diff options
Diffstat (limited to 'source/blender/draw/engines/workbench/workbench_studiolight.c')
-rw-r--r-- | source/blender/draw/engines/workbench/workbench_studiolight.c | 257 |
1 files changed, 0 insertions, 257 deletions
diff --git a/source/blender/draw/engines/workbench/workbench_studiolight.c b/source/blender/draw/engines/workbench/workbench_studiolight.c deleted file mode 100644 index 1fb0b394cb1..00000000000 --- a/source/blender/draw/engines/workbench/workbench_studiolight.c +++ /dev/null @@ -1,257 +0,0 @@ -/* - * 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 2016, Blender Foundation. - */ - -/** \file - * \ingroup draw_engine - */ -#include "BKE_studiolight.h" - -#include "workbench_private.h" - -#include "BKE_object.h" - -#include "BLI_math.h" - -void studiolight_update_world(WORKBENCH_PrivateData *wpd, - StudioLight *studiolight, - WORKBENCH_UBO_World *wd) -{ - float view_matrix[4][4], rot_matrix[4][4]; - DRW_view_viewmat_get(NULL, view_matrix, false); - - if (USE_WORLD_ORIENTATION(wpd)) { - axis_angle_to_mat4_single(rot_matrix, 'Z', -wpd->shading.studiolight_rot_z); - mul_m4_m4m4(rot_matrix, view_matrix, rot_matrix); - swap_v3_v3(rot_matrix[2], rot_matrix[1]); - negate_v3(rot_matrix[2]); - } - else { - unit_m4(rot_matrix); - } - - if (U.edit_studio_light) { - studiolight = BKE_studiolight_studio_edit_get(); - } - - /* Studio Lights. */ - for (int i = 0; i < 4; i++) { - WORKBENCH_UBO_Light *light = &wd->lights[i]; - - SolidLight *sl = &studiolight->light[i]; - if (sl->flag) { - copy_v3_v3(light->light_direction, sl->vec); - mul_mat3_m4_v3(rot_matrix, light->light_direction); - /* We should predivide the power by PI but that makes the lights really dim. */ - copy_v3_v3(light->specular_color, sl->spec); - copy_v3_v3(light->diffuse_color, sl->col); - light->wrapped = sl->smooth; - } - else { - copy_v3_fl3(light->light_direction, 1.0f, 0.0f, 0.0f); - copy_v3_fl(light->specular_color, 0.0f); - copy_v3_fl(light->diffuse_color, 0.0f); - } - } - - copy_v3_v3(wd->ambient_color, studiolight->light_ambient); -} - -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]); - } -} - -void studiolight_update_light(WORKBENCH_PrivateData *wpd, const float light_direction[3]) -{ - wpd->shadow_changed = !compare_v3v3(wpd->cached_shadow_direction, light_direction, 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], light_direction); - 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->cached_shadow_direction, light_direction); - } - - 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); - - mul_v3_mat3_m4v3(wpd->shadow_near_corners[0], wpd->shadow_inv, frustum_corners.vec[0]); - mul_v3_mat3_m4v3(wpd->shadow_near_corners[1], wpd->shadow_inv, frustum_corners.vec[3]); - mul_v3_mat3_m4v3(wpd->shadow_near_corners[2], wpd->shadow_inv, frustum_corners.vec[7]); - mul_v3_mat3_m4v3(wpd->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, wpd->shadow_near_corners[i]); - } - - compute_parallel_lines_nor_and_dist(wpd->shadow_near_corners[0], - wpd->shadow_near_corners[1], - wpd->shadow_near_corners[2], - wpd->shadow_near_sides[0]); - compute_parallel_lines_nor_and_dist(wpd->shadow_near_corners[1], - wpd->shadow_near_corners[2], - wpd->shadow_near_corners[0], - wpd->shadow_near_sides[1]); -} - -static BoundBox *studiolight_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; -} - -bool studiolight_object_cast_visible_shadow(WORKBENCH_PrivateData *wpd, - Object *ob, - WORKBENCH_ObjectData *oed) -{ - BoundBox *shadow_bbox = studiolight_object_shadow_bbox_get(wpd, ob, oed); - const DRWView *default_view = DRW_view_default_get(); - return DRW_culling_box_test(default_view, shadow_bbox); -} - -float studiolight_object_shadow_distance(WORKBENCH_PrivateData *wpd, - Object *ob, - WORKBENCH_ObjectData *oed) -{ - BoundBox *shadow_bbox = studiolight_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->cached_shadow_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); -} - -bool studiolight_camera_in_object_shadow(WORKBENCH_PrivateData *wpd, - Object *ob, - WORKBENCH_ObjectData *oed) -{ - /* Just to be sure the min, max are updated. */ - studiolight_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; -} |