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
This commit is contained in:
Lukas Stockner 2018-11-26 16:49:56 +01:00
parent 9238b7308a
commit c0816cd03b
14 changed files with 165 additions and 28 deletions

View File

@ -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")

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@ -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);
}

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@ -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;
}
}
}
}
}
}
}

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@ -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)

View File

@ -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);
}

View File

@ -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];
};

View File

@ -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

View File

@ -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 */

View File

@ -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_uniforms(WORKBENCH_PrivateData *wpd, DRWShadingG
if (NORMAL_VIEWPORT_COMP_PASS_ENABLED(wpd)) {
DRW_shgroup_uniform_texture_ref(grp, "normalBuffer", &e_data.normal_buffer_tx);
}
if (CAVITY_ENABLED(wpd)) {
if (SSAO_ENABLED(wpd)) {
DRW_shgroup_uniform_texture_ref(grp, "cavityBuffer", &e_data.cavity_buffer_tx);
}
if (SPECULAR_HIGHLIGHT_ENABLED(wpd) || MATCAP_ENABLED(wpd)) {
@ -903,7 +907,7 @@ void workbench_deferred_draw_scene(WORKBENCH_Data *vedata)
DRW_draw_pass(psl->ghost_resolve_pass);
}
if (CAVITY_ENABLED(wpd)) {
if (SSAO_ENABLED(wpd)) {
GPU_framebuffer_bind(fbl->cavity_fb);
DRW_draw_pass(psl->cavity_pass);
}

View File

@ -75,6 +75,7 @@ extern char datatoc_workbench_data_lib_glsl[];
extern char datatoc_workbench_background_lib_glsl[];
extern char datatoc_workbench_checkerboard_depth_frag_glsl[];
extern char datatoc_workbench_object_outline_lib_glsl[];
extern char datatoc_workbench_curvature_lib_glsl[];
extern char datatoc_workbench_prepass_vert_glsl[];
extern char datatoc_workbench_common_lib_glsl[];
extern char datatoc_workbench_world_light_lib_glsl[];
@ -123,6 +124,7 @@ static char *workbench_build_forward_composite_frag(void)
BLI_dynstr_append(ds, datatoc_workbench_common_lib_glsl);
BLI_dynstr_append(ds, datatoc_workbench_background_lib_glsl);
BLI_dynstr_append(ds, datatoc_workbench_object_outline_lib_glsl);
BLI_dynstr_append(ds, datatoc_workbench_curvature_lib_glsl);
BLI_dynstr_append(ds, datatoc_workbench_forward_composite_frag_glsl);
str = BLI_dynstr_get_cstring(ds);

