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blender-archive/source/blender/draw/engines/workbench/workbench_volume.c
Clément Foucault c476c36e40 Workbench Simplification Refactor
This patch is (almost) a complete rewrite of workbench engine.
The features remain unchanged but the code quality is greatly improved.
Hair shading is brighter but also more correct.

This also introduce the concept of `DRWShaderLibrary` to make a simple
include system inside the GLSL files.

Differential Revision: https://developer.blender.org/D7060
2020-03-11 17:12:16 +01:00

192 lines
6.8 KiB
C

/*
* 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.
*
* Copyright 2018, Blender Foundation.
*/
/** \file
* \ingroup draw_engine
*/
#include "workbench_private.h"
#include "BKE_object.h"
#include "BKE_fluid.h"
#include "BLI_rand.h"
#include "BLI_dynstr.h"
#include "BLI_string_utils.h"
#include "DNA_modifier_types.h"
#include "DNA_object_force_types.h"
#include "DNA_fluid_types.h"
#include "GPU_draw.h"
void workbench_volume_engine_init(WORKBENCH_Data *vedata)
{
WORKBENCH_TextureList *txl = vedata->txl;
if (txl->dummy_volume_tx == NULL) {
float pixel[4] = {0.0f, 0.0f, 0.0f, 0.0f};
txl->dummy_volume_tx = GPU_texture_create_3d(1, 1, 1, GPU_RGBA8, pixel, NULL);
txl->dummy_coba_tx = GPU_texture_create_1d(1, GPU_RGBA8, pixel, NULL);
}
}
void workbench_volume_cache_init(WORKBENCH_Data *vedata)
{
vedata->psl->volume_ps = DRW_pass_create(
"Volumes", DRW_STATE_WRITE_COLOR | DRW_STATE_BLEND_ALPHA_PREMUL | DRW_STATE_CULL_FRONT);
vedata->stl->wpd->volumes_do = false;
}
void workbench_volume_cache_populate(WORKBENCH_Data *vedata,
Scene *UNUSED(scene),
Object *ob,
ModifierData *md)
{
FluidModifierData *mmd = (FluidModifierData *)md;
FluidDomainSettings *mds = mmd->domain;
WORKBENCH_PrivateData *wpd = vedata->stl->wpd;
WORKBENCH_TextureList *txl = vedata->txl;
DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
DRWShadingGroup *grp = NULL;
/* Don't try to show liquid domains here */
if (!mds->fluid || !(mds->type == FLUID_DOMAIN_TYPE_GAS)) {
return;
}
wpd->volumes_do = true;
if (mds->use_coba) {
GPU_create_smoke_coba_field(mmd);
}
else if (!(mds->flags & FLUID_DOMAIN_USE_NOISE)) {
GPU_create_smoke(mmd, 0);
}
else if (mds->flags & FLUID_DOMAIN_USE_NOISE) {
GPU_create_smoke(mmd, 1);
}
if ((!mds->use_coba && (mds->tex_density == NULL && mds->tex_color == NULL)) ||
(mds->use_coba && mds->tex_field == NULL)) {
return;
}
const bool use_slice = (mds->slice_method == FLUID_DOMAIN_SLICE_AXIS_ALIGNED &&
mds->axis_slice_method == AXIS_SLICE_SINGLE);
const bool cubic_interp = (mds->interp_method == VOLUME_INTERP_CUBIC);
GPUShader *sh = workbench_shader_volume_get(use_slice, mds->use_coba, cubic_interp);
if (use_slice) {
float invviewmat[4][4];
DRW_view_viewmat_get(NULL, invviewmat, true);
const int axis = (mds->slice_axis == SLICE_AXIS_AUTO) ?
axis_dominant_v3_single(invviewmat[2]) :
mds->slice_axis - 1;
float dim[3];
BKE_object_dimensions_get(ob, dim);
