forked from bartvdbraak/blender
4ba456d175
direct and indirect lighting differently. Rather than picking one light for each point on the path, it now loops over all lights for direct lighting. For indirect lighting it still picks a random light each time. It gives control over the number of AA samples, and the number of Diffuse, Glossy, Transmission, AO, Mesh Light, Background and Lamp samples for each AA sample. This helps tuning render performance/noise and tends to give less noise for renders dominated by direct lighting. This sampling mode only works on the CPU, and still needs proper tile rendering to show progress (will follow tommorrow or so), because each AA sample can be quite slow now and so the delay between each update wil be too long.
218 lines
5.5 KiB
C++
218 lines
5.5 KiB
C++
/*
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* Copyright 2011, Blender Foundation.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*/
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#include <stdlib.h>
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#include "background.h"
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#include "camera.h"
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#include "device.h"
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#include "film.h"
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#include "filter.h"
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#include "integrator.h"
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#include "light.h"
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#include "shader.h"
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#include "mesh.h"
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#include "object.h"
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#include "scene.h"
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#include "svm.h"
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#include "osl.h"
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#include "util_foreach.h"
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#include "util_progress.h"
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CCL_NAMESPACE_BEGIN
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Scene::Scene(const SceneParams& params_)
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: params(params_)
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{
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device = NULL;
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memset(&dscene.data, 0, sizeof(dscene.data));
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camera = new Camera();
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filter = new Filter();
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film = new Film();
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background = new Background();
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light_manager = new LightManager();
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mesh_manager = new MeshManager();
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object_manager = new ObjectManager();
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integrator = new Integrator();
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image_manager = new ImageManager();
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shader_manager = ShaderManager::create(this);
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}
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Scene::~Scene()
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{
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if(device) camera->device_free(device, &dscene);
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delete camera;
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if(device) filter->device_free(device, &dscene);
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delete filter;
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if(device) film->device_free(device, &dscene);
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delete film;
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if(device) background->device_free(device, &dscene);
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delete background;
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if(device) mesh_manager->device_free(device, &dscene);
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delete mesh_manager;
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if(device) object_manager->device_free(device, &dscene);
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delete object_manager;
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if(device) integrator->device_free(device, &dscene);
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delete integrator;
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if(device) shader_manager->device_free(device, &dscene);
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delete shader_manager;
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if(device) light_manager->device_free(device, &dscene);
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delete light_manager;
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foreach(Shader *s, shaders)
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delete s;
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foreach(Mesh *m, meshes)
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delete m;
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foreach(Object *o, objects)
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delete o;
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foreach(Light *l, lights)
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delete l;
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if(device) image_manager->device_free(device, &dscene);
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delete image_manager;
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}
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void Scene::device_update(Device *device_, Progress& progress)
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{
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if(!device)
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device = device_;
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/* The order of updates is important, because there's dependencies between
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* the different managers, using data computed by previous managers.
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*
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* - Background generates shader graph compiled by shader manager.
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* - Image manager uploads images used by shaders.
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* - Camera may be used for adapative subdivison.
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* - Displacement shader must have all shader data available.
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* - Light manager needs final mesh data to compute emission CDF.
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*/
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image_manager->set_pack_images(device->info.pack_images);
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progress.set_status("Updating Background");
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background->device_update(device, &dscene, this);
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if(progress.get_cancel()) return;
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progress.set_status("Updating Shaders");
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shader_manager->device_update(device, &dscene, this, progress);
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if(progress.get_cancel()) return;
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progress.set_status("Updating Images");
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image_manager->device_update(device, &dscene, progress);
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if(progress.get_cancel()) return;
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progress.set_status("Updating Camera");
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camera->device_update(device, &dscene, this);
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if(progress.get_cancel()) return;
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progress.set_status("Updating Objects");
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object_manager->device_update(device, &dscene, this, progress);
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if(progress.get_cancel()) return;
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progress.set_status("Updating Meshes");
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mesh_manager->device_update(device, &dscene, this, progress);
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if(progress.get_cancel()) return;
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progress.set_status("Updating Lights");
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light_manager->device_update(device, &dscene, this, progress);
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if(progress.get_cancel()) return;
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progress.set_status("Updating Filter");
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filter->device_update(device, &dscene);
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if(progress.get_cancel()) return;
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progress.set_status("Updating Film");
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film->device_update(device, &dscene);
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if(progress.get_cancel()) return;
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progress.set_status("Updating Integrator");
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integrator->device_update(device, &dscene, this);
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if(progress.get_cancel()) return;
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progress.set_status("Updating Device", "Writing constant memory");
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device->const_copy_to("__data", &dscene.data, sizeof(dscene.data));
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}
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Scene::MotionType Scene::need_motion()
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{
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if(integrator->motion_blur)
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return MOTION_BLUR;
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else if(Pass::contains(film->passes, PASS_MOTION))
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return MOTION_PASS;
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else
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return MOTION_NONE;
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}
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bool Scene::need_global_attribute(AttributeStandard std)
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{
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if(std == ATTR_STD_UV)
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return Pass::contains(film->passes, PASS_UV);
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if(std == ATTR_STD_MOTION_PRE || ATTR_STD_MOTION_POST)
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return need_motion() == MOTION_PASS;
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return false;
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}
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void Scene::need_global_attributes(AttributeRequestSet& attributes)
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{
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for(int std = ATTR_STD_NONE; std < ATTR_STD_NUM; std++)
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if(need_global_attribute((AttributeStandard)std))
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attributes.add((AttributeStandard)std);
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}
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bool Scene::need_update()
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{
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return (need_reset() || film->need_update);
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}
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bool Scene::need_reset()
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{
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return (background->need_update
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|| image_manager->need_update
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|| camera->need_update
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|| object_manager->need_update
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|| mesh_manager->need_update
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|| light_manager->need_update
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|| filter->need_update
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|| integrator->need_update
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|| shader_manager->need_update);
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}
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CCL_NAMESPACE_END
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