diff options
author | Clément Foucault <foucault.clem@gmail.com> | 2019-01-29 05:46:57 +0300 |
---|---|---|
committer | Clément Foucault <foucault.clem@gmail.com> | 2019-01-29 17:07:53 +0300 |
commit | 8134f3f0a6bb0ca7bb6c002a7ce0b4c91342a6d1 (patch) | |
tree | 102aea79c5df30823086ab8375f364a574f1fe14 | |
parent | bc99f4903c5f55d35b5fec32d6e18400f25089fb (diff) |
Workbench: Add "Shadow" factor to Xray
This just maintain more parity accross the 2 visuals. Note that this is not
"real shadowing" just the facing factor shadowing.
6 files changed, 32 insertions, 9 deletions
diff --git a/source/blender/draw/engines/workbench/shaders/workbench_forward_transparent_accum_frag.glsl b/source/blender/draw/engines/workbench/shaders/workbench_forward_transparent_accum_frag.glsl index 93da32dd765..b3642b7beb3 100644 --- a/source/blender/draw/engines/workbench/shaders/workbench_forward_transparent_accum_frag.glsl +++ b/source/blender/draw/engines/workbench/shaders/workbench_forward_transparent_accum_frag.glsl @@ -14,6 +14,11 @@ uniform vec3 materialDiffuseColor; uniform vec3 materialSpecularColor; uniform float materialRoughness; +uniform float shadowMultiplier = 0.5; +uniform float lightMultiplier = 1.0; +uniform float shadowShift = 0.1; +uniform float shadowFocus = 1.0; + #ifdef NORMAL_VIEWPORT_PASS_ENABLED in vec3 normal_viewport; #endif /* NORMAL_VIEWPORT_PASS_ENABLED */ @@ -67,6 +72,12 @@ void main() nor, I_vs); #endif +#ifdef V3D_SHADING_SHADOW + float light_factor = -dot(nor, world_data.shadow_direction_vs.xyz); + float shadow_mix = smoothstep(shadowFocus, shadowShift, light_factor); + shaded_color *= mix(lightMultiplier, shadowMultiplier, shadow_mix); +#endif + /* Based on : * McGuire and Bavoil, Weighted Blended Order-Independent Transparency, Journal of * Computer Graphics Techniques (JCGT), vol. 2, no. 2, 122–141, 2013 diff --git a/source/blender/draw/engines/workbench/workbench_data.c b/source/blender/draw/engines/workbench/workbench_data.c index b009a8acb08..97b585c1215 100644 --- a/source/blender/draw/engines/workbench/workbench_data.c +++ b/source/blender/draw/engines/workbench/workbench_data.c @@ -76,6 +76,12 @@ void workbench_private_data_init(WORKBENCH_PrivateData *wpd) wpd->shading.studio_light, STUDIOLIGHT_TYPE_STUDIO); } + + float shadow_focus = scene->display.shadow_focus; + /* Clamp to avoid overshadowing and shading errors. */ + CLAMP(shadow_focus, 0.0001f, 0.99999f); + wpd->shadow_shift = scene->display.shadow_shift; + wpd->shadow_focus = 1.0f - shadow_focus * (1.0f - wpd->shadow_shift); wpd->shadow_multiplier = 1.0 - wpd->shading.shadow_intensity; WORKBENCH_UBO_World *wd = &wpd->world_data; diff --git a/source/blender/draw/engines/workbench/workbench_deferred.c b/source/blender/draw/engines/workbench/workbench_deferred.c index 6f97c9df74d..c1b4398c3d2 100644 --- a/source/blender/draw/engines/workbench/workbench_deferred.c +++ b/source/blender/draw/engines/workbench/workbench_deferred.c @@ -699,11 +699,6 @@ void workbench_deferred_cache_init(WORKBENCH_Data *vedata) workbench_private_data_get_light_direction(wpd, e_data.display.light_direction); studiolight_update_light(wpd, e_data.display.light_direction); - float shadow_focus = scene->display.shadow_focus; - /* Clamp to avoid overshadowing and shading errors. */ - CLAMP(shadow_focus, 0.0001f, 0.99999f); - shadow_focus = 1.0f - shadow_focus * (1.0f - scene->display.shadow_shift); - if (SHADOW_ENABLED(wpd)) { psl->composite_pass = DRW_pass_create( "Composite", DRW_STATE_WRITE_COLOR | DRW_STATE_STENCIL_EQUAL | DRW_STATE_DEPTH_GREATER); @@ -713,7 +708,7 @@ void workbench_deferred_cache_init(WORKBENCH_Data *vedata) DRW_shgroup_uniform_float_copy(grp, "lightMultiplier", 1.0f); DRW_shgroup_uniform_float(grp, "shadowMultiplier", &wpd->shadow_multiplier, 1); DRW_shgroup_uniform_float_copy(grp, "shadowShift", scene->display.shadow_shift); - DRW_shgroup_uniform_float_copy(grp, "shadowFocus", shadow_focus); + DRW_shgroup_uniform_float_copy(grp, "shadowFocus", wpd->shadow_focus); DRW_shgroup_call_add(grp, DRW_cache_fullscreen_quad_get(), NULL); /* Stencil Shadow passes. */ @@ -753,7 +748,7 @@ void workbench_deferred_cache_init(WORKBENCH_Data *vedata) DRW_shgroup_uniform_float(grp, "lightMultiplier", &wpd->shadow_multiplier, 1); DRW_shgroup_uniform_float(grp, "shadowMultiplier", &wpd->shadow_multiplier, 1); DRW_shgroup_uniform_float_copy(grp, "shadowShift", scene->display.shadow_shift); - DRW_shgroup_uniform_float_copy(grp, "shadowFocus", shadow_focus); + DRW_shgroup_uniform_float_copy(grp, "shadowFocus", wpd->shadow_focus); DRW_shgroup_call_add(grp, DRW_cache_fullscreen_quad_get(), NULL); #endif } diff --git a/source/blender/draw/engines/workbench/workbench_forward.c b/source/blender/draw/engines/workbench/workbench_forward.c index a3643c7f118..413ab367d83 100644 --- a/source/blender/draw/engines/workbench/workbench_forward.c +++ b/source/blender/draw/engines/workbench/workbench_forward.c @@ -182,6 +182,11 @@ WORKBENCH_MaterialData *workbench_forward_get_or_create_material_data( if (SPECULAR_HIGHLIGHT_ENABLED(wpd) || MATCAP_ENABLED(wpd)) { DRW_shgroup_uniform_vec2(grp, "invertedViewportSize", DRW_viewport_invert_size_get(), 1); } + if (SHADOW_ENABLED(wpd)) { + DRW_shgroup_uniform_float_copy(grp, "shadowMultiplier", wpd->shadow_multiplier); + DRW_shgroup_uniform_float_copy(grp, "shadowShift", wpd->shadow_shift); + DRW_shgroup_uniform_float_copy(grp, "shadowFocus", wpd->shadow_focus); + } workbench_material_shgroup_uniform(wpd, grp, material, ob, false, false, interp); material->shgrp = grp; @@ -212,7 +217,6 @@ WORKBENCH_MaterialData *workbench_forward_get_or_create_material_data( static GPUShader *ensure_forward_accum_shaders(WORKBENCH_PrivateData *wpd, bool use_textures, bool is_hair) { int index = workbench_material_get_accum_shader_index(wpd, use_textures, is_hair); - BLI_assert(index < MAX_ACCUM_SHADERS); if (e_data.transparent_accum_sh_cache[index] == NULL) { char *defines = workbench_material_build_defines(wpd, use_textures, is_hair); char *transparent_accum_vert = workbench_build_forward_vert(is_hair); diff --git a/source/blender/draw/engines/workbench/workbench_materials.c b/source/blender/draw/engines/workbench/workbench_materials.c index 3c02810f176..a2e57cd6c7d 100644 --- a/source/blender/draw/engines/workbench/workbench_materials.c +++ b/source/blender/draw/engines/workbench/workbench_materials.c @@ -179,6 +179,7 @@ int workbench_material_get_composite_shader_index(WORKBENCH_PrivateData *wpd) SET_FLAG_FROM_TEST(index, wpd->shading.flag & V3D_SHADING_CAVITY, 1 << 3); SET_FLAG_FROM_TEST(index, wpd->shading.flag & V3D_SHADING_OBJECT_OUTLINE, 1 << 4); SET_FLAG_FROM_TEST(index, MATDATA_PASS_ENABLED(wpd), 1 << 5); + BLI_assert(index < MAX_COMPOSITE_SHADERS); return index; } @@ -194,6 +195,7 @@ int workbench_material_get_prepass_shader_index( SET_FLAG_FROM_TEST(index, MATCAP_ENABLED(wpd), 1 << 4); SET_FLAG_FROM_TEST(index, use_textures, 1 << 5); SET_FLAG_FROM_TEST(index, wpd->world_clip_planes != NULL, 1 << 6); + BLI_assert(index < MAX_PREPASS_SHADERS); return index; } @@ -205,6 +207,9 @@ int workbench_material_get_accum_shader_index(WORKBENCH_PrivateData *wpd, bool u index = SPECULAR_HIGHLIGHT_ENABLED(wpd) ? 3 : wpd->shading.light; SET_FLAG_FROM_TEST(index, use_textures, 1 << 2); SET_FLAG_FROM_TEST(index, is_hair, 1 << 3); + /* 1 bits SHADOWS (only facing factor) */ + SET_FLAG_FROM_TEST(index, SHADOW_ENABLED(wpd), 1 << 4); + BLI_assert(index < MAX_ACCUM_SHADERS); return index; } diff --git a/source/blender/draw/engines/workbench/workbench_private.h b/source/blender/draw/engines/workbench/workbench_private.h index 90b2c7a3369..e9c98b020ac 100644 --- a/source/blender/draw/engines/workbench/workbench_private.h +++ b/source/blender/draw/engines/workbench/workbench_private.h @@ -45,7 +45,7 @@ #define M_GOLDEN_RATION_CONJUGATE 0.618033988749895 #define MAX_COMPOSITE_SHADERS (1 << 6) #define MAX_PREPASS_SHADERS (1 << 7) -#define MAX_ACCUM_SHADERS (1 << 4) +#define MAX_ACCUM_SHADERS (1 << 5) #define MAX_CAVITY_SHADERS (1 << 3) #define TEXTURE_DRAWING_ENABLED(wpd) (wpd->shading.color_type == V3D_SHADING_TEXTURE_COLOR) @@ -212,6 +212,8 @@ typedef struct WORKBENCH_PrivateData { struct DRWShadingGroup *depth_shgrp; WORKBENCH_UBO_World world_data; float shadow_multiplier; + float shadow_shift; + float shadow_focus; float cached_shadow_direction[3]; float shadow_mat[4][4]; float shadow_inv[4][4]; |