da376e0237
Cycles uses code from some great open source projects, many thanks them: * BVH building and traversal code from NVidia's "Understanding the Efficiency of Ray Traversal on GPUs": http://code.google.com/p/understanding-the-efficiency-of-ray-traversal-on-gpus/ * Open Shading Language for a large part of the shading system: http://code.google.com/p/openshadinglanguage/ * Blender for procedural textures and a few other nodes. * Approximate Catmull Clark subdivision from NVidia Mesh tools: http://code.google.com/p/nvidia-mesh-tools/ * Sobol direction vectors from: http://web.maths.unsw.edu.au/~fkuo/sobol/ * Film response functions from: http://www.cs.columbia.edu/CAVE/software/softlib/dorf.php
50 lines
1.3 KiB
C++
50 lines
1.3 KiB
C++
/*
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* Copyright 2011, Blender Foundation.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*/
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#ifndef __INTEGRATOR_H__
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#define __INTEGRATOR_H__
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CCL_NAMESPACE_BEGIN
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class Device;
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class DeviceScene;
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class Scene;
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class Integrator {
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public:
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int minbounce;
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int maxbounce;
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bool no_caustics;
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float blur_caustics;
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bool need_update;
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Integrator();
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~Integrator();
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void device_update(Device *device, DeviceScene *dscene);
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void device_free(Device *device, DeviceScene *dscene);
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bool modified(const Integrator& integrator);
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void tag_update(Scene *scene);
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};
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CCL_NAMESPACE_END
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#endif /* __INTEGRATOR_H__ */
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