* Split light types into own files, move light type specific code from
light tree and MNEE.
* Move flat light distribution code into own kernel file and host side
building function, in preparation of light tree addition. Add light/sample.h
as main entry point to kernel light sampling.
* Better separate calculation of pdf for selecting a light, and pdf for
sampling a point on the light. The selection pdf is now also stored in
LightSampling for MNEE to correctly recalculate the full pdf when the
shading position changes but the point on the light remains fixed.
* Improvement to kernel light storage, using packed_float3, better variable
names, etc.
Includes contributions by Brecht Van Lommel and Weizhen Huang.
Ref T77889
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
* Replace license text in headers with SPDX identifiers.
* Remove specific license info from outdated readme.txt, instead leave details
to the source files.
* Add list of SPDX license identifiers used, and corresponding license texts.
* Update copyright dates while we're at it.
Ref D14069, T95597
Remove prefix of filenames that is the same as the folder name. This used
to help when #includes were using individual files, but now they are always
relative to the cycles root directory and so the prefixes are redundant.
For patches and branches, git merge and rebase should be able to detect the
renames and move over code to the right file.
* Split render/ into scene/ and session/. The scene/ folder now contains the
scene and its nodes. The session/ folder contains the render session and
associated data structures like drivers and render buffers.
* Move top level kernel headers into new folders kernel/camera/, kernel/film/,
kernel/light/, kernel/sample/, kernel/util/
* Move integrator related kernel headers into kernel/integrator/
* Move OSL shaders from kernel/shaders/ to kernel/osl/shaders/
For patches and branches, git merge and rebase should be able to detect the
renames and move over code to the right file.