Environment lighting for the GLSL mode

Environment lighting (aka ambient) is a key component of any renderer.
It's implemented like the Environment lighting of BI render for Approximate Gather mode. It support "Sky Color" and "White" Environment lighting modes.

It would be great if the user could see actual lighting conditions right in the Blender viewport instead of waiting for the renderer to complete the final image, exporting for external renderer or for a game engine.

Before:
{F113921}

After:
{F113922}

Example file: {F319013}

Original author: valentin_b4w

Alexander (Blend4Web Team)

Reviewers: valentin_b4w, campbellbarton, merwin, brecht

Reviewed By: brecht

Subscribers: panzergame, youle, duarteframos, AlexKowel, yurikovelenov, dingto, Evgeny_Rodygin

Projects: #rendering, #opengl_gfx

Differential Revision: https://developer.blender.org/D810
This commit is contained in:
Alexander Romanov 2016-07-04 11:01:32 +03:00
parent 9269574089
commit fe44eacf78
10 changed files with 90 additions and 13 deletions

View File

@ -404,6 +404,7 @@ class RENDER_PT_game_shading(RenderButtonsPanel, Panel):
col.prop(gs, "use_glsl_lights", text="Lights")
col.prop(gs, "use_glsl_shaders", text="Shaders")
col.prop(gs, "use_glsl_shadows", text="Shadows")
col.prop(gs, "use_glsl_environment_lighting", text="Environment Lighting")
col = split.column()
col.prop(gs, "use_glsl_ramps", text="Ramps")
@ -599,9 +600,35 @@ class WORLD_PT_game_world(WorldButtonsPanel, Panel):
row = layout.row()
row.column().prop(world, "horizon_color")
row.column().prop(world, "zenith_color")
row.column().prop(world, "ambient_color")
class WORLD_PT_game_environment_lighting(WorldButtonsPanel, Panel):
bl_label = "Environment Lighting"
COMPAT_ENGINES = {'BLENDER_GAME'}
@classmethod
def poll(cls, context):
scene = context.scene
return (scene.world and scene.render.engine in cls.COMPAT_ENGINES)
def draw_header(self, context):
light = context.world.light_settings
self.layout.prop(light, "use_environment_light", text="")
def draw(self, context):
layout = self.layout
light = context.world.light_settings
layout.active = light.use_environment_light
split = layout.split()
split.prop(light, "environment_energy", text="Energy")
split.prop(light, "environment_color", text="")
class WORLD_PT_game_mist(WorldButtonsPanel, Panel):
bl_label = "Mist"
COMPAT_ENGINES = {'BLENDER_GAME'}

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@ -178,6 +178,7 @@ enum {
#define G_FILE_MESH_COMPAT (1 << 26)
/* On write, restore paths after editing them (G_FILE_RELATIVE_REMAP) */
#define G_FILE_SAVE_COPY (1 << 27)
#define G_FILE_GLSL_NO_ENV_LIGHTING (1 << 28)
#define G_FILE_FLAGS_RUNTIME (G_FILE_NO_UI | G_FILE_RELATIVE_REMAP | G_FILE_MESH_COMPAT | G_FILE_SAVE_COPY)

View File

@ -1108,6 +1108,8 @@ void blo_do_versions_250(FileData *fd, Library *lib, Main *main)
sce->gm.flag |= GAME_GLSL_NO_NODES;
if (fd->fileflags & G_FILE_GLSL_NO_EXTRA_TEX)
sce->gm.flag |= GAME_GLSL_NO_EXTRA_TEX;
if (fd->fileflags & G_FILE_GLSL_NO_ENV_LIGHTING)
sce->gm.flag |= GAME_GLSL_NO_ENV_LIGHTING;
if (fd->fileflags & G_FILE_IGNORE_DEPRECATION_WARNINGS)
sce->gm.flag |= GAME_IGNORE_DEPRECATION_WARNINGS;

