ClangFormat: apply to source, most of intern
[blender.git] / intern / cycles / render / integrator.cpp
index d86eb8f..d3873dc 100644 (file)
@@ -30,61 +30,60 @@ CCL_NAMESPACE_BEGIN
 
 NODE_DEFINE(Integrator)
 {
-       NodeType *type = NodeType::add("integrator", create);
-
-       SOCKET_INT(max_bounce, "Max Bounce", 7);
-
-       SOCKET_INT(max_diffuse_bounce, "Max Diffuse Bounce", 7);
-       SOCKET_INT(max_glossy_bounce, "Max Glossy Bounce", 7);
-       SOCKET_INT(max_transmission_bounce, "Max Transmission Bounce", 7);
-       SOCKET_INT(max_volume_bounce, "Max Volume Bounce", 7);
-
-       SOCKET_INT(transparent_max_bounce, "Transparent Max Bounce", 7);
-
-       SOCKET_INT(ao_bounces, "AO Bounces", 0);
-
-       SOCKET_INT(volume_max_steps, "Volume Max Steps", 1024);
-       SOCKET_FLOAT(volume_step_size, "Volume Step Size", 0.1f);
-
-       SOCKET_BOOLEAN(caustics_reflective, "Reflective Caustics", true);
-       SOCKET_BOOLEAN(caustics_refractive, "Refractive Caustics", true);
-       SOCKET_FLOAT(filter_glossy, "Filter Glossy", 0.0f);
-       SOCKET_INT(seed, "Seed", 0);
-       SOCKET_FLOAT(sample_clamp_direct, "Sample Clamp Direct", 0.0f);
-       SOCKET_FLOAT(sample_clamp_indirect, "Sample Clamp Indirect", 0.0f);
-       SOCKET_BOOLEAN(motion_blur, "Motion Blur", false);
-
-       SOCKET_INT(aa_samples, "AA Samples", 0);
-       SOCKET_INT(diffuse_samples, "Diffuse Samples", 1);
-       SOCKET_INT(glossy_samples, "Glossy Samples", 1);
-       SOCKET_INT(transmission_samples, "Transmission Samples", 1);
-       SOCKET_INT(ao_samples, "AO Samples", 1);
-       SOCKET_INT(mesh_light_samples, "Mesh Light Samples", 1);
-       SOCKET_INT(subsurface_samples, "Subsurface Samples", 1);
-       SOCKET_INT(volume_samples, "Volume Samples", 1);
-       SOCKET_INT(start_sample, "Start Sample", 0);
-
-       SOCKET_BOOLEAN(sample_all_lights_direct, "Sample All Lights Direct", true);
-       SOCKET_BOOLEAN(sample_all_lights_indirect, "Sample All Lights Indirect", true);
-       SOCKET_FLOAT(light_sampling_threshold, "Light Sampling Threshold", 0.05f);
-
-       static NodeEnum method_enum;
-       method_enum.insert("path", PATH);
-       method_enum.insert("branched_path", BRANCHED_PATH);
-       SOCKET_ENUM(method, "Method", method_enum, PATH);
-
-       static NodeEnum sampling_pattern_enum;
-       sampling_pattern_enum.insert("sobol", SAMPLING_PATTERN_SOBOL);
-       sampling_pattern_enum.insert("cmj", SAMPLING_PATTERN_CMJ);
-       SOCKET_ENUM(sampling_pattern, "Sampling Pattern", sampling_pattern_enum, SAMPLING_PATTERN_SOBOL);
-
-       return type;
+  NodeType *type = NodeType::add("integrator", create);
+
+  SOCKET_INT(max_bounce, "Max Bounce", 7);
+
+  SOCKET_INT(max_diffuse_bounce, "Max Diffuse Bounce", 7);
+  SOCKET_INT(max_glossy_bounce, "Max Glossy Bounce", 7);
+  SOCKET_INT(max_transmission_bounce, "Max Transmission Bounce", 7);
+  SOCKET_INT(max_volume_bounce, "Max Volume Bounce", 7);
+
+  SOCKET_INT(transparent_max_bounce, "Transparent Max Bounce", 7);
+
+  SOCKET_INT(ao_bounces, "AO Bounces", 0);
+
+  SOCKET_INT(volume_max_steps, "Volume Max Steps", 1024);
+  SOCKET_FLOAT(volume_step_size, "Volume Step Size", 0.1f);
+
+  SOCKET_BOOLEAN(caustics_reflective, "Reflective Caustics", true);
+  SOCKET_BOOLEAN(caustics_refractive, "Refractive Caustics", true);
+  SOCKET_FLOAT(filter_glossy, "Filter Glossy", 0.0f);
+  SOCKET_INT(seed, "Seed", 0);
+  SOCKET_FLOAT(sample_clamp_direct, "Sample Clamp Direct", 0.0f);
+  SOCKET_FLOAT(sample_clamp_indirect, "Sample Clamp Indirect", 0.0f);
+  SOCKET_BOOLEAN(motion_blur, "Motion Blur", false);
+
+  SOCKET_INT(aa_samples, "AA Samples", 0);
+  SOCKET_INT(diffuse_samples, "Diffuse Samples", 1);
+  SOCKET_INT(glossy_samples, "Glossy Samples", 1);
+  SOCKET_INT(transmission_samples, "Transmission Samples", 1);
+  SOCKET_INT(ao_samples, "AO Samples", 1);
+  SOCKET_INT(mesh_light_samples, "Mesh Light Samples", 1);
+  SOCKET_INT(subsurface_samples, "Subsurface Samples", 1);
+  SOCKET_INT(volume_samples, "Volume Samples", 1);
+  SOCKET_INT(start_sample, "Start Sample", 0);
+
+  SOCKET_BOOLEAN(sample_all_lights_direct, "Sample All Lights Direct", true);
+  SOCKET_BOOLEAN(sample_all_lights_indirect, "Sample All Lights Indirect", true);
+  SOCKET_FLOAT(light_sampling_threshold, "Light Sampling Threshold", 0.05f);
+
+  static NodeEnum method_enum;
+  method_enum.insert("path", PATH);
+  method_enum.insert("branched_path", BRANCHED_PATH);
+  SOCKET_ENUM(method, "Method", method_enum, PATH);
+
+  static NodeEnum sampling_pattern_enum;
+  sampling_pattern_enum.insert("sobol", SAMPLING_PATTERN_SOBOL);
+  sampling_pattern_enum.insert("cmj", SAMPLING_PATTERN_CMJ);
+  SOCKET_ENUM(sampling_pattern, "Sampling Pattern", sampling_pattern_enum, SAMPLING_PATTERN_SOBOL);
+
+  return type;
 }
 
