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blender-archive/source/blender/draw/engines/eevee/eevee_volumes.c

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/*
* Copyright 2016, Blender Foundation.
*
* 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.
*
* Contributor(s): Blender Institute
*
*/
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/** \file eevee_volumes.c
* \ingroup draw_engine
*
* Volumetric effects rendering using frostbite approach.
*/
#include "DRW_render.h"
#include "BLI_rand.h"
#include "BLI_string_utils.h"
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#include "DNA_object_force_types.h"
#include "DNA_smoke_types.h"
#include "DNA_world_types.h"
#include "BKE_global.h" /* for G.debug_value */
#include "BKE_modifier.h"
#include "BKE_mesh.h"
#include "BKE_object.h"
#include "ED_screen.h"
#include "eevee_private.h"
#include "GPU_draw.h"
#include "GPU_texture.h"
static struct {
char *volumetric_common_lib;
char *volumetric_common_lamps_lib;
struct GPUShader *volumetric_clear_sh;
struct GPUShader *volumetric_scatter_sh;
struct GPUShader *volumetric_scatter_with_lamps_sh;
struct GPUShader *volumetric_integration_sh;
struct GPUShader *volumetric_resolve_sh;
GPUTexture *color_src;
GPUTexture *depth_src;
/* List of all smoke domains rendered within this frame. */
ListBase smoke_domains;
} e_data = {NULL}; /* Engine data */
extern char datatoc_bsdf_common_lib_glsl[];
extern char datatoc_bsdf_direct_lib_glsl[];
extern char datatoc_common_uniforms_lib_glsl[];
extern char datatoc_octahedron_lib_glsl[];
extern char datatoc_irradiance_lib_glsl[];
extern char datatoc_lamps_lib_glsl[];
extern char datatoc_volumetric_frag_glsl[];
extern char datatoc_volumetric_geom_glsl[];
extern char datatoc_volumetric_vert_glsl[];
extern char datatoc_volumetric_resolve_frag_glsl[];
extern char datatoc_volumetric_scatter_frag_glsl[];
extern char datatoc_volumetric_integration_frag_glsl[];
extern char datatoc_volumetric_lib_glsl[];
extern char datatoc_gpu_shader_fullscreen_vert_glsl[];
static void eevee_create_shader_volumes(void)
{
e_data.volumetric_common_lib = BLI_string_joinN(
datatoc_common_uniforms_lib_glsl,
datatoc_bsdf_common_lib_glsl,
datatoc_volumetric_lib_glsl);
e_data.volumetric_common_lamps_lib = BLI_string_joinN(
datatoc_common_uniforms_lib_glsl,
datatoc_bsdf_common_lib_glsl,
datatoc_bsdf_direct_lib_glsl,
datatoc_octahedron_lib_glsl,
datatoc_irradiance_lib_glsl,
datatoc_lamps_lib_glsl,
datatoc_volumetric_lib_glsl);
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e_data.volumetric_clear_sh = DRW_shader_create_with_lib(
datatoc_volumetric_vert_glsl,
datatoc_volumetric_geom_glsl,
datatoc_volumetric_frag_glsl,
e_data.volumetric_common_lib,
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"#define VOLUMETRICS\n"
"#define CLEAR\n");
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e_data.volumetric_scatter_sh = DRW_shader_create_with_lib(
datatoc_volumetric_vert_glsl,
datatoc_volumetric_geom_glsl,
datatoc_volumetric_scatter_frag_glsl,
e_data.volumetric_common_lamps_lib,
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SHADER_DEFINES
"#define VOLUMETRICS\n"
"#define VOLUME_SHADOW\n");
e_data.volumetric_scatter_with_lamps_sh = DRW_shader_create_with_lib(
datatoc_volumetric_vert_glsl,
datatoc_volumetric_geom_glsl,
datatoc_volumetric_scatter_frag_glsl,
e_data.volumetric_common_lamps_lib,
SHADER_DEFINES
"#define VOLUMETRICS\n"
"#define VOLUME_LIGHTING\n"