View File

@ -2599,6 +2599,7 @@ static void gpu_update_lamps_shadows_world(Scene *scene, View3D *v3d)
GPU_mist_update_values(world->mistype, world->miststa, world->mistdist, world->misi, &world->horr);
GPU_horizon_update_color(&world->horr);
GPU_ambient_update_color(&world->ambr);
GPU_zenith_update_color(&world->zenr);
}
}

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@ -337,6 +337,7 @@ void GPU_mist_update_enable(short enable);
void GPU_mist_update_values(int type, float start, float dist, float inten, float color[3]);
void GPU_horizon_update_color(float color[3]);
void GPU_ambient_update_color(float color[3]);
void GPU_zenith_update_color(float color[3]);
struct GPUParticleInfo
{

View File

@ -88,6 +88,7 @@ static struct GPUWorld {
float mistcol[4];
float horicol[3];
float ambcol[4];
float zencol[3];
} GPUWorld;
struct GPUMaterial {
@ -1673,6 +1674,11 @@ void GPU_ambient_update_color(float color[3])
GPUWorld.ambcol[3] = 1.0f;
}
void GPU_zenith_update_color(float color[3])
{
copy_v3_v3(GPUWorld.zencol, color);
}
void GPU_shaderesult_set(GPUShadeInput *shi, GPUShadeResult *shr)
{
GPUMaterial *mat = shi->gpumat;
@ -1729,6 +1735,33 @@ void GPU_shaderesult_set(GPUShadeInput *shi, GPUShadeResult *shr)
ulinfac, ulogfac, &shr->spec);
}
/* environment lighting */
if (!(mat->scene->gm.flag & GAME_GLSL_NO_ENV_LIGHTING) && (world->mode & WO_ENV_LIGHT) && (mat->scene->r.mode & R_SHADOW) &&
!BKE_scene_use_new_shading_nodes(mat->scene))
{
if ((world->ao_env_energy != 0.0f) && (GPU_link_changed(shi->amb) || ma->amb != 0.0f) &&
(GPU_link_changed(shi->refl) || ma->ref != 0.0f))
{
if (world->aocolor != WO_AOPLAIN) {
if (!(is_zero_v3(&world->horr) & is_zero_v3(&world->zenr)))
{
GPUNodeLink *fcol, *f;
GPU_link(mat, "math_multiply", shi->amb, shi->refl, &f);
GPU_link(mat, "math_multiply", f, GPU_uniform(&world->ao_env_energy), &f);
GPU_link(mat, "shade_mul_value", f, shi->rgb, &fcol);
GPU_link(mat, "env_apply", shr->combined, GPU_dynamic_uniform(GPUWorld.horicol, GPU_DYNAMIC_HORIZON_COLOR, NULL),
GPU_dynamic_uniform(GPUWorld.zencol, GPU_DYNAMIC_ZENITH_COLOR, NULL), fcol, GPU_builtin(GPU_VIEW_MATRIX), shi->vn, &shr->combined);
}
}
else {
GPUNodeLink *f;
GPU_link(mat, "math_multiply", shi->amb, shi->refl, &f);
GPU_link(mat, "math_multiply", f, GPU_uniform(&world->ao_env_energy), &f);
GPU_link(mat, "shade_maddf", shr->combined, f, shi->rgb, &shr->combined);
}
}
}
/* ambient color */
if (GPU_link_changed(shi->amb) || ma->amb != 0.0f) {
GPU_link(mat, "shade_maddf", shr->combined, GPU_uniform(&ma->amb),

View File

@ -2182,6 +2182,13 @@ void shade_madd_clamped(vec4 col, vec4 col1, vec4 col2, out vec4 outcol)
outcol = col + max(col1 * col2, vec4(0.0, 0.0, 0.0, 0.0));
}
void env_apply(vec4 col, vec4 hor, vec4 zen, vec4 f, mat4 vm, vec3 vn, out vec4 outcol)
{
vec3 vv = normalize(vm[2].xyz);
float skyfac = 0.5 * (1.0 + dot(vn, -vv));
outcol = col + f * mix(hor, zen, skyfac);
}
void shade_maddf(vec4 col, float f, vec4 col1, out vec4 outcol)
{
outcol = col + f * col1;

