/* * Copyright 2018, 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 * */ /** \file workbench_volume.c * \ingroup draw_engine */ #include "workbench_private.h" #include "BKE_modifier.h" #include "DNA_modifier_types.h" #include "DNA_object_force_types.h" #include "DNA_smoke_types.h" #include "GPU_draw.h" static struct { struct GPUShader *volume_sh; struct GPUShader *volume_slice_sh; } e_data = {NULL}; extern char datatoc_workbench_volume_vert_glsl[]; extern char datatoc_workbench_volume_frag_glsl[]; void workbench_volume_engine_init(void) { if (!e_data.volume_sh) { e_data.volume_sh = DRW_shader_create( datatoc_workbench_volume_vert_glsl, NULL, datatoc_workbench_volume_frag_glsl, NULL); e_data.volume_slice_sh = DRW_shader_create( datatoc_workbench_volume_vert_glsl, NULL, datatoc_workbench_volume_frag_glsl, "#define VOLUME_SLICE"); } } void workbench_volume_engine_free(void) { DRW_SHADER_FREE_SAFE(e_data.volume_sh); DRW_SHADER_FREE_SAFE(e_data.volume_slice_sh); } void workbench_volume_cache_init(WORKBENCH_Data *vedata) { vedata->psl->volume_pass = DRW_pass_create("Volumes", DRW_STATE_WRITE_COLOR | DRW_STATE_BLEND_PREMUL | DRW_STATE_CULL_FRONT); } void workbench_volume_cache_populate(WORKBENCH_Data *vedata, Scene *scene, Object *ob, ModifierData *md) { SmokeModifierData *smd = (SmokeModifierData *)md; SmokeDomainSettings *sds = smd->domain; WORKBENCH_PrivateData *wpd = vedata->stl->g_data; DefaultTextureList *dtxl = DRW_viewport_texture_list_get(); /* Don't show smoke before simulation starts, this could be made an option in the future. */ if (!sds->fluid || CFRA < sds->point_cache[0]->startframe) { return; } wpd->volumes_do = true; 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); } if (sds->tex == NULL) { return; } if (sds->slice_method == MOD_SMOKE_SLICE_AXIS_ALIGNED && sds->axis_slice_method == AXIS_SLICE_SINGLE) { float invviewmat[4][4]; DRW_viewport_matrix_get(invviewmat, DRW_MAT_VIEWINV); const int axis = (sds->slice_axis == SLICE_AXIS_AUTO) ? axis_dominant_v3_single(invviewmat[2]) : sds->slice_axis - 1; DRWShadingGroup *grp = DRW_shgroup_create(e_data.volume_slice_sh, vedata->psl->volume_pass); DRW_shgroup_uniform_texture(grp, "densityTexture", sds->tex); DRW_shgroup_uniform_texture_ref(grp, "depthBuffer", &dtxl->depth); DRW_shgroup_uniform_float_copy(grp, "densityScale", 10.0f * sds->display_thickness); DRW_shgroup_uniform_float_copy(grp, "slicePosition", sds->slice_depth); DRW_shgroup_uniform_int_copy(grp, "sliceAxis", axis); DRW_shgroup_state_disable(grp, DRW_STATE_CULL_FRONT); BLI_addtail(&wpd->smoke_domains, BLI_genericNodeN(smd)); /* TODO Flame rendering */ /* TODO COBA Rendering */ DRW_shgroup_call_object_add(grp, DRW_cache_quad_get(), ob); } else { int max_slices = max_iii(sds->res[0], sds->res[1], sds->res[2]) * sds->slice_per_voxel; DRWShadingGroup *grp = DRW_shgroup_create(e_data.volume_sh, vedata->psl->volume_pass); DRW_shgroup_uniform_vec4(grp, "viewvecs[0]", (float *)wpd->viewvecs, 3); DRW_shgroup_uniform_texture_ref(grp, "depthBuffer", &dtxl->depth); DRW_shgroup_uniform_texture(grp, "densityTexture", sds->tex); DRW_shgroup_uniform_float_copy(grp, "densityScale", 10.0f * sds->display_thickness); DRW_shgroup_uniform_int_copy(grp, "samplesLen", max_slices); /* TODO FIXME : This step size is in object space but the ray itself * is NOT unit length in object space so the required number of subdivisions * is tricky to get. */ DRW_shgroup_uniform_float_copy(grp, "stepLength", 8.0f / max_slices); DRW_shgroup_state_enable(grp, DRW_STATE_CULL_FRONT); BLI_addtail(&wpd->smoke_domains, BLI_genericNodeN(smd)); /* TODO Flame rendering */ /* TODO COBA Rendering */ DRW_shgroup_call_object_add(grp, DRW_cache_cube_get(), ob); } } void workbench_volume_smoke_textures_free(WORKBENCH_PrivateData *wpd) { /* Free Smoke Textures after rendering */ /* XXX This is a waste of processing and GPU bandwidth if nothing * is updated. But the problem is since Textures are stored in the * modifier we don't want them to take precious VRAM if the * modifier is not used for display. We should share them for * all viewport in a redraw at least. */ for (LinkData *link = wpd->smoke_domains.first; link; link = link->next) { SmokeModifierData *smd = (SmokeModifierData *)link->data; GPU_free_smoke(smd); } BLI_freelistN(&wpd->smoke_domains); }