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blender-archive/source/blender/draw/engines/workbench/workbench_volume.c
Sebastián Barschkis b1d3850333 Cleanup: Fluid renaming from old 'manta' naming to new 'fluid' naming
Changed variable names from mmd, mds, mfs, and mes to fmd, fds, ffs, and fes. The author of this commits lights a candle for all the merge conflicts this will cause.
2020-07-03 11:52:08 +02:00

300 lines
11 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 "DNA_fluid_types.h"
#include "DNA_modifier_types.h"
#include "DNA_object_force_types.h"
#include "DNA_volume_types.h"
#include "BLI_dynstr.h"
#include "BLI_listbase.h"
#include "BLI_rand.h"
#include "BLI_string_utils.h"
#include "BKE_fluid.h"
#include "BKE_global.h"
#include "BKE_object.h"
#include "BKE_volume.h"
#include "BKE_volume_render.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 zero[4] = {0.0f, 0.0f, 0.0f, 0.0f};
float one[4] = {1.0f, 1.0f, 1.0f, 1.0f};
txl->dummy_volume_tx = GPU_texture_create_3d(1, 1, 1, GPU_RGBA8, zero, NULL);
txl->dummy_shadow_tx = GPU_texture_create_3d(1, 1, 1, GPU_RGBA8, one, NULL);
txl->dummy_coba_tx = GPU_texture_create_1d(1, GPU_RGBA8, zero, 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;
}
static void workbench_volume_modifier_cache_populate(WORKBENCH_Data *vedata,
Object *ob,
ModifierData *md)
{
FluidModifierData *fmd = (FluidModifierData *)md;
FluidDomainSettings *fds = fmd->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 (!fds->fluid || !(fds->type == FLUID_DOMAIN_TYPE_GAS)) {
return;
}
wpd->volumes_do = true;
if (fds->use_coba) {
GPU_create_smoke_coba_field(fmd);
}
else if (!(fds->flags & FLUID_DOMAIN_USE_NOISE)) {
GPU_create_smoke(fmd, 0);
}
else if (fds->flags & FLUID_DOMAIN_USE_NOISE) {
GPU_create_smoke(fmd, 1);
}
if ((!fds->use_coba && (fds->tex_density == NULL && fds->tex_color == NULL)) ||
(fds->use_coba && fds->tex_field == NULL)) {
return;
}
const bool use_slice = (fds->slice_method == FLUID_DOMAIN_SLICE_AXIS_ALIGNED &&
fds->axis_slice_method == AXIS_SLICE_SINGLE);
const bool cubic_interp = (fds->interp_method == VOLUME_INTERP_CUBIC);
GPUShader *sh = workbench_shader_volume_get(use_slice, fds->use_coba, cubic_interp, true);
if (use_slice) {
float invviewmat[4][4];
DRW_view_viewmat_get(NULL, invviewmat, true);
const int axis = (fds->slice_axis == SLICE_AXIS_AUTO) ?
axis_dominant_v3_single(invviewmat[2]) :
fds->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", fds->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] = {fds->res[0], fds->res[1], fds->res[2]};
mul_v3_fl(slice_ct, max_ff(0.001f, fds->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 (fds->use_coba) {
DRW_shgroup_uniform_texture(grp, "densityTexture", fds->tex_field);
DRW_shgroup_uniform_texture(grp, "transferTexture", fds->tex_coba);
}
else {
static float white[3] = {1.0f, 1.0f, 1.0f};
bool use_constant_color = ((fds->active_fields & FLUID_DOMAIN_ACTIVE_COLORS) == 0 &&
(fds->active_fields & FLUID_DOMAIN_ACTIVE_COLOR_SET) != 0);
DRW_shgroup_uniform_texture(
grp, "densityTexture", (fds->tex_color) ? fds->tex_color : fds->tex_density);
DRW_shgroup_uniform_texture(grp, "shadowTexture", fds->tex_shadow);
DRW_shgroup_uniform_texture(
grp, "flameTexture", (fds->tex_flame) ? fds->tex_flame : txl->dummy_volume_tx);
DRW_shgroup_uniform_texture(
grp, "flameColorTexture", (fds->tex_flame) ? fds->tex_flame_coba : txl->dummy_coba_tx);
DRW_shgroup_uniform_vec3(
grp, "activeColor", (use_constant_color) ? fds->active_color : white, 1);
