GP: implement Shadow FX (wip)

Initial implementation of effect to create a drop shadow of the strokes
This commit is contained in:
Antonioya 2018-09-30 11:19:04 +02:00
parent d9f6fdae4b
commit f1afa6f6a7
14 changed files with 547 additions and 16 deletions

View File

@ -100,6 +100,28 @@ class DATA_PT_shader_fx(ShaderFxButtonsPanel, Panel):
layout.prop(fx, "blur")
layout.prop(fx, "samples")
def FX_SHADOW(self, layout, fx):
layout.prop(fx, "offset", text="Offset")
layout.prop(fx, "shadow_color")
layout.prop(fx, "scale")
layout.prop(fx, "rotation")
layout.separator()
layout.prop(fx, "use_object", text="Use object as pivot")
if fx.use_object:
row = layout.row()
row.prop(fx, "object", text="Object")
layout.separator()
layout.prop(fx, "use_wave", text="Use Wave effect")
if fx.use_wave is True:
row = layout.row(align=True)
row.prop(fx, "orientation", expand=True)
layout.prop(fx, "amplitude")
layout.prop(fx, "period")
layout.prop(fx, "phase")
def FX_SWIRL(self, layout, fx):
layout.prop(fx, "object", text="Object")

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@ -340,6 +340,8 @@ data_to_c_simple(engines/gpencil/shaders/fx/gpencil_fx_light_frag.glsl SRC)
data_to_c_simple(engines/gpencil/shaders/fx/gpencil_fx_pixel_frag.glsl SRC)
data_to_c_simple(engines/gpencil/shaders/fx/gpencil_fx_rim_prepare_frag.glsl SRC)
data_to_c_simple(engines/gpencil/shaders/fx/gpencil_fx_rim_resolve_frag.glsl SRC)
data_to_c_simple(engines/gpencil/shaders/fx/gpencil_fx_shadow_prepare_frag.glsl SRC)
data_to_c_simple(engines/gpencil/shaders/fx/gpencil_fx_shadow_resolve_frag.glsl SRC)
data_to_c_simple(engines/gpencil/shaders/fx/gpencil_fx_swirl_frag.glsl SRC)
data_to_c_simple(engines/gpencil/shaders/fx/gpencil_fx_wave_frag.glsl SRC)

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@ -141,17 +141,17 @@ static void GPENCIL_create_framebuffers(void *vedata)
GPU_ATTACHMENT_TEXTURE(e_data.temp_color_tx_b)
});
/* used for rim FX effect */
e_data.temp_depth_tx_rim = DRW_texture_pool_query_2D(
/* used for rim and shadow FX effects */
e_data.temp_depth_tx_fx = DRW_texture_pool_query_2D(
size[0], size[1], GPU_DEPTH24_STENCIL8,
&draw_engine_gpencil_type);
e_data.temp_color_tx_rim = DRW_texture_pool_query_2D(
e_data.temp_color_tx_fx = DRW_texture_pool_query_2D(
size[0], size[1], fb_format,
&draw_engine_gpencil_type);
GPU_framebuffer_ensure_config(
&fbl->temp_fb_rim, {
GPU_ATTACHMENT_TEXTURE(e_data.temp_depth_tx_rim),
GPU_ATTACHMENT_TEXTURE(e_data.temp_color_tx_rim),
&fbl->temp_fb_fx, {
GPU_ATTACHMENT_TEXTURE(e_data.temp_depth_tx_fx),
GPU_ATTACHMENT_TEXTURE(e_data.temp_color_tx_fx),
});
/* background framebuffer to speed up drawing process (always 16 bits) */

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@ -72,6 +72,7 @@ typedef struct tGPencilObjectCache {
DRWShadingGroup *fx_colorize_sh;
DRWShadingGroup *fx_pixel_sh;
DRWShadingGroup *fx_rim_sh;
DRWShadingGroup *fx_shadow_sh;
DRWShadingGroup *fx_swirl_sh;
DRWShadingGroup *fx_flip_sh;
DRWShadingGroup *fx_light_sh;
@ -160,7 +161,7 @@ typedef struct GPENCIL_FramebufferList {
struct GPUFrameBuffer *main;
struct GPUFrameBuffer *temp_fb_a;
struct GPUFrameBuffer *temp_fb_b;
struct GPUFrameBuffer *temp_fb_rim;
struct GPUFrameBuffer *temp_fb_fx;
struct GPUFrameBuffer *background_fb;
struct GPUFrameBuffer *multisample_fb;
@ -234,6 +235,8 @@ typedef struct GPENCIL_e_data {
struct GPUShader *gpencil_fx_pixel_sh;
struct GPUShader *gpencil_fx_rim_prepare_sh;
struct GPUShader *gpencil_fx_rim_resolve_sh;
struct GPUShader *gpencil_fx_shadow_prepare_sh;
struct GPUShader *gpencil_fx_shadow_resolve_sh;
struct GPUShader *gpencil_fx_swirl_sh;
struct GPUShader *gpencil_fx_wave_sh;
@ -254,8 +257,8 @@ typedef struct GPENCIL_e_data {
struct GPUTexture *temp_color_tx_b;
struct GPUTexture *temp_depth_tx_b;
struct GPUTexture *temp_color_tx_rim;
struct GPUTexture *temp_depth_tx_rim;
struct GPUTexture *temp_color_tx_fx;
struct GPUTexture *temp_depth_tx_fx;
/* for buffer only one batch is nedeed because the drawing is only of one stroke */
GPUBatch *batch_buffer_stroke;

