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
78 lines
4.2 KiB
C
78 lines
4.2 KiB
C
/* SPDX-License-Identifier: Apache-2.0
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* Copyright 2011-2022 Blender Foundation */
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/********************************* Shadow Path State **************************/
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KERNEL_STRUCT_BEGIN(shadow_path)
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/* Index of a pixel within the device render buffer. */
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KERNEL_STRUCT_MEMBER(shadow_path, uint32_t, render_pixel_index, KERNEL_FEATURE_PATH_TRACING)
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/* Current sample number. */
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KERNEL_STRUCT_MEMBER(shadow_path, uint32_t, sample, KERNEL_FEATURE_PATH_TRACING)
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/* Random number generator seed. */
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KERNEL_STRUCT_MEMBER(shadow_path, uint32_t, rng_hash, KERNEL_FEATURE_PATH_TRACING)
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/* Random number dimension offset. */
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KERNEL_STRUCT_MEMBER(shadow_path, uint16_t, rng_offset, KERNEL_FEATURE_PATH_TRACING)
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/* Current ray bounce depth. */
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KERNEL_STRUCT_MEMBER(shadow_path, uint16_t, bounce, KERNEL_FEATURE_PATH_TRACING)
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/* Current transparent ray bounce depth. */
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KERNEL_STRUCT_MEMBER(shadow_path, uint16_t, transparent_bounce, KERNEL_FEATURE_PATH_TRACING)
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/* Current diffuse ray bounce depth. */
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KERNEL_STRUCT_MEMBER(shadow_path, uint16_t, diffuse_bounce, KERNEL_FEATURE_PATH_TRACING)
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/* Current glossy ray bounce depth. */
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KERNEL_STRUCT_MEMBER(shadow_path, uint16_t, glossy_bounce, KERNEL_FEATURE_PATH_TRACING)
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/* Current transmission ray bounce depth. */
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KERNEL_STRUCT_MEMBER(shadow_path, uint16_t, transmission_bounce, KERNEL_FEATURE_PATH_TRACING)
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/* DeviceKernel bit indicating queued kernels. */
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KERNEL_STRUCT_MEMBER(shadow_path, uint16_t, queued_kernel, KERNEL_FEATURE_PATH_TRACING)
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/* enum PathRayFlag */
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KERNEL_STRUCT_MEMBER(shadow_path, uint32_t, flag, KERNEL_FEATURE_PATH_TRACING)
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/* Throughput. */
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KERNEL_STRUCT_MEMBER(shadow_path, packed_float3, throughput, KERNEL_FEATURE_PATH_TRACING)
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/* Throughput for shadow pass. */
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KERNEL_STRUCT_MEMBER(shadow_path,
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packed_float3,
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unshadowed_throughput,
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KERNEL_FEATURE_SHADOW_PASS | KERNEL_FEATURE_AO_ADDITIVE)
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/* Ratio of throughput to distinguish diffuse / glossy / transmission render passes. */
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KERNEL_STRUCT_MEMBER(shadow_path, packed_float3, pass_diffuse_weight, KERNEL_FEATURE_LIGHT_PASSES)
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KERNEL_STRUCT_MEMBER(shadow_path, packed_float3, pass_glossy_weight, KERNEL_FEATURE_LIGHT_PASSES)
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/* Number of intersections found by ray-tracing. */
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KERNEL_STRUCT_MEMBER(shadow_path, uint16_t, num_hits, KERNEL_FEATURE_PATH_TRACING)
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/* Light group. */
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KERNEL_STRUCT_MEMBER(shadow_path, uint8_t, lightgroup, KERNEL_FEATURE_PATH_TRACING)
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KERNEL_STRUCT_END(shadow_path)
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/********************************** Shadow Ray *******************************/
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KERNEL_STRUCT_BEGIN(shadow_ray)
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KERNEL_STRUCT_MEMBER(shadow_ray, packed_float3, P, KERNEL_FEATURE_PATH_TRACING)
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KERNEL_STRUCT_MEMBER(shadow_ray, packed_float3, D, KERNEL_FEATURE_PATH_TRACING)
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KERNEL_STRUCT_MEMBER(shadow_ray, float, t, KERNEL_FEATURE_PATH_TRACING)
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KERNEL_STRUCT_MEMBER(shadow_ray, float, time, KERNEL_FEATURE_PATH_TRACING)
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KERNEL_STRUCT_MEMBER(shadow_ray, float, dP, KERNEL_FEATURE_PATH_TRACING)
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KERNEL_STRUCT_MEMBER(shadow_ray, int, object, KERNEL_FEATURE_PATH_TRACING)
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KERNEL_STRUCT_END(shadow_ray)
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/*********************** Shadow Intersection result **************************/
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/* Result from scene intersection. */
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KERNEL_STRUCT_BEGIN(shadow_isect)
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KERNEL_STRUCT_ARRAY_MEMBER(shadow_isect, float, t, KERNEL_FEATURE_PATH_TRACING)
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KERNEL_STRUCT_ARRAY_MEMBER(shadow_isect, float, u, KERNEL_FEATURE_PATH_TRACING)
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KERNEL_STRUCT_ARRAY_MEMBER(shadow_isect, float, v, KERNEL_FEATURE_PATH_TRACING)
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KERNEL_STRUCT_ARRAY_MEMBER(shadow_isect, int, prim, KERNEL_FEATURE_PATH_TRACING)
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KERNEL_STRUCT_ARRAY_MEMBER(shadow_isect, int, object, KERNEL_FEATURE_PATH_TRACING)
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KERNEL_STRUCT_ARRAY_MEMBER(shadow_isect, int, type, KERNEL_FEATURE_PATH_TRACING)
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KERNEL_STRUCT_END_ARRAY(shadow_isect,
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INTEGRATOR_SHADOW_ISECT_SIZE_CPU,
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INTEGRATOR_SHADOW_ISECT_SIZE_GPU)
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/**************************** Shadow Volume Stack *****************************/
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KERNEL_STRUCT_BEGIN(shadow_volume_stack)
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KERNEL_STRUCT_ARRAY_MEMBER(shadow_volume_stack, int, object, KERNEL_FEATURE_VOLUME)
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KERNEL_STRUCT_ARRAY_MEMBER(shadow_volume_stack, int, shader, KERNEL_FEATURE_VOLUME)
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KERNEL_STRUCT_END_ARRAY(shadow_volume_stack,
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KERNEL_STRUCT_VOLUME_STACK_SIZE,
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KERNEL_STRUCT_VOLUME_STACK_SIZE)
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