[Bf-blender-cvs] [e60d535] master: 3D View: support non-uniform scaled lamps

Campbell Barton noreply at git.blender.org
Thu Oct 15 13:45:55 CEST 2015


Commit: e60d535443824f44cd6e18280570cd066c1b3dc2
Author: Campbell Barton
Date:   Thu Oct 15 22:36:31 2015 +1100
Branches: master
https://developer.blender.org/rBe60d535443824f44cd6e18280570cd066c1b3dc2

3D View: support non-uniform scaled lamps

D1378 by @youle

Non-uniform scaled lamps now cast oval/rectangular shadows, viewport & BGE.

===================================================================

M	doc/python_api/rst/gpu.rst
M	source/blender/editors/space_view3d/drawobject.c
M	source/blender/gpu/GPU_material.h
M	source/blender/gpu/intern/gpu_material.c
M	source/blender/gpu/shaders/gpu_shader_material.glsl
M	source/blender/python/intern/gpu.c

===================================================================

diff --git a/doc/python_api/rst/gpu.rst b/doc/python_api/rst/gpu.rst
index b56523c..5e7486f 100644
--- a/doc/python_api/rst/gpu.rst
+++ b/doc/python_api/rst/gpu.rst
@@ -277,6 +277,12 @@ GLSL Lamp Uniforms
 
    :type: float
 
+.. data:: GPU_DYNAMIC_LAMP_SPOTSCALE
+
+   Represents the SpotLamp local scale.
+
+   :type: float2
+
 
 GLSL Sampler Uniforms
 ^^^^^^^^^^^^^^^^^^^^^
diff --git a/source/blender/editors/space_view3d/drawobject.c b/source/blender/editors/space_view3d/drawobject.c
index 8e664d7..7f3a50a 100644
--- a/source/blender/editors/space_view3d/drawobject.c
+++ b/source/blender/editors/space_view3d/drawobject.c
@@ -1198,7 +1198,7 @@ static void drawlamp(View3D *v3d, RegionView3D *rv3d, Base *base,
 	Object *ob = base->object;
 	const float pixsize = ED_view3d_pixel_size(rv3d, ob->obmat[3]);
 	Lamp *la = ob->data;
-	float vec[3], lvec[3], vvec[3], circrad, x, y, z;
+	float vec[3], lvec[3], vvec[3], circrad;
 	float lampsize;
 	float imat[4][4];
 
@@ -1345,7 +1345,7 @@ static void drawlamp(View3D *v3d, RegionView3D *rv3d, Base *base,
 		/* skip drawing extra info */
 	}
 	else if ((la->type == LA_SPOT) || (la->type == LA_YF_PHOTON)) {
-
+		float x, y, z, z_abs;
 		copy_v3_fl3(lvec, 0.0f, 0.0f, 1.0f);
 		copy_v3_fl3(vvec, rv3d->persmat[0][2], rv3d->persmat[1][2], rv3d->persmat[2][2]);
 		mul_transposed_mat3_m4_v3(ob->obmat, vvec);
@@ -1358,46 +1358,75 @@ static void drawlamp(View3D *v3d, RegionView3D *rv3d, Base *base,
 		mul_v3_fl(lvec, x);
 		mul_v3_fl(vvec, x);
 
-		/* draw the angled sides of the cone */
-		glBegin(GL_LINE_STRIP);
-		glVertex3fv(vvec);
-		glVertex3fv(vec);
-		glVertex3fv(lvec);
-		glEnd();
-		
 		x *= y;
 