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@ -48,6 +48,8 @@ extern char datatoc_gpencil_fx_light_frag_glsl[];
extern char datatoc_gpencil_fx_pixel_frag_glsl[];
extern char datatoc_gpencil_fx_rim_prepare_frag_glsl[];
extern char datatoc_gpencil_fx_rim_resolve_frag_glsl[];
extern char datatoc_gpencil_fx_shadow_prepare_frag_glsl[];
extern char datatoc_gpencil_fx_shadow_resolve_frag_glsl[];
extern char datatoc_gpencil_fx_swirl_frag_glsl[];
extern char datatoc_gpencil_fx_wave_frag_glsl[];
@ -407,8 +409,8 @@ static void DRW_gpencil_fx_rim(
e_data->gpencil_fx_blur_sh,
psl->fx_shader_pass_blend);
DRW_shgroup_call_add(fx_shgrp, fxquad, NULL);
DRW_shgroup_uniform_texture_ref(fx_shgrp, "strokeColor", &e_data->temp_color_tx_rim);
DRW_shgroup_uniform_texture_ref(fx_shgrp, "strokeDepth", &e_data->temp_depth_tx_rim);
DRW_shgroup_uniform_texture_ref(fx_shgrp, "strokeColor", &e_data->temp_color_tx_fx);
DRW_shgroup_uniform_texture_ref(fx_shgrp, "strokeDepth", &e_data->temp_depth_tx_fx);
DRW_shgroup_uniform_int(fx_shgrp, "blur", &fxd->blur[0], 2);
DRW_shgroup_uniform_vec3(fx_shgrp, "loc", &cache->loc[0], 1);
@ -425,13 +427,82 @@ static void DRW_gpencil_fx_rim(
DRW_shgroup_call_add(fx_shgrp, fxquad, NULL);
DRW_shgroup_uniform_texture_ref(fx_shgrp, "strokeColor", &e_data->temp_color_tx_a);
DRW_shgroup_uniform_texture_ref(fx_shgrp, "strokeDepth", &e_data->temp_depth_tx_a);
DRW_shgroup_uniform_texture_ref(fx_shgrp, "strokeRim", &e_data->temp_color_tx_rim);
DRW_shgroup_uniform_texture_ref(fx_shgrp, "strokeRim", &e_data->temp_color_tx_fx);
DRW_shgroup_uniform_vec3(fx_shgrp, "mask_color", &fxd->mask_rgb[0], 1);
DRW_shgroup_uniform_int(fx_shgrp, "mode", &fxd->mode, 1);
fxd->runtime.fx_sh_c = fx_shgrp;
}
/* Shadow FX */
static void DRW_gpencil_fx_shadow(
ShaderFxData *fx, GPENCIL_e_data *e_data, GPENCIL_Data *vedata,
tGPencilObjectCache *cache)
{
if (fx == NULL) {
return;
}
ShadowShaderFxData *fxd = (ShadowShaderFxData *)fx;
if ((!fxd->object) && (fxd->flag & FX_SHADOW_USE_OBJECT)) {
return;
}
GPENCIL_StorageList *stl = ((GPENCIL_Data *)vedata)->stl;
GPENCIL_PassList *psl = ((GPENCIL_Data *)vedata)->psl;
DRWShadingGroup *fx_shgrp;
struct GPUBatch *fxquad = DRW_cache_fullscreen_quad_get();
/* prepare pass */
fx_shgrp = DRW_shgroup_create(
e_data->gpencil_fx_shadow_prepare_sh,
psl->fx_shader_pass_blend);
DRW_shgroup_call_add(fx_shgrp, fxquad, NULL);
DRW_shgroup_uniform_texture_ref(fx_shgrp, "strokeColor", &e_data->temp_color_tx_a);
DRW_shgroup_uniform_texture_ref(fx_shgrp, "strokeDepth", &e_data->temp_depth_tx_a);
DRW_shgroup_uniform_vec2(fx_shgrp, "Viewport", DRW_viewport_size_get(), 1);
DRW_shgroup_uniform_int(fx_shgrp, "offset", &fxd->offset[0], 2);
DRW_shgroup_uniform_float(fx_shgrp, "scale", &fxd->scale[0], 2);
DRW_shgroup_uniform_float(fx_shgrp, "rotation", &fxd->rotation, 1);
DRW_shgroup_uniform_vec4(fx_shgrp, "shadow_color", &fxd->shadow_rgba[0], 1);
if ((fxd->object) && (fxd->flag & FX_SHADOW_USE_OBJECT)) {
DRW_shgroup_uniform_vec3(fx_shgrp, "loc", &fxd->object->loc[0], 1);
}
else {
DRW_shgroup_uniform_vec3(fx_shgrp, "loc", &cache->loc[0], 1);
}
const int nowave = -1;
if (fxd->flag & FX_SHADOW_USE_WAVE) {
DRW_shgroup_uniform_int(fx_shgrp, "orientation", &fxd->orientation, 1);
}
else {
DRW_shgroup_uniform_int(fx_shgrp, "orientation", &nowave, 1);
}
DRW_shgroup_uniform_float(fx_shgrp, "amplitude", &fxd->amplitude, 1);
DRW_shgroup_uniform_float(fx_shgrp, "period", &fxd->period, 1);
DRW_shgroup_uniform_float(fx_shgrp, "phase", &fxd->phase, 1);
DRW_shgroup_uniform_float(fx_shgrp, "pixsize", stl->storage->pixsize, 1);
DRW_shgroup_uniform_float(fx_shgrp, "pixelsize", &U.pixelsize, 1);
DRW_shgroup_uniform_float(fx_shgrp, "pixfactor", &cache->pixfactor, 1);
fxd->runtime.fx_sh = fx_shgrp;
/* resolve pass */
fx_shgrp = DRW_shgroup_create(
e_data->gpencil_fx_shadow_resolve_sh,
psl->fx_shader_pass_blend);
DRW_shgroup_call_add(fx_shgrp, fxquad, NULL);
DRW_shgroup_uniform_texture_ref(fx_shgrp, "strokeColor", &e_data->temp_color_tx_a);
DRW_shgroup_uniform_texture_ref(fx_shgrp, "strokeDepth", &e_data->temp_depth_tx_a);
