blender/intern/cycles/render/buffers.h
Ton Roosendaal da376e0237 Cycles render engine, initial commit. This is the engine itself, blender modifications and build instructions will follow later.
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
2011-04-27 11:58:34 +00:00

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/*
* Copyright 2011, Blender Foundation.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*/
#ifndef __BUFFERS_H__
#define __BUFFERS_H__
#include "device_memory.h"
#include "util_string.h"
#include "util_thread.h"
#include "util_types.h"
CCL_NAMESPACE_BEGIN
class Device;
class float4;
/* Render Buffers */
class RenderBuffers {
public:
/* buffer dimensions */
int width, height;
/* float buffer */
device_vector<float4> buffer;
/* random number generator state */
device_vector<uint> rng_state;
/* mutex, must be locked manually by callers */
thread_mutex mutex;
RenderBuffers(Device *device);
~RenderBuffers();
void reset(Device *device, int width, int height);
protected:
void device_free();
Device *device;
};
/* Display Buffer
*
* The buffer used for drawing during render, filled by tonemapping the render
* buffers and converting to uchar4 storage. */
class DisplayBuffer {
public:
/* buffer dimensions */
int width, height;
/* dimensions for how much of the buffer is actually ready for display.
with progressive render we can be using only a subset of the buffer.
if these are zero, it means nothing can be drawn yet */
int draw_width, draw_height;
/* byte buffer for tonemapped result */
device_vector<uchar4> rgba;
/* mutex, must be locked manually by callers */
thread_mutex mutex;
DisplayBuffer(Device *device);
~DisplayBuffer();
void reset(Device *device, int width, int height);
void write(Device *device, const string& filename);
void draw_set(int width, int height);
void draw(Device *device);
bool draw_ready();
protected:
void device_free();
Device *device;
};
CCL_NAMESPACE_END
#endif /* __BUFFERS_H__ */