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:
94
intern/cycles/render/buffers.h
Normal file
94
intern/cycles/render/buffers.h
Normal file
@@ -0,0 +1,94 @@
|
||||
/*
|
||||
* 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__ */
|
||||
|
Reference in New Issue
Block a user