DRW_shgroup_uniform_texture_ref(fx_shgrp, "shadowColor", &e_data->temp_color_tx_fx);
DRW_shgroup_uniform_texture_ref(fx_shgrp, "shadowDepth", &e_data->temp_depth_tx_fx);
fxd->runtime.fx_sh_b = fx_shgrp;
}
/* Swirl FX */
static void DRW_gpencil_fx_swirl(
ShaderFxData *fx, GPENCIL_e_data *e_data, GPENCIL_Data *vedata,
@ -531,6 +602,13 @@ void GPENCIL_create_fx_shaders(GPENCIL_e_data *e_data)
e_data->gpencil_fx_rim_resolve_sh = DRW_shader_create_fullscreen(
datatoc_gpencil_fx_rim_resolve_frag_glsl, NULL);
}
if (!e_data->gpencil_fx_shadow_prepare_sh) {
e_data->gpencil_fx_shadow_prepare_sh = DRW_shader_create_fullscreen(
datatoc_gpencil_fx_shadow_prepare_frag_glsl, NULL);
e_data->gpencil_fx_shadow_resolve_sh = DRW_shader_create_fullscreen(
datatoc_gpencil_fx_shadow_resolve_frag_glsl, NULL);
}
if (!e_data->gpencil_fx_swirl_sh) {
e_data->gpencil_fx_swirl_sh = DRW_shader_create_fullscreen(
datatoc_gpencil_fx_swirl_frag_glsl, NULL);
@ -551,6 +629,8 @@ void GPENCIL_delete_fx_shaders(GPENCIL_e_data *e_data)
DRW_SHADER_FREE_SAFE(e_data->gpencil_fx_pixel_sh);
DRW_SHADER_FREE_SAFE(e_data->gpencil_fx_rim_prepare_sh);
DRW_SHADER_FREE_SAFE(e_data->gpencil_fx_rim_resolve_sh);
DRW_SHADER_FREE_SAFE(e_data->gpencil_fx_shadow_prepare_sh);
DRW_SHADER_FREE_SAFE(e_data->gpencil_fx_shadow_resolve_sh);
DRW_SHADER_FREE_SAFE(e_data->gpencil_fx_swirl_sh);
DRW_SHADER_FREE_SAFE(e_data->gpencil_fx_wave_sh);
}
@ -602,6 +682,9 @@ void DRW_gpencil_fx_prepare(
case eShaderFxType_Rim:
DRW_gpencil_fx_rim(fx, e_data, vedata, cache);
break;
case eShaderFxType_Shadow:
DRW_gpencil_fx_shadow(fx, e_data, vedata, cache);
break;
case eShaderFxType_Swirl:
DRW_gpencil_fx_swirl(fx, e_data, vedata, cache);
break;
@ -706,8 +789,8 @@ static void draw_gpencil_rim_blur(
fxd->runtime.fx_sh_b, fxd->runtime.fx_sh_b);
/* copy pass from b for ping-pong frame buffers */
GPU_framebuffer_bind(fbl->temp_fb_rim);
GPU_framebuffer_clear_color_depth(fbl->temp_fb_rim, clearcol, 1.0f);
GPU_framebuffer_bind(fbl->temp_fb_fx);
GPU_framebuffer_clear_color_depth(fbl->temp_fb_fx, clearcol, 1.0f);
DRW_draw_pass(psl->mix_pass_noblend);
}
@ -729,8 +812,8 @@ static void draw_gpencil_rim_passes(
int by = fxd->blur[1];
/* prepare mask */
GPU_framebuffer_bind(fbl->temp_fb_rim);
GPU_framebuffer_clear_color_depth(fbl->temp_fb_rim, clearcol, 1.0f);
GPU_framebuffer_bind(fbl->temp_fb_fx);
GPU_framebuffer_clear_color_depth(fbl->temp_fb_fx, clearcol, 1.0f);
DRW_draw_pass_subset(
psl->fx_shader_pass_blend,
fxd->runtime.fx_sh, fxd->runtime.fx_sh);
@ -772,6 +855,44 @@ static void draw_gpencil_rim_passes(
DRW_draw_pass(psl->mix_pass_noblend);
}
/* helper to draw SHADOW passes */
static void draw_gpencil_shadow_passes(
struct GPENCIL_e_data *e_data,
struct GPENCIL_Data *vedata,
struct ShadowShaderFxData *fxd)
{
if (fxd->runtime.fx_sh_b == NULL) {
return;
}
GPENCIL_PassList *psl = ((GPENCIL_Data *)vedata)->psl;
GPENCIL_FramebufferList *fbl = ((GPENCIL_Data *)vedata)->fbl;
static float clearcol[4] = { 0.0f, 0.0f, 0.0f, 0.0f };
/* prepare shadow */
GPU_framebuffer_bind(fbl->temp_fb_fx);
GPU_framebuffer_clear_color_depth(fbl->temp_fb_fx, clearcol, 1.0f);
DRW_draw_pass_subset(
psl->fx_shader_pass_blend,
fxd->runtime.fx_sh, fxd->runtime.fx_sh);
/* resolve */
GPU_framebuffer_bind(fbl->temp_fb_b);
GPU_framebuffer_clear_color_depth(fbl->temp_fb_b, clearcol, 1.0f);
DRW_draw_pass_subset(
psl->fx_shader_pass_blend,
fxd->runtime.fx_sh_b, fxd->runtime.fx_sh_b);
/* copy pass from b to a for ping-pong frame buffers */
e_data->input_depth_tx = e_data->temp_depth_tx_b;
e_data->input_color_tx = e_data->temp_color_tx_b;
GPU_framebuffer_bind(fbl->temp_fb_a);
GPU_framebuffer_clear_color_depth(fbl->temp_fb_a, clearcol, 1.0f);
DRW_draw_pass(psl->mix_pass_noblend);
}
/* apply all object fx effects */
void DRW_gpencil_fx_draw(
struct GPENCIL_e_data *e_data,
@ -822,6 +943,12 @@ void DRW_gpencil_fx_draw(
draw_gpencil_rim_passes(e_data, vedata, fxd);
break;
}
case eShaderFxType_Shadow:
{
ShadowShaderFxData *fxd = (ShadowShaderFxData *)fx;
draw_gpencil_shadow_passes(e_data, vedata, fxd);
break;
}
case eShaderFxType_Swirl:
{
SwirlShaderFxData *fxd = (SwirlShaderFxData *)fx;

