Cycles render engine, initial commit. This is the engine itself, blender modifications and build instructions will follow later.

Cycles uses code from some great open source projects, many thanks them:

* BVH building and traversal code from NVidia's "Understanding the Efficiency of Ray Traversal on GPUs":
http://code.google.com/p/understanding-the-efficiency-of-ray-traversal-on-gpus/
* Open Shading Language for a large part of the shading system:
http://code.google.com/p/openshadinglanguage/
* Blender for procedural textures and a few other nodes.
* Approximate Catmull Clark subdivision from NVidia Mesh tools:
http://code.google.com/p/nvidia-mesh-tools/
* Sobol direction vectors from:
http://web.maths.unsw.edu.au/~fkuo/sobol/
* Film response functions from:
http://www.cs.columbia.edu/CAVE/software/softlib/dorf.php
This commit is contained in:
Ton Roosendaal
2011-04-27 11:58:34 +00:00
parent 6937800743
commit da376e0237
291 changed files with 66987 additions and 0 deletions

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/*
* 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 __BUFFERS_H__
#define __BUFFERS_H__
#include "device_memory.h"
#include "util_string.h"
#include "util_thread.h"
#include "util_types.h"
CCL_NAMESPACE_BEGIN
class Device;
class float4;
/* Render Buffers */
class RenderBuffers {
public:
/* buffer dimensions */
int width, height;
/* float buffer */
device_vector<float4> buffer;
/* random number generator state */
device_vector<uint> rng_state;
/* mutex, must be locked manually by callers */
thread_mutex mutex;
RenderBuffers(Device *device);
~RenderBuffers();
void reset(Device *device, int width, int height);
protected:
void device_free();
Device *device;
};
/* Display Buffer
*
* The buffer used for drawing during render, filled by tonemapping the render
* buffers and converting to uchar4 storage. */
class DisplayBuffer {
public:
/* buffer dimensions */
int width, height;
/* dimensions for how much of the buffer is actually ready for display.
with progressive render we can be using only a subset of the buffer.
if these are zero, it means nothing can be drawn yet */
int draw_width, draw_height;
/* byte buffer for tonemapped result */
device_vector<uchar4> rgba;
/* mutex, must be locked manually by callers */
thread_mutex mutex;
DisplayBuffer(Device *device);
~DisplayBuffer();
void reset(Device *device, int width, int height);
void write(Device *device, const string& filename);
void draw_set(int width, int height);
void draw(Device *device);
bool draw_ready();
protected:
void device_free();
Device *device;
};
CCL_NAMESPACE_END
#endif /* __BUFFERS_H__ */