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.
76 lines
1.7 KiB
C++
76 lines
1.7 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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#ifndef __INTEGRATOR_H__
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#define __INTEGRATOR_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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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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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;
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bool motion_blur;
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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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bool progressive;
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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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