View File

@ -55,8 +55,17 @@ char *workbench_material_build_defines(WORKBENCH_PrivateData *wpd, bool use_text
if (wpd->shading.flag & V3D_SHADING_SHADOW) {
BLI_dynstr_appendf(ds, "#define V3D_SHADING_SHADOW\n");
}
if (CAVITY_ENABLED(wpd)) {
BLI_dynstr_appendf(ds, "#define V3D_SHADING_CAVITY\n");
if (SSAO_ENABLED(wpd)) {
BLI_dynstr_appendf(ds, "#define V3D_SHADING_SSAO\n");
}
if (CURVATURE_ENABLED(wpd)) {
BLI_dynstr_appendf(ds, "#define V3D_SHADING_CURVATURE\n");
if (U.pixelsize > 1.5f) {
BLI_dynstr_appendf(ds, "#define CURVATURE_OFFSET 2\n");
}
else {
BLI_dynstr_appendf(ds, "#define CURVATURE_OFFSET 1\n");
}
}
if (SPECULAR_HIGHLIGHT_ENABLED(wpd)) {
BLI_dynstr_appendf(ds, "#define V3D_SHADING_SPECULAR_HIGHLIGHT\n");
@ -139,13 +148,16 @@ int workbench_material_get_shader_index(WORKBENCH_PrivateData *wpd, bool use_tex
/* 1 bit V3D_SHADING_SPECULAR_HIGHLIGHT */
SET_FLAG_FROM_TEST(index, wpd->shading.flag & V3D_SHADING_SPECULAR_HIGHLIGHT, 1 << 3);
SET_FLAG_FROM_TEST(index, wpd->shading.flag & V3D_SHADING_SHADOW, 1 << 4);
SET_FLAG_FROM_TEST(index, wpd->shading.flag & V3D_SHADING_CAVITY, 1 << 5);
SET_FLAG_FROM_TEST(index, SSAO_ENABLED(wpd), 1 << 5);
SET_FLAG_FROM_TEST(index, wpd->shading.flag & V3D_SHADING_OBJECT_OUTLINE, 1 << 6);
bool uses_curvature = CURVATURE_ENABLED(wpd);
SET_FLAG_FROM_TEST(index, uses_curvature, 1 << 7);
SET_FLAG_FROM_TEST(index, uses_curvature && (U.pixelsize > 1.5f), 1 << 8);
/* 2 bits STUDIOLIGHT_ORIENTATION */
SET_FLAG_FROM_TEST(index, wpd->studio_light->flag & STUDIOLIGHT_ORIENTATION_WORLD, 1 << 7);
SET_FLAG_FROM_TEST(index, wpd->studio_light->flag & STUDIOLIGHT_ORIENTATION_VIEWNORMAL, 1 << 8);
SET_FLAG_FROM_TEST(index, wpd->studio_light->flag & STUDIOLIGHT_ORIENTATION_WORLD, 1 << 9);
SET_FLAG_FROM_TEST(index, wpd->studio_light->flag & STUDIOLIGHT_ORIENTATION_VIEWNORMAL, 1 << 10);
/* 1 bit for hair */
SET_FLAG_FROM_TEST(index, is_hair, 1 << 9);
SET_FLAG_FROM_TEST(index, is_hair, 1 << 11);
return index;
}