"#define VOLUME_SHADOW\n");
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e_data.volumetric_integration_sh = DRW_shader_create_with_lib(
datatoc_volumetric_vert_glsl,
datatoc_volumetric_geom_glsl,
datatoc_volumetric_integration_frag_glsl,
e_data.volumetric_common_lib, NULL);
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e_data.volumetric_resolve_sh = DRW_shader_create_with_lib(
datatoc_gpu_shader_fullscreen_vert_glsl, NULL,
datatoc_volumetric_resolve_frag_glsl,
e_data.volumetric_common_lib, NULL);
}
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void EEVEE_volumes_set_jitter(EEVEE_ViewLayerData *sldata, unsigned int current_sample)
{
EEVEE_CommonUniformBuffer *common_data = &sldata->common_data;
double ht_point[3];
double ht_offset[3] = {0.0, 0.0};
unsigned int ht_primes[3] = {3, 7, 2};
BLI_halton_3D(ht_primes, ht_offset, current_sample, ht_point);
common_data->vol_jitter[0] = (float)ht_point[0];
common_data->vol_jitter[1] = (float)ht_point[1];
common_data->vol_jitter[2] = (float)ht_point[2];
}
int EEVEE_volumes_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata)
{
EEVEE_StorageList *stl = vedata->stl;
EEVEE_FramebufferList *fbl = vedata->fbl;
EEVEE_TextureList *txl = vedata->txl;
EEVEE_EffectsInfo *effects = stl->effects;
EEVEE_CommonUniformBuffer *common_data = &sldata->common_data;
const DRWContextState *draw_ctx = DRW_context_state_get();
ViewLayer *view_layer = draw_ctx->view_layer;
IDProperty *props = BKE_view_layer_engine_evaluated_get(view_layer, COLLECTION_MODE_NONE, RE_engine_id_BLENDER_EEVEE);
const float *viewport_size = DRW_viewport_size_get();
BLI_listbase_clear(&e_data.smoke_domains);
if (BKE_collection_engine_property_value_get_bool(props, "volumetric_enable")) {
/* Shaders */
if (!e_data.volumetric_scatter_sh) {
eevee_create_shader_volumes();
}
int tile_size = BKE_collection_engine_property_value_get_int(props, "volumetric_tile_size");
/* Find Froxel Texture resolution. */
int tex_size[3];
tex_size[0] = (int)ceilf(fmaxf(1.0f, viewport_size[0] / (float)tile_size));
tex_size[1] = (int)ceilf(fmaxf(1.0f, viewport_size[1] / (float)tile_size));
tex_size[2] = max_ii(BKE_collection_engine_property_value_get_int(props, "volumetric_samples"), 1);
common_data->vol_coord_scale[0] = viewport_size[0] / (float)(tile_size * tex_size[0]);
common_data->vol_coord_scale[1] = viewport_size[1] / (float)(tile_size * tex_size[1]);
/* TODO compute snap to maxZBuffer for clustered rendering */
if ((common_data->vol_tex_size[0] != tex_size[0]) ||
(common_data->vol_tex_size[1] != tex_size[1]) ||
(common_data->vol_tex_size[2] != tex_size[2]))
{
DRW_TEXTURE_FREE_SAFE(txl->volume_prop_scattering);
DRW_TEXTURE_FREE_SAFE(txl->volume_prop_extinction);
DRW_TEXTURE_FREE_SAFE(txl->volume_prop_emission);
DRW_TEXTURE_FREE_SAFE(txl->volume_prop_phase);
DRW_TEXTURE_FREE_SAFE(txl->volume_scatter);
DRW_TEXTURE_FREE_SAFE(txl->volume_transmittance);
DRW_TEXTURE_FREE_SAFE(txl->volume_scatter_history);
DRW_TEXTURE_FREE_SAFE(txl->volume_transmittance_history);
DRW_FRAMEBUFFER_FREE_SAFE(fbl->volumetric_fb);
DRW_FRAMEBUFFER_FREE_SAFE(fbl->volumetric_scat_fb);
DRW_FRAMEBUFFER_FREE_SAFE(fbl->volumetric_integ_fb);
common_data->vol_tex_size[0] = tex_size[0];
common_data->vol_tex_size[1] = tex_size[1];
common_data->vol_tex_size[2] = tex_size[2];
common_data->vol_inv_tex_size[0] = 1.0f / (float)(tex_size[0]);
common_data->vol_inv_tex_size[1] = 1.0f / (float)(tex_size[1]);
common_data->vol_inv_tex_size[2] = 1.0f / (float)(tex_size[2]);
