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

View File

@@ -0,0 +1,93 @@
/*
* 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 __CAMERA_H__
#define __CAMERA_H__
#include "film_response.h"
#include "util_transform.h"
#include "util_types.h"
CCL_NAMESPACE_BEGIN
class Device;
class DeviceScene;
/* Camera
*
* The camera parameters are quite standard, tested to be both compatible with
* Renderman, and Blender after remapping. */
class Camera {
public:
/* motion blur */
float shutteropen;
float shutterclose;
/* depth of field */
float lensradius;
float focaldistance;
/* orthographic/perspective */
bool ortho;
float fov;
/* clipping */
float nearclip;
float farclip;
/* screen */
int width, height;
float left, right, bottom, top;
/* transformation */
Transform matrix;
/* computed camera parameters */
Transform screentoworld;
Transform rastertoworld;
Transform ndctoworld;
Transform rastertocamera;
Transform cameratoworld;
Transform worldtoraster;
float3 dx;
float3 dy;
/* update */
bool need_update;
bool need_device_update;
/* functions */
Camera();
~Camera();
void update();
void device_update(Device *device, DeviceScene *dscene);
void device_free(Device *device, DeviceScene *dscene);
bool modified(const Camera& cam);
void tag_update();
};
CCL_NAMESPACE_END
#endif /* __CAMERA_H__ */