[Bf-blender-cvs] [c0816cd03b4] blender2.8: Workbench: Add Curvature overlay for better visibility of surface detail for e.g. sculpting

Lukas Stockner noreply at git.blender.org
Mon Nov 26 17:32:24 CET 2018


Commit: c0816cd03b42399e75a285d5e5dd1319e5054f17
Author: Lukas Stockner
Date:   Mon Nov 26 16:49:56 2018 +0100
Branches: blender2.8
https://developer.blender.org/rBc0816cd03b42399e75a285d5e5dd1319e5054f17

Workbench: Add Curvature overlay for better visibility of surface detail for e.g. sculpting

The approach is fairly simple, just apply an edge detection filter to the view normal and scale the brightness based on that.

The overlay is disabled at object boundaries to avoid dark lines around objects.

Generally, this implementation follows the proposal of @monio at https://blender.community/c/rightclickselect/J9bbbc.
The changes are:
- Dynamic filter radius (on high-DPI displays, a radius of two is used)
- Options to reduce the strength of both ridges and valleys
- Tweaked function for the strength reduction (the original method actually had a local maximum, resulting in a brighter line inside valleys)
- Multiplication for blending instead of overlay, which doesn't work reliably with scene-referred intensities
- Renamed to point out the distinction between it and the SSAO-based cavity overlay

Reviewers: jbakker

Reviewed By: jbakker

Subscribers: billreynish, manitwo, linko, monio

Differential Revision: https://developer.blender.org/D3617

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

M	release/scripts/startup/bl_ui/space_view3d.py
M	source/blender/blenkernel/intern/screen.c
M	source/blender/blenloader/intern/versioning_280.c
M	source/blender/draw/CMakeLists.txt
A	source/blender/draw/engines/workbench/shaders/workbench_curvature_lib.glsl
M	source/blender/draw/engines/workbench/shaders/workbench_data_lib.glsl
M	source/blender/draw/engines/workbench/shaders/workbench_deferred_composite_frag.glsl
M	source/blender/draw/engines/workbench/workbench_data.c
M	source/blender/draw/engines/workbench/workbench_deferred.c
M	source/blender/draw/engines/workbench/workbench_forward.c
M	source/blender/draw/engines/workbench/workbench_materials.c
M	source/blender/draw/engines/workbench/workbench_private.h
M	source/blender/makesdna/DNA_view3d_types.h
M	source/blender/makesrna/intern/rna_space.c

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

diff --git a/release/scripts/startup/bl_ui/space_view3d.py b/release/scripts/startup/bl_ui/space_view3d.py
index d8dcd94902b..07b71136d8b 100644
--- a/release/scripts/startup/bl_ui/space_view3d.py
+++ b/release/scripts/startup/bl_ui/space_view3d.py
@@ -4325,16 +4325,25 @@ class VIEW3D_PT_shading_options(Panel):
             row.active = not shading.show_xray
             row.prop(shading, "show_cavity")
 
-            if shading.show_cavity:
-                sub = col.row(align=True)
-                sub.active = not shading.show_xray and shading.show_cavity
-                sub.prop(shading, "cavity_ridge_factor")
-                sub.prop(shading, "cavity_valley_factor")
-                sub.popover(
-                    panel="VIEW3D_PT_shading_options_ssao",
-                    icon='PREFERENCES',
-                    text=""
-                )
+            if shading.show_cavity and not shading.show_xray:
+                row.prop(shading, "cavity_type", text="Type")
+
+                if shading.cavity_type in {'WORLD', 'BOTH'}:
+                    col.label(text="World Space")
+                    sub = col.row(align=True)
+                    sub.prop(shading, "cavity_ridge_factor", text="Ridge")
+                    sub.prop(shading, "cavity_valley_factor", text="Valley")
+                    sub.popover(
+                        panel="VIEW3D_PT_shading_options_ssao",
+                        icon='PREFERENCES',
+                        text=""
+                    )
+
+                if shading.cavity_type in {'SCREEN', 'BOTH'}:
+                    col.label(text="Screen Space")
+                    sub = col.row(align=True)
+                    sub.prop(shading, "curvature_ridge_factor", text="Ridge")
+                    sub.prop(shading, "curvature_valley_factor", text="Valley")
 
         row = layout.split()
         row.prop(shading, "show_object_outline")
diff --git a/source/blender/blenkernel/intern/screen.c b/source/blender/blenkernel/intern/screen.c
index e23291d42d4..225f74616cf 100644
--- a/source/blender/blenkernel/intern/screen.c
+++ b/source/blender/blenkernel/intern/screen.c
@@ -822,6 +822,8 @@ void BKE_screen_view3d_shading_init(View3DShading *shading)
 	shading->xray_alpha_wire = 0.5f;
 	shading->cavity_valley_factor = 1.0f;
 	shading->cavity_ridge_factor = 1.0f;
+	shading->curvature_ridge_factor = 1.0f;
+	shading->curvature_valley_factor = 1.0f;
 	copy_v3_fl(shading->single_color, 0.8f);
 	copy_v3_fl(shading->background_color, 0.05f);
 }
diff --git a/source/blender/blenloader/intern/versioning_280.c b/source/blender/blenloader/intern/versioning_280.c
index 8870b346efc..1bd99d00816 100644
--- a/source/blender/blenloader/intern/versioning_280.c
+++ b/source/blender/blenloader/intern/versioning_280.c
@@ -2414,7 +2414,6 @@ void blo_do_versions_280(FileData *fd, Library *UNUSED(lib), Main *bmain)
 #undef PAINT_BLEND_HUE
 #undef PAINT_BLEND_ALPHA_SUB
 #undef PAINT_BLEND_ALPHA_ADD
-
 		}
 	}
 
