29 sample_count_ = inst_.
is_viewport() ? scene->eevee.taa_samples : scene->eevee.taa_render_samples;
35 if (sample_count_ == 0) {
37 sample_count_ = infinite_sample_count_;
49 motion_blur_steps_ = !inst_.
is_viewport() ? scene->eevee.motion_blur_steps : 1;
50 sample_count_ =
divide_ceil_u(sample_count_, motion_blur_steps_);
53 if (sample_count_ == infinite_sample_count_) {
63 sample_count_ =
divide_ceil_u(sample_count_, dof_sample_count_) * dof_sample_count_;
67 dof_sample_count_ = 1;
71 sample_count_ *= motion_blur_steps_;
73 auto clamp_value_load = [](
float value) {
return (value > 0.0) ? value : 1e20; };
76 clamp_data_.
surface_direct = clamp_value_load(scene->eevee.clamp_surface_direct);
77 clamp_data_.
surface_indirect = clamp_value_load(scene->eevee.clamp_surface_indirect);
78 clamp_data_.
volume_direct = clamp_value_load(scene->eevee.clamp_volume_direct);
79 clamp_data_.
volume_indirect = clamp_value_load(scene->eevee.clamp_volume_indirect);
85 const ::LightProbe *lightprobe =
static_cast<::
LightProbe *
>(probe_object.
data);
87 sample_count_ =
max_ii(1, lightprobe->grid_bake_samples);
99 interactive_mode_ = viewport_sample_ < interactive_mode_threshold;
103 if (interactive_mode_disabled) {
104 interactive_mode_ =
false;
105 sample_ = viewport_sample_;
107 else if (interactive_mode_) {
108 int interactive_sample_count = interactive_sample_max_;
110 if (viewport_sample_ < interactive_sample_count) {
112 sample_ = sample_ % interactive_sample_count;
116 sample_ = interactive_sample_count;
128 sample_filter = sample_filter % interactive_sample_aa_;
134 uint2 primes = {2, 3};
148 uint3 primes = {5, 7, 3};
165 sample_raytrace = sample_raytrace % interactive_sample_raytrace_;
170 uint3 primes = {5, 7, 11};
171 BLI_halton_3d(primes, offset, sample_raytrace * leap + 1, r);
182 uint3 primes = {2, 3, 5};
193 sample_volume = sample_volume % interactive_sample_volume_;
196 uint3 primes = {2, 3, 5};
207 uint2 primes = {2, 3};
233 sample.z = rand.x * 2.0f - 1.0f;
237 float omega = rand.y * 2.0f *
M_PI;
247 float omega = rand.y * 2.0f *
M_PI;
253 const float omega = rand.y * 2.0f *
M_PI;
261 const float omega = rand.y * 2.0f *
M_PI;
262 const float cos_theta = rand.x * 2.0f - 1.0f;
270 float omega = 4.0f *
M_PI * (1.0f +
sqrtf(5.0f)) * rand.x;
271 float r =
sqrtf(rand.x);
273 omega += rand.y * 2.0f *
M_PI;
279 if (dof_ring_count_ == 0) {
280 *r_radius = *r_theta = 0.0f;
286 int ring_sample_count = 1;
289 s = s * (dof_web_density_ - 1);
290 s = s % dof_sample_count_;
299 int samples_passed = 1;
300 while (s >= samples_passed) {
302 ring_sample_count = ring * dof_web_density_;
303 ring_sample = s - samples_passed;
304 ring_sample = (ring_sample + 1) % ring_sample_count;
305 samples_passed += ring_sample_count;
308 *r_radius = ring /
float(dof_ring_count_);
309 *r_theta = 2.0f *
M_PI * ring_sample /
float(ring_sample_count);
329 cdf[u] /= cdf.
last();
339 float x =
clamp_f(u /
float(inverted_cdf.
size() - 1), 1e-5f, 1.0f - 1e-5f);
342 float t = (x - cdf[i]) / (cdf[i] - cdf[i - 1]);
343 inverted_cdf[u] = (
float(i) + t) /
float(cdf.
size() - 1);
int BKE_render_preview_pixel_size(const RenderData *r)
MINLINE uint divide_ceil_u(uint a, uint b)
MINLINE float clamp_f(float value, float min, float max)
MINLINE int square_i(int a)
MINLINE int max_ii(int a, int b)
MINLINE float square_f(float a)
MINLINE float safe_sqrtf(float a)
void BLI_halton_3d(const unsigned int prime[3], double offset[3], int n, double *r)
void BLI_halton_2d(const unsigned int prime[2], double offset[2], int n, double *r)
@ SCE_EEVEE_TAA_REPROJECTION
ccl_device_inline float cos_theta(const float3 w)
ccl_device_inline float sin_theta(const float3 w)
constexpr IndexRange drop_front(int64_t n) const
const T & last(const int64_t n=0) const
IndexRange index_range() const
int scaling_factor_get() const
bool is_image_render() const
bool is_viewport_image_render() const
static float3 sample_sphere(const float2 &rand)
static void cdf_invert(Vector< float > &cdf, Vector< float > &inverted_cdf)
bool interactive_mode() const
static float2 sample_disk(const float2 &rand)
void dof_disk_sample_get(float *r_radius, float *r_theta) const
void init(const Scene *scene)
static float2 sample_spiral(const float2 &rand)
static void cdf_from_curvemapping(const CurveMapping &curve, Vector< float > &cdf)
static float3 sample_hemisphere(const float2 &rand)
static float3 sample_ball(const float3 &rand)
draw_view in_light_buf[] float
MINLINE float fractf(float a)
static int sampling_web_ring_count_get(int web_density, int sample_count)
static int sampling_web_sample_count_get(int web_density, int in_ring_count)
T max(const T &a, const T &b)
VecBase< float, 2 > float2
VecBase< float, 3 > float3
unsigned __int64 uint64_t
float dimensions[SAMPLING_DIMENSION_COUNT]