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authorLukas Stockner <lukas.stockner@freenet.de>2022-04-02 01:11:11 +0300
committerLukas Stockner <lukas.stockner@freenet.de>2022-04-02 07:14:27 +0300
commitad35453cd19b3db779b0b3a90feac2e93c7a73cf (patch)
tree3ad7893815bda3e34e18302422ad1f978e828603 /intern/cycles/integrator
parent5387d33e5f954c4cecdb7ffd3d1042d8632d6c15 (diff)
Cycles: Add support for light groups
Light groups are a type of pass that only contains lighting from a subset of light sources. They are created in the View layer, and light sources (lamps, objects with emissive materials and/or the environment) can be assigned to a group. Currently, each light group ends up generating its own version of the Combined pass. In the future, additional types of passes (e.g. shadowcatcher) might be getting their own per-lightgroup versions. The lightgroup creation and assignment is not Cycles-specific, so Eevee or external render engines could make use of it in the future. Note that Lightgroups are identified by their name - therefore, the name of the Lightgroup in the View Layer and the name that's set in an object's settings must match for it to be included. Currently, changing a Lightgroup's name does not update objects - this is planned for the future, along with other features such as denoising for light groups and viewing them in preview renders. Original patch by Alex Fuller (@mistaed), with some polishing by Lukas Stockner (@lukasstockner97). Differential Revision: https://developer.blender.org/D12871
Diffstat (limited to 'intern/cycles/integrator')
-rw-r--r--intern/cycles/integrator/pass_accessor.cpp17
-rw-r--r--intern/cycles/integrator/pass_accessor.h1
2 files changed, 12 insertions, 6 deletions
diff --git a/intern/cycles/integrator/pass_accessor.cpp b/intern/cycles/integrator/pass_accessor.cpp
index 0be3cf6860b..05318b7545b 100644
--- a/intern/cycles/integrator/pass_accessor.cpp
+++ b/intern/cycles/integrator/pass_accessor.cpp
@@ -18,7 +18,11 @@ CCL_NAMESPACE_BEGIN
*/
PassAccessor::PassAccessInfo::PassAccessInfo(const BufferPass &pass)
- : type(pass.type), mode(pass.mode), include_albedo(pass.include_albedo), offset(pass.offset)
+ : type(pass.type),
+ mode(pass.mode),
+ include_albedo(pass.include_albedo),
+ is_lightgroup(!pass.lightgroup.empty()),
+ offset(pass.offset)
{
}
@@ -127,7 +131,8 @@ bool PassAccessor::get_render_tile_pixels(const RenderBuffers *render_buffers,
const PassType type = pass_access_info_.type;
const PassMode mode = pass_access_info_.mode;
- const PassInfo pass_info = Pass::get_info(type, pass_access_info_.include_albedo);
+ const PassInfo pass_info = Pass::get_info(
+ type, pass_access_info_.include_albedo, pass_access_info_.is_lightgroup);
int num_written_components = pass_info.num_components;
if (pass_info.num_components == 1) {
@@ -215,8 +220,8 @@ void PassAccessor::init_kernel_film_convert(KernelFilmConvert *kfilm_convert,
const Destination &destination) const
{
const PassMode mode = pass_access_info_.mode;
- const PassInfo &pass_info = Pass::get_info(pass_access_info_.type,
- pass_access_info_.include_albedo);
+ const PassInfo &pass_info = Pass::get_info(
+ pass_access_info_.type, pass_access_info_.include_albedo, pass_access_info_.is_lightgroup);
kfilm_convert->pass_offset = pass_access_info_.offset;
kfilm_convert->pass_stride = buffer_params.pass_stride;
@@ -279,8 +284,8 @@ bool PassAccessor::set_render_tile_pixels(RenderBuffers *render_buffers, const S
return false;
}
- const PassInfo pass_info = Pass::get_info(pass_access_info_.type,
- pass_access_info_.include_albedo);
+ const PassInfo pass_info = Pass::get_info(
+ pass_access_info_.type, pass_access_info_.include_albedo, pass_access_info_.is_lightgroup);
const BufferParams &buffer_params = render_buffers->params;
diff --git a/intern/cycles/integrator/pass_accessor.h b/intern/cycles/integrator/pass_accessor.h
index 7de1d03961b..683d3a35272 100644
--- a/intern/cycles/integrator/pass_accessor.h
+++ b/intern/cycles/integrator/pass_accessor.h
@@ -28,6 +28,7 @@ class PassAccessor {
PassType type = PASS_NONE;
PassMode mode = PassMode::NOISY;
bool include_albedo = false;
+ bool is_lightgroup = false;
int offset = -1;
/* For the shadow catcher matte pass: whether to approximate shadow catcher pass into its