This includes much improved GPU rendering performance, viewport interactivity, new shadow catcher, revamped sampling settings, subsurface scattering anisotropy, new GPU volume sampling, improved PMJ sampling pattern, and more. Some features have also been removed or changed, breaking backwards compatibility. Including the removal of the OpenCL backend, for which alternatives are under development. Release notes and code docs: https://wiki.blender.org/wiki/Reference/Release_Notes/3.0/Cycles https://wiki.blender.org/wiki/Source/Render/Cycles Credits: * Sergey Sharybin * Brecht Van Lommel * Patrick Mours (OptiX backend) * Christophe Hery (subsurface scattering anisotropy) * William Leeson (PMJ sampling pattern) * Alaska (various fixes and tweaks) * Thomas Dinges (various fixes) For the full commit history, see the cycles-x branch. This squashes together all the changes since intermediate changes would often fail building or tests. Ref T87839, T87837, T87836 Fixes T90734, T89353, T80267, T80267, T77185, T69800
172 lines
4.5 KiB
C++
172 lines
4.5 KiB
C++
/*
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* Copyright 2011-2013 Blender Foundation
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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#ifndef __LIGHT_H__
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#define __LIGHT_H__
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#include "kernel/kernel_types.h"
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#include "graph/node.h"
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/* included as Light::set_shader defined through NODE_SOCKET_API does not select
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* the right Node::set overload as it does not know that Shader is a Node */
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#include "render/shader.h"
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#include "util/util_ies.h"
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#include "util/util_thread.h"
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#include "util/util_types.h"
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#include "util/util_vector.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 Object;
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class Progress;
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class Scene;
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class Shader;
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class Light : public Node {
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public:
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NODE_DECLARE;
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Light();
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NODE_SOCKET_API(LightType, light_type)
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NODE_SOCKET_API(float3, strength)
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NODE_SOCKET_API(float3, co)
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NODE_SOCKET_API(float3, dir)
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NODE_SOCKET_API(float, size)
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NODE_SOCKET_API(float, angle)
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NODE_SOCKET_API(float3, axisu)
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NODE_SOCKET_API(float, sizeu)
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NODE_SOCKET_API(float3, axisv)
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NODE_SOCKET_API(float, sizev)
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NODE_SOCKET_API(bool, round)
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NODE_SOCKET_API(float, spread)
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NODE_SOCKET_API(Transform, tfm)
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NODE_SOCKET_API(int, map_resolution)
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NODE_SOCKET_API(float, spot_angle)
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NODE_SOCKET_API(float, spot_smooth)
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NODE_SOCKET_API(bool, cast_shadow)
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NODE_SOCKET_API(bool, use_mis)
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NODE_SOCKET_API(bool, use_camera)
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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_scatter)
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NODE_SOCKET_API(bool, is_shadow_catcher)
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NODE_SOCKET_API(bool, is_portal)
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NODE_SOCKET_API(bool, is_enabled)
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NODE_SOCKET_API(Shader *, shader)
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NODE_SOCKET_API(int, max_bounces)
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NODE_SOCKET_API(uint, random_id)
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void tag_update(Scene *scene);
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/* Check whether the light has contribution the scene. */
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bool has_contribution(Scene *scene);
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friend class LightManager;
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};
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class LightManager {
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public:
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enum : uint32_t {
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MESH_NEED_REBUILD = (1 << 0),
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EMISSIVE_MESH_MODIFIED = (1 << 1),
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LIGHT_MODIFIED = (1 << 2),
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LIGHT_ADDED = (1 << 3),
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LIGHT_REMOVED = (1 << 4),
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OBJECT_MANAGER = (1 << 5),
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SHADER_COMPILED = (1 << 6),
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SHADER_MODIFIED = (1 << 7),
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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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/* Need to update background (including multiple importance map) */
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bool need_update_background;
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LightManager();
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~LightManager();
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/* IES texture management */
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int add_ies(const string &ies);
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int add_ies_from_file(const string &filename);
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void remove_ies(int slot);
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void device_update(Device *device, DeviceScene *dscene, Scene *scene, Progress &progress);
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void device_free(Device *device, DeviceScene *dscene, const bool free_background = true);
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void tag_update(Scene *scene, uint32_t flag);
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bool need_update() const;
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/* Check whether there is a background light. */
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bool has_background_light(Scene *scene);
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protected:
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/* Optimization: disable light which is either unsupported or
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* which doesn't contribute to the scene or which is only used for MIS
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* and scene doesn't need MIS.
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*/
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void test_enabled_lights(Scene *scene);
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void device_update_points(Device *device, DeviceScene *dscene, Scene *scene);
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void device_update_distribution(Device *device,
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DeviceScene *dscene,
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Scene *scene,
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Progress &progress);
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void device_update_background(Device *device,
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DeviceScene *dscene,
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Scene *scene,
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Progress &progress);
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void device_update_ies(DeviceScene *dscene);
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/* Check whether light manager can use the object as a light-emissive. */
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bool object_usable_as_light(Object *object);
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struct IESSlot {
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IESFile ies;
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uint hash;
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int users;
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};
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vector<IESSlot *> ies_slots;
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thread_mutex ies_mutex;
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bool last_background_enabled;
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int last_background_resolution;
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uint32_t update_flags;
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};
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CCL_NAMESPACE_END
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#endif /* __LIGHT_H__ */
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