/* 0.05f to achieve somewhat the same opacity as the full view. */
float step_length = max_ff(1e-16f, dim[axis] * 0.05f);
grp = DRW_shgroup_create(sh, vedata->psl->volume_ps);
DRW_shgroup_uniform_float_copy(grp, "slicePosition", mds->slice_depth);
DRW_shgroup_uniform_int_copy(grp, "sliceAxis", axis);
DRW_shgroup_uniform_float_copy(grp, "stepLength", step_length);
DRW_shgroup_state_disable(grp, DRW_STATE_CULL_FRONT);
}
else {
double noise_ofs;
BLI_halton_1d(3, 0.0, wpd->taa_sample, &noise_ofs);
float dim[3], step_length, max_slice;
float slice_ct[3] = {mds->res[0], mds->res[1], mds->res[2]};
mul_v3_fl(slice_ct, max_ff(0.001f, mds->slice_per_voxel));
max_slice = max_fff(slice_ct[0], slice_ct[1], slice_ct[2]);
BKE_object_dimensions_get(ob, dim);
invert_v3(slice_ct);
mul_v3_v3(dim, slice_ct);
step_length = len_v3(dim);
grp = DRW_shgroup_create(sh, vedata->psl->volume_ps);
DRW_shgroup_uniform_block(grp, "world_block", wpd->world_ubo);
DRW_shgroup_uniform_int_copy(grp, "samplesLen", max_slice);
DRW_shgroup_uniform_float_copy(grp, "stepLength", step_length);
DRW_shgroup_uniform_float_copy(grp, "noiseOfs", noise_ofs);
DRW_shgroup_state_enable(grp, DRW_STATE_CULL_FRONT);
}
if (mds->use_coba) {
DRW_shgroup_uniform_texture(grp, "densityTexture", mds->tex_field);
DRW_shgroup_uniform_texture(grp, "transferTexture", mds->tex_coba);
}
else {
static float white[3] = {1.0f, 1.0f, 1.0f};
bool use_constant_color = ((mds->active_fields & FLUID_DOMAIN_ACTIVE_COLORS) == 0 &&
(mds->active_fields & FLUID_DOMAIN_ACTIVE_COLOR_SET) != 0);
DRW_shgroup_uniform_texture(
grp, "densityTexture", (mds->tex_color) ? mds->tex_color : mds->tex_density);
DRW_shgroup_uniform_texture(grp, "shadowTexture", mds->tex_shadow);
DRW_shgroup_uniform_texture(
grp, "flameTexture", (mds->tex_flame) ? mds->tex_flame : txl->dummy_volume_tx);
DRW_shgroup_uniform_texture(
grp, "flameColorTexture", (mds->tex_flame) ? mds->tex_flame_coba : txl->dummy_coba_tx);
DRW_shgroup_uniform_vec3(
grp, "activeColor", (use_constant_color) ? mds->active_color : white, 1);
}
DRW_shgroup_uniform_texture_ref(grp, "depthBuffer", &dtxl->depth);
DRW_shgroup_uniform_float_copy(grp, "densityScale", 10.0f * mds->display_thickness);
if (use_slice) {
DRW_shgroup_call(grp, DRW_cache_quad_get(), ob);
}
else {
DRW_shgroup_call(grp, DRW_cache_cube_get(), ob);
}
BLI_addtail(&wpd->smoke_domains, BLI_genericNodeN(mmd));
}
void workbench_volume_draw_pass(WORKBENCH_Data *vedata)
{
WORKBENCH_PassList *psl = vedata->psl;
WORKBENCH_PrivateData *wpd = vedata->stl->wpd;
DefaultFramebufferList *dfbl = DRW_viewport_framebuffer_list_get();
if (wpd->volumes_do) {
GPU_framebuffer_bind(dfbl->color_only_fb);
DRW_draw_pass(psl->volume_ps);
}
}
void workbench_volume_draw_finish(WORKBENCH_Data *vedata)
{
WORKBENCH_PrivateData *wpd = vedata->stl->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) {
FluidModifierData *mmd = (FluidModifierData *)link->data;
GPU_free_smoke(mmd);
}
BLI_freelistN(&wpd->smoke_domains);
}