Files
test/intern/cycles/kernel/integrator/shade_light.h
Lukas Stockner ad35453cd1 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
2022-04-02 06:14:27 +02:00

117 lines
4.4 KiB
C

/* SPDX-License-Identifier: Apache-2.0
* Copyright 2011-2022 Blender Foundation */
#pragma once
#include "kernel/film/accumulate.h"
#include "kernel/integrator/shader_eval.h"
#include "kernel/light/light.h"
#include "kernel/light/sample.h"
CCL_NAMESPACE_BEGIN
ccl_device_inline void integrate_light(KernelGlobals kg,
IntegratorState state,
ccl_global float *ccl_restrict render_buffer)
{
/* Setup light sample. */
Intersection isect ccl_optional_struct_init;
integrator_state_read_isect(kg, state, &isect);
float3 ray_P = INTEGRATOR_STATE(state, ray, P);
const float3 ray_D = INTEGRATOR_STATE(state, ray, D);
const float ray_time = INTEGRATOR_STATE(state, ray, time);
/* Advance ray beyond light. */
/* TODO: can we make this more numerically robust to avoid reintersecting the
* same light in some cases? Ray should not intersect surface anymore as the
* object and prim ids will prevent self intersection. */
const float3 new_ray_P = ray_P + ray_D * isect.t;
INTEGRATOR_STATE_WRITE(state, ray, P) = new_ray_P;
INTEGRATOR_STATE_WRITE(state, ray, t) -= isect.t;
/* Set position to where the BSDF was sampled, for correct MIS PDF. */
const float mis_ray_t = INTEGRATOR_STATE(state, path, mis_ray_t);
ray_P -= ray_D * mis_ray_t;
isect.t += mis_ray_t;
INTEGRATOR_STATE_WRITE(state, path, mis_ray_t) = isect.t;
LightSample ls ccl_optional_struct_init;
const bool use_light_sample = light_sample_from_intersection(kg, &isect, ray_P, ray_D, &ls);
if (!use_light_sample) {
return;
}
/* Use visibility flag to skip lights. */
#ifdef __PASSES__
const uint32_t path_flag = INTEGRATOR_STATE(state, path, flag);
if (ls.shader & SHADER_EXCLUDE_ANY) {
if (((ls.shader & SHADER_EXCLUDE_DIFFUSE) && (path_flag & PATH_RAY_DIFFUSE)) ||
((ls.shader & SHADER_EXCLUDE_GLOSSY) &&
((path_flag & (PATH_RAY_GLOSSY | PATH_RAY_REFLECT)) ==
(PATH_RAY_GLOSSY | PATH_RAY_REFLECT))) ||
((ls.shader & SHADER_EXCLUDE_TRANSMIT) && (path_flag & PATH_RAY_TRANSMIT)) ||
((ls.shader & SHADER_EXCLUDE_SCATTER) && (path_flag & PATH_RAY_VOLUME_SCATTER)))
return;
}
#endif
/* Evaluate light shader. */
/* TODO: does aliasing like this break automatic SoA in CUDA? */
ShaderDataTinyStorage emission_sd_storage;
ccl_private ShaderData *emission_sd = AS_SHADER_DATA(&emission_sd_storage);
float3 light_eval = light_sample_shader_eval(kg, state, emission_sd, &ls, ray_time);
if (is_zero(light_eval)) {
return;
}
/* MIS weighting. */
if (!(path_flag & PATH_RAY_MIS_SKIP)) {
/* multiple importance sampling, get regular light pdf,
* and compute weight with respect to BSDF pdf */
const float mis_ray_pdf = INTEGRATOR_STATE(state, path, mis_ray_pdf);
const float mis_weight = light_sample_mis_weight_forward(kg, mis_ray_pdf, ls.pdf);
light_eval *= mis_weight;
}
/* Write to render buffer. */
const float3 throughput = INTEGRATOR_STATE(state, path, throughput);
kernel_accum_emission(kg, state, throughput * light_eval, render_buffer, ls.group);
}
ccl_device void integrator_shade_light(KernelGlobals kg,
IntegratorState state,
ccl_global float *ccl_restrict render_buffer)
{
PROFILING_INIT(kg, PROFILING_SHADE_LIGHT_SETUP);
integrate_light(kg, state, render_buffer);
/* TODO: we could get stuck in an infinite loop if there are precision issues
* and the same light is hit again.
*
* As a workaround count this as a transparent bounce. It makes some sense
* to interpret lights as transparent surfaces (and support making them opaque),
* but this needs to be revisited. */
uint32_t transparent_bounce = INTEGRATOR_STATE(state, path, transparent_bounce) + 1;
INTEGRATOR_STATE_WRITE(state, path, transparent_bounce) = transparent_bounce;
if (transparent_bounce >= kernel_data.integrator.transparent_max_bounce) {
INTEGRATOR_PATH_TERMINATE(DEVICE_KERNEL_INTEGRATOR_SHADE_LIGHT);
return;
}
else {
INTEGRATOR_PATH_NEXT(DEVICE_KERNEL_INTEGRATOR_SHADE_LIGHT,
DEVICE_KERNEL_INTEGRATOR_INTERSECT_CLOSEST);
return;
}
/* TODO: in some cases we could continue directly to SHADE_BACKGROUND, but
* probably that optimization is probably not practical if we add lights to
* scene geometry. */
}
CCL_NAMESPACE_END