View File

@ -49,7 +49,8 @@
#define STUDIOLIGHT_ORIENTATION_WORLD_ENABLED(wpd) (STUDIOLIGHT_ENABLED(wpd) && (wpd->studio_light->flag & STUDIOLIGHT_ORIENTATION_WORLD))
#define STUDIOLIGHT_ORIENTATION_CAMERA_ENABLED(wpd) (STUDIOLIGHT_ENABLED(wpd) && (wpd->studio_light->flag & STUDIOLIGHT_ORIENTATION_CAMERA))
#define STUDIOLIGHT_ORIENTATION_VIEWNORMAL_ENABLED(wpd) (MATCAP_ENABLED(wpd) && (wpd->studio_light->flag & STUDIOLIGHT_ORIENTATION_VIEWNORMAL))
#define CAVITY_ENABLED(wpd) (wpd->shading.flag & V3D_SHADING_CAVITY)
#define SSAO_ENABLED(wpd) ((wpd->shading.flag & V3D_SHADING_CAVITY) && ((wpd->shading.cavity_type == V3D_SHADING_CAVITY_SSAO) || (wpd->shading.cavity_type == V3D_SHADING_CAVITY_BOTH)))
#define CURVATURE_ENABLED(wpd) ((wpd->shading.flag & V3D_SHADING_CAVITY) && ((wpd->shading.cavity_type == V3D_SHADING_CAVITY_CURVATURE) || (wpd->shading.cavity_type == V3D_SHADING_CAVITY_BOTH)))
#define SHADOW_ENABLED(wpd) (wpd->shading.flag & V3D_SHADING_SHADOW)
#define GHOST_ENABLED(psl) (!DRW_pass_is_empty(psl->ghost_prepass_pass) || !DRW_pass_is_empty(psl->ghost_prepass_hair_pass))
@ -59,9 +60,10 @@
((IS_NAVIGATING(wpd) || wpd->is_playback) && (wpd->user_preferences->gpu_viewport_quality >= GPU_VIEWPORT_QUALITY_TAA8))))
#define TAA_ENABLED(wpd) (DRW_state_is_image_render() || (wpd->user_preferences->gpu_viewport_quality >= GPU_VIEWPORT_QUALITY_TAA8 && !IS_NAVIGATING(wpd) && !wpd->is_playback))
#define SPECULAR_HIGHLIGHT_ENABLED(wpd) ((wpd->shading.flag & V3D_SHADING_SPECULAR_HIGHLIGHT) && (!STUDIOLIGHT_ORIENTATION_VIEWNORMAL_ENABLED(wpd)))
#define OBJECT_ID_PASS_ENABLED(wpd) (wpd->shading.flag & V3D_SHADING_OBJECT_OUTLINE)
#define NORMAL_VIEWPORT_COMP_PASS_ENABLED(wpd) (MATCAP_ENABLED(wpd) || STUDIOLIGHT_ENABLED(wpd) || SHADOW_ENABLED(wpd) || SPECULAR_HIGHLIGHT_ENABLED(wpd))
#define NORMAL_VIEWPORT_PASS_ENABLED(wpd) (NORMAL_VIEWPORT_COMP_PASS_ENABLED(wpd) || CAVITY_ENABLED(wpd))
#define OBJECT_OUTLINE_ENABLED(wpd) (wpd->shading.flag & V3D_SHADING_OBJECT_OUTLINE)
#define OBJECT_ID_PASS_ENABLED(wpd) (OBJECT_OUTLINE_ENABLED(wpd) || CURVATURE_ENABLED(wpd))
#define NORMAL_VIEWPORT_COMP_PASS_ENABLED(wpd) (MATCAP_ENABLED(wpd) || STUDIOLIGHT_ENABLED(wpd) || SHADOW_ENABLED(wpd) || SPECULAR_HIGHLIGHT_ENABLED(wpd) || CURVATURE_ENABLED(wpd))
#define NORMAL_VIEWPORT_PASS_ENABLED(wpd) (NORMAL_VIEWPORT_COMP_PASS_ENABLED(wpd) || SSAO_ENABLED(wpd))
#define NORMAL_ENCODING_ENABLED() (true)
@ -150,7 +152,9 @@ typedef struct WORKBENCH_UBO_World {
int num_lights;
int matcap_orientation;
float background_alpha;
int pad[1];
float curvature_ridge;
float curvature_valley;
int pad[3];
} WORKBENCH_UBO_World;
BLI_STATIC_ASSERT_ALIGN(WORKBENCH_UBO_World, 16)

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@ -144,6 +144,8 @@ typedef struct View3DShading {
char light;
char background_type;
char cavity_type;
char pad[7];
char studio_light[256]; /* FILE_MAXFILE */
char matcap[256]; /* FILE_MAXFILE */
@ -163,6 +165,9 @@ typedef struct View3DShading {
float background_color[3];
float curvature_ridge_factor;
float curvature_valley_factor;
} View3DShading;
/* 3D Viewport Overlay settings */
@ -406,6 +411,13 @@ enum {
V3D_SHADING_BACKGROUND_VIEWPORT = 2,
};
/* View3DShading->cavity_type */
enum {
V3D_SHADING_CAVITY_SSAO = 0,
V3D_SHADING_CAVITY_CURVATURE = 1,
V3D_SHADING_CAVITY_BOTH = 2,
};
/* View3DOverlay->flag */
enum {
V3D_OVERLAY_FACE_ORIENTATION = (1 << 0),

