forked from blender/blender
WIP Make shadows visible for Storm delegate #80
@ -160,7 +160,6 @@ if(WITH_HYDRA)
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hydra/camera.h
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hydra/camera.h
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hydra/curves.h
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hydra/curves.h
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hydra/hydra_scene_delegate.h
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hydra/hydra_scene_delegate.h
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hydra/shadow_matrix.h
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hydra/id.h
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hydra/id.h
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hydra/image.h
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hydra/image.h
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hydra/instancer.h
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hydra/instancer.h
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@ -2,10 +2,11 @@
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* SPDX-FileCopyrightText: 2011-2022 Blender Foundation */
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* SPDX-FileCopyrightText: 2011-2022 Blender Foundation */
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#include "light.h"
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#include "light.h"
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#include "shadow_matrix.h"
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#include <pxr/base/gf/frustum.h>
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#include <pxr/imaging/hd/light.h>
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#include <pxr/imaging/hd/light.h>
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#include <pxr/imaging/hd/tokens.h>
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#include <pxr/imaging/hd/tokens.h>
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#include <pxr/imaging/hdx/shadowMatrixComputation.h>
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#include <pxr/imaging/hdx/simpleLightTask.h>
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#include <pxr/imaging/hdx/simpleLightTask.h>
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#include <pxr/usd/usdLux/tokens.h>
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#include <pxr/usd/usdLux/tokens.h>
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@ -18,6 +19,48 @@
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namespace blender::io::hydra {
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namespace blender::io::hydra {
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class ShadowMatrix : public pxr::HdxShadowMatrixComputation {
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public:
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ShadowMatrix()
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{
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_frustum = pxr::GfFrustum();
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}
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std::vector<pxr::GfMatrix4d> Compute(const pxr::GfVec4f &viewport,
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pxr::CameraUtilConformWindowPolicy policy) override
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{
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return {_frustum.ComputeViewMatrix() * _frustum.ComputeProjectionMatrix()};
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}
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std::vector<pxr::GfMatrix4d> Compute(const pxr::CameraUtilFraming &framing,
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pxr::CameraUtilConformWindowPolicy policy) override
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{
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return {_frustum.ComputeViewMatrix() * _frustum.ComputeProjectionMatrix()};
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}
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void set_projection_type(const pxr::GfFrustum::ProjectionType projection_type)
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{
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_frustum.SetProjectionType(projection_type);
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}
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void set_near_far(const float near_dist, const float far_dist)
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{
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_frustum.SetNearFar(pxr::GfRange1d(near_dist, far_dist));
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}
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void set_transform(const pxr::GfMatrix4d &transform)
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{
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_frustum.Transform(transform);
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}
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void set_window(const float x, const float y)
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{
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_frustum.SetWindow(pxr::GfRange2d(pxr::GfVec2d(-x, -y), pxr::GfVec2d(x, y)));
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}
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pxr::GfFrustum _frustum;
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};
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LightData::LightData(HydraSceneDelegate *scene_delegate,
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LightData::LightData(HydraSceneDelegate *scene_delegate,
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Object *object,
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Object *object,
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pxr::SdfPath const &prim_id)
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pxr::SdfPath const &prim_id)
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@ -112,15 +155,15 @@ void LightData::write_shadow_params()
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/* ShadowMatrix class is used to calculates shadow matrix from light frustum.*/
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/* ShadowMatrix class is used to calculates shadow matrix from light frustum.*/
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ShadowMatrix *shadow_matrix = new ShadowMatrix();
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ShadowMatrix *shadow_matrix = new ShadowMatrix();
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shadow_matrix->SetNearFar(0.1, light->cascade_max_dist);
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shadow_matrix->set_near_far(0.1, light->cascade_max_dist);
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shadow_matrix->SetTransform(gf_matrix_from_transform(((Object *)id)->object_to_world));
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shadow_matrix->set_transform(gf_matrix_from_transform(((Object *)id)->object_to_world));
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/* SetWindow sets size of projected shadow texture texture in
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/* SetWindow sets size of projected shadow texture texture in
