
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
185 lines
5.2 KiB
C++
185 lines
5.2 KiB
C++
/* SPDX-License-Identifier: Apache-2.0
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* Copyright 2011-2022 Blender Foundation */
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#ifndef __OBJECT_H__
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#define __OBJECT_H__
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#include "graph/node.h"
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/* included as Object::set_particle_system defined through NODE_SOCKET_API does
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* not select the right Node::set overload as it does not know that ParticleSystem
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* is a Node */
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#include "scene/particles.h"
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#include "scene/scene.h"
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#include "util/array.h"
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#include "util/boundbox.h"
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#include "util/param.h"
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#include "util/thread.h"
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#include "util/transform.h"
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#include "util/types.h"
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#include "util/vector.h"
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CCL_NAMESPACE_BEGIN
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class Device;
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class DeviceScene;
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class Geometry;
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class ParticleSystem;
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class Progress;
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class Scene;
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struct Transform;
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struct UpdateObjectTransformState;
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class ObjectManager;
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/* Object */
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class Object : public Node {
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public:
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NODE_DECLARE
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NODE_SOCKET_API(Geometry *, geometry)
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NODE_SOCKET_API(Transform, tfm)
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BoundBox bounds;
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NODE_SOCKET_API(uint, random_id)
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NODE_SOCKET_API(int, pass_id)
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NODE_SOCKET_API(float3, color)
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NODE_SOCKET_API(float, alpha)
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NODE_SOCKET_API(ustring, asset_name)
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vector<ParamValue> attributes;
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NODE_SOCKET_API(uint, visibility)
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NODE_SOCKET_API_ARRAY(array<Transform>, motion)
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NODE_SOCKET_API(bool, hide_on_missing_motion)
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NODE_SOCKET_API(bool, use_holdout)
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NODE_SOCKET_API(bool, is_shadow_catcher)
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NODE_SOCKET_API(float, shadow_terminator_shading_offset)
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NODE_SOCKET_API(float, shadow_terminator_geometry_offset)
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NODE_SOCKET_API(bool, is_caustics_caster)
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NODE_SOCKET_API(bool, is_caustics_receiver)
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NODE_SOCKET_API(float3, dupli_generated)
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NODE_SOCKET_API(float2, dupli_uv)
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NODE_SOCKET_API(ParticleSystem *, particle_system);
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NODE_SOCKET_API(int, particle_index);
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NODE_SOCKET_API(float, ao_distance)
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NODE_SOCKET_API(ustring, lightgroup)
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/* Set during device update. */
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bool intersects_volume;
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Object();
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~Object();
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void tag_update(Scene *scene);
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void compute_bounds(bool motion_blur);
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void apply_transform(bool apply_to_motion);
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/* Convert between normalized -1..1 motion time and index
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* in the motion array. */
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bool use_motion() const;
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float motion_time(int step) const;
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int motion_step(float time) const;
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void update_motion();
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/* Maximum number of motion steps supported (due to Embree). */
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static const uint MAX_MOTION_STEPS = 129;
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/* Check whether object is traceable and it worth adding it to
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* kernel scene.
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*/
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bool is_traceable() const;
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/* Combine object's visibility with all possible internal run-time
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* determined flags which denotes trace-time visibility.
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*/
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uint visibility_for_tracing() const;
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/* Returns the index that is used in the kernel for this object. */
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int get_device_index() const;
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/* Compute step size from attributes, shaders, transforms. */
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float compute_volume_step_size() const;
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protected:
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/* Specifies the position of the object in scene->objects and
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* in the device vectors. Gets set in device_update. */
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int index;
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/* Reference to the attribute map with object attributes,
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* or 0 if none. Set in update_svm_attributes. */
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size_t attr_map_offset;
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friend class ObjectManager;
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friend class GeometryManager;
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};
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/* Object Manager */
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class ObjectManager {
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uint32_t update_flags;
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public:
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enum : uint32_t {
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PARTICLE_MODIFIED = (1 << 0),
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GEOMETRY_MANAGER = (1 << 1),
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MOTION_BLUR_MODIFIED = (1 << 2),
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OBJECT_ADDED = (1 << 3),
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OBJECT_REMOVED = (1 << 4),
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OBJECT_MODIFIED = (1 << 5),
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HOLDOUT_MODIFIED = (1 << 6),
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TRANSFORM_MODIFIED = (1 << 7),
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VISIBILITY_MODIFIED = (1 << 8),
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/* tag everything in the manager for an update */
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UPDATE_ALL = ~0u,
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UPDATE_NONE = 0u,
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};
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bool need_flags_update;
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ObjectManager();
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~ObjectManager();
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void device_update(Device *device, DeviceScene *dscene, Scene *scene, Progress &progress);
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void device_update_transforms(DeviceScene *dscene, Scene *scene, Progress &progress);
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void device_update_prim_offsets(Device *device, DeviceScene *dscene, Scene *scene);
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void device_update_flags(Device *device,
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DeviceScene *dscene,
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Scene *scene,
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Progress &progress,
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bool bounds_valid = true);
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void device_update_geom_offsets(Device *device, DeviceScene *dscene, Scene *scene);
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void device_free(Device *device, DeviceScene *dscene, bool force_free);
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void tag_update(Scene *scene, uint32_t flag);
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bool need_update() const;
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void apply_static_transforms(DeviceScene *dscene, Scene *scene, Progress &progress);
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string get_cryptomatte_objects(Scene *scene);
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string get_cryptomatte_assets(Scene *scene);
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protected:
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void device_update_object_transform(UpdateObjectTransformState *state,
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Object *ob,
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bool update_all,
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const Scene *scene);
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void device_update_object_transform_task(UpdateObjectTransformState *state);
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bool device_update_object_transform_pop_work(UpdateObjectTransformState *state,
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int *start_index,
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int *num_objects);
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};
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CCL_NAMESPACE_END
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#endif /* __OBJECT_H__ */
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