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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/kernel/light
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/kernel/light')
-rw-r--r--intern/cycles/kernel/light/light.h5
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));