blender/intern/cycles/render/integrator.cpp
Sergey Sharybin 92d12ab38b Cycles: Correction to integrator's transparent shadows
It was possible that deleting transparent BSDF from shader wouldn't
disable transparent shadows in integrator when doing viewport render.
2015-09-08 11:47:39 +05:00

227 lines
7.2 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 "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;
max_volume_bounce = max_bounce;
transparent_min_bounce = min_bounce;
transparent_max_bounce = max_bounce;
transparent_shadows = false;
volume_max_steps = 1024;
volume_step_size = 0.1f;
caustics_reflective = true;
caustics_refractive = true;
filter_glossy = 0.0f;
seed = 0;
layer_flag = ~0;
sample_clamp_direct = 0.0f;
sample_clamp_indirect = 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;
volume_samples = 1;
sample_all_lights_direct = true;
sample_all_lights_indirect = true;
method = PATH;
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;
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;
/* 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->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_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;
/* 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);
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 &&
max_volume_bounce == integrator.max_volume_bounce &&
transparent_min_bounce == integrator.transparent_min_bounce &&
transparent_max_bounce == integrator.transparent_max_bounce &&
transparent_shadows == integrator.transparent_shadows &&
volume_max_steps == integrator.volume_max_steps &&
volume_step_size == integrator.volume_step_size &&
caustics_reflective == integrator.caustics_reflective &&
caustics_refractive == integrator.caustics_refractive &&
filter_glossy == integrator.filter_glossy &&
layer_flag == integrator.layer_flag &&
seed == integrator.seed &&
sample_clamp_direct == integrator.sample_clamp_direct &&
sample_clamp_indirect == integrator.sample_clamp_indirect &&
method == integrator.method &&
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 &&
volume_samples == integrator.volume_samples &&
motion_blur == integrator.motion_blur &&
sampling_pattern == integrator.sampling_pattern &&
sample_all_lights_direct == integrator.sample_all_lights_direct &&
sample_all_lights_indirect == integrator.sample_all_lights_indirect);
}
void Integrator::tag_update(Scene * /*scene*/)
{
need_update = true;
}
CCL_NAMESPACE_END