-Integrator::Integrator()
-: Node(node_type)
+Integrator::Integrator() : Node(node_type)
 {
-       need_update = true;
+  need_update = true;
 }
 
 Integrator::~Integrator()
@@ -93,146 +92,148 @@ Integrator::~Integrator()
 
 void Integrator::device_update(Device *device, DeviceScene *dscene, Scene *scene)
 {
-       if(!need_update)
-               return;
-
-       device_free(device, dscene);
-
-       KernelIntegrator *kintegrator = &dscene->data.integrator;
-
-       /* integrator parameters */
-       kintegrator->max_bounce = max_bounce + 1;
-
-       kintegrator->max_diffuse_bounce = max_diffuse_bounce + 1;
-       kintegrator->max_glossy_bounce = max_glossy_bounce + 1;
-       kintegrator->max_transmission_bounce = max_transmission_bounce + 1;
-       kintegrator->max_volume_bounce = max_volume_bounce + 1;
-
-       kintegrator->transparent_max_bounce = transparent_max_bounce + 1;
-
-       if(ao_bounces == 0) {
-               kintegrator->ao_bounces = INT_MAX;
-       }
-       else {
-               kintegrator->ao_bounces = ao_bounces - 1;
-       }
-
-       /* Transparent Shadows
-        * We only need to enable transparent shadows, if we actually have
-        * transparent shaders in the scene. Otherwise we can disable it
-        * to improve performance a bit. */
-       kintegrator->transparent_shadows = false;
-       foreach(Shader *shader, scene->shaders) {
-               /* keep this in sync with SD_HAS_TRANSPARENT_SHADOW in shader.cpp */
-               if((shader->has_surface_transparent && shader->use_transparent_shadow) || shader->has_volume) {
-                       kintegrator->transparent_shadows = true;
-                       break;
-               }
-       }
-
-       kintegrator->volume_max_steps = volume_max_steps;
-       kintegrator->volume_step_size = volume_step_size;
-
-       kintegrator->caustics_reflective = caustics_reflective;
-       kintegrator->caustics_refractive = caustics_refractive;
-       kintegrator->filter_glossy = (filter_glossy == 0.0f)? FLT_MAX: 1.0f/filter_glossy;
-
-       kintegrator->seed = hash_int(seed);
-
-       kintegrator->use_ambient_occlusion =
-               ((Pass::contains(scene->film->passes, PASS_AO)) || dscene->data.background.ao_factor != 0.0f);
-
-       kintegrator->sample_clamp_direct = (sample_clamp_direct == 0.0f)? FLT_MAX: sample_clamp_direct*3.0f;
-       kintegrator->sample_clamp_indirect = (sample_clamp_indirect == 0.0f)? FLT_MAX: sample_clamp_indirect*3.0f;
-
-       kintegrator->branched = (method == BRANCHED_PATH);
-       kintegrator->volume_decoupled = device->info.has_volume_decoupled;
-       kintegrator->diffuse_samples = diffuse_samples;
-       kintegrator->glossy_samples = glossy_samples;
-       kintegrator->transmission_samples = transmission_samples;
-       kintegrator->ao_samples = ao_samples;
-       kintegrator->mesh_light_samples = mesh_light_samples;
-       kintegrator->subsurface_samples = subsurface_samples;
-       kintegrator->volume_samples = volume_samples;
-       kintegrator->start_sample = start_sample;
-
-       if(method == BRANCHED_PATH) {
-               kintegrator->sample_all_lights_direct = sample_all_lights_direct;
-               kintegrator->sample_all_lights_indirect = sample_all_lights_indirect;
-       }
-       else {
-               kintegrator->sample_all_lights_direct = false;
-               kintegrator->sample_all_lights_indirect = false;
-       }
-
-       kintegrator->sampling_pattern = sampling_pattern;
-       kintegrator->aa_samples = aa_samples;
-
-       if(light_sampling_threshold > 0.0f) {