}
/* Like frostbite's paper, 5% blend of the new frame. */
common_data->vol_history_alpha = (txl->volume_prop_scattering == NULL) ? 0.0f : 0.95f;
if (txl->volume_prop_scattering == NULL) {
/* Volume properties: We evaluate all volumetric objects
* and store their final properties into each froxel */
txl->volume_prop_scattering = DRW_texture_create_3D(tex_size[0], tex_size[1], tex_size[2],
DRW_TEX_RGB_11_11_10, DRW_TEX_FILTER, NULL);
txl->volume_prop_extinction = DRW_texture_create_3D(tex_size[0], tex_size[1], tex_size[2],
DRW_TEX_RGB_11_11_10, DRW_TEX_FILTER, NULL);
txl->volume_prop_emission = DRW_texture_create_3D(tex_size[0], tex_size[1], tex_size[2],
DRW_TEX_RGB_11_11_10, DRW_TEX_FILTER, NULL);
txl->volume_prop_phase = DRW_texture_create_3D(tex_size[0], tex_size[1], tex_size[2],
DRW_TEX_RG_16, DRW_TEX_FILTER, NULL);
/* Volume scattering: We compute for each froxel the
* Scattered light towards the view. We also resolve temporal
* super sampling during this stage. */
txl->volume_scatter = DRW_texture_create_3D(tex_size[0], tex_size[1], tex_size[2],
DRW_TEX_RGB_11_11_10, DRW_TEX_FILTER, NULL);
txl->volume_transmittance = DRW_texture_create_3D(tex_size[0], tex_size[1], tex_size[2],
DRW_TEX_RGB_11_11_10, DRW_TEX_FILTER, NULL);
/* Final integration: We compute for each froxel the
* amount of scattered light and extinction coef at this
* given depth. We use theses textures as double buffer
* for the volumetric history. */
txl->volume_scatter_history = DRW_texture_create_3D(tex_size[0], tex_size[1], tex_size[2],
DRW_TEX_RGB_11_11_10, DRW_TEX_FILTER, NULL);
txl->volume_transmittance_history = DRW_texture_create_3D(tex_size[0], tex_size[1], tex_size[2],
DRW_TEX_RGB_11_11_10, DRW_TEX_FILTER, NULL);
}
/* Temporal Super sampling jitter */
unsigned int ht_primes[3] = {3, 7, 2};
unsigned int current_sample = 0;
/* If TAA is in use do not use the history buffer. */
bool do_taa = ((effects->enabled_effects & EFFECT_TAA) != 0);
if (draw_ctx->evil_C != NULL) {
struct wmWindowManager *wm = CTX_wm_manager(draw_ctx->evil_C);
do_taa = do_taa && (ED_screen_animation_no_scrub(wm) == NULL);
}
if (do_taa) {
common_data->vol_history_alpha = 0.0f;
current_sample = effects->taa_current_sample - 1;
effects->volume_current_sample = -1;
}
else {
const unsigned int max_sample = (ht_primes[0] * ht_primes[1] * ht_primes[2]);
current_sample = effects->volume_current_sample = (effects->volume_current_sample + 1) % max_sample;
if (current_sample != max_sample - 1) {
DRW_viewport_request_redraw();
}
}
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EEVEE_volumes_set_jitter(sldata, current_sample);
/* Framebuffer setup */
DRWFboTexture tex_vol[4] = {{&txl->volume_prop_scattering, DRW_TEX_RGB_11_11_10, DRW_TEX_FILTER},
{&txl->volume_prop_extinction, DRW_TEX_RGB_11_11_10, DRW_TEX_FILTER},
{&txl->volume_prop_emission, DRW_TEX_RGB_11_11_10, DRW_TEX_FILTER},
{&txl->volume_prop_phase, DRW_TEX_RG_16, DRW_TEX_FILTER}};
DRW_framebuffer_init(&fbl->volumetric_fb, &draw_engine_eevee_type,
(int)tex_size[0], (int)tex_size[1],
tex_vol, 4);
DRWFboTexture tex_vol_scat[2] = {{&txl->volume_scatter, DRW_TEX_RGB_11_11_10, DRW_TEX_FILTER},
{&txl->volume_transmittance, DRW_TEX_RGB_11_11_10, DRW_TEX_FILTER}};
DRW_framebuffer_init(&fbl->volumetric_scat_fb, &draw_engine_eevee_type,
(int)tex_size[0], (int)tex_size[1],
tex_vol_scat, 2);
DRWFboTexture tex_vol_integ[2] = {{&txl->volume_scatter_history, DRW_TEX_RGB_11_11_10, DRW_TEX_FILTER},