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@ -0,0 +1,122 @@
uniform mat4 ProjectionMatrix;
uniform mat4 ViewMatrix;
/* ******************************************************************* */
/* create shadow */
/* ******************************************************************* */
uniform sampler2D strokeColor;
uniform sampler2D strokeDepth;
uniform vec2 Viewport;
uniform int offset[2];
uniform float scale[2];
uniform float rotation;
uniform vec4 shadow_color;
uniform float amplitude;
uniform float period;
uniform float phase;
uniform int orientation;
uniform vec3 loc;
uniform float pixsize; /* rv3d->pixsize */
uniform float pixelsize; /* U.pixelsize */
uniform float pixfactor;
#define M_PI 3.1415926535897932384626433832795
#define HORIZONTAL 0
#define VERTICAL 1
float defaultpixsize = pixsize * pixelsize * (1000.0 / pixfactor);
vec2 noffset = vec2(offset[0], offset[1]);
out vec4 FragColor;
/* project 3d point to 2d on screen space */
vec2 toScreenSpace(vec4 vertex)
{
/* need to calculate ndc because this is not done by vertex shader */
vec3 ndc = vec3(vertex).xyz / vertex.w;
vec2 sc;
sc.x = ((ndc.x + 1.0) / 2.0) * Viewport.x;
sc.y = ((ndc.y + 1.0) / 2.0) * Viewport.y;
return sc;
}
void main()
{
vec2 uv = vec2(gl_FragCoord.xy);
vec4 nloc = ProjectionMatrix * ViewMatrix * vec4(loc.xyz, 1.0);
vec2 loc2d = toScreenSpace(nloc);
float dx = (ProjectionMatrix[3][3] == 0.0) ? (noffset[0] / (nloc.z * defaultpixsize)) : (noffset[0] / defaultpixsize);
float dy = (ProjectionMatrix[3][3] == 0.0) ? (noffset[1] / (nloc.z * defaultpixsize)) : (noffset[1] / defaultpixsize);
/* move point to new coords system */
vec2 tpos = vec2(uv.x, uv.y) - loc2d;
/* apply offset */
tpos = vec2(tpos.x - dx, tpos.y - dy);
/* apply scale */
tpos.x *= 1.0 / scale[0];
tpos.y *= 1.0 / scale[1];
/* rotation */
tpos.x = (tpos.x * cos(rotation)) - (tpos.y * sin(rotation));
tpos.y = (tpos.x * sin(rotation)) + (tpos.y * cos(rotation));
/* back to original coords system */
vec2 texpos = tpos + loc2d;
/* wave */
float value;
if (orientation == HORIZONTAL) {
float pval = (uv.x * M_PI) / Viewport[0];
value = amplitude * sin((period * pval) + phase);
texpos.y += value;
}
else if (orientation == VERTICAL){
float pval = (uv.y * M_PI) / Viewport[1];
value = amplitude * sin((period * pval) + phase);
texpos.x += value;
}
float stroke_depth = texelFetch(strokeDepth, ivec2(texpos.x, texpos.y), 0).r;
vec4 src_pixel= texelFetch(strokeColor, ivec2(texpos.x, texpos.y), 0);
vec4 outcolor;
outcolor = shadow_color;
/* is transparent */
if (src_pixel.a == 0.0f) {
discard;
}
// /* check inside viewport */
// else if ((uv.x - dx < 0) || (uv.x - dx > Viewport[0])) {
// discard;
// }
// else if ((uv.y - dy < 0) || (uv.y - dy > Viewport[1])) {
// discard;
// }
// /* pixel is equal to mask color, keep */
// else if (src_pixel.rgb == mask_color.rgb) {
// discard;
// }
// else {
// if ((src_pixel.a > 0) && (offset_pixel.a > 0)) {
// discard;
// }
// else {
// outcolor = vec4(rim_color, 1.0);
// }
// }
gl_FragDepth = stroke_depth;
FragColor = outcolor;
}

