diff options
author | Clément Foucault <foucault.clem@gmail.com> | 2020-03-11 19:07:43 +0300 |
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committer | Clément Foucault <foucault.clem@gmail.com> | 2020-03-11 19:12:16 +0300 |
commit | c476c36e400883d929a7149def8dcb6ad6157a86 (patch) | |
tree | c19c43ad1ed82f333c08bee7d2096024fed812dd /source/blender/draw/engines/workbench/workbench_shadow.c | |
parent | f01bc597a8e6bf5df19f1af0c422918c96b25e41 (diff) |
Workbench Simplification Refactor
This patch is (almost) a complete rewrite of workbench engine.
The features remain unchanged but the code quality is greatly improved.
Hair shading is brighter but also more correct.
This also introduce the concept of `DRWShaderLibrary` to make a simple
include system inside the GLSL files.
Differential Revision: https://developer.blender.org/D7060
Diffstat (limited to 'source/blender/draw/engines/workbench/workbench_shadow.c')
-rw-r--r-- | source/blender/draw/engines/workbench/workbench_shadow.c | 367 |
1 files changed, 367 insertions, 0 deletions
diff --git a/source/blender/draw/engines/workbench/workbench_shadow.c b/source/blender/draw/engines/workbench/workbench_shadow.c new file mode 100644 index 00000000000..8da75942944 --- /dev/null +++ b/source/blender/draw/engines/workbench/workbench_shadow.c @@ -0,0 +1,367 @@ +/* + * This program is free software; you can redistribute it and/or + * modify it under the terms of the GNU General Public License + * as published by the Free Software Foundation; either version 2 + * of the License, or (at your option) any later version. + * + * This program is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + * GNU General Public License for more details. + * + * You should have received a copy of the GNU General Public License + * along with this program; if not, write to the Free Software Foundation, + * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. + * + * Copyright 2020, Blender Foundation. + */ + +/** \file + * \ingroup draw_engine + * + * Shadow: + * + * Use stencil shadow buffer to cast a sharp shadow over opaque surfaces. + * + * After the main prepass we render shadow volumes using custom depth & stencil states to + * set the stencil of shadowed area to anything but 0. + * + * Then the shading pass will shade the areas with stencil not equal 0 differently. + */ + +#include "DRW_render.h" + +#include "BKE_object.h" + +#include "BLI_math.h" + +#include "workbench_engine.h" +#include "workbench_private.h" + +static void compute_parallel_lines_nor_and_dist(const float v1[2], + const float v2[2], + const float v3[2], + float r_line[4]) +{ + sub_v2_v2v2(r_line, v2, v1); + /* Find orthogonal vector. */ + SWAP(float, r_line[0], r_line[1]); + r_line[0] = -r_line[0]; + /* Edge distances. */ + r_line[2] = dot_v2v2(r_line, v1); + r_line[3] = dot_v2v2(r_line, v3); + /* Make sure r_line[2] is the minimum. */ + if (r_line[2] > r_line[3]) { + SWAP(float, r_line[2], r_line[3]); + } +} + +static void workbench_shadow_update(WORKBENCH_PrivateData *wpd) +{ + wpd->shadow_changed = !compare_v3v3( + wpd->shadow_cached_direction, wpd->shadow_direction_ws, 1e-5f); + + if (wpd->shadow_changed) { + float up[3] = {0.0f, 0.0f, 1.0f}; + unit_m4(wpd->shadow_mat); + + /* TODO fix singularity. */ + copy_v3_v3(wpd->shadow_mat[2], wpd->shadow_direction_ws); + cross_v3_v3v3(wpd->shadow_mat[0], wpd->shadow_mat[2], up); + normalize_v3(wpd->shadow_mat[0]); + cross_v3_v3v3(wpd->shadow_mat[1], wpd->shadow_mat[2], wpd->shadow_mat[0]); + + invert_m4_m4(wpd->shadow_inv, wpd->shadow_mat); + + copy_v3_v3(wpd->shadow_cached_direction, wpd->shadow_direction_ws); + } + + float planes[6][4]; + DRW_culling_frustum_planes_get(NULL, planes); + /* we only need the far plane. */ + copy_v4_v4(wpd->shadow_far_plane, planes[2]); + + BoundBox frustum_corners; + DRW_culling_frustum_corners_get(NULL, &frustum_corners); + + float shadow_near_corners[4][3]; + mul_v3_mat3_m4v3(shadow_near_corners[0], wpd->shadow_inv, frustum_corners.vec[0]); + mul_v3_mat3_m4v3(shadow_near_corners[1], wpd->shadow_inv, frustum_corners.vec[3]); + mul_v3_mat3_m4v3(shadow_near_corners[2], wpd->shadow_inv, frustum_corners.vec[7]); + mul_v3_mat3_m4v3(shadow_near_corners[3], wpd->shadow_inv, frustum_corners.vec[4]); + + INIT_MINMAX(wpd->shadow_near_min, wpd->shadow_near_max); + for (int i = 0; i < 4; i++) { + minmax_v3v3_v3(wpd->shadow_near_min, wpd->shadow_near_max, shadow_near_corners[i]); + } + + compute_parallel_lines_nor_and_dist(shadow_near_corners[0], + shadow_near_corners[1], + shadow_near_corners[2], + wpd->shadow_near_sides[0]); + compute_parallel_lines_nor_and_dist(shadow_near_corners[1], + shadow_near_corners[2], + shadow_near_corners[0], + wpd->shadow_near_sides[1]); +} + +void workbench_shadow_data_update(WORKBENCH_PrivateData *wpd, WORKBENCH_UBO_World *wd) +{ + const DRWContextState *draw_ctx = DRW_context_state_get(); + const Scene *scene = draw_ctx->scene; + + float view_matrix[4][4]; + DRW_view_viewmat_get(NULL, view_matrix, false); + + /* Turn the light in a way where it's more user friendly to control. */ + copy_v3_v3(wpd->shadow_direction_ws, scene->display.light_direction); + SWAP(float, wpd->shadow_direction_ws[2], wpd->shadow_direction_ws[1]); + wpd->shadow_direction_ws[2] = -wpd->shadow_direction_ws[2]; + wpd->shadow_direction_ws[0] = -wpd->shadow_direction_ws[0]; + + /* Shadow direction. */ + mul_v3_mat3_m4v3(wd->shadow_direction_vs, view_matrix, wpd->shadow_direction_ws); + + /* Clamp to avoid overshadowing and shading errors. */ + float focus = clamp_f(scene->display.shadow_focus, 0.0001f, 0.99999f); + wd->shadow_shift = scene->display.shadow_shift; + wd->shadow_focus = 1.0f - focus * (1.0f - wd->shadow_shift); + + if (SHADOW_ENABLED(wpd)) { + wd->shadow_mul = wpd->shading.shadow_intensity; + wd->shadow_add = 1.0f - wd->shadow_mul; + } + else { + wd->shadow_mul = 0.0f; + wd->shadow_add = 1.0f; + } +} + +void workbench_shadow_cache_init(WORKBENCH_Data *data) +{ + WORKBENCH_PassList *psl = data->psl; + WORKBENCH_PrivateData *wpd = data->stl->wpd; + struct GPUShader *sh; + DRWShadingGroup *grp; + + if (SHADOW_ENABLED(wpd)) { + workbench_shadow_update(wpd); + +#if DEBUG_SHADOW_VOLUME + DRWState depth_pass_state = DRW_STATE_DEPTH_LESS; + DRWState depth_fail_state = DRW_STATE_DEPTH_GREATER_EQUAL; + DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_BLEND_ADD_FULL; +#else + DRWState depth_pass_state = DRW_STATE_WRITE_STENCIL_SHADOW_PASS; + DRWState depth_fail_state = DRW_STATE_WRITE_STENCIL_SHADOW_FAIL; + DRWState state = DRW_STATE_DEPTH_LESS | DRW_STATE_STENCIL_ALWAYS; +#endif + + /* TODO(fclem) Merge into one pass with subpasses. */ + DRW_PASS_CREATE(psl->shadow_ps[0], state | depth_pass_state); + DRW_PASS_CREATE(psl->shadow_ps[1], state | depth_fail_state); + + /* Stencil Shadow passes. */ + for (int manifold = 0; manifold < 2; manifold++) { + sh = workbench_shader_shadow_pass_get(manifold); + wpd->shadow_pass_grp[manifold] = grp = DRW_shgroup_create(sh, psl->shadow_ps[0]); + DRW_shgroup_stencil_mask(grp, 0xFF); /* Needed once to set the stencil state for the pass. */ + + sh = workbench_shader_shadow_fail_get(manifold, false); + wpd->shadow_fail_grp[manifold] = grp = DRW_shgroup_create(sh, psl->shadow_ps[1]); + DRW_shgroup_stencil_mask(grp, 0xFF); /* Needed once to set the stencil state for the pass. */ + + sh = workbench_shader_shadow_fail_get(manifold, true); + wpd->shadow_fail_caps_grp[manifold] = grp = DRW_shgroup_create(sh, psl->shadow_ps[1]); + } + } + else { + psl->shadow_ps[0] = NULL; + psl->shadow_ps[1] = NULL; + } +} + +static BoundBox *workbench_shadow_object_shadow_bbox_get(WORKBENCH_PrivateData *wpd, + Object *ob, + WORKBENCH_ObjectData *oed) +{ + if (oed->shadow_bbox_dirty || wpd->shadow_changed) { + float tmp_mat[4][4]; + mul_m4_m4m4(tmp_mat, wpd->shadow_inv, ob->obmat); + + /* Get AABB in shadow space. */ + INIT_MINMAX(oed->shadow_min, oed->shadow_max); + + /* From object space to shadow space */ + BoundBox *bbox = BKE_object_boundbox_get(ob); + for (int i = 0; i < 8; i++) { + float corner[3]; + mul_v3_m4v3(corner, tmp_mat, bbox->vec[i]); + minmax_v3v3_v3(oed->shadow_min, oed->shadow_max, corner); + } + oed->shadow_depth = oed->shadow_max[2] - oed->shadow_min[2]; + /* Extend towards infinity. */ + oed->shadow_max[2] += 1e4f; + + /* Get extended AABB in world space. */ + BKE_boundbox_init_from_minmax(&oed->shadow_bbox, oed->shadow_min, oed->shadow_max); + 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; +} + +static bool workbench_shadow_object_cast_visible_shadow(WORKBENCH_PrivateData *wpd, + Object *ob, + WORKBENCH_ObjectData *oed) +{ + BoundBox *shadow_bbox = workbench_shadow_object_shadow_bbox_get(wpd, ob, oed); + const DRWView *default_view = DRW_view_default_get(); + return DRW_culling_box_test(default_view, shadow_bbox); +} + +static float workbench_shadow_object_shadow_distance(WORKBENCH_PrivateData *wpd, + Object *ob, + WORKBENCH_ObjectData *oed) +{ + BoundBox *shadow_bbox = workbench_shadow_object_shadow_bbox_get(wpd, ob, oed); + + int corners[4] = {0, 3, 4, 7}; + float dist = 1e4f, dist_isect; + for (int i = 0; i < 4; i++) { + if (isect_ray_plane_v3(shadow_bbox->vec[corners[i]], + wpd->shadow_cached_direction, + wpd->shadow_far_plane, + &dist_isect, + true)) { + if (dist_isect < dist) { + dist = dist_isect; + } + } + else { + /* All rays are parallels. If one fails, the other will too. */ + break; + } + } + return max_ii(dist - oed->shadow_depth, 0); +} + +static bool workbench_shadow_camera_in_object_shadow(WORKBENCH_PrivateData *wpd, + Object *ob, + WORKBENCH_ObjectData *oed) +{ + /* Just to be sure the min, max are updated. */ + workbench_shadow_object_shadow_bbox_get(wpd, ob, oed); + /* Test if near plane is in front of the shadow. */ + if (oed->shadow_min[2] > wpd->shadow_near_max[2]) { + return false; + } + + /* Separation Axis Theorem test */ + + /* Test bbox sides first (faster) */ + if ((oed->shadow_min[0] > wpd->shadow_near_max[0]) || + (oed->shadow_max[0] < wpd->shadow_near_min[0]) || + (oed->shadow_min[1] > wpd->shadow_near_max[1]) || + (oed->shadow_max[1] < wpd->shadow_near_min[1])) { + return