-		/* draw the circle/square at the end of the cone */
-		glTranslatef(0.0, 0.0, x);
+		z_abs = fabsf(z);
+
 		if (la->mode & LA_SQUARE) {
-			float tvec[3];
-			float z_abs = fabsf(z);
-
-			tvec[0] = tvec[1] = z_abs;
-			tvec[2] = 0.0;
-
-			glBegin(GL_LINE_LOOP);
-			glVertex3fv(tvec);
-			tvec[1] = -z_abs; /* neg */
-			glVertex3fv(tvec);
-			tvec[0] = -z_abs; /* neg */
-			glVertex3fv(tvec);
-			tvec[1] = z_abs; /* pos */
-			glVertex3fv(tvec);
-			glEnd();
+			/* draw pyramid */
+			const float vertices[5][3] = {
+			    /* 5 of vertex coords of pyramid */
+			    {0.0f, 0.0f, 0.0f},
+			    {z_abs, z_abs, x},
+			    {-z_abs, -z_abs, x},
+			    {z_abs, -z_abs, x},
+			    {-z_abs, z_abs, x},
+			};
+			const unsigned char indices[] = {
+			    0, 1, 3,
+			    0, 3, 2,
+			    0, 2, 4,
+			    0, 1, 4,
+			};
+
+			/* Draw call:
+			 * activate and specify pointer to vertex array */
+			glEnableClientState(GL_VERTEX_ARRAY);
+			glVertexPointer(3, GL_FLOAT, 0, vertices);
+			/* draw the pyramid */
+			glDrawElements(GL_LINE_STRIP, 12, GL_UNSIGNED_BYTE, indices);
+
+			/* deactivate vertex arrays after drawing */
+			glDisableClientState(GL_VERTEX_ARRAY);
+
+			glTranslatef(0.0f, 0.0f, x);
+
+			/* draw the square representing spotbl */
+			if (la->type == LA_SPOT) {
+				float blend = z_abs * (1.0f - pow2f(la->spotblend));
+
+				/* hide line if it is zero size or overlaps with outer border,
+				 * previously it adjusted to always to show it but that seems
+				 * confusing because it doesn't show the actual blend size */
+				if (blend != 0.0f && blend != z_abs) {
+					fdrawbox(blend, -blend, -blend, blend);
+				}
+			}
 		}
 		else {
-			circ(0.0, 0.0, fabsf(z));
-		}
 
-		/* draw the circle/square representing spotbl */
-		if (la->type == LA_SPOT) {
-			float spotblcirc = fabsf(z) * (1.0f - pow2f(la->spotblend));
-			/* hide line if it is zero size or overlaps with outer border,
-			 * previously it adjusted to always to show it but that seems
-			 * confusing because it doesn't show the actual blend size */
-			if (spotblcirc != 0 && spotblcirc != fabsf(z))
-				circ(0.0, 0.0, spotblcirc);
+			/* draw the angled sides of the cone */
+			glBegin(GL_LINE_STRIP);
+			glVertex3fv(vvec);
+			glVertex3fv(vec);
+			glVertex3fv(lvec);
+			glEnd();
+
+			/* draw the circle at the end of the cone */
+			glTranslatef(0.0f, 0.0f, x);
+			circ(0.0f, 0.0f, z_abs);
+
+			/* draw the circle representing spotbl */
+			if (la->type == LA_SPOT) {
+				float blend = z_abs * (1.0f - pow2f(la->spotblend));
+
+				/* hide line if it is zero size or overlaps with outer border,
+				* previously it adjusted to always to show it but that seems
+				* confusing because it doesn't show the actual blend size */
+				if (blend != 0.0f && blend != z_abs) {
+					circ(0.0f, 0.0f, blend);
+				}
+			}
 		}
 
 		if (drawcone)
diff --git a/source/blender/gpu/GPU_material.h b/source/blender/gpu/GPU_material.h
index 9a85075..25a4f33 100644
--- a/source/blender/gpu/GPU_material.h
+++ b/source/blender/gpu/GPU_material.h
@@ -160,6 +160,7 @@ typedef enum GPUDynamicType {
 	GPU_DYNAMIC_LAMP_ATT2            = 9  | GPU_DYNAMIC_GROUP_LAMP,
 	GPU_DYNAMIC_LAMP_SPOTSIZE        = 10 | GPU_DYNAMIC_GROUP_LAMP,
 	GPU_DYNAMIC_LAMP_SPOTBLEND       = 11 | GPU_DYNAMIC_GROUP_LAMP,
+	GPU_DYNAMIC_LAMP_SPOTSCALE       = 12 | GPU_DYNAMIC_GROUP_LAMP,
 