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@ -0,0 +1,32 @@
/* ******************************************************************* */
/* Resolve Shadow pass */
/* ******************************************************************* */
uniform sampler2D strokeColor;
uniform sampler2D strokeDepth;
uniform sampler2D shadowColor;
uniform sampler2D shadowDepth;
out vec4 FragColor;
void main()
{
ivec2 uv = ivec2(gl_FragCoord.xy);
float stroke_depth = texelFetch(strokeDepth, uv.xy, 0).r;
float shadow_depth = texelFetch(shadowDepth, uv.xy, 0).r;
vec4 stroke_pixel= texelFetch(strokeColor, uv.xy, 0);
vec4 shadow_pixel= texelFetch(shadowColor, uv.xy, 0);
/* copy original pixel */
vec4 outcolor = stroke_pixel;
float outdepth = stroke_depth;
/* if stroke is not on top, copy shadow */
if ((stroke_pixel.a <= 0.2) && (shadow_pixel.a > 0.0)) {
outcolor = shadow_pixel;
outdepth = shadow_depth;
}
gl_FragDepth = outdepth;
FragColor = outcolor;
}

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@ -44,6 +44,7 @@ typedef enum ShaderFxType {
eShaderFxType_Wave = 6,
eShaderFxType_Rim = 7,
eShaderFxType_Colorize = 8,
eShaderFxType_Shadow = 9,
NUM_SHADER_FX_TYPES
} ShaderFxType;
@ -169,6 +170,26 @@ typedef enum RimShaderFxModes {
eShaderFxRimMode_Divide = 5,
} RimShaderFxModes;
typedef struct ShadowShaderFxData {
ShaderFxData shaderfx;
struct Object *object;
int offset[2];
int flag; /* flags */
float shadow_rgba[4];
float amplitude;
float period;
float phase;
int orientation;
float scale[2];
float rotation;
ShaderFxData_runtime runtime;
} ShadowShaderFxData;
typedef enum eShadowShaderFx_Flag {
FX_SHADOW_USE_OBJECT = (1 << 0),
FX_SHADOW_USE_WAVE = (1 << 1),
} eShadowShaderFx_Flag;
typedef struct SwirlShaderFxData {
ShaderFxData shaderfx;
struct Object *object;