View File

@ -902,6 +902,7 @@ typedef struct GameData {
#define GAME_GLSL_NO_COLOR_MANAGEMENT (1 << 15)
#define GAME_SHOW_OBSTACLE_SIMULATION (1 << 16)
#define GAME_NO_MATERIAL_CACHING (1 << 17)
#define GAME_GLSL_NO_ENV_LIGHTING (1 << 18)
/* Note: GameData.flag is now an int (max 32 flags). A short could only take 16 flags */
/* GameData.playerflag */

View File

@ -4381,6 +4381,11 @@ static void rna_def_scene_game_data(BlenderRNA *brna)
"Use extra textures like normal or specular maps for GLSL rendering");
RNA_def_property_update(prop, NC_SCENE | NA_EDITED, "rna_Scene_glsl_update");
prop = RNA_def_property(srna, "use_glsl_environment_lighting", PROP_BOOLEAN, PROP_NONE);
RNA_def_property_boolean_negative_sdna(prop, NULL, "flag", GAME_GLSL_NO_ENV_LIGHTING);
RNA_def_property_ui_text(prop, "GLSL Environment Lighting", "Use environment lighting for GLSL rendering");
RNA_def_property_update(prop, NC_SCENE | NA_EDITED, "rna_Scene_glsl_update");
prop = RNA_def_property(srna, "use_material_caching", PROP_BOOLEAN, PROP_NONE);
RNA_def_property_boolean_negative_sdna(prop, NULL, "flag", GAME_NO_MATERIAL_CACHING);
RNA_def_property_ui_text(prop, "Use Material Caching",