{&txl->volume_transmittance_history, DRW_TEX_RGB_11_11_10, DRW_TEX_FILTER}};
DRW_framebuffer_init(&fbl->volumetric_integ_fb, &draw_engine_eevee_type,
(int)tex_size[0], (int)tex_size[1],
tex_vol_integ, 2);
float integration_start = BKE_collection_engine_property_value_get_float(props, "volumetric_start");
float integration_end = BKE_collection_engine_property_value_get_float(props, "volumetric_end");
common_data->vol_light_clamp = BKE_collection_engine_property_value_get_float(props, "volumetric_light_clamp");
common_data->vol_shadow_steps = (float)BKE_collection_engine_property_value_get_int(props, "volumetric_shadow_samples");
if (BKE_collection_engine_property_value_get_bool(props, "volumetric_shadows")) {
}
else {
common_data->vol_shadow_steps = 0;
}
if (DRW_viewport_is_persp_get()) {
float sample_distribution = BKE_collection_engine_property_value_get_float(props, "volumetric_sample_distribution");
sample_distribution = 4.0f * (1.00001f - sample_distribution);
const float clip_start = common_data->view_vecs[0][2];
/* Negate */
float near = integration_start = min_ff(-integration_start, clip_start - 1e-4f);
float far = integration_end = min_ff(-integration_end, near - 1e-4f);
common_data->vol_depth_param[0] = (far - near * exp2(1.0f / sample_distribution)) / (far - near);
common_data->vol_depth_param[1] = (1.0f - common_data->vol_depth_param[0]) / near;
common_data->vol_depth_param[2] = sample_distribution;
}
else {
const float clip_start = common_data->view_vecs[0][2];
const float clip_end = clip_start + common_data->view_vecs[1][2];
integration_start = min_ff(integration_end, clip_start);
integration_end = max_ff(-integration_end, clip_end);
common_data->vol_depth_param[0] = integration_start;
common_data->vol_depth_param[1] = integration_end;
common_data->vol_depth_param[2] = 1.0f / (integration_end - integration_start);
}
/* Disable clamp if equal to 0. */
if (common_data->vol_light_clamp == 0.0) {
common_data->vol_light_clamp = FLT_MAX;
}
common_data->vol_use_lights = BKE_collection_engine_property_value_get_bool(props, "volumetric_lights");
return EFFECT_VOLUMETRIC | EFFECT_POST_BUFFER;
}
/* Cleanup to release memory */
DRW_TEXTURE_FREE_SAFE(txl->volume_prop_scattering);
DRW_TEXTURE_FREE_SAFE(txl->volume_prop_extinction);
DRW_TEXTURE_FREE_SAFE(txl->volume_prop_emission);
DRW_TEXTURE_FREE_SAFE(txl->volume_prop_phase);
DRW_TEXTURE_FREE_SAFE(txl->volume_scatter);
DRW_TEXTURE_FREE_SAFE(txl->volume_transmittance);
DRW_TEXTURE_FREE_SAFE(txl->volume_scatter_history);
DRW_TEXTURE_FREE_SAFE(txl->volume_transmittance_history);
DRW_FRAMEBUFFER_FREE_SAFE(fbl->volumetric_fb);
DRW_FRAMEBUFFER_FREE_SAFE(fbl->volumetric_scat_fb);
DRW_FRAMEBUFFER_FREE_SAFE(fbl->volumetric_integ_fb);
return 0;
}
void EEVEE_volumes_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata)
{
EEVEE_PassList *psl = vedata->psl;
EEVEE_StorageList *stl = vedata->stl;
EEVEE_TextureList *txl = vedata->txl;
EEVEE_EffectsInfo *effects = stl->effects;
EEVEE_CommonUniformBuffer *common_data = &sldata->common_data;
if ((effects->enabled_effects & EFFECT_VOLUMETRIC) != 0) {
const DRWContextState *draw_ctx = DRW_context_state_get();
Scene *scene = draw_ctx->scene;
DRWShadingGroup *grp;
/* Quick breakdown of the Volumetric rendering:
*
* The rendering is separated in 4 stages:
*
* - Material Parameters : we collect volume properties of
* all participating media in the scene and store them in
* a 3D texture aligned with the 3D frustum.