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@ -621,6 +621,7 @@ extern StructRNA RNA_ShaderFxFlip;
extern StructRNA RNA_ShaderFxLight;
extern StructRNA RNA_ShaderFxPixel;
extern StructRNA RNA_ShaderFxRim;
extern StructRNA RNA_ShaderFxShadow;
extern StructRNA RNA_ShaderFxSwirl;
extern StructRNA RNA_ShaderFxWave;
extern StructRNA RNA_TexMapping;

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@ -55,6 +55,7 @@ const EnumPropertyItem rna_enum_object_shaderfx_type_items[] = {
{eShaderFxType_Light, "FX_LIGHT", ICON_SHADERFX, "Light", "Simulate ilumination" },
{eShaderFxType_Pixel, "FX_PIXEL", ICON_SHADERFX, "Pixelate", "Pixelate image"},
{eShaderFxType_Rim, "FX_RIM", ICON_SHADERFX, "Rim", "Add a rim to the image" },
{eShaderFxType_Shadow, "FX_SHADOW", ICON_SHADERFX, "Shadow", "Create a shadow effect"},
{eShaderFxType_Swirl, "FX_SWIRL", ICON_SHADERFX, "Swirl", "Create a rotation distortion"},
{eShaderFxType_Wave, "FX_WAVE", ICON_SHADERFX, "Wave Distortion", "Apply sinusoidal deformation"},
{0, NULL, 0, NULL, NULL}
@ -101,6 +102,8 @@ static StructRNA *rna_ShaderFx_refine(struct PointerRNA *ptr)
return &RNA_ShaderFxPixel;
case eShaderFxType_Rim:
return &RNA_ShaderFxRim;
case eShaderFxType_Shadow:
return &RNA_ShaderFxShadow;
case eShaderFxType_Swirl:
return &RNA_ShaderFxSwirl;
case eShaderFxType_Flip:
@ -180,6 +183,7 @@ static void rna_##_type##ShaderFx_##_prop##_set(PointerRNA *ptr, PointerRNA valu
}
RNA_FX_OBJECT_SET(Light, object, OB_EMPTY);
RNA_FX_OBJECT_SET(Shadow, object, OB_EMPTY);
RNA_FX_OBJECT_SET(Swirl, object, OB_EMPTY);
#undef RNA_FX_OBJECT_SET
@ -382,6 +386,89 @@ static void rna_def_shader_fx_rim(BlenderRNA *brna)
RNA_def_property_update(prop, NC_OBJECT | ND_MODIFIER, "rna_ShaderFx_update");
}
static void rna_def_shader_fx_shadow(BlenderRNA *brna)
{
static EnumPropertyItem prop_shaderfx_shadow_type_items[] = {
{ 0, "HORIZONTAL", 0, "Horizontal", "" },
{ 1, "VERTICAL", 0, "Vertical", "" },
{ 0, NULL, 0, NULL, NULL }
};
StructRNA *srna;
PropertyRNA *prop;
srna = RNA_def_struct(brna, "ShaderFxShadow", "ShaderFx");
RNA_def_struct_ui_text(srna, "Shadow Effect", "Shadow effect");
RNA_def_struct_sdna(srna, "ShadowShaderFxData");
RNA_def_struct_ui_icon(srna, ICON_SHADERFX);
prop = RNA_def_property(srna, "object", PROP_POINTER, PROP_NONE);
RNA_def_property_ui_text(prop, "Object", "Object to determine center of rotation");
RNA_def_property_pointer_funcs(prop, NULL, "rna_ShadowShaderFx_object_set", NULL, NULL);
RNA_def_property_flag(prop, PROP_EDITABLE | PROP_ID_SELF_CHECK);
RNA_def_property_update(prop, 0, "rna_ShaderFx_dependency_update");
prop = RNA_def_property(srna, "offset", PROP_INT, PROP_PIXEL);
RNA_def_property_int_sdna(prop, NULL, "offset");
RNA_def_property_range(prop, -INT_MAX, INT_MAX);
RNA_def_property_ui_text(prop, "Offset", "Offset of the shadow");
RNA_def_property_update(prop, NC_OBJECT | ND_MODIFIER, "rna_ShaderFx_update");
prop = RNA_def_property(srna, "scale", PROP_FLOAT, PROP_NONE);
RNA_def_property_float_sdna(prop, NULL, "scale");
RNA_def_property_range(prop, -FLT_MAX, FLT_MAX);
