blender/intern/cycles/scene/integrator.h
Sebastian Herholz d9bc8f189c Cycles: add build option to enable a debugging feature for MIS
This patch adds a CMake option "WITH_CYCLES_DEBUG" which builds cycles with
a feature that allows debugging/selecting the direct-light sampling strategy.
The same option may later be used to add other debugging features that could
affect performance in release builds.

The three options are:
* Forward path tracing (e.g., via BSDF or phase function)
* Next-event estimation
* Multiple importance sampling combination of the previous two methods

Such a feature is useful for debugging light different sampling, evaluation,
and pdf methods (e.g., for light sources and BSDFs).

Differential Revision: https://developer.blender.org/D13152
2021-11-17 18:03:56 +01:00

126 lines
3.5 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 "device/denoise.h" /* For the parameters and type enum. */
#include "graph/node.h"
#include "integrator/adaptive_sampling.h"
CCL_NAMESPACE_BEGIN
class Device;
class DeviceScene;
class Scene;
class Integrator : public Node {
public:
NODE_DECLARE
NODE_SOCKET_API(int, min_bounce)
NODE_SOCKET_API(int, max_bounce)
NODE_SOCKET_API(int, max_diffuse_bounce)
NODE_SOCKET_API(int, max_glossy_bounce)
NODE_SOCKET_API(int, max_transmission_bounce)
NODE_SOCKET_API(int, max_volume_bounce)
#ifdef WITH_CYCLES_DEBUG
NODE_SOCKET_API(DirectLightSamplingType, direct_light_sampling_type)
#endif
NODE_SOCKET_API(int, transparent_min_bounce)
NODE_SOCKET_API(int, transparent_max_bounce)
NODE_SOCKET_API(int, ao_bounces)
NODE_SOCKET_API(float, ao_factor)
NODE_SOCKET_API(float, ao_distance)
NODE_SOCKET_API(float, ao_additive_factor)
NODE_SOCKET_API(int, volume_max_steps)
NODE_SOCKET_API(float, volume_step_rate)
NODE_SOCKET_API(bool, caustics_reflective)
NODE_SOCKET_API(bool, caustics_refractive)
NODE_SOCKET_API(float, filter_glossy)
NODE_SOCKET_API(bool, use_direct_light);
NODE_SOCKET_API(bool, use_indirect_light);
NODE_SOCKET_API(bool, use_diffuse);
NODE_SOCKET_API(bool, use_glossy);
NODE_SOCKET_API(bool, use_transmission);
NODE_SOCKET_API(bool, use_emission);
NODE_SOCKET_API(int, seed)
NODE_SOCKET_API(float, sample_clamp_direct)
NODE_SOCKET_API(float, sample_clamp_indirect)
NODE_SOCKET_API(bool, motion_blur)
/* Maximum number of samples, beyond which we are likely to run into
* precision issues for sampling patterns. */
static const int MAX_SAMPLES = (1 << 24);
NODE_SOCKET_API(int, aa_samples)
NODE_SOCKET_API(int, start_sample)
NODE_SOCKET_API(float, light_sampling_threshold)
NODE_SOCKET_API(bool, use_adaptive_sampling)
NODE_SOCKET_API(int, adaptive_min_samples)
NODE_SOCKET_API(float, adaptive_threshold)
NODE_SOCKET_API(SamplingPattern, sampling_pattern)
NODE_SOCKET_API(float, scrambling_distance)
NODE_SOCKET_API(bool, use_denoise);
NODE_SOCKET_API(DenoiserType, denoiser_type);
NODE_SOCKET_API(int, denoise_start_sample);
NODE_SOCKET_API(bool, use_denoise_pass_albedo);
NODE_SOCKET_API(bool, use_denoise_pass_normal);
NODE_SOCKET_API(DenoiserPrefilter, denoiser_prefilter);
enum : uint32_t {
AO_PASS_MODIFIED = (1 << 0),
OBJECT_MANAGER = (1 << 1),
/* tag everything in the manager for an update */
UPDATE_ALL = ~0u,
UPDATE_NONE = 0u,
};
Integrator();
~Integrator();
void device_update(Device *device, DeviceScene *dscene, Scene *scene);
void device_free(Device *device, DeviceScene *dscene, bool force_free = false);
void tag_update(Scene *scene, uint32_t flag);
uint get_kernel_features() const;
AdaptiveSampling get_adaptive_sampling() const;
DenoiseParams get_denoise_params() const;
};
CCL_NAMESPACE_END
#endif /* __INTEGRATOR_H__ */