* This is done in 2 passes, one that clear the texture
* and/or evaluate the world volumes, and the 2nd one that
* additively render object volumes.
*
* - Light Scattering : the volume properties then are sampled
* and light scattering is evaluated for each cell of the
* volume texture. Temporal supersampling (if enabled) occurs here.
*
* - Volume Integration : the scattered light and extinction is
* integrated (accumulated) along the viewrays. The result is stored
* for every cell in another texture.
*
* - Fullscreen Resolve : From the previous stage, we get two
* 3D textures that contains integrated scatered light and extinction
* for "every" positions in the frustum. We only need to sample
* them and blend the scene color with thoses factors. This also
* work for alpha blended materials.
**/
/* World pass is not additive as it also clear the buffer. */
psl->volumetric_world_ps = DRW_pass_create("Volumetric World", DRW_STATE_WRITE_COLOR);
/* World Volumetric */
struct World *wo = scene->world;
if (wo != NULL && wo->use_nodes && wo->nodetree) {
struct GPUMaterial *mat = EEVEE_material_world_volume_get(scene, wo);
grp = DRW_shgroup_material_empty_tri_batch_create(mat,
psl->volumetric_world_ps,
common_data->vol_tex_size[2]);
if (grp) {
DRW_shgroup_uniform_block(grp, "common_block", sldata->common_ubo);
}
}
else {
/* If no world or volume material is present just clear the buffer with this drawcall */
grp = DRW_shgroup_empty_tri_batch_create(e_data.volumetric_clear_sh,
psl->volumetric_world_ps,
common_data->vol_tex_size[2]);
DRW_shgroup_uniform_block(grp, "common_block", sldata->common_ubo);
}
/* Volumetric Objects */
psl->volumetric_objects_ps = DRW_pass_create("Volumetric Properties", DRW_STATE_WRITE_COLOR |
DRW_STATE_ADDITIVE);
struct GPUShader *scatter_sh = (common_data->vol_use_lights) ? e_data.volumetric_scatter_with_lamps_sh
: e_data.volumetric_scatter_sh;
psl->volumetric_scatter_ps = DRW_pass_create("Volumetric Scattering", DRW_STATE_WRITE_COLOR);
grp = DRW_shgroup_empty_tri_batch_create(scatter_sh, psl->volumetric_scatter_ps,
common_data->vol_tex_size[2]);
DRW_shgroup_uniform_buffer(grp, "irradianceGrid", &sldata->irradiance_pool);
DRW_shgroup_uniform_buffer(grp, "shadowTexture", &sldata->shadow_pool);
DRW_shgroup_uniform_buffer(grp, "volumeScattering", &txl->volume_prop_scattering);
DRW_shgroup_uniform_buffer(grp, "volumeExtinction", &txl->volume_prop_extinction);
DRW_shgroup_uniform_buffer(grp, "volumeEmission", &txl->volume_prop_emission);
DRW_shgroup_uniform_buffer(grp, "volumePhase", &txl->volume_prop_phase);
DRW_shgroup_uniform_buffer(grp, "historyScattering", &txl->volume_scatter_history);
DRW_shgroup_uniform_buffer(grp, "historyTransmittance", &txl->volume_transmittance_history);
DRW_shgroup_uniform_block(grp, "light_block", sldata->light_ubo);