RNA_def_property_ui_text(prop, "Scale", "Offset of the shadow");
RNA_def_property_update(prop, NC_OBJECT | ND_MODIFIER, "rna_ShaderFx_update");
prop = RNA_def_property(srna, "shadow_color", PROP_FLOAT, PROP_COLOR_GAMMA);
RNA_def_property_range(prop, 0.0, 1.0);
RNA_def_property_float_sdna(prop, NULL, "shadow_rgba");
RNA_def_property_array(prop, 4);
RNA_def_property_ui_text(prop, "Shadow Color", "Color used for Shadow");
RNA_def_property_update(prop, NC_OBJECT | ND_MODIFIER, "rna_ShaderFx_update");
prop = RNA_def_property(srna, "orientation", PROP_ENUM, PROP_NONE);
RNA_def_property_enum_sdna(prop, NULL, "orientation");
RNA_def_property_enum_items(prop, prop_shaderfx_shadow_type_items);
RNA_def_property_ui_text(prop, "Orientation", "Direction of the wave");
RNA_def_property_update(prop, NC_OBJECT | ND_MODIFIER, "rna_ShaderFx_update");
prop = RNA_def_property(srna, "amplitude", PROP_FLOAT, PROP_NONE);
RNA_def_property_float_sdna(prop, NULL, "amplitude");
RNA_def_property_range(prop, 0, FLT_MAX);
RNA_def_property_ui_text(prop, "Amplitude", "Amplitude of Wave");
RNA_def_property_update(prop, NC_OBJECT | ND_MODIFIER, "rna_ShaderFx_update");
prop = RNA_def_property(srna, "period", PROP_FLOAT, PROP_NONE);
RNA_def_property_float_sdna(prop, NULL, "period");
RNA_def_property_range(prop, 0, FLT_MAX);
RNA_def_property_ui_text(prop, "Period", "Period of Wave");
RNA_def_property_update(prop, NC_OBJECT | ND_MODIFIER, "rna_ShaderFx_update");
prop = RNA_def_property(srna, "phase", PROP_FLOAT, PROP_NONE);
RNA_def_property_float_sdna(prop, NULL, "phase");
RNA_def_property_range(prop, -FLT_MAX, FLT_MAX);
RNA_def_property_ui_text(prop, "Phase", "Phase Shift of Wave");
RNA_def_property_update(prop, NC_OBJECT | ND_MODIFIER, "rna_ShaderFx_update");
prop = RNA_def_property(srna, "rotation", PROP_FLOAT, PROP_ANGLE);
RNA_def_property_float_sdna(prop, NULL, "rotation");
RNA_def_property_range(prop, DEG2RAD(-360), DEG2RAD(360));
RNA_def_property_ui_range(prop, DEG2RAD(-360), DEG2RAD(360), 5, 2);
RNA_def_property_ui_text(prop, "Rotation", "Rotation around center or object");
RNA_def_property_update(prop, NC_OBJECT | ND_MODIFIER, "rna_ShaderFx_update");
prop = RNA_def_property(srna, "use_object", PROP_BOOLEAN, PROP_NONE);
RNA_def_property_boolean_sdna(prop, NULL, "flag", FX_SHADOW_USE_OBJECT);
RNA_def_property_ui_text(prop, "Use Object", "Use object as center of rotation");
RNA_def_property_update(prop, NC_OBJECT | ND_MODIFIER, "rna_ShaderFx_update");
prop = RNA_def_property(srna, "use_wave", PROP_BOOLEAN, PROP_NONE);
RNA_def_property_boolean_sdna(prop, NULL, "flag", FX_SHADOW_USE_WAVE);
RNA_def_property_ui_text(prop, "Wave", "Use wave effect");
RNA_def_property_update(prop, NC_OBJECT | ND_MODIFIER, "rna_ShaderFx_update");
}
static void rna_def_shader_fx_swirl(BlenderRNA *brna)
{
StructRNA *srna;
@ -529,6 +616,7 @@ void RNA_def_shader_fx(BlenderRNA *brna)
rna_def_shader_fx_wave(brna);
rna_def_shader_fx_pixel(brna);
rna_def_shader_fx_rim(brna);
rna_def_shader_fx_shadow(brna);
rna_def_shader_fx_swirl(brna);
rna_def_shader_fx_flip(brna);
rna_def_shader_fx_light(brna);