 	GPU_DYNAMIC_SAMPLER_2DBUFFER     = 1  | GPU_DYNAMIC_GROUP_SAMPLER,
 	GPU_DYNAMIC_SAMPLER_2DIMAGE      = 2  | GPU_DYNAMIC_GROUP_SAMPLER,
diff --git a/source/blender/gpu/intern/gpu_material.c b/source/blender/gpu/intern/gpu_material.c
index 5b64723..82902f8 100644
--- a/source/blender/gpu/intern/gpu_material.c
+++ b/source/blender/gpu/intern/gpu_material.c
@@ -141,6 +141,7 @@ struct GPULamp {
 	float dynimat[4][4];
 
 	float spotsi, spotbl, k;
+	float spotvec[2];
 	float dyndist, dynatt1, dynatt2;
 	float dist, att1, att2;
 	float shadow_color[3];
@@ -536,12 +537,15 @@ static GPUNodeLink *lamp_get_visibility(GPUMaterial *mat, GPULamp *lamp, GPUNode
 
 		if (lamp->type == LA_SPOT) {
 			if (lamp->mode & LA_SQUARE) {
-				mat->dynproperty |= DYN_LAMP_VEC|DYN_LAMP_IMAT;
-				GPU_link(mat, "lamp_visibility_spot_square", GPU_dynamic_uniform(lamp->dynvec, GPU_DYNAMIC_LAMP_DYNVEC, lamp->ob), GPU_dynamic_uniform((float*)lamp->dynimat, GPU_DYNAMIC_LAMP_DYNIMAT, lamp->ob), *lv, &inpr);
+				mat->dynproperty |= DYN_LAMP_VEC | DYN_LAMP_IMAT;
+				GPU_link(mat, "lamp_visibility_spot_square", GPU_dynamic_uniform(lamp->dynvec, GPU_DYNAMIC_LAMP_DYNVEC, lamp->ob), GPU_dynamic_uniform((float*)lamp->dynimat, GPU_DYNAMIC_LAMP_DYNIMAT, lamp->ob),
+				GPU_dynamic_uniform((float *)lamp->spotvec, GPU_DYNAMIC_LAMP_SPOTSCALE, lamp->ob), *lv, &inpr);
 			}
 			else {
-				mat->dynproperty |= DYN_LAMP_VEC;
-				GPU_link(mat, "lamp_visibility_spot_circle", GPU_dynamic_uniform(lamp->dynvec, GPU_DYNAMIC_LAMP_DYNVEC, lamp->ob), *lv, &inpr);
+				mat->dynproperty |= DYN_LAMP_VEC | DYN_LAMP_IMAT;
+				GPU_link(mat, "lamp_visibility_spot_circle", GPU_dynamic_uniform(lamp->dynvec, GPU_DYNAMIC_LAMP_DYNVEC, lamp->ob),
+				GPU_dynamic_uniform((float *)lamp->dynimat, GPU_DYNAMIC_LAMP_DYNIMAT, lamp->ob),
+				GPU_dynamic_uniform((float *)lamp->spotvec, GPU_DYNAMIC_LAMP_SPOTSCALE, lamp->ob), *lv, &inpr);
 			}
 			
 			GPU_link(mat, "lamp_visibility_spot", GPU_dynamic_uniform(&lamp->spotsi, GPU_DYNAMIC_LAMP_SPOTSIZE, lamp->ob), GPU_dynamic_uniform(&lamp->spotbl, GPU_DYNAMIC_LAMP_SPOTSIZE, lamp->ob), inpr, visifac, &visifac);
@@ -1854,24 +1858,41 @@ static void gpu_lamp_calc_winmat(GPULamp *lamp)
 		temp = 0.5f * lamp->size * cosf(angle) / sinf(angle);
 		pixsize = lamp->d / temp;
 		wsize = pixsize * 0.5f * lamp->size;
-		perspective_m4(lamp->winmat, -wsize, wsize, -wsize, wsize, lamp->d, lamp->clipend);
+		if (lamp->type & LA_SPOT) {
+			/* compute shadows according to X and Y scaling factors */
+			perspective_m4(
+			        lamp->winmat,
+			        -wsize * lamp->spotvec[0], wsize * lamp->spotvec[0],
+			        -wsize * lamp->spotvec[1], wsize * lamp->spotvec[1],
+			        lamp->d, lamp->clipend);
+		}
+		else {
+			perspective_m4(lamp->winmat, -wsize, wsize, -wsize, wsize, lamp->d, lamp->clipend);
+		}
 	}
 }
 