-               kintegrator->light_inv_rr_threshold = 1.0f / light_sampling_threshold;
-       }
-       else {
-               kintegrator->light_inv_rr_threshold = 0.0f;
-       }
-
-       /* sobol directions table */
-       int max_samples = 1;
-
-       if(method == BRANCHED_PATH) {
-               foreach(Light *light, scene->lights)
-                       max_samples = max(max_samples, light->samples);
-
-               max_samples = max(max_samples, max(diffuse_samples, max(glossy_samples, transmission_samples)));
-               max_samples = max(max_samples, max(ao_samples, max(mesh_light_samples, subsurface_samples)));
-               max_samples = max(max_samples, volume_samples);
-       }
-
-       uint total_bounces = max_bounce +
-                            transparent_max_bounce + 3 +
-                            VOLUME_BOUNDS_MAX +
-                            max(BSSRDF_MAX_HITS, BSSRDF_MAX_BOUNCES);
-
-       max_samples *= total_bounces;
-
-       int dimensions = PRNG_BASE_NUM + max_samples*PRNG_BOUNCE_NUM;
-       dimensions = min(dimensions, SOBOL_MAX_DIMENSIONS);
-
-       uint *directions = dscene->sobol_directions.alloc(SOBOL_BITS*dimensions);
-
-       sobol_generate_direction_vectors((uint(*)[SOBOL_BITS])directions, dimensions);
-
-       dscene->sobol_directions.copy_to_device();
-
-       /* Clamping. */
-       bool use_sample_clamp = (sample_clamp_direct != 0.0f ||
-                                sample_clamp_indirect != 0.0f);
-       if(use_sample_clamp != scene->film->use_sample_clamp) {
-               scene->film->use_sample_clamp = use_sample_clamp;
-               scene->film->tag_update(scene);
-       }
-
-       need_update = false;
+  if (!need_update)
+    return;
+
+  device_free(device, dscene);
+
+  KernelIntegrator *kintegrator = &dscene->data.integrator;
+
+  /* integrator parameters */
+  kintegrator->max_bounce = max_bounce + 1;
+
+  kintegrator->max_diffuse_bounce = max_diffuse_bounce + 1;
+  kintegrator->max_glossy_bounce = max_glossy_bounce + 1;
+  kintegrator->max_transmission_bounce = max_transmission_bounce + 1;
+  kintegrator->max_volume_bounce = max_volume_bounce + 1;
+
+  kintegrator->transparent_max_bounce = transparent_max_bounce + 1;
+
+  if (ao_bounces == 0) {
+    kintegrator->ao_bounces = INT_MAX;
+  }
+  else {
+    kintegrator->ao_bounces = ao_bounces - 1;
+  }
+
+  /* Transparent Shadows
+   * We only need to enable transparent shadows, if we actually have
+   * transparent shaders in the scene. Otherwise we can disable it
+   * to improve performance a bit. */
+  kintegrator->transparent_shadows = false;
+  foreach (Shader *shader, scene->shaders) {
+    /* keep this in sync with SD_HAS_TRANSPARENT_SHADOW in shader.cpp */
+    if ((shader->has_surface_transparent && shader->use_transparent_shadow) ||
+        shader->has_volume) {
+      kintegrator->transparent_shadows = true;
+      break;
+    }
+  }
+
+  kintegrator->volume_max_steps = volume_max_steps;
+  kintegrator->volume_step_size = volume_step_size;
+
+  kintegrator->caustics_reflective = caustics_reflective;
+  kintegrator->caustics_refractive = caustics_refractive;
+  kintegrator->filter_glossy = (filter_glossy == 0.0f) ? FLT_MAX : 1.0f / filter_glossy;
+
+  kintegrator->seed = hash_int(seed);
+
+  kintegrator->use_ambient_occlusion = ((Pass::contains(scene->film->passes, PASS_AO)) ||
+                                        dscene->data.background.ao_factor != 0.0f);
+
+  kintegrator->sample_clamp_direct = (sample_clamp_direct == 0.0f) ? FLT_MAX :