DRW_shgroup_uniform_block(grp, "shadow_block", sldata->shadow_ubo);
DRW_shgroup_uniform_block(grp, "common_block", sldata->common_ubo);
psl->volumetric_integration_ps = DRW_pass_create("Volumetric Integration", DRW_STATE_WRITE_COLOR);
grp = DRW_shgroup_empty_tri_batch_create(e_data.volumetric_integration_sh,
psl->volumetric_integration_ps,
common_data->vol_tex_size[2]);
DRW_shgroup_uniform_buffer(grp, "volumeScattering", &txl->volume_scatter);
DRW_shgroup_uniform_buffer(grp, "volumeExtinction", &txl->volume_transmittance);
DRW_shgroup_uniform_block(grp, "common_block", sldata->common_ubo);
psl->volumetric_resolve_ps = DRW_pass_create("Volumetric Resolve", DRW_STATE_WRITE_COLOR);
grp = DRW_shgroup_create(e_data.volumetric_resolve_sh, psl->volumetric_resolve_ps);
DRW_shgroup_uniform_buffer(grp, "inScattering", &txl->volume_scatter);
DRW_shgroup_uniform_buffer(grp, "inTransmittance", &txl->volume_transmittance);
DRW_shgroup_uniform_buffer(grp, "inSceneColor", &e_data.color_src);
DRW_shgroup_uniform_buffer(grp, "inSceneDepth", &e_data.depth_src);
DRW_shgroup_uniform_block(grp, "common_block", sldata->common_ubo);
DRW_shgroup_call_add(grp, DRW_cache_fullscreen_quad_get(), NULL);
}
}
void EEVEE_volumes_cache_object_add(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata, Scene *scene, Object *ob)
{
float *texcoloc = NULL;
float *texcosize = NULL;
struct ModifierData *md = NULL;
Material *ma = give_current_material(ob, 1);
if (ma == NULL) {
return;
}
struct GPUMaterial *mat = EEVEE_material_mesh_volume_get(scene, ma);
DRWShadingGroup *grp = DRW_shgroup_material_empty_tri_batch_create(mat, vedata->psl->volumetric_objects_ps, sldata->common_data.vol_tex_size[2]);
/* Making sure it's updated. */
invert_m4_m4(ob->imat, ob->obmat);
BKE_mesh_texspace_get_reference((struct Mesh *)ob->data, NULL, &texcoloc, NULL, &texcosize);
if (grp) {
DRW_shgroup_uniform_block(grp, "common_block", sldata->common_ubo);
DRW_shgroup_uniform_mat4(grp, "volumeObjectMatrix", (float *)ob->imat);
DRW_shgroup_uniform_vec3(grp, "volumeOrcoLoc", texcoloc, 1);
DRW_shgroup_uniform_vec3(grp, "volumeOrcoSize", texcosize, 1);
}
/* Smoke Simulation */
if (((ob->base_flag & BASE_FROMDUPLI) == 0) &&
(md = modifiers_findByType(ob, eModifierType_Smoke)) &&
(modifier_isEnabled(scene, md, eModifierMode_Realtime)))
{
SmokeModifierData *smd = (SmokeModifierData *)md;
SmokeDomainSettings *sds = smd->domain;
/* Don't show smoke before simulation starts, this could be made an option in the future. */
const bool show_smoke = (CFRA >= sds->point_cache[0]->startframe);
if (sds->fluid && show_smoke) {
if (!sds->wt || !(sds->viewsettings & MOD_SMOKE_VIEW_SHOWBIG)) {
GPU_create_smoke(smd, 0);
}
else if (sds->wt && (sds->viewsettings & MOD_SMOKE_VIEW_SHOWBIG)) {
GPU_create_smoke(smd, 1);
}
BLI_addtail(&e_data.smoke_domains, BLI_genericNodeN(smd));
}
if (sds->tex != NULL) {
