GP: Add Blur to Shadow FX
The shadow needed a blur to make soft transitions and get a better effect.
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@ -106,6 +106,10 @@ class DATA_PT_shader_fx(ShaderFxButtonsPanel, Panel):
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layout.prop(fx, "scale")
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layout.prop(fx, "rotation")
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layout.separator()
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layout.prop(fx, "blur")
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layout.prop(fx, "samples")
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layout.separator()
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layout.prop(fx, "use_object", text="Use object as pivot")
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if fx.use_object:
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@ -484,6 +484,21 @@ static void DRW_gpencil_fx_shadow(
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fxd->runtime.fx_sh = fx_shgrp;
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/* blur pass */
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fx_shgrp = DRW_shgroup_create(
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e_data->gpencil_fx_blur_sh,
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psl->fx_shader_pass_blend);
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DRW_shgroup_call_add(fx_shgrp, fxquad, NULL);
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DRW_shgroup_uniform_texture_ref(fx_shgrp, "strokeColor", &e_data->temp_color_tx_fx);
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DRW_shgroup_uniform_texture_ref(fx_shgrp, "strokeDepth", &e_data->temp_depth_tx_fx);
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DRW_shgroup_uniform_int(fx_shgrp, "blur", &fxd->blur[0], 2);
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DRW_shgroup_uniform_vec3(fx_shgrp, "loc", &cache->loc[0], 1);
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DRW_shgroup_uniform_float(fx_shgrp, "pixsize", stl->storage->pixsize, 1);
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DRW_shgroup_uniform_float(fx_shgrp, "pixfactor", &cache->pixfactor, 1);
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fxd->runtime.fx_sh_b = fx_shgrp;
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/* resolve pass */
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fx_shgrp = DRW_shgroup_create(
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e_data->gpencil_fx_shadow_resolve_sh,
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@ -494,7 +509,7 @@ static void DRW_gpencil_fx_shadow(
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DRW_shgroup_uniform_texture_ref(fx_shgrp, "shadowColor", &e_data->temp_color_tx_fx);
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DRW_shgroup_uniform_texture_ref(fx_shgrp, "shadowDepth", &e_data->temp_depth_tx_fx);
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fxd->runtime.fx_sh_b = fx_shgrp;
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fxd->runtime.fx_sh_c = fx_shgrp;
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}
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/* Swirl FX */
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@ -832,6 +847,7 @@ static void draw_gpencil_rim_passes(
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fxd->blur[1] = by;
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}
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}
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/* resolve */
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GPU_framebuffer_bind(fbl->temp_fb_b);
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GPU_framebuffer_clear_color_depth(fbl->temp_fb_b, clearcol, 1.0f);
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@ -848,6 +864,27 @@ static void draw_gpencil_rim_passes(
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DRW_draw_pass(psl->mix_pass_noblend);
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}
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/* blur shadow */
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static void draw_gpencil_shadow_blur(
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struct GPENCIL_e_data *UNUSED(e_data),
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struct GPENCIL_Data *vedata,
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struct ShadowShaderFxData *fxd)
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{
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GPENCIL_PassList *psl = ((GPENCIL_Data *)vedata)->psl;
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GPENCIL_FramebufferList *fbl = ((GPENCIL_Data *)vedata)->fbl;
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static float clearcol[4] = { 0.0f, 0.0f, 0.0f, 0.0f };
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GPU_framebuffer_bind(fbl->temp_fb_b);
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GPU_framebuffer_clear_color_depth(fbl->temp_fb_b, clearcol, 1.0f);
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DRW_draw_pass_subset(psl->fx_shader_pass_blend,
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fxd->runtime.fx_sh_b, fxd->runtime.fx_sh_b);
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/* copy pass from b for ping-pong frame buffers */
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GPU_framebuffer_bind(fbl->temp_fb_fx);
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GPU_framebuffer_clear_color_depth(fbl->temp_fb_fx, clearcol, 1.0f);
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DRW_draw_pass(psl->mix_pass_noblend);
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}
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/* helper to draw SHADOW passes */
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static void draw_gpencil_shadow_passes(
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struct GPENCIL_e_data *e_data,
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@ -862,6 +899,8 @@ static void draw_gpencil_shadow_passes(
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GPENCIL_FramebufferList *fbl = ((GPENCIL_Data *)vedata)->fbl;
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static float clearcol[4] = { 0.0f, 0.0f, 0.0f, 0.0f };
