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:
116
intern/cycles/render/tile.cpp
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116
intern/cycles/render/tile.cpp
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/*
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* Copyright 2011, Blender Foundation.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*/
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#include "tile.h"
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#include "util_algorithm.h"
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CCL_NAMESPACE_BEGIN
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TileManager::TileManager(bool progressive_, int passes_, int tile_size_, int min_size_)
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{
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progressive = progressive_;
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passes = passes_;
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tile_size = tile_size_;
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min_size = min_size_;
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reset(0, 0);
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}
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TileManager::~TileManager()
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{
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}
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void TileManager::reset(int width_, int height_)
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{
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full_width = width_;
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full_height = height_;
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start_resolution = 1;
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int w = width_, h = height_;
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if(min_size != INT_MAX) {
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while(w*h > min_size*min_size) {
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w = max(1, w/2);
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h = max(1, h/2);
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start_resolution *= 2;
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}
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}
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state.width = 0;
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state.height = 0;
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state.pass = -1;
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state.resolution = start_resolution;
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state.tiles.clear();
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}
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void TileManager::set_tiles()
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{
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int resolution = state.resolution;
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int image_w = max(1, full_width/resolution);
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int image_h = max(1, full_height/resolution);
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int tile_w = (image_w + tile_size - 1)/tile_size;
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int tile_h = (image_h + tile_size - 1)/tile_size;
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int sub_w = image_w/tile_w;
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int sub_h = image_h/tile_h;
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state.tiles.clear();
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for(int tile_y = 0; tile_y < tile_h; tile_y++) {
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for(int tile_x = 0; tile_x < tile_w; tile_x++) {
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int x = tile_x * sub_w;
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int y = tile_y * sub_h;
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int w = (tile_x == tile_w-1)? image_w - x: sub_w;
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int h = (tile_y == tile_h-1)? image_h - y: sub_h;
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state.tiles.push_back(Tile(x, y, w, h));
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}
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}
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state.width = image_w;
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state.height = image_h;
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}
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bool TileManager::done()
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{
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return (state.pass+1 >= passes);
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}
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bool TileManager::next()
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{
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if(done())
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return false;
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if(progressive && state.resolution > 1) {
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state.pass = 0;
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state.resolution /= 2;
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set_tiles();
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}
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else {
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state.pass++;
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state.resolution = 1;
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set_tiles();
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}
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return true;
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}
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CCL_NAMESPACE_END
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