Files
blender/intern/cycles/scene/film.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

90 lines
2.3 KiB
C++

/* SPDX-License-Identifier: Apache-2.0
* Copyright 2011-2022 Blender Foundation */
#ifndef __FILM_H__
#define __FILM_H__
#include "scene/pass.h"
#include "util/string.h"
#include "util/vector.h"
#include "kernel/types.h"
#include "graph/node.h"
CCL_NAMESPACE_BEGIN
class Device;
class DeviceScene;
class Scene;
typedef enum FilterType {
FILTER_BOX,
FILTER_GAUSSIAN,
FILTER_BLACKMAN_HARRIS,
FILTER_NUM_TYPES,
} FilterType;
class Film : public Node {
public:
NODE_DECLARE
NODE_SOCKET_API(float, exposure)
NODE_SOCKET_API(float, pass_alpha_threshold)
NODE_SOCKET_API(PassType, display_pass)
NODE_SOCKET_API(bool, show_active_pixels)
NODE_SOCKET_API(FilterType, filter_type)
NODE_SOCKET_API(float, filter_width)
NODE_SOCKET_API(float, mist_start)
NODE_SOCKET_API(float, mist_depth)
NODE_SOCKET_API(float, mist_falloff)
NODE_SOCKET_API(CryptomatteType, cryptomatte_passes)
NODE_SOCKET_API(int, cryptomatte_depth)
/* Approximate shadow catcher pass into its matte pass, so that both artificial objects and
* shadows can be alpha-overed onto a backdrop. */
NODE_SOCKET_API(bool, use_approximate_shadow_catcher)
private:
size_t filter_table_offset_;
bool prev_have_uv_pass = false;
bool prev_have_motion_pass = false;
bool prev_have_ao_pass = false;
public:
Film();
~Film();
/* add default passes to scene */
static void add_default(Scene *scene);
void device_update(Device *device, DeviceScene *dscene, Scene *scene);
void device_free(Device *device, DeviceScene *dscene, Scene *scene);
int get_aov_offset(Scene *scene, string name, bool &is_color);
bool update_lightgroups(Scene *scene);
/* Update passes so that they contain all passes required for the configured functionality.
*
* If `add_sample_count_pass` is true then the SAMPLE_COUNT pass is ensured to be added. */
void update_passes(Scene *scene, bool add_sample_count_pass);
uint get_kernel_features(const Scene *scene) const;
private:
void add_auto_pass(Scene *scene, PassType type, const char *name = nullptr);
void add_auto_pass(Scene *scene, PassType type, PassMode mode, const char *name = nullptr);
void remove_auto_passes(Scene *scene);
void finalize_passes(Scene *scene, const bool use_denoise);
};
CCL_NAMESPACE_END
#endif /* __FILM_H__ */