diff options
author | Clément Foucault <foucault.clem@gmail.com> | 2018-11-30 15:26:30 +0300 |
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committer | Clément Foucault <foucault.clem@gmail.com> | 2018-11-30 17:40:57 +0300 |
commit | e68c0bf76a4ccb16f51b7caf488c2f345552eea9 (patch) | |
tree | fc5ec8d69b1f33445f2b8aff0639384bcb4ae758 /source/blender/draw/engines/workbench/workbench_deferred.c | |
parent | dabd6615cc0ecbb82f52415e81c734ad041f7598 (diff) |
Workbench: Add Shadow Focus and change Shadow Orientation
Shadow focus let the user choose how hard are is the shadows transition.
Harder shadow transition can be used for stylistic effects or more uniform
shading.
Make shadow orientation respect the same orientation as the studio light
(view from +Y direction aka. front view). Make the default shadow direction
more similar to the default light position (the default light object, not
the default studio lighting).
Diffstat (limited to 'source/blender/draw/engines/workbench/workbench_deferred.c')
-rw-r--r-- | source/blender/draw/engines/workbench/workbench_deferred.c | 11 |
1 files changed, 8 insertions, 3 deletions
diff --git a/source/blender/draw/engines/workbench/workbench_deferred.c b/source/blender/draw/engines/workbench/workbench_deferred.c index 1ca76da672a..a77179fa676 100644 --- a/source/blender/draw/engines/workbench/workbench_deferred.c +++ b/source/blender/draw/engines/workbench/workbench_deferred.c @@ -566,7 +566,10 @@ 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); - e_data.display.shadow_shift = scene->display.shadow_shift; + 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( @@ -576,7 +579,8 @@ void workbench_deferred_cache_init(WORKBENCH_Data *vedata) DRW_shgroup_stencil_mask(grp, 0x00); 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_uniform_float_copy(grp, "shadowShift", scene->display.shadow_shift); + DRW_shgroup_uniform_float_copy(grp, "shadowFocus", shadow_focus); DRW_shgroup_call_add(grp, DRW_cache_fullscreen_quad_get(), NULL); /* Stencil Shadow passes. */ @@ -614,7 +618,8 @@ void workbench_deferred_cache_init(WORKBENCH_Data *vedata) workbench_composite_uniforms(wpd, grp); DRW_shgroup_uniform_float(grp, "lightMultiplier", &wpd->shadow_multiplier, 1); DRW_shgroup_uniform_float(grp, "shadowMultiplier", &wpd->shadow_multiplier, 1); - DRW_shgroup_uniform_float(grp, "shadowShift", &scene->display.shadow_shift, 1); + DRW_shgroup_uniform_float_copy(grp, "shadowShift", scene->display.shadow_shift); + DRW_shgroup_uniform_float_copy(grp, "shadowFocus", shadow_focus); DRW_shgroup_call_add(grp, DRW_cache_fullscreen_quad_get(), NULL); #endif |