View File

@ -2396,6 +2396,13 @@ static void rna_def_space_view3d_shading(BlenderRNA *brna)
};
static const float default_background_color[] = {0.05f, 0.05f, 0.05f};
static const EnumPropertyItem cavity_type_items[] = {
{V3D_SHADING_CAVITY_SSAO, "WORLD", 0, "World", "Cavity shading computed in world space, useful for larger-scale occlusion"},
{V3D_SHADING_CAVITY_CURVATURE, "SCREEN", 0, "Screen", "Curvature-based shading, useful for making fine details more visible"},
{V3D_SHADING_CAVITY_BOTH, "BOTH", 0, "Both", "Use both effects simultaneously"},
{0, NULL, 0, NULL, NULL}
};
/* Note these settings are used for both 3D viewport and the OpenGL render
* engine in the scene, so can't assume to always be part of a screen. */
@ -2436,10 +2443,31 @@ static void rna_def_space_view3d_shading(BlenderRNA *brna)
RNA_def_property_ui_text(prop, "Cavity", "Show Cavity");
RNA_def_property_update(prop, NC_SPACE | ND_SPACE_VIEW3D, NULL);
prop = RNA_def_property(srna, "cavity_type", PROP_ENUM, PROP_NONE);
RNA_def_property_enum_items(prop, cavity_type_items);
RNA_def_property_ui_text(prop, "Cavity Type", "Way to draw the cavity shading");
RNA_def_property_update(prop, NC_SPACE | ND_SPACE_VIEW3D, NULL);
prop = RNA_def_property(srna, "curvature_ridge_factor", PROP_FLOAT, PROP_FACTOR);
RNA_def_property_float_sdna(prop, NULL, "curvature_ridge_factor");
RNA_def_property_float_default(prop, 1.0f);
RNA_def_property_ui_text(prop, "Curvature Ridge", "Factor for the curvature ridges");
RNA_def_property_range(prop, 0.0f, 2.0f);
RNA_def_property_clear_flag(prop, PROP_ANIMATABLE);
RNA_def_property_update(prop, NC_SPACE | ND_SPACE_VIEW3D, NULL);
prop = RNA_def_property(srna, "curvature_valley_factor", PROP_FLOAT, PROP_FACTOR);
RNA_def_property_float_sdna(prop, NULL, "curvature_valley_factor");
RNA_def_property_float_default(prop, 1.0f);
RNA_def_property_ui_text(prop, "Curvature Valley", "Factor for the curvature valleys");
RNA_def_property_range(prop, 0.0f, 2.0f);
RNA_def_property_clear_flag(prop, PROP_ANIMATABLE);
RNA_def_property_update(prop, NC_SPACE | ND_SPACE_VIEW3D, NULL);
prop = RNA_def_property(srna, "cavity_ridge_factor", PROP_FLOAT, PROP_FACTOR);
RNA_def_property_float_sdna(prop, NULL, "cavity_ridge_factor");
RNA_def_property_float_default(prop, 1.0f);
RNA_def_property_ui_text(prop, "Ridge", "Factor for the ridges");
RNA_def_property_ui_text(prop, "Cavity Ridge", "Factor for the cavity ridges");
RNA_def_property_range(prop, 0.0f, 250.0f);
RNA_def_property_ui_range(prop, 0.00f, 2.5f, 1, 3);
RNA_def_property_clear_flag(prop, PROP_ANIMATABLE);
@ -2448,7 +2476,7 @@ static void rna_def_space_view3d_shading(BlenderRNA *brna)
prop = RNA_def_property(srna, "cavity_valley_factor", PROP_FLOAT, PROP_FACTOR);
RNA_def_property_float_sdna(prop, NULL, "cavity_valley_factor");
RNA_def_property_float_default(prop, 1.0);
RNA_def_property_ui_text(prop, "Valley", "Factor for the valleys");
RNA_def_property_ui_text(prop, "Cavity Valley", "Factor for the cavity valleys");
RNA_def_property_range(prop, 0.0f, 250.0f);
RNA_def_property_ui_range(prop, 0.00f, 2.5f, 1, 3);
RNA_def_property_clear_flag(prop, PROP_ANIMATABLE);