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blender-archive/source/blender/draw/engines/overlay/shaders/volume_velocity_vert.glsl
Sriharsha Kotcharlakot f137022f99 Liquid Simulation Display Options (GSoC 2020)
All the changes made in the branch `soc-2020-fluid-tools` are included in this patch.

**Major changes:**

=== Viewport Display ===

- //Raw voxel display// or //closest (nearest-neighbor)// interpolation for displaying the underlying voxel data of the simulation grids more clearly.
- An option to display //gridlines// when the slicing method is //single//.

==== Grid Display ====

- Visualization for flags, pressure and level-set representation grids with a fixed color coding based on Manta GUI.

==== Vector Display ====

- //**M**arker **A**nd **C**ell// grid visualization options for vector grids like velocity or external forces.
- Made vector display options available for external forces.

==== Coloring options for //gridlines// ====

- Range highlighting and cell filtering options for displaying the simulation grid data more precisely.
- Color gridlines with flags.

- Also, made slicing and interpolation options available for Volume Object.

Reviewed By: JacquesLucke, sebbas

Differential Revision: https://developer.blender.org/D8705
2020-09-15 23:13:01 +05:30

216 lines
6.1 KiB
GLSL

uniform sampler3D velocityX;
uniform sampler3D velocityY;
uniform sampler3D velocityZ;
uniform float displaySize = 1.0;
uniform float slicePosition;
uniform int sliceAxis; /* -1 is no slice, 0 is X, 1 is Y, 2 is Z. */
uniform bool scaleWithMagnitude = false;
uniform bool isCellCentered = false;
/* FluidDomainSettings.cell_size */
uniform vec3 cellSize;
/* FluidDomainSettings.p0 */
uniform vec3 domainOriginOffset;
/* FluidDomainSettings.res_min */
uniform ivec3 adaptiveCellOffset;
#ifdef USE_MAC
uniform bool drawMACX;
uniform bool drawMACY;
uniform bool drawMACZ;
out vec4 finalColor;
#else
flat out vec4 finalColor;
#endif
const vec3 corners[4] = vec3[4](vec3(0.0, 0.2, -0.5),
vec3(-0.2 * 0.866, -0.2 * 0.5, -0.5),
vec3(0.2 * 0.866, -0.2 * 0.5, -0.5),
vec3(0.0, 0.0, 0.5));
const int indices[12] = int[12](0, 1, 1, 2, 2, 0, 0, 3, 1, 3, 2, 3);
/* Straight Port from BKE_defvert_weight_to_rgb()
* TODO port this to a color ramp. */
vec3 weight_to_color(float weight)
{
vec3 r_rgb = vec3(0.0);
float blend = ((weight / 2.0) + 0.5);
if (weight <= 0.25) { /* blue->cyan */
r_rgb.g = blend * weight * 4.0;
r_rgb.b = blend;
}
else if (weight <= 0.50) { /* cyan->green */
r_rgb.g = blend;
r_rgb.b = blend * (1.0 - ((weight - 0.25) * 4.0));
}
else if (weight <= 0.75) { /* green->yellow */
r_rgb.r = blend * ((weight - 0.50) * 4.0);
r_rgb.g = blend;
}
else if (weight <= 1.0) { /* yellow->red */
r_rgb.r = blend;
r_rgb.g = blend * (1.0 - ((weight - 0.75) * 4.0));
}
else {
/* exceptional value, unclamped or nan,
* avoid uninitialized memory use */
r_rgb = vec3(1.0, 0.0, 1.0);
}
return r_rgb;
}
mat3 rotation_from_vector(vec3 v)
{
/* Add epsilon to avoid NaN. */
vec3 N = normalize(v + 1e-8);
vec3 UpVector = abs(N.z) < 0.99999 ? vec3(0.0, 0.0, 1.0) : vec3(1.0, 0.0, 0.0);
vec3 T = normalize(cross(UpVector, N));
vec3 B = cross(N, T);
return mat3(T, B, N);
}
vec3 get_vector(ivec3 cell_co)
{
vec3 vector;
vector.x = texelFetch(velocityX, cell_co, 0).r;
vector.y = texelFetch(velocityY, cell_co, 0).r;
vector.z = texelFetch(velocityZ, cell_co, 0).r;
return vector;
}
/* Interpolate MAC information for cell-centered vectors. */
vec3 get_vector_centered(ivec3 cell_co)
