forked from bartvdbraak/blender
Brecht Van Lommel
2bf591762a
This adds an option in the Volume Sampling panel, which helps rendering lamps inside or near volumes with less noise. It can also increase noise though and needs improvements to support MIS and heterogeneous volumes, but since it's useful in some cases already (especially world volumes) it's there now. Based on the code in the old branch by Stuart, with modifications by Thomas and Brecht. Differential Revision: https://developer.blender.org/D291
92 lines
1.8 KiB
C++
92 lines
1.8 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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#ifndef __INTEGRATOR_H__
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#define __INTEGRATOR_H__
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#include "kernel_types.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 min_bounce;
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int max_bounce;
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int max_diffuse_bounce;
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int max_glossy_bounce;
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int max_transmission_bounce;
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int max_volume_bounce;
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bool probalistic_termination;
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int transparent_min_bounce;
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int transparent_max_bounce;
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bool transparent_probalistic;
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bool transparent_shadows;
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int volume_homogeneous_sampling;
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int volume_max_steps;
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float volume_step_size;
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bool no_caustics;
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float filter_glossy;
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int seed;
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int layer_flag;
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float sample_clamp_direct;
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float sample_clamp_indirect;
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bool motion_blur;
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int aa_samples;
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int diffuse_samples;
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int glossy_samples;
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int transmission_samples;
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int ao_samples;
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int mesh_light_samples;
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int subsurface_samples;
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int volume_samples;
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enum Method {
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BRANCHED_PATH = 0,
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PATH = 1
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};
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Method method;
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SamplingPattern sampling_pattern;
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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, Scene *scene);
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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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