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@ -49,6 +49,7 @@ set(SRC
intern/FX_shader_light.c
intern/FX_shader_pixel.c
intern/FX_shader_rim.c
intern/FX_shader_shadow.c
intern/FX_shader_swirl.c
intern/FX_shader_wave.c

View File

@ -38,6 +38,7 @@ extern ShaderFxTypeInfo shaderfx_Type_Flip;
extern ShaderFxTypeInfo shaderfx_Type_Light;
extern ShaderFxTypeInfo shaderfx_Type_Pixel;
extern ShaderFxTypeInfo shaderfx_Type_Rim;
extern ShaderFxTypeInfo shaderfx_Type_Shadow;
extern ShaderFxTypeInfo shaderfx_Type_Swirl;
extern ShaderFxTypeInfo shaderfx_Type_Wave;

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@ -0,0 +1,110 @@
/*
* ***** BEGIN GPL LICENSE BLOCK *****
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* The Original Code is Copyright (C) 2018, Blender Foundation
* This is a new part of Blender
*
* Contributor(s): Antonio Vazquez
*
* ***** END GPL LICENSE BLOCK *****
*
*/
/** \file blender/shader_fx/intern/FX_shader_shadow.c
* \ingroup shader_fx
*/
#include <stdio.h>
#include "DNA_scene_types.h"
#include "DNA_object_types.h"
#include "DNA_gpencil_types.h"
#include "BLI_math_base.h"
#include "BLI_utildefines.h"
#include "BKE_library_query.h"
#include "BKE_modifier.h"
#include "BKE_shader_fx.h"
#include "FX_shader_types.h"
#include "DEG_depsgraph.h"
#include "DEG_depsgraph_build.h"
static void initData(ShaderFxData *md)
{
ShadowShaderFxData *gpfx = (ShadowShaderFxData *)md;
gpfx->rotation = 0.0f;
ARRAY_SET_ITEMS(gpfx->offset, 15, 20);
ARRAY_SET_ITEMS(gpfx->scale, 1.0f, 1.0f);
ARRAY_SET_ITEMS(gpfx->shadow_rgba, 0.54f, 0.62f, 1.0f, 0.9f);
gpfx->amplitude = 10.0f;
gpfx->period = 20.0f;
gpfx->phase = 0.0f;
gpfx->orientation = 1;
}
static void copyData(const ShaderFxData *md, ShaderFxData *target)
{
BKE_shaderfx_copyData_generic(md, target);
}
static void updateDepsgraph(ShaderFxData *fx, const ModifierUpdateDepsgraphContext *ctx)
{
ShadowShaderFxData *fxd = (ShadowShaderFxData *)fx;
if (fxd->object != NULL) {
DEG_add_object_relation(ctx->node, fxd->object, DEG_OB_COMP_GEOMETRY, "Shadow ShaderFx");
DEG_add_object_relation(ctx->node, fxd->object, DEG_OB_COMP_TRANSFORM, "Shadow ShaderFx");
}
DEG_add_object_relation(ctx->node, ctx->object, DEG_OB_COMP_TRANSFORM, "Shadow ShaderFx");
}
static bool isDisabled(ShaderFxData *fx, int UNUSED(userRenderParams))
{
ShadowShaderFxData *fxd = (ShadowShaderFxData *)fx;
return (!fxd->object) && (fxd->flag & FX_SHADOW_USE_OBJECT);
}
static void foreachObjectLink(
ShaderFxData *fx, Object *ob,
ShaderFxObjectWalkFunc walk, void *userData)
{
ShadowShaderFxData *fxd = (ShadowShaderFxData *)fx;
walk(userData, ob, &fxd->object, IDWALK_CB_NOP);
}
ShaderFxTypeInfo shaderfx_Type_Shadow = {
/* name */ "Shadow",
/* structName */ "ShadowShaderFxData",
/* structSize */ sizeof(ShadowShaderFxData),
/* type */ eShaderFxType_GpencilType,
/* flags */ 0,
/* copyData */ copyData,
/* initData */ initData,
/* freeData */ NULL,
/* isDisabled */ isDisabled,
/* updateDepsgraph */ updateDepsgraph,
/* dependsOnTime */ NULL,
/* foreachObjectLink */ foreachObjectLink,
/* foreachIDLink */ NULL,
};

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@ -49,6 +49,7 @@ void shaderfx_type_init(ShaderFxTypeInfo *types[])
INIT_FX_TYPE(Light);
INIT_FX_TYPE(Pixel);
INIT_FX_TYPE(Rim);
INIT_FX_TYPE(Shadow);
INIT_FX_TYPE(Swirl);
INIT_FX_TYPE(Wave);
#undef INIT_FX_TYPE