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authorJeroen Bakker <j.bakker@atmind.nl>2018-06-20 13:26:06 +0300
committerJeroen Bakker <j.bakker@atmind.nl>2018-06-20 13:29:09 +0300
commitc17ba4a9032246cc674cdc03a2f39b91b32fecd9 (patch)
tree09d81d8c0818df35a4b51b2ab603b74dfee1241a
parent84c2ef0eaf9d9901f6a88c6e095490378ac5d677 (diff)
T55550: Workbench Shadows are incorrect in first draw cycle
Shadows uses the old location for light_direction. Maybe a merge conflict.
-rw-r--r--source/blender/draw/engines/workbench/shaders/workbench_deferred_composite_frag.glsl2
-rw-r--r--source/blender/draw/engines/workbench/workbench_data.c3
-rw-r--r--source/blender/draw/engines/workbench/workbench_deferred.c10
-rw-r--r--source/blender/draw/engines/workbench/workbench_studiolight.c1
4 files changed, 6 insertions, 10 deletions
diff --git a/source/blender/draw/engines/workbench/shaders/workbench_deferred_composite_frag.glsl b/source/blender/draw/engines/workbench/shaders/workbench_deferred_composite_frag.glsl
index 4a1d88c29c1..c72df6b677d 100644
--- a/source/blender/draw/engines/workbench/shaders/workbench_deferred_composite_frag.glsl
+++ b/source/blender/draw/engines/workbench/shaders/workbench_deferred_composite_frag.glsl
@@ -106,7 +106,7 @@ void main()
#endif
#ifdef V3D_SHADING_SHADOW
- float light_factor = -dot(normal_viewport, world_data.light_direction_vs.xyz);
+ float light_factor = -dot(normal_viewport, world_data.lights[0].light_direction_vs.xyz);
/* The step function might be ok for meshes but it's
* clearly not the case for hairs. Do smoothstep in this case. */
float shadow_mix = (diffuse_color.a == 1.0 || diffuse_color.a == 0.0)
diff --git a/source/blender/draw/engines/workbench/workbench_data.c b/source/blender/draw/engines/workbench/workbench_data.c
index b4a2330f173..efadf969830 100644
--- a/source/blender/draw/engines/workbench/workbench_data.c
+++ b/source/blender/draw/engines/workbench/workbench_data.c
@@ -155,8 +155,7 @@ void workbench_private_data_get_light_direction(WORKBENCH_PrivateData *wpd, floa
copy_v3_v3(light_direction, scene->display.light_direction);
negate_v3(light_direction);
-
- DRW_uniformbuffer_update(wpd->world_ubo, &wpd->world_data);
+ DRW_uniformbuffer_update(wpd->world_ubo, wd);
}
static void workbench_private_material_free(void *data)
diff --git a/source/blender/draw/engines/workbench/workbench_deferred.c b/source/blender/draw/engines/workbench/workbench_deferred.c
index 3bf7c34d5eb..9b1a17a372a 100644
--- a/source/blender/draw/engines/workbench/workbench_deferred.c
+++ b/source/blender/draw/engines/workbench/workbench_deferred.c
@@ -49,7 +49,7 @@
/* *********** STATIC *********** */
-// #define DEBUG_SHADOW_VOLUME
+/* #define DEBUG_SHADOW_VOLUME */
#ifdef DEBUG_SHADOW_VOLUME
# include "draw_debug.h"
@@ -76,7 +76,6 @@ static struct {
struct GPUTexture *effect_buffer_tx; /* ref only, not alloced */
SceneDisplay display; /* world light direction for shadows */
- float light_direction_vs[3];
int next_object_id;
float normal_world_matrix[3][3];
@@ -485,8 +484,6 @@ void workbench_deferred_cache_init(WORKBENCH_Data *vedata)
WORKBENCH_PrivateData *wpd = stl->g_data;
DRWShadingGroup *grp;
const DRWContextState *draw_ctx = DRW_context_state_get();
- static float light_multiplier = 1.0f;
-
Scene *scene = draw_ctx->scene;
@@ -494,9 +491,9 @@ void workbench_deferred_cache_init(WORKBENCH_Data *vedata)
/* Deferred Mix Pass */
{
workbench_private_data_get_light_direction(wpd, e_data.display.light_direction);
+ studiolight_update_light(wpd, e_data.display.light_direction);
e_data.display.shadow_shift = scene->display.shadow_shift;
- copy_v3_v3(e_data.light_direction_vs, wpd->world_data.lights[0].light_direction_vs);
if (SHADOW_ENABLED(wpd)) {
psl->composite_pass = DRW_pass_create(
@@ -504,7 +501,7 @@ void workbench_deferred_cache_init(WORKBENCH_Data *vedata)
grp = DRW_shgroup_create(wpd->composite_sh, psl->composite_pass);
workbench_composite_uniforms(wpd, grp);
DRW_shgroup_stencil_mask(grp, 0x00);
- DRW_shgroup_uniform_float(grp, "lightMultiplier", &light_multiplier, 1);
+ DRW_shgroup_uniform_float_copy(grp, "lightMultiplier", 1.0f);
DRW_shgroup_uniform_float(grp, "shadowMultiplier", &wpd->shadow_multiplier, 1);
DRW_shgroup_uniform_float(grp, "shadowShift", &scene->display.shadow_shift, 1);
DRW_shgroup_call_add(grp, DRW_cache_fullscreen_quad_get(), NULL);
@@ -548,7 +545,6 @@ void workbench_deferred_cache_init(WORKBENCH_Data *vedata)
DRW_shgroup_call_add(grp, DRW_cache_fullscreen_quad_get(), NULL);
#endif
- studiolight_update_light(wpd, e_data.display.light_direction);
}
else {
psl->composite_pass = DRW_pass_create(
diff --git a/source/blender/draw/engines/workbench/workbench_studiolight.c b/source/blender/draw/engines/workbench/workbench_studiolight.c
index e5e24cbb88a..f2453bf7070 100644
--- a/source/blender/draw/engines/workbench/workbench_studiolight.c
+++ b/source/blender/draw/engines/workbench/workbench_studiolight.c
@@ -121,6 +121,7 @@ static BoundBox *studiolight_object_shadow_bbox_get(WORKBENCH_PrivateData *wpd,
for (int i = 0; i < 8; ++i) {
mul_m4_v3(wpd->shadow_mat, oed->shadow_bbox.vec[i]);
}
+ oed->shadow_bbox_dirty = false;
}
return &oed->shadow_bbox;