 void GPU_lamp_update(GPULamp *lamp, int lay, int hide, float obmat[4][4])
 {
 	float mat[4][4];
+	float obmat_scale[3];
 
 	lamp->lay = lay;
 	lamp->hide = hide;
 
-	copy_m4_m4(mat, obmat);
-	normalize_m4(mat);
+	normalize_m4_m4_ex(mat, obmat, obmat_scale);
 
 	copy_v3_v3(lamp->vec, mat[2]);
 	copy_v3_v3(lamp->co, mat[3]);
 	copy_m4_m4(lamp->obmat, mat);
 	invert_m4_m4(lamp->imat, mat);
+
+	/* update spotlamp scale on X and Y axis */
+	lamp->spotvec[0] = obmat_scale[0] / obmat_scale[2];
+	lamp->spotvec[1] = obmat_scale[1] / obmat_scale[2];
+
+	/* makeshadowbuf */
+	gpu_lamp_calc_winmat(lamp);
 }
 
 void GPU_lamp_update_colors(GPULamp *lamp, float r, float g, float b, float energy)
@@ -1895,8 +1916,6 @@ void GPU_lamp_update_spot(GPULamp *lamp, float spotsize, float spotblend)
 {
 	lamp->spotsi = cosf(spotsize * 0.5f);
 	lamp->spotbl = (1.0f - lamp->spotsi) * spotblend;
-
-	gpu_lamp_calc_winmat(lamp);
 }
 
 static void gpu_lamp_from_blender(Scene *scene, Object *ob, Object *par, Lamp *la, GPULamp *lamp)
@@ -1941,9 +1960,6 @@ static void gpu_lamp_from_blender(Scene *scene, Object *ob, Object *par, Lamp *l
 
 	/* arbitrary correction for the fact we do no soft transition */
 	lamp->bias *= 0.25f;
-
-	/* makeshadowbuf */
-	gpu_lamp_calc_winmat(lamp);
 }
 
 static void gpu_lamp_shadow_free(GPULamp *lamp)
diff --git a/source/blender/gpu/shaders/gpu_shader_material.glsl b/source/blender/gpu/shaders/gpu_shader_material.glsl
index 311fcb8..5b62739 100644
--- a/source/blender/gpu/shaders/gpu_shader_material.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_material.glsl
@@ -1584,11 +1584,13 @@ void lamp_visibility_sphere(float lampdist, float dist, float visifac, out float
 	outvisifac= visifac*max(t, 0.0)/lampdist;
 }
 
-void lamp_visibility_spot_square(vec3 lampvec, mat4 lampimat, vec3 lv, out float inpr)
+void lamp_visibility_spot_square(vec3 lampvec, mat4 lampimat, vec2 scale, vec3 lv, out float inpr)
 {
 	if(dot(lv, lampvec) > 0.0) {
 		vec3 lvrot = (lampimat*vec4(lv, 0.0)).xyz;
-		float x = max(abs(lvrot.x/lvrot.z), abs(lvrot.y/lvrot.z));
+		/* without clever non-uniform scale, we could do: */
+		// float x = max(abs(lvrot.x / lvrot.z), abs(lvrot.y / lvrot.z));
+		float x = max(abs((lvrot.x / scale.x) / lvrot.z), abs((lvrot.y / scale.y) / lvrot.z));
 
 		inpr = 1.0/sqrt(1.0 + x*x);
 	}
@@ -1596,9 +1598,21 @@ void lamp_visibility_spot_square(

@@ Diff output truncated at 10240 characters. @@




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