diff options
author | Lukas Stockner <lukas.stockner@freenet.de> | 2022-04-02 01:11:11 +0300 |
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committer | Lukas Stockner <lukas.stockner@freenet.de> | 2022-04-02 07:14:27 +0300 |
commit | ad35453cd19b3db779b0b3a90feac2e93c7a73cf (patch) | |
tree | 3ad7893815bda3e34e18302422ad1f978e828603 /intern/cycles/kernel/geom | |
parent | 5387d33e5f954c4cecdb7ffd3d1042d8632d6c15 (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/kernel/geom')
-rw-r--r-- | intern/cycles/kernel/geom/object.h | 20 |
1 files changed, 20 insertions, 0 deletions
diff --git a/intern/cycles/kernel/geom/object.h b/intern/cycles/kernel/geom/object.h index 86c57c84b47..3faab7fa905 100644 --- a/intern/cycles/kernel/geom/object.h +++ b/intern/cycles/kernel/geom/object.h @@ -283,6 +283,26 @@ ccl_device_inline float object_pass_id(KernelGlobals kg, int object) return kernel_tex_fetch(__objects, object).pass_id; } +/* Lightgroup of lamp */ + +ccl_device_inline int lamp_lightgroup(KernelGlobals kg, int lamp) +{ + if (lamp == LAMP_NONE) + return LIGHTGROUP_NONE; + + return kernel_tex_fetch(__lights, lamp).lightgroup; +} + +/* Lightgroup of object */ + +ccl_device_inline int object_lightgroup(KernelGlobals kg, int object) +{ + if (object == OBJECT_NONE) + return LIGHTGROUP_NONE; + + return kernel_tex_fetch(__objects, object).lightgroup; +} + /* Per lamp random number for shader variation */ ccl_device_inline float lamp_random_number(KernelGlobals kg, int lamp) |