blender/intern/cycles/render/light.h
Brecht Van Lommel 4ba456d175 Cycles: first step for implementation of non-progressive sampler that handles
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.
2012-06-13 11:44:48 +00:00

84 lines
1.8 KiB
C++

/*
* 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 __LIGHT_H__
#define __LIGHT_H__
#include "kernel_types.h"
#include "util_types.h"
#include "util_vector.h"
CCL_NAMESPACE_BEGIN
class Device;
class DeviceScene;
class Progress;
class Scene;
class Light {
public:
Light();
LightType type;
float3 co;
float3 dir;
float size;
float3 axisu;
float sizeu;
float3 axisv;
float sizev;
int map_resolution;
float spot_angle;
float spot_smooth;
bool cast_shadow;
int shader;
int samples;
void tag_update(Scene *scene);
};
class LightManager {
public:
bool need_update;
LightManager();
~LightManager();
void device_update(Device *device, DeviceScene *dscene, Scene *scene, Progress& progress);
void device_free(Device *device, DeviceScene *dscene);
void tag_update(Scene *scene);
protected:
void device_update_points(Device *device, DeviceScene *dscene, Scene *scene);
void device_update_distribution(Device *device, DeviceScene *dscene, Scene *scene, Progress& progress);
void device_update_background(Device *device, DeviceScene *dscene, Scene *scene, Progress& progress);
};
CCL_NAMESPACE_END
#endif /* __LIGHT_H__ */