@@ -2443,5 +2442,19 @@ void blo_do_versions_280(FileData *fd, Library *UNUSED(lib), Main *bmain)
 
 	{
 		/* Versioning code until next subversion bump goes here. */
+
+		if (!DNA_struct_elem_find(fd->filesdna, "View3DShading", "float", "curvature_ridge_factor")) {
+			for (bScreen *screen = bmain->screen.first; screen; screen = screen->id.next) {
+				for (ScrArea *sa = screen->areabase.first; sa; sa = sa->next) {
+					for (SpaceLink *sl = sa->spacedata.first; sl; sl = sl->next) {
+						if (sl->spacetype == SPACE_VIEW3D) {
+							View3D *v3d = (View3D *)sl;
+							v3d->shading.curvature_ridge_factor = 1.0f;
+							v3d->shading.curvature_valley_factor = 1.0f;
+						}
+					}
+				}
+			}
+		}
 	}
 }
diff --git a/source/blender/draw/CMakeLists.txt b/source/blender/draw/CMakeLists.txt
index 2097fb66c8b..05865ba5636 100644
--- a/source/blender/draw/CMakeLists.txt
+++ b/source/blender/draw/CMakeLists.txt
@@ -231,6 +231,7 @@ data_to_c_simple(engines/workbench/shaders/workbench_forward_depth_frag.glsl SRC
 data_to_c_simple(engines/workbench/shaders/workbench_forward_transparent_accum_frag.glsl SRC)
 data_to_c_simple(engines/workbench/shaders/workbench_ghost_resolve_frag.glsl SRC)
 data_to_c_simple(engines/workbench/shaders/workbench_object_outline_lib.glsl SRC)
+data_to_c_simple(engines/workbench/shaders/workbench_curvature_lib.glsl SRC)
 data_to_c_simple(engines/workbench/shaders/workbench_prepass_vert.glsl SRC)
 data_to_c_simple(engines/workbench/shaders/workbench_prepass_frag.glsl SRC)
 data_to_c_simple(engines/workbench/shaders/workbench_shadow_vert.glsl SRC)
diff --git a/source/blender/draw/engines/workbench/shaders/workbench_curvature_lib.glsl b/source/blender/draw/engines/workbench/shaders/workbench_curvature_lib.glsl
new file mode 100644
index 00000000000..6b693675f84
--- /dev/null
+++ b/source/blender/draw/engines/workbench/shaders/workbench_curvature_lib.glsl
@@ -0,0 +1,40 @@
+#ifndef CURVATURE_OFFSET
+#  define CURVATURE_OFFSET 1
+#endif
+
+float curvature_soft_clamp(float curvature, float control)
+{
+    if (curvature < 0.5 / control)
+        return curvature * (1.0 - curvature * control);
+    return 0.25 / control;
+}
+
+float calculate_curvature(usampler2D objectId, sampler2D normalBuffer, ivec2 texel, float ridge, float valley)
+{
+    uint object_up    = texelFetchOffset(objectId, texel, 0, ivec2(0,  CURVATURE_OFFSET)).r;
+    uint object_down  = texelFetchOffset(objectId, texel, 0, ivec2(0, -CURVATURE_OFFSET)).r;
+    uint object_left  = texelFetchOffset(objectId, texel, 0, ivec2(-CURVATURE_OFFSET, 0)).r;
+    uint object_right = texelFetchOffset(objectId, texel, 0, ivec2( CURVATURE_OFFSET, 0)).r;
+
+    if((object_up != object_down) || (object_right != object_left)) {
+        return 0.0;
+    }
+
+    vec2 normal_up    = texelFetchOffset(normalBuffer, texel, 0, ivec2(0,  CURVATURE_OFFSET)).rg;
+    vec2 normal_down  = texelFetchOffset(normalBuffer, texel, 0, ivec2(0, -CURVATURE_OFFSET)).rg;
+    vec2 normal_left  = texelFetchOffset(normalBuffer, texel, 0, ivec2(-CURVATURE_OFFSET, 0)).rg;
+    vec2 normal_right = texelFetchOffset(normalBuffer, texel, 0, ivec2( CURVATURE_OFFSET, 0)).rg;
+
+#ifdef WORKBENCH_ENCODE_NORMALS
+    normal_up    = normal_decode(normal_up   ).rg;
+    normal_down  = normal_decode(normal_down ).rg;
+    normal_left  = normal_decode(normal_left ).rg;
+    normal_right = normal_decode(normal_right).rg;
+#endif
+
+    float normal_diff = ((normal_up.g - normal_down.g) + (normal_right.r - normal_left.r));
+
+    if (normal_diff < 0)
+        return -2.0 * curvature_soft_clamp(-normal_diff, valley);
+    return 2.0 * curvature_soft_clamp(normal_diff, ridge);
+}
diff --git a/source/blender/draw/engines/workbench/shaders/workbench_data_lib.glsl b/source/blender/draw/engines/workbench/shaders/workbench_data_lib.glsl
index 7ba6b3a5193..3a538f4f2ac 100644
--- a/source/blender/draw/engines/workbench/shaders/workbench_data_lib.glsl
+++ b/source/blender/draw/engines/workbench/shaders/workbench_data_lib.glsl
@@ -13,5 +13,7 @@ struct WorldData {
 	int num_lights;
 	int matcap_orientation;
 	float background_alpha;
-	int pad[1];
+	float curvature_ridge;
+	float curvature_valley;
+	int pad[3];
 };
diff --git a/source/blender/draw/engines/workbench/shaders/workbench_deferred_composite_frag.glsl b/source/blender/draw/engines/workbench/shaders/workbench_deferred_composite_frag.glsl
index 508aeb1f0c1..f15e6b613a9 100644
--- a/source/blender/draw/engines/workbench/shaders/workbench_deferred_composite_frag.glsl
+++ b/source/blender/draw/engines/workbench/shaders/workbench_deferred_composite_frag.glsl
@@ -103,12 +103,17 @@ void main()
 #endif
 	vec3 shaded_color = diffuse_light * diffuse_color.rgb + specular_color;
 