View File

@ -102,8 +102,7 @@ static void rna_World_draw_update(Main *UNUSED(bmain), Scene *UNUSED(scene), Poi
}
#endif
/* so camera mist limits redraw */
static void rna_World_draw_mist_update(Main *UNUSED(bmain), Scene *UNUSED(scene), PointerRNA *ptr)
static void rna_World_draw_update(Main *UNUSED(bmain), Scene *UNUSED(scene), PointerRNA *ptr)
{
World *wo = ptr->id.data;
@ -264,19 +263,19 @@ static void rna_def_lighting(BlenderRNA *brna)
prop = RNA_def_property(srna, "use_environment_light", PROP_BOOLEAN, PROP_NONE);
RNA_def_property_boolean_sdna(prop, NULL, "mode", WO_ENV_LIGHT);
RNA_def_property_ui_text(prop, "Use Environment Lighting", "Add light coming from the environment");
RNA_def_property_update(prop, 0, "rna_World_update");
RNA_def_property_update(prop, 0, "rna_World_draw_update");
prop = RNA_def_property(srna, "environment_energy", PROP_FLOAT, PROP_NONE);
RNA_def_property_float_sdna(prop, NULL, "ao_env_energy");
RNA_def_property_ui_range(prop, 0, FLT_MAX, 1, 3);
RNA_def_property_ui_text(prop, "Environment Color", "Defines the strength of environment light");
RNA_def_property_update(prop, 0, "rna_World_update");
RNA_def_property_update(prop, 0, "rna_World_draw_update");
prop = RNA_def_property(srna, "environment_color", PROP_ENUM, PROP_NONE);
RNA_def_property_enum_sdna(prop, NULL, "aocolor");
RNA_def_property_enum_items(prop, prop_color_items);
RNA_def_property_ui_text(prop, "Environment Color", "Defines where the color of the environment light comes from");
RNA_def_property_update(prop, 0, "rna_World_update");
RNA_def_property_update(prop, 0, "rna_World_draw_update");
/* indirect lighting */
prop = RNA_def_property(srna, "use_indirect_light", PROP_BOOLEAN, PROP_NONE);
@ -405,27 +404,27 @@ static void rna_def_world_mist(BlenderRNA *brna)
prop = RNA_def_property(srna, "use_mist", PROP_BOOLEAN, PROP_NONE);
RNA_def_property_boolean_sdna(prop, NULL, "mode", WO_MIST);
RNA_def_property_ui_text(prop, "Use Mist", "Occlude objects with the environment color as they are further away");
RNA_def_property_update(prop, 0, "rna_World_draw_mist_update");
RNA_def_property_update(prop, 0, "rna_World_draw_update");
prop = RNA_def_property(srna, "intensity", PROP_FLOAT, PROP_NONE);
RNA_def_property_float_sdna(prop, NULL, "misi");
RNA_def_property_range(prop, 0, 1);
RNA_def_property_ui_text(prop, "Minimum", "Overall minimum intensity of the mist effect");
RNA_def_property_update(prop, 0, "rna_World_draw_mist_update");
RNA_def_property_update(prop, 0, "rna_World_draw_update");
prop = RNA_def_property(srna, "start", PROP_FLOAT, PROP_DISTANCE);
RNA_def_property_float_sdna(prop, NULL, "miststa");
RNA_def_property_range(prop, 0, FLT_MAX);
RNA_def_property_ui_range(prop, 0, 10000, 10, 2);
RNA_def_property_ui_text(prop, "Start", "Starting distance of the mist, measured from the camera");
RNA_def_property_update(prop, 0, "rna_World_draw_mist_update");
RNA_def_property_update(prop, 0, "rna_World_draw_update");
prop = RNA_def_property(srna, "depth", PROP_FLOAT, PROP_DISTANCE);
RNA_def_property_float_sdna(prop, NULL, "mistdist");
RNA_def_property_range(prop, 0, FLT_MAX);
RNA_def_property_ui_range(prop, 0, 10000, 10, 2);
RNA_def_property_ui_text(prop, "Depth", "Distance over which the mist effect fades in");
RNA_def_property_update(prop, 0, "rna_World_draw_mist_update");
RNA_def_property_update(prop, 0, "rna_World_draw_update");
prop = RNA_def_property(srna, "height", PROP_FLOAT, PROP_DISTANCE);
RNA_def_property_float_sdna(prop, NULL, "misthi");
@ -437,7 +436,7 @@ static void rna_def_world_mist(BlenderRNA *brna)
RNA_def_property_enum_sdna(prop, NULL, "mistype");
RNA_def_property_enum_items(prop, falloff_items);
RNA_def_property_ui_text(prop, "Falloff", "Type of transition used to fade mist");
RNA_def_property_update(prop, 0, "rna_World_draw_mist_update");
RNA_def_property_update(prop, 0, "rna_World_draw_update");
}
void RNA_def_world(BlenderRNA *brna)
@ -462,19 +461,19 @@ void RNA_def_world(BlenderRNA *brna)
RNA_def_property_ui_text(prop, "Horizon Color", "Color at the horizon");
/* RNA_def_property_update(prop, 0, "rna_World_update"); */
/* render-only uses this */
RNA_def_property_update(prop, 0, "rna_World_draw_mist_update");
RNA_def_property_update(prop, 0, "rna_World_draw_update");
prop = RNA_def_property(srna, "zenith_color", PROP_FLOAT, PROP_COLOR);
RNA_def_property_float_sdna(prop, NULL, "zenr");
RNA_def_property_array(prop, 3);
RNA_def_property_ui_text(prop, "Zenith Color", "Color at the zenith");
RNA_def_property_update(prop, NC_WORLD | ND_WORLD_DRAW, "rna_World_update");
RNA_def_property_update(prop, 0, "rna_World_draw_update");
prop = RNA_def_property(srna, "ambient_color", PROP_FLOAT, PROP_COLOR);
RNA_def_property_float_sdna(prop, NULL, "ambr");
RNA_def_property_array(prop, 3);
RNA_def_property_ui_text(prop, "Ambient Color", "Ambient color of the world");
RNA_def_property_update(prop, 0, "rna_World_draw_mist_update");
RNA_def_property_update(prop, 0, "rna_World_draw_update");
/* exp, range */
prop = RNA_def_property(srna, "exposure", PROP_FLOAT, PROP_NONE);