+                                                                     sample_clamp_direct * 3.0f;
+  kintegrator->sample_clamp_indirect = (sample_clamp_indirect == 0.0f) ?
+                                           FLT_MAX :
+                                           sample_clamp_indirect * 3.0f;
+
+  kintegrator->branched = (method == BRANCHED_PATH);
+  kintegrator->volume_decoupled = device->info.has_volume_decoupled;
+  kintegrator->diffuse_samples = diffuse_samples;
+  kintegrator->glossy_samples = glossy_samples;
+  kintegrator->transmission_samples = transmission_samples;
+  kintegrator->ao_samples = ao_samples;
+  kintegrator->mesh_light_samples = mesh_light_samples;
+  kintegrator->subsurface_samples = subsurface_samples;
+  kintegrator->volume_samples = volume_samples;
+  kintegrator->start_sample = start_sample;
+
+  if (method == BRANCHED_PATH) {
+    kintegrator->sample_all_lights_direct = sample_all_lights_direct;
+    kintegrator->sample_all_lights_indirect = sample_all_lights_indirect;
+  }
+  else {
+    kintegrator->sample_all_lights_direct = false;
+    kintegrator->sample_all_lights_indirect = false;
+  }
+
+  kintegrator->sampling_pattern = sampling_pattern;
+  kintegrator->aa_samples = aa_samples;
+
+  if (light_sampling_threshold > 0.0f) {
+    kintegrator->light_inv_rr_threshold = 1.0f / light_sampling_threshold;
+  }
+  else {
+    kintegrator->light_inv_rr_threshold = 0.0f;
+  }
+
+  /* sobol directions table */
+  int max_samples = 1;
+
+  if (method == BRANCHED_PATH) {
+    foreach (Light *light, scene->lights)
+      max_samples = max(max_samples, light->samples);
+
+    max_samples = max(max_samples,
+                      max(diffuse_samples, max(glossy_samples, transmission_samples)));
+    max_samples = max(max_samples, max(ao_samples, max(mesh_light_samples, subsurface_samples)));
+    max_samples = max(max_samples, volume_samples);
+  }
+
+  uint total_bounces = max_bounce + transparent_max_bounce + 3 + VOLUME_BOUNDS_MAX +
+                       max(BSSRDF_MAX_HITS, BSSRDF_MAX_BOUNCES);
+
+  max_samples *= total_bounces;
+
+  int dimensions = PRNG_BASE_NUM + max_samples * PRNG_BOUNCE_NUM;
+  dimensions = min(dimensions, SOBOL_MAX_DIMENSIONS);
+
+  uint *directions = dscene->sobol_directions.alloc(SOBOL_BITS * dimensions);
+
+  sobol_generate_direction_vectors((uint(*)[SOBOL_BITS])directions, dimensions);
+
+  dscene->sobol_directions.copy_to_device();
+
+  /* Clamping. */
+  bool use_sample_clamp = (sample_clamp_direct != 0.0f || sample_clamp_indirect != 0.0f);
+  if (use_sample_clamp != scene->film->use_sample_clamp) {
+    scene->film->use_sample_clamp = use_sample_clamp;
+    scene->film->tag_update(scene);
+  }
+
+  need_update = false;
 }
 
 void Integrator::device_free(Device *, DeviceScene *dscene)
 {
-       dscene->sobol_directions.free();
+  dscene->sobol_directions.free();
 }
 
-bool Integrator::modified(const Integratorintegrator)
+bool Integrator::modified(const Integrator &integrator)
 {
-       return !Node::equals(integrator);
+  return !Node::equals(integrator);
 }
 
 void Integrator::tag_update(Scene *scene)
 {
-       foreach(Shader *shader, scene->shaders) {
-               if(shader->has_integrator_dependency) {
-                       scene->shader_manager->need_update = true;
-                       break;
-               }
-       }
-       need_update = true;
+  foreach (Shader *shader, scene->shaders) {
+    if (shader->has_integrator_dependency) {
+      scene->shader_manager->need_update = true;
+      break;
+    }
+  }
+  need_update = true;
 }
 
 CCL_NAMESPACE_END