-#ifdef V3D_SHADING_CAVITY
+#ifdef V3D_SHADING_SSAO
 	vec2 cavity = texelFetch(cavityBuffer, texel, 0).rg;
 	shaded_color *= 1.0 - cavity.x;
 	shaded_color *= 1.0 + cavity.y;
 #endif
 
+#ifdef V3D_SHADING_CURVATURE
+	float curvature = calculate_curvature(objectId, normalBuffer, texel, world_data.curvature_ridge, world_data.curvature_valley);
+	shaded_color *= curvature + 1.0;
+#endif
+
 #ifdef V3D_SHADING_SHADOW
 	float light_factor = -dot(normal_viewport, world_data.shadow_direction_vs.xyz);
 	/* The step function might be ok for meshes but it's
diff --git a/source/blender/draw/engines/workbench/workbench_data.c b/source/blender/draw/engines/workbench/workbench_data.c
index aa99883bb6b..94b721dd935 100644
--- a/source/blender/draw/engines/workbench/workbench_data.c
+++ b/source/blender/draw/engines/workbench/workbench_data.c
@@ -84,6 +84,9 @@ void workbench_private_data_init(WORKBENCH_PrivateData *wpd)
 	copy_v3_v3(wd->object_outline_color, wpd->shading.object_outline_color);
 	wd->object_outline_color[3] = 1.0f;
 
+	wd->curvature_ridge = 0.5f / max_ff(wpd->shading.curvature_ridge_factor*wpd->shading.curvature_ridge_factor, 1e-4f);
+	wd->curvature_valley = 0.7f / max_ff(wpd->shading.curvature_valley_factor*wpd->shading.curvature_valley_factor, 1e-4f);
+
 	wpd->world_ubo = DRW_uniformbuffer_create(sizeof(WORKBENCH_UBO_World), &wpd->world_data);
 
 	/* Cavity settings */
diff --git a/source/blender/draw/engines/workbench/workbench_deferred.c b/source/blender/draw/engines/workbench/workbench_deferred.c
index 66dcfdd66d0..ce14ee66ab2 100644
--- a/source/blender/draw/engines/workbench/workbench_deferred.c
+++ b/source/blender/draw/engines/workbench/workbench_deferred.c
@@ -104,6 +104,7 @@ extern char datatoc_workbench_cavity_lib_glsl[];
 extern char datatoc_workbench_common_lib_glsl[];
 extern char datatoc_workbench_data_lib_glsl[];
 extern char datatoc_workbench_object_outline_lib_glsl[];
+extern char datatoc_workbench_curvature_lib_glsl[];
 extern char datatoc_workbench_world_light_lib_glsl[];
 
 extern char datatoc_gpu_shader_depth_only_frag_glsl[];
@@ -124,6 +125,9 @@ static char *workbench_build_composite_frag(WORKBENCH_PrivateData *wpd)
 	if (wpd->shading.flag & V3D_SHADING_OBJECT_OUTLINE) {
 		BLI_dynstr_append(ds, datatoc_workbench_object_outline_lib_glsl);
 	}
+	if (CURVATURE_ENABLED(wpd)) {
+		BLI_dynstr_append(ds, datatoc_workbench_curvature_lib_glsl);
+	}
 
 	BLI_dynstr_append(ds, datatoc_workbench_deferred_composite_frag_glsl);
 
@@ -499,7 +503,7 @@ static void workbench_composite_unifo

@@ Diff output truncated at 10240 characters. @@



More information about the Bf-blender-cvs mailing list