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/light/light.h | |
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/light/light.h')
-rw-r--r-- | intern/cycles/kernel/light/light.h | 5 |
1 files changed, 5 insertions, 0 deletions
diff --git a/intern/cycles/kernel/light/light.h b/intern/cycles/kernel/light/light.h index fb637008ca4..1df1615ed99 100644 --- a/intern/cycles/kernel/light/light.h +++ b/intern/cycles/kernel/light/light.h @@ -23,6 +23,7 @@ typedef struct LightSample { int prim; /* primitive id for triangle/curve lights */ int shader; /* shader id */ int lamp; /* lamp id */ + int group; /* lightgroup */ LightType type; /* type of light */ } LightSample; @@ -52,6 +53,7 @@ ccl_device_inline bool light_sample(KernelGlobals kg, ls->lamp = lamp; ls->u = randu; ls->v = randv; + ls->group = lamp_lightgroup(kg, lamp); if (in_volume_segment && (type == LIGHT_DISTANT || type == LIGHT_BACKGROUND)) { /* Distant lights in a volume get a dummy sample, position will not actually @@ -413,6 +415,7 @@ ccl_device bool light_sample_from_distant_ray(KernelGlobals kg, ls->P = -ray_D; ls->Ng = -ray_D; ls->D = ray_D; + ls->group = lamp_lightgroup(kg, lamp); /* compute pdf */ float invarea = klight->distant.invarea; @@ -441,6 +444,7 @@ ccl_device bool light_sample_from_intersection(KernelGlobals kg, ls->t = isect->t; ls->P = ray_P + ray_D * ls->t; ls->D = ray_D; + ls->group = lamp_lightgroup(kg, lamp); if (type == LIGHT_SPOT) { const float3 center = make_float3(klight->co[0], klight->co[1], klight->co[2]); @@ -706,6 +710,7 @@ ccl_device_forceinline void triangle_light_sample(KernelGlobals kg, ls->lamp = LAMP_NONE; ls->shader |= SHADER_USE_MIS; ls->type = LIGHT_TRIANGLE; + ls->group = object_lightgroup(kg, object); float distance_to_plane = fabsf(dot(N0, V[0] - P) / dot(N0, N0)); |