Esempio n. 1
0
void SampleGeneratorBase::generate_samples(
    const size_t                sample_count,
    SampleAccumulationBuffer&   buffer,
    IAbortSwitch&               abort_switch)
{
    assert(sample_count > 0);

    clear_keep_memory(m_samples);
    m_samples.reserve(sample_count);

    size_t stored_sample_count = 0;

    while (stored_sample_count < sample_count)
    {
        stored_sample_count += generate_samples(m_sequence_index, m_samples);

        ++m_sequence_index;

        if (++m_current_batch_size == SampleBatchSize)
        {
            m_current_batch_size = 0;
            m_sequence_index += m_stride;

            if (abort_switch.is_aborted())
                break;
        }
    }

    if (stored_sample_count > 0)
        buffer.store_samples(stored_sample_count, &m_samples[0]);
}
void SPPMPassCallback::pre_render(
    const Frame&            frame,
    JobQueue&               job_queue,
    IAbortSwitch&           abort_switch)
{
    if (m_initial_lookup_radius > 0.0f)
    {
        RENDERER_LOG_INFO(
            "sppm lookup radius is %f (%s of initial radius).",
            m_lookup_radius,
            pretty_percent(m_lookup_radius, m_initial_lookup_radius, 3).c_str());
    }

    m_stopwatch.start();

    // Create a new set of photons.
    m_photons.clear_keep_memory();
    m_photon_tracer.trace_photons(
        m_photons,
        hash_uint32(m_pass_number),
        job_queue,
        abort_switch);

    // Stop there if rendering was aborted.
    if (abort_switch.is_aborted())
        return;

    // Build a new photon map.
    m_photon_map.reset(new SPPMPhotonMap(m_photons));
}
Esempio n. 3
0
    // Render a frame until completed or aborted and handle restart events.
    IRendererController::Status render_frame(
        RendererComponents&     components,
        IAbortSwitch&           abort_switch)
    {
        while (true)
        {
            // The `on_frame_begin()` method of the renderer controller might alter the scene
            // (e.g. transform the camera), thus it needs to be called before the `on_frame_begin()`
            // of the scene which assumes the scene is up-to-date and ready to be rendered.
            m_renderer_controller->on_frame_begin();

            // Discard recorded light paths.
            m_project.get_light_path_recorder().clear();

            // Perform pre-frame actions. Don't proceed if that failed.
            OnFrameBeginRecorder recorder;
            if (!components.on_frame_begin(recorder, &abort_switch) ||
                !m_project.on_frame_begin(m_project, nullptr, recorder, &abort_switch) ||
                abort_switch.is_aborted())
            {
                recorder.on_frame_end(m_project);
                m_renderer_controller->on_frame_end();
                return IRendererController::AbortRendering;
            }

            // Print settings of key entities.
            m_project.get_frame()->print_settings();
            m_project.get_scene()->get_active_camera()->print_settings();

            IFrameRenderer& frame_renderer = components.get_frame_renderer();
            assert(!frame_renderer.is_rendering());

            // Start rendering the frame.
            frame_renderer.start_rendering();

            // Wait until the the frame is completed or rendering is aborted.
            const IRendererController::Status status = wait_for_event(frame_renderer);

            switch (status)
            {
              case IRendererController::TerminateRendering:
              case IRendererController::AbortRendering:
              case IRendererController::ReinitializeRendering:
                frame_renderer.terminate_rendering();
                break;

              case IRendererController::RestartRendering:
                frame_renderer.stop_rendering();
                break;

              assert_otherwise;
            }

            assert(!frame_renderer.is_rendering());

            // Perform post-frame actions.
            recorder.on_frame_end(m_project);
            m_renderer_controller->on_frame_end();

            switch (status)
            {
              case IRendererController::TerminateRendering:
              case IRendererController::AbortRendering:
              case IRendererController::ReinitializeRendering:
                return status;

              case IRendererController::RestartRendering:
                break;

              assert_otherwise;
            }
        }
    }