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blender-archive/source/blender/draw/engines/workbench/workbench_studiolight.c

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C

/*
* Copyright 2016, Blender Foundation.
*
* 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.
*
* Contributor(s): Blender Institute
*
*/
/** \file workbench_studiolight.c
* \ingroup draw_engine
*/
#include "BKE_studiolight.h"
#include "DRW_engine.h"
#include "workbench_private.h"
#include "BKE_object.h"
#include "BLI_math.h"
#include "BKE_global.h"
void studiolight_update_world(WORKBENCH_PrivateData *wpd, StudioLight *studiolight, WORKBENCH_UBO_World *wd)
{
float view_matrix[4][4], rot_matrix[4][4];
DRW_viewport_matrix_get(view_matrix, DRW_MAT_VIEW);
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);
#if 0
BKE_studiolight_ensure_flag(sl, STUDIOLIGHT_SPHERICAL_HARMONICS_COEFFICIENTS_CALCULATED);
#if STUDIOLIGHT_SH_BANDS == 2
/* Use Geomerics non-linear SH. */
mul_v3_v3fl(wd->spherical_harmonics_coefs[0], sl->spherical_harmonics_coefs[0], M_1_PI);
/* Swizzle to make shader code simpler. */
for (int i = 0; i < 3; ++i) {
copy_v3_fl3(
wd->spherical_harmonics_coefs[i + 1],
-sl->spherical_harmonics_coefs[3][i],
sl->spherical_harmonics_coefs[2][i],
-sl->spherical_harmonics_coefs[1][i]);
mul_v3_fl(wd->spherical_harmonics_coefs[i + 1], M_1_PI * 1.5f); /* 1.5f is to improve the contrast a bit. */
}
/* Precompute as much as we can. See shader code for derivation. */
float len_r1[3], lr1_r0[3], p[3], a[3];
for (int i = 0; i < 3; ++i) {
mul_v3_fl(wd->spherical_harmonics_coefs[i + 1], 0.5f);
len_r1[i] = len_v3(wd->spherical_harmonics_coefs[i + 1]);
mul_v3_fl(wd->spherical_harmonics_coefs[i + 1], 1.0f / len_r1[i]);
}
/* lr1_r0 = lenR1 / R0; */
copy_v3_v3(lr1_r0, wd->spherical_harmonics_coefs[0]);
invert_v3(lr1_r0);
mul_v3_v3(lr1_r0, len_r1);
/* p = 1.0 + 2.0 * lr1_r0; */
copy_v3_v3(p, lr1_r0);
mul_v3_fl(p, 2.0f);
add_v3_fl(p, 1.0f);
/* a = (1.0 - lr1_r0) / (1.0 + lr1_r0); */
copy_v3_v3(a, lr1_r0);
add_v3_fl(a, 1.0f);
invert_v3(a);
negate_v3(lr1_r0);
add_v3_fl(lr1_r0, 1.0f);
mul_v3_v3(a, lr1_r0);
/* sh_coefs[4] = p; */
copy_v3_v3(wd->spherical_harmonics_coefs[4], p);
/* sh_coefs[5] = R0 * a; */
mul_v3_v3v3(wd->spherical_harmonics_coefs[5], wd->spherical_harmonics_coefs[0], a);
/* sh_coefs[0] = R0 * (1.0 - a) * (p + 1.0); */
negate_v3(a);
add_v3_fl(a, 1.0f);
add_v3_fl(p, 1.0f);
mul_v3_v3(a, p);
mul_v3_v3(wd->spherical_harmonics_coefs[0], a);
#else
for (int i = 0; i < STUDIOLIGHT_SH_EFFECTIVE_COEFS_LEN; i++) {
/* Can't memcpy because of alignment */
copy_v3_v3(wd->spherical_harmonics_coefs[i], sl->spherical_harmonics_coefs[i]);
}
#endif
#endif
}
static void compute_parallel_lines_nor_and_dist(const float v1[2], const float v2[2], const float v3[2], float r_line[2])
{
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(planes);
/* we only need the far plane. */
copy_v4_v4(wpd->shadow_far_plane, planes[2]);
BoundBox frustum_corners;
DRW_culling_frustum_corners_get(&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);
return DRW_culling_box_test(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 */
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;
}