{
vec3 vector;
vector.x = 0.5 * (texelFetch(velocityX, cell_co, 0).r +
texelFetch(velocityX, ivec3(cell_co.x + 1, cell_co.yz), 0).r);
vector.y = 0.5 * (texelFetch(velocityY, cell_co, 0).r +
texelFetch(velocityY, ivec3(cell_co.x, cell_co.y + 1, cell_co.z), 0).r);
vector.z = 0.5 * (texelFetch(velocityZ, cell_co, 0).r +
texelFetch(velocityZ, ivec3(cell_co.xy, cell_co.z + 1), 0).r);
return vector;
}
/* Interpolate cell-centered information for MAC vectors. */
vec3 get_vector_mac(ivec3 cell_co)
{
vec3 vector;
vector.x = 0.5 * (texelFetch(velocityX, ivec3(cell_co.x - 1, cell_co.yz), 0).r +
texelFetch(velocityX, cell_co, 0).r);
vector.y = 0.5 * (texelFetch(velocityY, ivec3(cell_co.x, cell_co.y - 1, cell_co.z), 0).r +
texelFetch(velocityY, cell_co, 0).r);
vector.z = 0.5 * (texelFetch(velocityZ, ivec3(cell_co.xy, cell_co.z - 1), 0).r +
texelFetch(velocityZ, cell_co, 0).r);
return vector;
}
void main()
{
#ifdef USE_NEEDLE
int cell = gl_VertexID / 12;
#elif defined(USE_MAC)
int cell = gl_VertexID / 6;
#else
int cell = gl_VertexID / 2;
#endif
ivec3 volume_size = textureSize(velocityX, 0);
ivec3 cell_ofs = ivec3(0);
ivec3 cell_div = volume_size;
if (sliceAxis == 0) {
cell_ofs.x = int(slicePosition * float(volume_size.x));
cell_div.x = 1;
}
else if (sliceAxis == 1) {
cell_ofs.y = int(slicePosition * float(volume_size.y));
cell_div.y = 1;
}
else if (sliceAxis == 2) {
cell_ofs.z = int(slicePosition * float(volume_size.z));
cell_div.z = 1;
}
ivec3 cell_co;
cell_co.x = cell % cell_div.x;
cell_co.y = (cell / cell_div.x) % cell_div.y;
cell_co.z = cell / (cell_div.x * cell_div.y);
cell_co += cell_ofs;
vec3 pos = domainOriginOffset + cellSize * (vec3(cell_co + adaptiveCellOffset) + 0.5);
vec3 vector;
#ifdef USE_MAC
vec3 color;
vector = (isCellCentered) ? get_vector_mac(cell_co) : get_vector(cell_co);
switch (gl_VertexID % 6) {
case 0: /* Tail of X component. */
pos.x += (drawMACX) ? -0.5 * cellSize.x : 0.0;
color = vec3(1.0, 0.0, 0.0); /* red */
break;
case 1: /* Head of X component. */
pos.x += (drawMACX) ? (-0.5 + vector.x * displaySize) * cellSize.x : 0.0;
color = vec3(1.0, 1.0, 0.0); /* yellow */
break;
case 2: /* Tail of Y component. */
pos.y += (drawMACY) ? -0.5 * cellSize.y : 0.0;
color = vec3(0.0, 1.0, 0.0); /* green */
break;
case 3: /* Head of Y component. */
pos.y += (drawMACY) ? (-0.5 + vector.y * displaySize) * cellSize.y : 0.0;
color = vec3(1.0, 1.0, 0.0); /* yellow */
break;
case 4: /* Tail of Z component. */
pos.z += (drawMACZ) ? -0.5 * cellSize.z : 0.0;
color = vec3(0.0, 0.0, 1.0); /* blue */
break;
case 5: /* Head of Z component. */
pos.z += (drawMACZ) ? (-0.5 + vector.z * displaySize) * cellSize.z : 0.0;
color = vec3(1.0, 1.0, 0.0); /* yellow */
break;
}
finalColor = vec4(color, 1.0);
#else
vector = (isCellCentered) ? get_vector(cell_co) : get_vector_centered(cell_co);
finalColor = vec4(weight_to_color(length(vector)), 1.0);
float vector_length = 1.0;
if (scaleWithMagnitude) {
vector_length = length(vector);
}
else if (length(vector) == 0.0) {
vector_length = 0.0;
}
mat3 rot_mat = rotation_from_vector(vector);
# ifdef USE_NEEDLE
vec3 rotated_pos = rot_mat * corners[indices[gl_VertexID % 12]];
pos += rotated_pos * vector_length * displaySize * cellSize;
# else
vec3 rotated_pos = rot_mat * vec3(0.0, 0.0, 1.0);
pos += ((gl_VertexID % 2) == 1) ? rotated_pos * vector_length * displaySize * cellSize :
vec3(0.0);
# endif
#endif
vec3 world_pos = point_object_to_world(pos);
gl_Position = point_world_to_ndc(world_pos);
}