forked from bartvdbraak/blender
Brecht Van Lommel
171c4e982f
We are already using the AO distance, so might as well offer this extra control over the intensity. Useful when an interior scene is supposed to be significantly darker than the background shader.
235 lines
7.5 KiB
C++
235 lines
7.5 KiB
C++
/*
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* Copyright 2011-2013 Blender Foundation
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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#include "device/device.h"
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#include "render/background.h"
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#include "render/integrator.h"
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#include "render/film.h"
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#include "render/light.h"
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#include "render/scene.h"
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#include "render/shader.h"
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#include "render/sobol.h"
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#include "util/util_foreach.h"
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#include "util/util_hash.h"
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CCL_NAMESPACE_BEGIN
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NODE_DEFINE(Integrator)
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{
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NodeType *type = NodeType::add("integrator", create);
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SOCKET_INT(max_bounce, "Max Bounce", 7);
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SOCKET_INT(max_diffuse_bounce, "Max Diffuse Bounce", 7);
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SOCKET_INT(max_glossy_bounce, "Max Glossy Bounce", 7);
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SOCKET_INT(max_transmission_bounce, "Max Transmission Bounce", 7);
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SOCKET_INT(max_volume_bounce, "Max Volume Bounce", 7);
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SOCKET_INT(transparent_max_bounce, "Transparent Max Bounce", 7);
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SOCKET_INT(ao_bounces, "AO Bounces", 0);
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SOCKET_INT(volume_max_steps, "Volume Max Steps", 1024);
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SOCKET_FLOAT(volume_step_size, "Volume Step Size", 0.1f);
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SOCKET_BOOLEAN(caustics_reflective, "Reflective Caustics", true);
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SOCKET_BOOLEAN(caustics_refractive, "Refractive Caustics", true);
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SOCKET_FLOAT(filter_glossy, "Filter Glossy", 0.0f);
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SOCKET_INT(seed, "Seed", 0);
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SOCKET_FLOAT(sample_clamp_direct, "Sample Clamp Direct", 0.0f);
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SOCKET_FLOAT(sample_clamp_indirect, "Sample Clamp Indirect", 0.0f);
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SOCKET_BOOLEAN(motion_blur, "Motion Blur", false);
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SOCKET_INT(aa_samples, "AA Samples", 0);
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SOCKET_INT(diffuse_samples, "Diffuse Samples", 1);
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SOCKET_INT(glossy_samples, "Glossy Samples", 1);
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SOCKET_INT(transmission_samples, "Transmission Samples", 1);
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SOCKET_INT(ao_samples, "AO Samples", 1);
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SOCKET_INT(mesh_light_samples, "Mesh Light Samples", 1);
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SOCKET_INT(subsurface_samples, "Subsurface Samples", 1);
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SOCKET_INT(volume_samples, "Volume Samples", 1);
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SOCKET_INT(start_sample, "Start Sample", 0);
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SOCKET_BOOLEAN(sample_all_lights_direct, "Sample All Lights Direct", true);
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SOCKET_BOOLEAN(sample_all_lights_indirect, "Sample All Lights Indirect", true);
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SOCKET_FLOAT(light_sampling_threshold, "Light Sampling Threshold", 0.05f);
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static NodeEnum method_enum;
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method_enum.insert("path", PATH);
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method_enum.insert("branched_path", BRANCHED_PATH);
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SOCKET_ENUM(method, "Method", method_enum, PATH);
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static NodeEnum sampling_pattern_enum;
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sampling_pattern_enum.insert("sobol", SAMPLING_PATTERN_SOBOL);
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sampling_pattern_enum.insert("cmj", SAMPLING_PATTERN_CMJ);
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SOCKET_ENUM(sampling_pattern, "Sampling Pattern", sampling_pattern_enum, SAMPLING_PATTERN_SOBOL);
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return type;
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}
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Integrator::Integrator()
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: Node(node_type)
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{
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need_update = true;
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}
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Integrator::~Integrator()
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{
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}
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void Integrator::device_update(Device *device, DeviceScene *dscene, Scene *scene)
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{
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if(!need_update)
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return;
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device_free(device, dscene);
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KernelIntegrator *kintegrator = &dscene->data.integrator;
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/* integrator parameters */
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kintegrator->max_bounce = max_bounce + 1;
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kintegrator->max_diffuse_bounce = max_diffuse_bounce + 1;
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kintegrator->max_glossy_bounce = max_glossy_bounce + 1;
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kintegrator->max_transmission_bounce = max_transmission_bounce + 1;
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kintegrator->max_volume_bounce = max_volume_bounce + 1;
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kintegrator->transparent_max_bounce = transparent_max_bounce + 1;
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if(ao_bounces == 0) {
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kintegrator->ao_bounces = INT_MAX;
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}
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else {
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kintegrator->ao_bounces = ao_bounces - 1;
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}
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/* Transparent Shadows
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* We only need to enable transparent shadows, if we actually have
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* transparent shaders in the scene. Otherwise we can disable it
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* to improve performance a bit. */