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the approximate value is calculated using sun_angle property
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the approximate value is calculated using sun_angle property
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180 degrees is window size 1000 by 1000 */
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180 degrees is window size 1000 by 1000 */
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shadow_matrix->SetWindow(static_cast<int>(light->sun_angle * 0.5f / M_PI * 1000),
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shadow_matrix->set_window(light->sun_angle * 0.5f / M_PI * 1000,
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static_cast<int>(light->sun_angle * 0.5f / M_PI * 1000));
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light->sun_angle * 0.5f / M_PI * 1000);
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shadow_matrix->CalculateMatrix();
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shadow_matrix->set_projection_type(pxr::GfFrustum::Orthographic);
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shadow_params.enabled = use_shadow;
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shadow_params.enabled = use_shadow;
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shadow_params.resolution = scene_delegate_->scene->eevee.shadow_cascade_size;
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shadow_params.resolution = scene_delegate_->scene->eevee.shadow_cascade_size;
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shadow_params.shadowMatrix = pxr::HdxShadowMatrixComputationSharedPtr(shadow_matrix);
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shadow_params.shadowMatrix = pxr::HdxShadowMatrixComputationSharedPtr(shadow_matrix);
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@ -161,10 +204,15 @@ void LightData::update()
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bits = pxr::HdLight::AllDirty;
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bits = pxr::HdLight::AllDirty;
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}
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}
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else if (id->recalc & ID_RECALC_TRANSFORM) {
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else if (id->recalc & ID_RECALC_TRANSFORM) {
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write_shadow_params();
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if (light->mode & LA_SHADOW) {
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init();
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bits = pxr::HdLight::AllDirty;
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}
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else {
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write_transform();
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write_transform();
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bits = pxr::HdLight::DirtyTransform;
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bits = pxr::HdLight::DirtyTransform;
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}
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}
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}
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if (bits != pxr::HdChangeTracker::Clean) {
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if (bits != pxr::HdChangeTracker::Clean) {
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scene_delegate_->GetRenderIndex().GetChangeTracker().MarkSprimDirty(prim_id, bits);
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scene_delegate_->GetRenderIndex().GetChangeTracker().MarkSprimDirty(prim_id, bits);
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ID_LOGN(1, "");
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ID_LOGN(1, "");
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@ -1,52 +0,0 @@
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#pragma once
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#include <pxr/base/gf/frustum.h>
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#include <pxr/imaging/hdx/shadowMatrixComputation.h>
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namespace blender::io::hydra {
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class ShadowMatrix : public pxr::HdxShadowMatrixComputation {
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public:
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ShadowMatrix()
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{
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_frustum = pxr::GfFrustum();
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_frustum.SetProjectionType(pxr::GfFrustum::Orthographic);
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}
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std::vector<pxr::GfMatrix4d> Compute(const pxr::GfVec4f &viewport,
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pxr::CameraUtilConformWindowPolicy policy)
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{
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return {_shadowMatrix};
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}
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std::vector<pxr::GfMatrix4d> Compute(const pxr::CameraUtilFraming &framing,
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pxr::CameraUtilConformWindowPolicy policy)
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{
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return {_shadowMatrix};
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}
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void SetNearFar(const float &near_dist, const float &far_dist)
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{
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_frustum.SetNearFar(pxr::GfRange1d(near_dist, far_dist));
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}
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void SetTransform(const pxr::GfMatrix4d &transform)
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{
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_frustum.Transform(transform);
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}
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void SetWindow(const double &x, const double &y)
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{
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_frustum.SetWindow(pxr::GfRange2d(pxr::GfVec2d(-x, -y), pxr::GfVec2d(x, y)));
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}
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void CalculateMatrix()
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{
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_shadowMatrix = _frustum.ComputeViewMatrix() * _frustum.ComputeProjectionMatrix();
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}
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pxr::GfMatrix4d _shadowMatrix;
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pxr::GfFrustum _frustum;
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};
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} // namespace blender::io::hydra
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