forked from blender/blender
WIP Make shadows visible for Storm delegate #80
@ -5,6 +5,7 @@
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#include <bitset>
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#include "DNA_light_types.h"
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#include "DNA_scene_types.h"
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#include "BLI_set.hh"
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@ -238,6 +239,39 @@ void HydraSceneDelegate::clear()
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view3d = nullptr;
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}
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bool HydraSceneDelegate::has_shadows()
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{
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bool has_shadows = false;
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DEGObjectIterSettings settings = {0};
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settings.depsgraph = depsgraph;
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settings.flags = DEG_OBJECT_ITER_FOR_RENDER_ENGINE_FLAGS;
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DEGObjectIterData data = {0};
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data.settings = &settings;
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data.graph = settings.depsgraph;
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data.flag = settings.flags;
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ITER_BEGIN (DEG_iterator_objects_begin,
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DEG_iterator_objects_next,
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DEG_iterator_objects_end,
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&data,
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Object *,
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object)
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{
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if (object->type == OB_LAMP) {
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Light *light = (Light *)object->data;
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has_shadows |= light->mode & LA_SHADOW;
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if (has_shadows) {
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break;
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}
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}
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}
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ITER_END;
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return has_shadows;
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}
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pxr::SdfPath HydraSceneDelegate::prim_id(ID *id, const char *prefix) const
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{
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/* Making id of object in form like <prefix>_<pointer in 16 hex digits format> */
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@ -90,6 +90,7 @@ class HydraSceneDelegate : public pxr::HdSceneDelegate {
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void populate(Depsgraph *depsgraph, View3D *v3d);
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void clear();
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bool has_shadows();
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private:
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pxr::SdfPath prim_id(ID *id, const char *prefix) const;
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@ -3,11 +3,15 @@
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#include "light.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/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/usd/usdLux/tokens.h>
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#include "DNA_light_types.h"
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#include "DNA_scene_types.h"
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#include "BLI_math_rotation.h"
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@ -15,6 +19,48 @@
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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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Object *object,
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pxr::SdfPath const &prim_id)
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@ -92,9 +138,44 @@ void LightData::init()
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prim_type_ = prim_type(light);
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write_shadow_params();
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write_transform();
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}
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void LightData::write_shadow_params()
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{
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/* Shadow section, only Sunlight is supported.
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we verified if any of light's shadow is turned on, if yes shadow task will be added*/
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Light *light = (Light *)((Object *)id)->data;
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bool use_shadow = (light->mode & LA_SHADOW) && light->type == LA_SUN;
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data_[pxr::HdLightTokens->hasShadow] = use_shadow;
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if (!use_shadow) {
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return;
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}
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pxr::HdxShadowParams shadow_params = pxr::HdxShadowParams();
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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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shadow_matrix->set_near_far(0.1, light->cascade_max_dist);
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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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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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shadow_matrix->set_window(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->set_projection_type(pxr::GfFrustum::Orthographic);
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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.shadowMatrix = pxr::HdxShadowMatrixComputationSharedPtr(shadow_matrix);
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shadow_params.bias = -1.0 * light->bias;
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shadow_params.blur = light->cascade_fade;
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data_[pxr::HdLightTokens->shadowParams] = shadow_params;
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data_[pxr::HdLightTokens->shadowCollection] = pxr::HdRprimCollection(
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pxr::HdTokens->geometry, pxr::HdReprSelector(pxr::HdReprTokens->refined));
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}
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void LightData::insert()
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{
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ID_LOGN(1, "");
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@ -123,8 +204,14 @@ void LightData::update()
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bits = pxr::HdLight::AllDirty;
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}
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else if (id->recalc & ID_RECALC_TRANSFORM) {
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write_transform();
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bits = pxr::HdLight::DirtyTransform;
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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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bits = pxr::HdLight::DirtyTransform;
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}
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}
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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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@ -30,6 +30,7 @@ class LightData : public ObjectData {
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void remove() override;
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void update() override;
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void write_shadow_params();
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pxr::VtValue get_data(pxr::TfToken const &key) const override;
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protected:
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@ -146,6 +146,9 @@ pxr::HdTaskSharedPtrVector Engine::tasks()
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#endif
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}
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res.push_back(light_tasks_delegate_->simple_task());
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if (hydra_scene_delegate_->has_shadows()) {
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res.push_back(light_tasks_delegate_->shadow_task());
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}
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}
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res.push_back(render_task_delegate_->task());
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return res;
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@ -48,6 +48,7 @@ void FinalEngine::render()
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render_task_delegate_->set_viewport(pxr::GfVec4d(0, 0, width, height));
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if (light_tasks_delegate_) {
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light_tasks_delegate_->set_viewport(pxr::GfVec4d(0, 0, width, height));
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light_tasks_delegate_->set_shadows(hydra_scene_delegate_->has_shadows());
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}
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RenderResult *rr = RE_engine_get_result(bl_engine_);
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@ -14,6 +14,8 @@ LightTasksDelegate::LightTasksDelegate(pxr::HdRenderIndex *parent_index,
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GetRenderIndex().InsertTask<pxr::HdxSimpleLightTask>(this, simple_task_id_);
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skydome_task_id_ = GetDelegateID().AppendElementString("skydomeTask");
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GetRenderIndex().InsertTask<pxr::HdxSkydomeTask>(this, skydome_task_id_);
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shadow_task_id_ = GetDelegateID().AppendElementString("shadowTask");
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GetRenderIndex().InsertTask<pxr::HdxShadowTask>(this, shadow_task_id_);
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CLOG_INFO(LOG_HYDRA_RENDER, 1, "%s", simple_task_id_.GetText());
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CLOG_INFO(LOG_HYDRA_RENDER, 1, "%s", skydome_task_id_.GetText());
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@ -30,6 +32,9 @@ pxr::VtValue LightTasksDelegate::Get(pxr::SdfPath const &id, pxr::TfToken const
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else if (id == skydome_task_id_) {
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return pxr::VtValue(skydome_task_params_);
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}
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else if (id == shadow_task_id_) {
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return pxr::VtValue(shadow_task_params_);
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}
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}
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return pxr::VtValue();
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}
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@ -39,6 +44,11 @@ pxr::HdTaskSharedPtr LightTasksDelegate::simple_task()
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return GetRenderIndex().GetTask(simple_task_id_);
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}
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pxr::HdTaskSharedPtr LightTasksDelegate::shadow_task()
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{
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return GetRenderIndex().GetTask(shadow_task_id_);
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}
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pxr::HdTaskSharedPtr LightTasksDelegate::skydome_task()
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{
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/* Note that this task is intended to be the first "Render Task",
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@ -58,6 +68,23 @@ void LightTasksDelegate::set_camera(pxr::SdfPath const &camera_id)
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skydome_task_params_.camera = camera_id;
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GetRenderIndex().GetChangeTracker().MarkTaskDirty(skydome_task_id_,
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pxr::HdChangeTracker::DirtyParams);
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GetRenderIndex().GetChangeTracker().MarkTaskDirty(shadow_task_id_,
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pxr::HdChangeTracker::DirtyParams);
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}
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void LightTasksDelegate::set_shadows(bool const &enable_shadows)
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{
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if (simple_task_params_.enableShadows == enable_shadows) {
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return;
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}
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shadow_task_params_.depthBiasEnable = true;
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simple_task_params_.enableShadows = enable_shadows;
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GetRenderIndex().GetChangeTracker().MarkTaskDirty(simple_task_id_,
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pxr::HdChangeTracker::DirtyParams);
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GetRenderIndex().GetChangeTracker().MarkTaskDirty(shadow_task_id_,
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pxr::HdChangeTracker::DirtyParams);
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}
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void LightTasksDelegate::set_viewport(pxr::GfVec4d const &viewport)
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@ -4,6 +4,7 @@
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#pragma once
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#include <pxr/imaging/hd/sceneDelegate.h>
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#include <pxr/imaging/hdx/shadowTask.h>
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#include <pxr/imaging/hdx/simpleLightTask.h>
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#include <pxr/imaging/hdx/skydomeTask.h>
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@ -19,14 +20,18 @@ class LightTasksDelegate : public pxr::HdSceneDelegate {
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pxr::HdTaskSharedPtr simple_task();
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pxr::HdTaskSharedPtr skydome_task();
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pxr::HdTaskSharedPtr shadow_task();
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void set_camera(pxr::SdfPath const &camera_id);
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void set_viewport(pxr::GfVec4d const &viewport);
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void set_shadows(bool const &enable_shadows);
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private:
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pxr::SdfPath simple_task_id_;
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pxr::SdfPath skydome_task_id_;
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pxr::SdfPath shadow_task_id_;
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pxr::HdxSimpleLightTaskParams simple_task_params_;
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pxr::HdxRenderTaskParams skydome_task_params_;
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pxr::HdxShadowTaskParams shadow_task_params_;
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};
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} // namespace blender::render::hydra
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@ -227,6 +227,7 @@ void ViewportEngine::render()
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render_task_delegate_->set_viewport(viewport);
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if (light_tasks_delegate_) {
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light_tasks_delegate_->set_viewport(viewport);
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light_tasks_delegate_->set_shadows(hydra_scene_delegate_->has_shadows());
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}
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render_task_delegate_->add_aov(pxr::HdAovTokens->color);
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