}
DRW_shgroup_uniform_texture_ref(grp, "depthBuffer", &dtxl->depth);
DRW_shgroup_uniform_float_copy(grp, "densityScale", 10.0f * fds->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(fmd));
}
static void workbench_volume_material_color(WORKBENCH_PrivateData *wpd,
Object *ob,
eV3DShadingColorType color_type,
float color[3])
{
Material *ma = BKE_object_material_get(ob, VOLUME_MATERIAL_NR);
WORKBENCH_UBO_Material ubo_data;
workbench_material_ubo_data(wpd, ob, ma, &ubo_data, color_type);
copy_v3_v3(color, ubo_data.base_color);
}
static void workbench_volume_object_cache_populate(WORKBENCH_Data *vedata,
Object *ob,
eV3DShadingColorType color_type)
{
/* Create 3D textures. */
Volume *volume = ob->data;
BKE_volume_load(volume, G.main);
VolumeGrid *volume_grid = BKE_volume_grid_active_get(volume);
if (volume_grid == NULL) {
return;
}
DRWVolumeGrid *grid = DRW_volume_batch_cache_get_grid(volume, volume_grid);
if (grid == NULL) {
return;
}
WORKBENCH_PrivateData *wpd = vedata->stl->wpd;
WORKBENCH_TextureList *txl = vedata->txl;
DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
wpd->volumes_do = true;
/* Create shader. */
GPUShader *sh = workbench_shader_volume_get(false, false, false, false);
/* Compute color. */
float color[3];
workbench_volume_material_color(wpd, ob, color_type, color);
/* Combined texture to object, and object to world transform. */
float texture_to_world[4][4];
mul_m4_m4m4(texture_to_world, ob->obmat, grid->texture_to_object);
/* Compute world space dimensions for step size. */
float world_size[3];
mat4_to_size(world_size, texture_to_world);
abs_v3(world_size);
/* Compute step parameters. */
double noise_ofs;
BLI_halton_1d(3, 0.0, wpd->taa_sample, &noise_ofs);
float step_length, max_slice;
int resolution[3];
GPU_texture_get_mipmap_size(grid->texture, 0, resolution);
float slice_ct[3] = {resolution[0], resolution[1], resolution[2]};
mul_v3_fl(slice_ct, max_ff(0.001f, 5.0f));
max_slice = max_fff(slice_ct[0], slice_ct[1], slice_ct[2]);
invert_v3(slice_ct);
mul_v3_v3(slice_ct, world_size);
step_length = len_v3(slice_ct);
/* Compute density scale. */
const float density_scale = volume->display.density *
BKE_volume_density_scale(volume, ob->obmat);
/* Set uniforms. */
DRWShadingGroup *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);
DRW_shgroup_uniform_texture(grp, "densityTexture", grid->texture);
/* TODO: implement shadow texture, see manta_smoke_calc_transparency. */
DRW_shgroup_uniform_texture(grp, "shadowTexture", txl->dummy_shadow_tx);
DRW_shgroup_uniform_vec3_copy(grp, "activeColor", color);
DRW_shgroup_uniform_texture_ref(grp, "depthBuffer", &dtxl->depth);
DRW_shgroup_uniform_float_copy(grp, "densityScale", density_scale);
DRW_shgroup_uniform_mat4(grp, "volumeObjectToTexture", grid->object_to_texture);
DRW_shgroup_uniform_mat4(grp, "volumeTextureToObject", grid->texture_to_object);
DRW_shgroup_call(grp, DRW_cache_cube_get(), ob);
}
void workbench_volume_cache_populate(WORKBENCH_Data *vedata,
Scene *UNUSED(scene),
Object *ob,
ModifierData *md,
eV3DShadingColorType color_type)
{
if (md == NULL) {
workbench_volume_object_cache_populate(vedata, ob, color_type);
}
else {
workbench_volume_modifier_cache_populate(vedata, ob, md);
}
}
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. */
LISTBASE_FOREACH (LinkData *, link, &wpd->smoke_domains) {
FluidModifierData *fmd = (FluidModifierData *)link->data;
GPU_free_smoke(fmd);
}
BLI_freelistN(&wpd->smoke_domains);
}