Workbench: Fix wrong shading shadoow direction.

This commit is contained in:
Clément Foucault 2018-07-03 12:29:48 +02:00
parent e30f25ba22
commit 967b84534a
5 changed files with 11 additions and 13 deletions

View File

@ -8,7 +8,7 @@ struct WorldData {
vec4 background_color_low;
vec4 background_color_high;
vec4 object_outline_color;
vec4 light_direction_vs;
vec4 shadow_direction_vs;
LightData lights[3];
int num_lights;
int matcap_orientation;

View File

@ -106,12 +106,10 @@ void main()
#endif
#ifdef V3D_SHADING_SHADOW
float light_factor = -dot(normal_viewport, world_data.lights[0].light_direction_vs.xyz);
float light_factor = -dot(normal_viewport, world_data.shadow_direction_vs.xyz);
/* The step function might be ok for meshes but it's
* clearly not the case for hairs. Do smoothstep in this case. */
float shadow_mix = (diffuse_color.a == 1.0 || diffuse_color.a == 0.0)
? step(-shadowShift, -light_factor)
: smoothstep(1.0, shadowShift, light_factor);
float shadow_mix = smoothstep(1.0, shadowShift, light_factor);
float light_multiplier = mix(lightMultiplier, shadowMultiplier, shadow_mix);
#else /* V3D_SHADING_SHADOW */

View File

@ -89,7 +89,6 @@ vec3 get_world_specular_light(vec4 specular_data, LightData light_data, vec3 N,
vec3 get_world_specular_lights(WorldData world_data, vec4 specular_data, vec3 N, vec3 I)
{
vec3 specular_light = vec3(0.0);
specular_light += get_world_specular_light(specular_data, world_data.lights[0], N, I);
for (int i = 0 ; i < world_data.num_lights ; i ++) {
specular_light += get_world_specular_light(specular_data, world_data.lights[i], N, I);
}

View File

@ -121,7 +121,7 @@ void workbench_private_data_init(WORKBENCH_PrivateData *wpd)
}
}
void workbench_private_data_get_light_direction(WORKBENCH_PrivateData *wpd, float light_direction[3])
void workbench_private_data_get_light_direction(WORKBENCH_PrivateData *wpd, float r_light_direction[3])
{
const DRWContextState *draw_ctx = DRW_context_state_get();
Scene *scene = draw_ctx->scene;
@ -129,13 +129,16 @@ void workbench_private_data_get_light_direction(WORKBENCH_PrivateData *wpd, floa
float view_matrix[4][4];
DRW_viewport_matrix_get(view_matrix, DRW_MAT_VIEW);
copy_v3_v3(r_light_direction, scene->display.light_direction);
negate_v3(r_light_direction);
{
WORKBENCH_UBO_Light *light = &wd->lights[0];
mul_v3_mat3_m4v3(light->light_direction_vs, view_matrix, light_direction);
mul_v3_mat3_m4v3(light->light_direction_vs, view_matrix, r_light_direction);
light->light_direction_vs[3] = 0.0f;
copy_v3_fl(light->specular_color, 1.0f);
light->energy = 1.0f;
copy_v4_v4(wd->light_direction_vs, light->light_direction_vs);
copy_v4_v4(wd->shadow_direction_vs, light->light_direction_vs);
wd->num_lights = 1;
}
@ -154,8 +157,6 @@ void workbench_private_data_get_light_direction(WORKBENCH_PrivateData *wpd, floa
wd->num_lights = light_index;
}
copy_v3_v3(light_direction, scene->display.light_direction);
negate_v3(light_direction);
DRW_uniformbuffer_update(wpd->world_ubo, wd);
}

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@ -128,7 +128,7 @@ typedef struct WORKBENCH_UBO_World {
float background_color_low[4];
float background_color_high[4];
float object_outline_color[4];
float light_direction_vs[4];
float shadow_direction_vs[4];
WORKBENCH_UBO_Light lights[3];
int num_lights;
int matcap_orientation;
@ -282,7 +282,7 @@ bool studiolight_camera_in_object_shadow(WORKBENCH_PrivateData *wpd, Object *ob,
void workbench_effect_info_init(WORKBENCH_EffectInfo *effect_info);
void workbench_private_data_init(WORKBENCH_PrivateData *wpd);
void workbench_private_data_free(WORKBENCH_PrivateData *wpd);
void workbench_private_data_get_light_direction(WORKBENCH_PrivateData *wpd, float light_direction[3]);
void workbench_private_data_get_light_direction(WORKBENCH_PrivateData *wpd, float r_light_direction[3]);
extern DrawEngineType draw_engine_workbench_solid;
extern DrawEngineType draw_engine_workbench_transparent;