
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
162 lines
4.0 KiB
C++
162 lines
4.0 KiB
C++
/* SPDX-License-Identifier: Apache-2.0
|
|
* Copyright 2011-2022 Blender Foundation */
|
|
|
|
#ifndef __LIGHT_H__
|
|
#define __LIGHT_H__
|
|
|
|
#include "kernel/types.h"
|
|
|
|
#include "graph/node.h"
|
|
|
|
/* included as Light::set_shader defined through NODE_SOCKET_API does not select
|
|
* the right Node::set overload as it does not know that Shader is a Node */
|
|
#include "scene/shader.h"
|
|
|
|
#include "util/ies.h"
|
|
#include "util/thread.h"
|
|
#include "util/types.h"
|
|
#include "util/vector.h"
|
|
|
|
CCL_NAMESPACE_BEGIN
|
|
|
|
class Device;
|
|
class DeviceScene;
|
|
class Object;
|
|
class Progress;
|
|
class Scene;
|
|
class Shader;
|
|
|
|
class Light : public Node {
|
|
public:
|
|
NODE_DECLARE;
|
|
|
|
Light();
|
|
|
|
NODE_SOCKET_API(LightType, light_type)
|
|
NODE_SOCKET_API(float3, strength)
|
|
NODE_SOCKET_API(float3, co)
|
|
|
|
NODE_SOCKET_API(float3, dir)
|
|
NODE_SOCKET_API(float, size)
|
|
NODE_SOCKET_API(float, angle)
|
|
|
|
NODE_SOCKET_API(float3, axisu)
|
|
NODE_SOCKET_API(float, sizeu)
|
|
NODE_SOCKET_API(float3, axisv)
|
|
NODE_SOCKET_API(float, sizev)
|
|
NODE_SOCKET_API(bool, round)
|
|
NODE_SOCKET_API(float, spread)
|
|
|
|
NODE_SOCKET_API(Transform, tfm)
|
|
|
|
NODE_SOCKET_API(int, map_resolution)
|
|
|
|
NODE_SOCKET_API(float, spot_angle)
|
|
NODE_SOCKET_API(float, spot_smooth)
|
|
|
|
NODE_SOCKET_API(bool, cast_shadow)
|
|
NODE_SOCKET_API(bool, use_mis)
|
|
NODE_SOCKET_API(bool, use_camera)
|
|
NODE_SOCKET_API(bool, use_diffuse)
|
|
NODE_SOCKET_API(bool, use_glossy)
|
|
NODE_SOCKET_API(bool, use_transmission)
|
|
NODE_SOCKET_API(bool, use_scatter)
|
|
NODE_SOCKET_API(bool, use_caustics)
|
|
|
|
NODE_SOCKET_API(bool, is_shadow_catcher)
|
|
NODE_SOCKET_API(bool, is_portal)
|
|
NODE_SOCKET_API(bool, is_enabled)
|
|
|
|
NODE_SOCKET_API(Shader *, shader)
|
|
NODE_SOCKET_API(int, max_bounces)
|
|
NODE_SOCKET_API(uint, random_id)
|
|
|
|
NODE_SOCKET_API(ustring, lightgroup)
|
|
|
|
void tag_update(Scene *scene);
|
|
|
|
/* Check whether the light has contribution the scene. */
|
|
bool has_contribution(Scene *scene);
|
|
|
|
friend class LightManager;
|
|
};
|
|
|
|
class LightManager {
|
|
public:
|
|
enum : uint32_t {
|
|
MESH_NEED_REBUILD = (1 << 0),
|
|
EMISSIVE_MESH_MODIFIED = (1 << 1),
|
|
LIGHT_MODIFIED = (1 << 2),
|
|
LIGHT_ADDED = (1 << 3),
|
|
LIGHT_REMOVED = (1 << 4),
|
|
OBJECT_MANAGER = (1 << 5),
|
|
SHADER_COMPILED = (1 << 6),
|
|
SHADER_MODIFIED = (1 << 7),
|
|
|
|
/* tag everything in the manager for an update */
|
|
UPDATE_ALL = ~0u,
|
|
|
|
UPDATE_NONE = 0u,
|
|
};
|
|
|
|
/* Need to update background (including multiple importance map) */
|
|
bool need_update_background;
|
|
|
|
LightManager();
|
|
~LightManager();
|
|
|
|
/* IES texture management */
|
|
int add_ies(const string &ies);
|
|
int add_ies_from_file(const string &filename);
|
|
void remove_ies(int slot);
|
|
|
|
void device_update(Device *device, DeviceScene *dscene, Scene *scene, Progress &progress);
|
|
void device_free(Device *device, DeviceScene *dscene, const bool free_background = true);
|
|
|
|
void tag_update(Scene *scene, uint32_t flag);
|
|
|
|
bool need_update() const;
|
|
|
|
/* Check whether there is a background light. */
|
|
bool has_background_light(Scene *scene);
|
|
|
|
protected:
|
|
/* Optimization: disable light which is either unsupported or
|
|
* which doesn't contribute to the scene or which is only used for MIS
|
|
* and scene doesn't need MIS.
|
|
*/
|
|
void test_enabled_lights(Scene *scene);
|
|
|
|
void device_update_points(Device *device, DeviceScene *dscene, Scene *scene);
|
|
void device_update_distribution(Device *device,
|
|
DeviceScene *dscene,
|
|
Scene *scene,
|
|
Progress &progress);
|
|
void device_update_background(Device *device,
|
|
DeviceScene *dscene,
|
|
Scene *scene,
|
|
Progress &progress);
|
|
void device_update_ies(DeviceScene *dscene);
|
|
|
|
/* Check whether light manager can use the object as a light-emissive. */
|
|
bool object_usable_as_light(Object *object);
|
|
|
|
struct IESSlot {
|
|
IESFile ies;
|
|
uint hash;
|
|
int users;
|
|
};
|
|
|
|
vector<IESSlot *> ies_slots;
|
|
thread_mutex ies_mutex;
|
|
|
|
bool last_background_enabled;
|
|
int last_background_resolution;
|
|
|
|
uint32_t update_flags;
|
|
};
|
|
|
|
CCL_NAMESPACE_END
|
|
|
|
#endif /* __LIGHT_H__ */
|