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int bx = fxd->blur[0];
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int by = fxd->blur[1];
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/* prepare shadow */
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GPU_framebuffer_bind(fbl->temp_fb_fx);
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@ -870,12 +909,34 @@ static void draw_gpencil_shadow_passes(
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psl->fx_shader_pass_blend,
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fxd->runtime.fx_sh, fxd->runtime.fx_sh);
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/* blur shadow */
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e_data->input_depth_tx = e_data->temp_depth_tx_b;
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e_data->input_color_tx = e_data->temp_color_tx_b;
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if ((fxd->samples > 0) && ((bx > 0) || (by > 0))) {
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for (int x = 0; x < fxd->samples; x++) {
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/* horizontal */
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fxd->blur[0] = bx;
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fxd->blur[1] = 0;
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draw_gpencil_shadow_blur(e_data, vedata, fxd);
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/* Vertical */
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fxd->blur[0] = 0;
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fxd->blur[1] = by;
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draw_gpencil_shadow_blur(e_data, vedata, fxd);
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fxd->blur[0] = bx;
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fxd->blur[1] = by;
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}
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}
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/* resolve */
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GPU_framebuffer_bind(fbl->temp_fb_b);
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GPU_framebuffer_clear_color_depth(fbl->temp_fb_b, clearcol, 1.0f);
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DRW_draw_pass_subset(
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psl->fx_shader_pass_blend,
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fxd->runtime.fx_sh_b, fxd->runtime.fx_sh_b);
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fxd->runtime.fx_sh_c, fxd->runtime.fx_sh_c);
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/* copy pass from b to a for ping-pong frame buffers */
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e_data->input_depth_tx = e_data->temp_depth_tx_b;
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@ -182,6 +182,9 @@ typedef struct ShadowShaderFxData {
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int orientation;
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float scale[2];
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float rotation;
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int blur[2];
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int samples;
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char pad[4];
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ShaderFxData_runtime runtime;
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} ShadowShaderFxData;
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@ -458,6 +458,20 @@ static void rna_def_shader_fx_shadow(BlenderRNA *brna)
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RNA_def_property_ui_text(prop, "Rotation", "Rotation around center or object");
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RNA_def_property_update(prop, NC_OBJECT | ND_MODIFIER, "rna_ShaderFx_update");
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prop = RNA_def_property(srna, "blur", PROP_INT, PROP_PIXEL);
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RNA_def_property_int_sdna(prop, NULL, "blur");
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RNA_def_property_range(prop, 0, INT_MAX);
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RNA_def_property_ui_text(prop, "Blur", "Number of pixels for bluring shadow (set to 0 to disable)");
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RNA_def_property_update(prop, NC_OBJECT | ND_MODIFIER, "rna_ShaderFx_update");
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prop = RNA_def_property(srna, "samples", PROP_INT, PROP_NONE);
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RNA_def_property_int_sdna(prop, NULL, "samples");
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RNA_def_property_range(prop, 0, 32);
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RNA_def_property_ui_range(prop, 0, 32, 2, -1);
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RNA_def_property_int_default(prop, 4);
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RNA_def_property_ui_text(prop, "Samples", "Number of Blur Samples (zero, disable blur)");
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RNA_def_property_update(prop, NC_OBJECT | ND_MODIFIER, "rna_ShaderFx_update");
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prop = RNA_def_property(srna, "use_object", PROP_BOOLEAN, PROP_NONE);
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RNA_def_property_boolean_sdna(prop, NULL, "flag", FX_SHADOW_USE_OBJECT);
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RNA_def_property_ui_text(prop, "Use Object", "Use object as center of rotation");
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@ -58,6 +58,8 @@ static void initData(ShaderFxData *md)
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gpfx->period = 20.0f;
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gpfx->phase = 0.0f;
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gpfx->orientation = 1;
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ARRAY_SET_ITEMS(gpfx->blur, 0, 0);
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}
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static void copyData(const ShaderFxData *md, ShaderFxData *target)
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