {
public:
NODE_DECLARE
int max_bounce;
int max_diffuse_bounce;
int max_glossy_bounce;
int max_transmission_bounce;
int max_volume_bounce;
int transparent_max_bounce;
int ao_bounces;
int volume_max_steps;
float volume_step_size;
bool caustics_reflective;
bool caustics_refractive;
float filter_glossy;
int seed;
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;
int start_sample;
bool sample_all_lights_direct;
bool sample_all_lights_indirect;
float light_sampling_threshold;
enum Method {
BRANCHED_PATH = 0,
PATH = 1,
NUM_METHODS,
};
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__ */