false; + } + /* Test projected near rectangle sides */ + const float pts[4][2] = { + {oed->shadow_min[0], oed->shadow_min[1]}, + {oed->shadow_min[0], oed->shadow_max[1]}, + {oed->shadow_max[0], oed->shadow_min[1]}, + {oed->shadow_max[0], oed->shadow_max[1]}, + }; + + for (int i = 0; i < 2; i++) { + float min_dst = FLT_MAX, max_dst = -FLT_MAX; + for (int j = 0; j < 4; j++) { + float dst = dot_v2v2(wpd->shadow_near_sides[i], pts[j]); + /* Do min max */ + if (min_dst > dst) { + min_dst = dst; + } + if (max_dst < dst) { + max_dst = dst; + } + } + + if ((wpd->shadow_near_sides[i][2] > max_dst) || (wpd->shadow_near_sides[i][3] < min_dst)) { + return false; + } + } + /* No separation axis found. Both shape intersect. */ + return true; +} + +static void workbench_init_object_data(DrawData *dd) +{ + WORKBENCH_ObjectData *data = (WORKBENCH_ObjectData *)dd; + data->shadow_bbox_dirty = true; +} + +void workbench_shadow_cache_populate(WORKBENCH_Data *data, Object *ob, const bool has_transp_mat) +{ + WORKBENCH_PrivateData *wpd = data->stl->wpd; + + bool is_manifold; + struct GPUBatch *geom_shadow = DRW_cache_object_edge_detection_get(ob, &is_manifold); + if (geom_shadow == NULL) { + return; + } + + WORKBENCH_ObjectData *engine_object_data = (WORKBENCH_ObjectData *)DRW_drawdata_ensure( + &ob->id, + &draw_engine_workbench, + sizeof(WORKBENCH_ObjectData), + &workbench_init_object_data, + NULL); + + if (workbench_shadow_object_cast_visible_shadow(wpd, ob, engine_object_data)) { + mul_v3_mat3_m4v3(engine_object_data->shadow_dir, ob->imat, wpd->shadow_direction_ws); + + DRWShadingGroup *grp; + bool use_shadow_pass_technique = !workbench_shadow_camera_in_object_shadow( + wpd, ob, engine_object_data); + + /* Shadow pass technique needs object to be have all its surface opaque. */ + if (has_transp_mat) { + use_shadow_pass_technique = false; + } + + if (use_shadow_pass_technique) { + grp = DRW_shgroup_create_sub(wpd->shadow_pass_grp[is_manifold]); + DRW_shgroup_uniform_vec3(grp, "lightDirection", engine_object_data->shadow_dir, 1); + DRW_shgroup_uniform_float_copy(grp, "lightDistance", 1e5f); + DRW_shgroup_call_no_cull(grp, geom_shadow, ob); +#if DEBUG_SHADOW_VOLUME + DRW_debug_bbox(&engine_object_data->shadow_bbox, (float[4]){1.0f, 0.0f, 0.0f, 1.0f}); +#endif + } + else { + float extrude_distance = workbench_shadow_object_shadow_distance( + wpd, ob, engine_object_data); + + /* TODO(fclem): only use caps if they are in the view frustum. */ + const bool need_caps = true; + if (need_caps) { + grp = DRW_shgroup_create_sub(wpd->shadow_fail_caps_grp[is_manifold]); + DRW_shgroup_uniform_vec3(grp, "lightDirection", engine_object_data->shadow_dir, 1); + DRW_shgroup_uniform_float_copy(grp, "lightDistance", extrude_distance); + DRW_shgroup_call_no_cull(grp, DRW_cache_object_surface_get(ob), ob); + } + + grp = DRW_shgroup_create_sub(wpd->shadow_fail_grp[is_manifold]); + DRW_shgroup_uniform_vec3(grp, "lightDirection", engine_object_data->shadow_dir, 1); + DRW_shgroup_uniform_float_copy(grp, "lightDistance", extrude_distance); + DRW_shgroup_call_no_cull(grp, geom_shadow, ob); +#if DEBUG_SHADOW_VOLUME + DRW_debug_bbox(&engine_object_data->shadow_bbox, (float[4]){0.0f, 1.0f, 0.0f, 1.0f}); +#endif + } + } +}
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