diff options
author | Jeroen Bakker <j.bakker@atmind.nl> | 2018-05-16 17:42:30 +0300 |
---|---|---|
committer | Jeroen Bakker <j.bakker@atmind.nl> | 2018-05-16 17:43:10 +0300 |
commit | e862bcd6c8cb218c2213ac4a05a11dd13dbdecbf (patch) | |
tree | 317f98432815c99e5cffd52947b567fdc4a3c400 /source/blender/draw/engines/workbench/workbench_materials.c | |
parent | def1c3eb4b5c2926431a1c975839e7719f06b38e (diff) |
Workbench: World based studio lighting
Disabled shadows for now as the calculation of the light direction is
still to bogus.
Diffstat (limited to 'source/blender/draw/engines/workbench/workbench_materials.c')
-rw-r--r-- | source/blender/draw/engines/workbench/workbench_materials.c | 50 |
1 files changed, 40 insertions, 10 deletions
diff --git a/source/blender/draw/engines/workbench/workbench_materials.c b/source/blender/draw/engines/workbench/workbench_materials.c index 743f21eda30..a9c2941eb22 100644 --- a/source/blender/draw/engines/workbench/workbench_materials.c +++ b/source/blender/draw/engines/workbench/workbench_materials.c @@ -64,6 +64,7 @@ static struct { SceneDisplay display; /* world light direction for shadows */ float light_direction_vs[3]; int next_object_id; + float normal_world_matrix[3][3]; } e_data = {{NULL}}; /* Shaders */ @@ -86,7 +87,7 @@ extern DrawEngineType draw_engine_workbench_solid; #define NORMAL_VIEWPORT_PASS_ENABLED(wpd) (wpd->shading.light & V3D_LIGHTING_STUDIO || wpd->shading.flag & V3D_SHADING_SHADOW) #define SHADOW_ENABLED(wpd) (wpd->shading.flag & V3D_SHADING_SHADOW) #define NORMAL_ENCODING_ENABLED() (true) -//(!SHADOW_ENABLED(wpd)) +#define STUDIOLIGHT_ORIENTATION_WORLD_ENABLED(wpd) (wpd->studio_light->flag & STUDIOLIGHT_ORIENTATION_WORLD) static char *workbench_build_defines(WORKBENCH_PrivateData *wpd, int drawtype) @@ -99,10 +100,18 @@ static char *workbench_build_defines(WORKBENCH_PrivateData *wpd, int drawtype) BLI_dynstr_appendf(ds, "#define V3D_SHADING_OBJECT_OUTLINE\n"); } if (wpd->shading.flag & V3D_SHADING_SHADOW) { - BLI_dynstr_appendf(ds, "#define V3D_SHADING_SHADOW\n"); + if (!STUDIOLIGHT_ORIENTATION_WORLD_ENABLED(wpd)) { + BLI_dynstr_appendf(ds, "#define V3D_SHADING_SHADOW\n"); + } } if (wpd->shading.light & V3D_LIGHTING_STUDIO) { BLI_dynstr_appendf(ds, "#define V3D_LIGHTING_STUDIO\n"); + if (STUDIOLIGHT_ORIENTATION_WORLD_ENABLED(wpd)) { + BLI_dynstr_appendf(ds, "#define STUDIOLIGHT_ORIENTATION_WORLD\n"); + } + else { + BLI_dynstr_appendf(ds, "#define STUDIOLIGHT_ORIENTATION_CAMERA\n"); + } } if (NORMAL_VIEWPORT_PASS_ENABLED(wpd)) { BLI_dynstr_appendf(ds, "#define NORMAL_VIEWPORT_PASS_ENABLED\n"); @@ -168,10 +177,13 @@ static int get_shader_index(WORKBENCH_PrivateData *wpd, int drawtype) const int DRAWOPTIONS_MASK = V3D_SHADING_OBJECT_OUTLINE | V3D_SHADING_SHADOW; int index = (wpd->shading.flag & DRAWOPTIONS_MASK); index = (index << 2) + wpd->shading.light; + index = (index << 2); /* set the drawtype flag - 0 = OB_SOLID, - 1 = OB_TEXTURE */ - index = index << 1; + 0 = OB_SOLID, + 1 = OB_TEXTURE + 2 = STUDIOLIGHT_ORIENTATION_WORLD + */ + SET_FLAG_FROM_TEST(index, wpd->studio_light->flag & STUDIOLIGHT_ORIENTATION_WORLD, 2); SET_FLAG_FROM_TEST(index, drawtype == OB_TEXTURE, 1); return index; } @@ -368,6 +380,17 @@ static void workbench_composite_uniforms(WORKBENCH_PrivateData *wpd, DRWShadingG } DRW_shgroup_uniform_block(grp, "world_block", wpd->world_ubo); DRW_shgroup_uniform_vec2(grp, "invertedViewportSize", DRW_viewport_invert_size_get(), 1); + + if (STUDIOLIGHT_ORIENTATION_WORLD_ENABLED(wpd)) { + float view_matrix_inverse[4][4]; + float rot_matrix[4][4]; + float matrix[4][4]; + axis_angle_to_mat4_single(rot_matrix, 'Z', -wpd->shading.studiolight_rot_z); + DRW_viewport_matrix_get(view_matrix_inverse, DRW_MAT_VIEWINV); + mul_m4_m4m4(matrix, rot_matrix, view_matrix_inverse); + copy_m3_m4(e_data.normal_world_matrix, matrix); + DRW_shgroup_uniform_mat3(grp, "normalWorldMatrix", e_data.normal_world_matrix); + } } void workbench_materials_cache_init(WORKBENCH_Data *vedata) @@ -386,17 +409,24 @@ void workbench_materials_cache_init(WORKBENCH_Data *vedata) select_deferred_shaders(wpd); /* Deferred Mix Pass */ { - wpd->world_ubo = DRW_uniformbuffer_create(sizeof(WORKBENCH_UBO_World), NULL); DRW_uniformbuffer_update(wpd->world_ubo, &wpd->world_data); - copy_v3_v3(e_data.display.light_direction, scene->display.light_direction); - negate_v3(e_data.display.light_direction); - e_data.display.shadow_shift = scene->display.shadow_shift; + if (STUDIOLIGHT_ORIENTATION_WORLD_ENABLED(wpd)) { + BKE_studiolight_ensure_flag(wpd->studio_light, STUDIOLIGHT_LIGHT_DIRECTION_CALCULATED); + float rot_matrix[3][3]; + // float dir[3] = {0.57, 0.57, -0.57}; + axis_angle_to_mat3_single(rot_matrix, 'Z', wpd->shading.studiolight_rot_z); + mul_v3_m3v3(e_data.display.light_direction, rot_matrix, wpd->studio_light->light_direction); + } + else { + copy_v3_v3(e_data.display.light_direction, scene->display.light_direction); + negate_v3(e_data.display.light_direction); + } float view_matrix[4][4]; DRW_viewport_matrix_get(view_matrix, DRW_MAT_VIEW); mul_v3_mat3_m4v3(e_data.light_direction_vs, view_matrix, e_data.display.light_direction); - + e_data.display.shadow_shift = scene->display.shadow_shift; if (SHADOW_ENABLED(wpd)) { |