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 * Remove specific license info from outdated readme.txt, instead leave details to the source files.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