DRW_shgroup_uniform_buffer(grp, "sampdensity", &sds->tex);
}
if (sds->tex_flame != NULL) {
DRW_shgroup_uniform_buffer(grp, "sampflame", &sds->tex_flame);
}
}
}
void EEVEE_volumes_compute(EEVEE_ViewLayerData *UNUSED(sldata), EEVEE_Data *vedata)
{
EEVEE_PassList *psl = vedata->psl;
EEVEE_TextureList *txl = vedata->txl;
EEVEE_FramebufferList *fbl = vedata->fbl;
EEVEE_StorageList *stl = vedata->stl;
EEVEE_EffectsInfo *effects = stl->effects;
if ((effects->enabled_effects & EFFECT_VOLUMETRIC) != 0) {
DRW_stats_group_start("Volumetrics");
/* Step 1: Participating Media Properties */
DRW_framebuffer_bind(fbl->volumetric_fb);
DRW_draw_pass(psl->volumetric_world_ps);
DRW_draw_pass(psl->volumetric_objects_ps);
/* Step 2: Scatter Light */
DRW_framebuffer_bind(fbl->volumetric_scat_fb);
DRW_draw_pass(psl->volumetric_scatter_ps);
/* Step 3: Integration */
DRW_framebuffer_bind(fbl->volumetric_integ_fb);
DRW_draw_pass(psl->volumetric_integration_ps);
/* Swap volume history buffers */
SWAP(struct GPUFrameBuffer *, fbl->volumetric_scat_fb, fbl->volumetric_integ_fb);
SWAP(GPUTexture *, txl->volume_scatter, txl->volume_scatter_history);
SWAP(GPUTexture *, txl->volume_transmittance, txl->volume_transmittance_history);
/* Restore */
DRW_framebuffer_bind(fbl->main);
DRW_stats_group_end();
}
}
void EEVEE_volumes_resolve(EEVEE_ViewLayerData *UNUSED(sldata), EEVEE_Data *vedata)
{
EEVEE_PassList *psl = vedata->psl;
EEVEE_TextureList *txl = vedata->txl;
EEVEE_FramebufferList *fbl = vedata->fbl;
EEVEE_StorageList *stl = vedata->stl;
EEVEE_EffectsInfo *effects = stl->effects;
if ((effects->enabled_effects & EFFECT_VOLUMETRIC) != 0) {
DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
e_data.color_src = txl->color;
e_data.depth_src = dtxl->depth;
/* Step 4: Apply for opaque */
DRW_framebuffer_bind(fbl->effect_fb);
DRW_draw_pass(psl->volumetric_resolve_ps);
/* Swap the buffers and rebind depth to the current buffer */
DRW_framebuffer_texture_detach(dtxl->depth);
SWAP(struct GPUFrameBuffer *, fbl->main, fbl->effect_fb);
SWAP(GPUTexture *, txl->color, txl->color_post);
DRW_framebuffer_texture_attach(fbl->main, dtxl->depth, 0, 0);
}
}
void EEVEE_volumes_free_smoke_textures(void)
{
/* Free Smoke Textures after rendering */
for (LinkData *link = e_data.smoke_domains.first; link; link = link->next) {
SmokeModifierData *smd = (SmokeModifierData *)link->data;
GPU_free_smoke(smd);
}
BLI_freelistN(&e_data.smoke_domains);
}
void EEVEE_volumes_free(void)
{
MEM_SAFE_FREE(e_data.volumetric_common_lib);
MEM_SAFE_FREE(e_data.volumetric_common_lamps_lib);
DRW_SHADER_FREE_SAFE(e_data.volumetric_clear_sh);
DRW_SHADER_FREE_SAFE(e_data.volumetric_scatter_sh);
DRW_SHADER_FREE_SAFE(e_data.volumetric_scatter_with_lamps_sh);
DRW_SHADER_FREE_SAFE(e_data.volumetric_integration_sh);
DRW_SHADER_FREE_SAFE(e_data.volumetric_resolve_sh);
}