blender/intern/cycles/render/integrator.h
Brecht Van Lommel ca03eddfcc Cleanup: remove Cycles layer bits checking in the kernel.
At some point the idea was that we could have an optimization where we could
render multiple render layers without re-exporting the scene, by just updating
the layer bits. We are not doing this now and in practice with the available
render layer control like exclude layers it's not always possible anyway.

This makes it easier to support an arbitrary number of layers in the future
(hopefully this summer), and frees up some useful bits in the kernel.

Reviewed By: sergey, dingto

Differential Revision: https://developer.blender.org/D2020
2016-05-22 17:36:38 +02:00

96 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_types.h"
#include "node.h"
CCL_NAMESPACE_BEGIN
class Device;
class DeviceScene;
class Scene;
class Integrator : public Node {
public:
NODE_DECLARE;
int min_bounce;
int max_bounce;
int max_diffuse_bounce;
int max_glossy_bounce;
int max_transmission_bounce;
int max_volume_bounce;
int transparent_min_bounce;
int transparent_max_bounce;
bool transparent_shadows;
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;
bool sample_all_lights_direct;
bool sample_all_lights_indirect;
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);
void tag_update(Scene *scene);
};
CCL_NAMESPACE_END
#endif /* __INTEGRATOR_H__ */