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kintegrator->transparent_shadows = false;
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foreach(Shader *shader, scene->shaders) {
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/* keep this in sync with SD_HAS_TRANSPARENT_SHADOW in shader.cpp */
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if((shader->has_surface_transparent && shader->use_transparent_shadow) || shader->has_volume) {
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kintegrator->transparent_shadows = true;
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break;
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}
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}
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kintegrator->volume_max_steps = volume_max_steps;
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kintegrator->volume_step_size = volume_step_size;
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kintegrator->caustics_reflective = caustics_reflective;
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kintegrator->caustics_refractive = caustics_refractive;
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kintegrator->filter_glossy = (filter_glossy == 0.0f)? FLT_MAX: 1.0f/filter_glossy;
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kintegrator->seed = hash_int(seed);
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kintegrator->use_ambient_occlusion =
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((Pass::contains(scene->film->passes, PASS_AO)) || dscene->data.background.ao_factor != 0.0f);
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kintegrator->sample_clamp_direct = (sample_clamp_direct == 0.0f)? FLT_MAX: sample_clamp_direct*3.0f;
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kintegrator->sample_clamp_indirect = (sample_clamp_indirect == 0.0f)? FLT_MAX: sample_clamp_indirect*3.0f;
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kintegrator->branched = (method == BRANCHED_PATH);
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kintegrator->volume_decoupled = device->info.has_volume_decoupled;
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kintegrator->diffuse_samples = diffuse_samples;
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kintegrator->glossy_samples = glossy_samples;
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kintegrator->transmission_samples = transmission_samples;
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kintegrator->ao_samples = ao_samples;
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kintegrator->mesh_light_samples = mesh_light_samples;
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kintegrator->subsurface_samples = subsurface_samples;
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kintegrator->volume_samples = volume_samples;
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kintegrator->start_sample = start_sample;
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if(method == BRANCHED_PATH) {
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kintegrator->sample_all_lights_direct = sample_all_lights_direct;
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kintegrator->sample_all_lights_indirect = sample_all_lights_indirect;
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}
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else {
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kintegrator->sample_all_lights_direct = false;
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kintegrator->sample_all_lights_indirect = false;
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}
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kintegrator->sampling_pattern = sampling_pattern;
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kintegrator->aa_samples = aa_samples;
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if(light_sampling_threshold > 0.0f) {
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kintegrator->light_inv_rr_threshold = 1.0f / light_sampling_threshold;
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}
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else {
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kintegrator->light_inv_rr_threshold = 0.0f;
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}
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/* sobol directions table */
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int max_samples = 1;
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if(method == BRANCHED_PATH) {
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foreach(Light *light, scene->lights)
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max_samples = max(max_samples, light->samples);
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max_samples = max(max_samples, max(diffuse_samples, max(glossy_samples, transmission_samples)));
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max_samples = max(max_samples, max(ao_samples, max(mesh_light_samples, subsurface_samples)));
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max_samples = max(max_samples, volume_samples);
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}
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max_samples *= (max_bounce + transparent_max_bounce + 3 + BSSRDF_MAX_HITS);
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int dimensions = PRNG_BASE_NUM + max_samples*PRNG_BOUNCE_NUM;
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dimensions = min(dimensions, SOBOL_MAX_DIMENSIONS);
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uint *directions = dscene->sobol_directions.alloc(SOBOL_BITS*dimensions);
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sobol_generate_direction_vectors((uint(*)[SOBOL_BITS])directions, dimensions);
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dscene->sobol_directions.copy_to_device();
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/* Clamping. */
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bool use_sample_clamp = (sample_clamp_direct != 0.0f ||
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sample_clamp_indirect != 0.0f);
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if(use_sample_clamp != scene->film->use_sample_clamp) {
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scene->film->use_sample_clamp = use_sample_clamp;
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scene->film->tag_update(scene);
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}
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need_update = false;
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}
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void Integrator::device_free(Device *, DeviceScene *dscene)
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{
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dscene->sobol_directions.free();
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}
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bool Integrator::modified(const Integrator& integrator)
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{
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return !Node::equals(integrator);
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}
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void Integrator::tag_update(Scene *scene)
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{
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foreach(Shader *shader, scene->shaders) {
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if(shader->has_integrator_dependency) {
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scene->shader_manager->need_update = true;
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break;
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}
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}
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need_update = true;
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}
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CCL_NAMESPACE_END
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