Files
blender/intern/cycles/scene/integrator.h
Brecht Van Lommel 9cfc7967dd Cycles: use SPDX license headers
* Replace license text in headers with SPDX identifiers.
* Remove specific license info from outdated readme.txt, instead leave details
  to the source files.
* Add list of SPDX license identifiers used, and corresponding license texts.
* Update copyright dates while we're at it.

Ref D14069, T95597
2022-02-11 17:47:34 +01:00

113 lines
3.0 KiB
C++

/* SPDX-License-Identifier: Apache-2.0
* Copyright 2011-2022 Blender Foundation */
#ifndef __INTEGRATOR_H__
#define __INTEGRATOR_H__
#include "kernel/types.h"
#include "device/denoise.h" /* For the parameters and type enum. */
#include "graph/node.h"
#include "integrator/adaptive_sampling.h"
CCL_NAMESPACE_BEGIN
class Device;
class DeviceScene;
class Scene;
class Integrator : public Node {
public:
NODE_DECLARE
NODE_SOCKET_API(int, min_bounce)
NODE_SOCKET_API(int, max_bounce)
NODE_SOCKET_API(int, max_diffuse_bounce)
NODE_SOCKET_API(int, max_glossy_bounce)
NODE_SOCKET_API(int, max_transmission_bounce)
NODE_SOCKET_API(int, max_volume_bounce)
#ifdef WITH_CYCLES_DEBUG
NODE_SOCKET_API(DirectLightSamplingType, direct_light_sampling_type)
#endif
NODE_SOCKET_API(int, transparent_min_bounce)
NODE_SOCKET_API(int, transparent_max_bounce)
NODE_SOCKET_API(int, ao_bounces)
NODE_SOCKET_API(float, ao_factor)
NODE_SOCKET_API(float, ao_distance)
NODE_SOCKET_API(float, ao_additive_factor)
NODE_SOCKET_API(int, volume_max_steps)
NODE_SOCKET_API(float, volume_step_rate)
NODE_SOCKET_API(bool, caustics_reflective)
NODE_SOCKET_API(bool, caustics_refractive)
NODE_SOCKET_API(float, filter_glossy)
NODE_SOCKET_API(bool, use_direct_light);
NODE_SOCKET_API(bool, use_indirect_light);
NODE_SOCKET_API(bool, use_diffuse);
NODE_SOCKET_API(bool, use_glossy);
NODE_SOCKET_API(bool, use_transmission);
NODE_SOCKET_API(bool, use_emission);
NODE_SOCKET_API(int, seed)
NODE_SOCKET_API(float, sample_clamp_direct)
NODE_SOCKET_API(float, sample_clamp_indirect)
NODE_SOCKET_API(bool, motion_blur)
/* Maximum number of samples, beyond which we are likely to run into
* precision issues for sampling patterns. */
static const int MAX_SAMPLES = (1 << 24);
NODE_SOCKET_API(int, aa_samples)
NODE_SOCKET_API(int, start_sample)
NODE_SOCKET_API(float, light_sampling_threshold)
NODE_SOCKET_API(bool, use_adaptive_sampling)
NODE_SOCKET_API(int, adaptive_min_samples)
NODE_SOCKET_API(float, adaptive_threshold)
NODE_SOCKET_API(SamplingPattern, sampling_pattern)
NODE_SOCKET_API(float, scrambling_distance)
NODE_SOCKET_API(bool, use_denoise);
NODE_SOCKET_API(DenoiserType, denoiser_type);
NODE_SOCKET_API(int, denoise_start_sample);
NODE_SOCKET_API(bool, use_denoise_pass_albedo);
NODE_SOCKET_API(bool, use_denoise_pass_normal);
NODE_SOCKET_API(DenoiserPrefilter, denoiser_prefilter);
enum : uint32_t {
AO_PASS_MODIFIED = (1 << 0),
OBJECT_MANAGER = (1 << 1),
/* tag everything in the manager for an update */
UPDATE_ALL = ~0u,
UPDATE_NONE = 0u,
};
Integrator();
~Integrator();
void device_update(Device *device, DeviceScene *dscene, Scene *scene);
void device_free(Device *device, DeviceScene *dscene, bool force_free = false);
void tag_update(Scene *scene, uint32_t flag);
uint get_kernel_features() const;
AdaptiveSampling get_adaptive_sampling() const;
DenoiseParams get_denoise_params() const;
};
CCL_NAMESPACE_END
#endif /* __INTEGRATOR_H__ */