This PR is contains the initial capture pipeline for planar probes.
It requires work to generate the correct view to capture and to include
the result during ray tracing. These will be developed in a separate PR.
This PR detects if a planar probe is active in the scene. If this is
the case the planar probe pipeline will be activated. During rendering
this is done by querying the depsgraph, during viewport drawing this
is done during sync. If an planar probe is detected and the pipeline
wasn't activated. The pipeline will be activated and the sampling
will be reset to ensure the pipeline is filled with all objects.
Per object the user can set the visibility of the object in planar
reflections.

For a reflection plane the resolution and clipping offset can be set.
EDIT: Resolution option was removed because too complex to
implement with the little time we have at the moment.

Related to #112966
Co-authored-by: Clément Foucault <foucault.clem@gmail.com>
Pull Request: https://projects.blender.org/blender/blender/pulls/113203
Nodes that are scheduled can be executed in any order in theory. So when
there are many scheduled nodes, it can be benefitial to start evaluating
them in parallel.
Note that it is not very common that many nodes are scheduled at the
same time in typical setups because the evaluator uses a depth-first heuristic
to decide in which order to evaluate nodes. It can happen more easily in
generated node trees though.
Also, this change only has an affect in practice if none of the scheduled nodes
uses multi-threading internally, as this would also trigger the user of multiple
threads in the graph executor.
The goal here is to make it easier to use the socket declaration builder
for cases where the actual socket type is not known at compile time.
For that purpose, all the methods that are not dependent on the specific
socket type are moved to the base socket declaration builder.
A nice side effect of this is reduced templated boilerplate and that more
code can be moved out of the header.
With this patch, one is now forced to put type specific method calls before
generic method calls in a chain. For example `.default_value(...).supports_field()`
instead of `supports_field().default_value(...)`. In theory, we could keep
support for both orders but that would involve a lot of additional boilerplate
code. Enforcing this order is simple enough. Note that this limitation only
applies when chaining multiple method calls. This is still possible:
```
auto &decl = b.add_input<decl::Vector>("Value");
decl.supports_field();
decl.default_value(...);
```
Pull Request: https://projects.blender.org/blender/blender/pulls/113410
In some cases processing events was modifying them, as there can be
multiple event consumers, manipulating events isn't correct.
Even though in practice it didn't cause issues, it's straightforward
not to do this and makes logic easier to reason about.
IME editing would cast GHOST_TEventImeData to wmIMEData then read/write
an additional member that doesn't exist in GHOST_TEventImeData.
In practice it's likely struct padding prevented this from showing up
as a bug. Nevertheless it's bad practice to rely on this.
- Make GHOST_TEventImeData read-only, move the is_ime_composing boolean
into the window.
- Add static assert to ensure both structs are the same size.
- Correct code comments.
This moves the thickness from shadow map
approximation out of the lighting and shadowing
loop. Instead of using the thickness from
the shadow tracing from each individual light
before SSS evaluation, we precompute the
average thickness from all shadowed light.
This is then mixed with the nodetree thicknes.
## SSS Translucency
This add back SSS transmission support by using
the mentionned thickness computation, and applying the
transmission profile on it. This is then applied on top of a
flipped normal LTC computation.
Pull Request: https://projects.blender.org/blender/blender/pulls/113401
This allow splitting shadow and light evaluation.
This is the first step to deferred shadowing.
The evaluate closure types can be dynamically
set which mean we can have arbitrary BSDF
evaluation inside the same shader.
This also contain some refactor to `light_lib.glsl`
for more consistency and less clutter.
Note that this breaks the SSS translucency
as the shadow evaluation changes for these.
A new solution for this feature is to be found
Pull Request: https://projects.blender.org/blender/blender/pulls/113257
A copy has to compare equal to itself and have the same hash
when it is supposed to be used as a reference in a hash table
like `VectorSet`.
Just making the hash not change during a copy by hashing the
geometry component pointers instead of the geometry-set pointer
does not work because of `geometry_set_from_reference` which
assumed that changing the geometry set does not change the
hash of the reference.
For now the solution is to just not use a hash table as this
makes it easier to get corretness right. Instead, just use a
regular `Vector` to store all the references which avoids
the need for a hash function.
This can now lead to some O(n^2) behavior when adding many
references. Fortunately, this is not too common yet, as usually
one has few references but many instances that use those.
It's still something that has to be solved at some point. It's
not clear yet what approach would work best:
* Reintroduce `VectorSet` for the references and properly update
the reference positions in the hash table after the references
have changed.
* Add a separate `Map<Object*/Collection*, int>` for the
deduplication.
* Do deduplication on the call-site of `add_reference` by building
a temporary map there.
The 3D cursor's quaternion and euler storage are not always in sync.
The quaternion rotation should be retrieved by speciffic functions,
which I had previously missed.
This refactor the lightprobes sample so that we always query
the spherical probe and the volume probe.
Then, given the BSDF type, we reconstruct the incoming radiance
differently depending on the ray probability blending between
the spherical and volume probe depending on ray probability.
Moreover, we implement cubemap normalization using
volume probe spherical harmonic data at spherical probe
position and at the shading point position.
Pull Request: https://projects.blender.org/blender/blender/pulls/113301
`iota` is name that has no meaning, it's not an acronym or initialism.
It's usually very cryptic when I come across it. Replacing it with a
specialized function makes the code more readible.
See cc7da09c1b.
Splitting edges only potentially affects the order of edges and
vertices. Face corner vertex and edge indices are affected, but their
order isn't affected, and faces aren't affected at all. This didn't
cause problems, but correcting it shows users they can rely on
these consistencies after this operation.
This idea is of remapping parameters of lazy-functions is useful
not only for the repeat zone. For example, it could be used for the
for-each zone as well.
Also, moving it to a more general place indicates that there is no
repeat-zone specific stuff in it.
This commit fixes two different issues in
`BLO_update_defaults_startup_blend`:
* No check were done whether a given 'paint mode' tool settings actually
exist or not before trying to 'update' it, leading to hard crash when
some did not.
* Only the first Scene in loaded 'startup' Main would be processed -
nothing prevents a `startup.blend` file to have more than one scene!
This makes it easier to read generated lazy-function graphs, especially when
there are zones or group nodes, because the socket identifiers on those
are some generated internal name.
Instead of using a lambda with a FunctionRef argument, just write the
loops explicitly. This results in a bit more boilerplate code and a bit
more repetition, but the overall design and flow is much simpler. Based
on the results in f10965dcb8, it can improve performance too.
The assert was assuming that the attribute request is properly
initialized and that was not the case: the "special" data layers
like coordinates, normals, masks, and face sets did not initialize
domain in the attribute request.
The domain is now properly initialized. As well as there is an
assert added in other PBVH types for the face sets. It is possible
to add asserts in more places, but it is not directly related to
this CL.
Pull Request: https://projects.blender.org/blender/blender/pulls/113354