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blender-archive/source/blender/draw/engines/workbench/workbench_volume.c

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C

/*
* 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 "BLI_rand.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_coba_sh;
struct GPUShader *volume_slice_sh;
struct GPUShader *volume_slice_coba_sh;
struct GPUTexture *dummy_tex;
struct GPUTexture *dummy_coba_tex;
} 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_coba_sh = DRW_shader_create(
datatoc_workbench_volume_vert_glsl, NULL,
datatoc_workbench_volume_frag_glsl,
"#define USE_COBA\n");
e_data.volume_slice_sh = DRW_shader_create(
datatoc_workbench_volume_vert_glsl, NULL,
datatoc_workbench_volume_frag_glsl,
"#define VOLUME_SLICE\n");
e_data.volume_slice_coba_sh = DRW_shader_create(
datatoc_workbench_volume_vert_glsl, NULL,
datatoc_workbench_volume_frag_glsl,
"#define VOLUME_SLICE\n"
"#define USE_COBA\n");
float pixel[4] = {0.0f, 0.0f, 0.0f, 0.0f};
e_data.dummy_tex = GPU_texture_create_3D(1, 1, 1, GPU_RGBA8, pixel, NULL);
e_data.dummy_coba_tex = GPU_texture_create_1D(1, GPU_RGBA8, pixel, NULL);
}
}
void workbench_volume_engine_free(void)
{
DRW_SHADER_FREE_SAFE(e_data.volume_sh);
DRW_SHADER_FREE_SAFE(e_data.volume_coba_sh);
DRW_SHADER_FREE_SAFE(e_data.volume_slice_sh);
DRW_SHADER_FREE_SAFE(e_data.volume_slice_coba_sh);
DRW_TEXTURE_FREE_SAFE(e_data.dummy_tex);
DRW_TEXTURE_FREE_SAFE(e_data.dummy_coba_tex);
}
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;
WORKBENCH_EffectInfo *effect_info = vedata->stl->effects;
DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
DRWShadingGroup *grp = NULL;
/* 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->use_coba) {
GPU_create_smoke_coba_field(smd);
}
else 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->use_coba && sds->tex == NULL) ||
(sds->use_coba && sds->tex_field == NULL))
{
return;
}
const bool use_slice = (sds->slice_method == MOD_SMOKE_SLICE_AXIS_ALIGNED &&
sds->axis_slice_method == AXIS_SLICE_SINGLE);
if (use_slice) {
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;
GPUShader *sh = (sds->use_coba) ? e_data.volume_slice_coba_sh : e_data.volume_slice_sh;
grp = DRW_shgroup_create(sh, vedata->psl->volume_pass);
DRW_shgroup_uniform_float_copy(grp, "slicePosition", sds->slice_depth);
DRW_shgroup_uniform_int_copy(grp, "sliceAxis", axis);
}
else {
double noise_ofs;
BLI_halton_1D(3, 0.0, effect_info->jitter_index, &noise_ofs);
int max_slices = max_iii(sds->res[0], sds->res[1], sds->res[2]) * sds->slice_per_voxel;
GPUShader *sh = (sds->use_coba) ? e_data.volume_coba_sh : e_data.volume_sh;
grp = DRW_shgroup_create(sh, vedata->psl->volume_pass);
DRW_shgroup_uniform_vec4(grp, "viewvecs[0]", (float *)wpd->viewvecs, 3);
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_uniform_float_copy(grp, "noiseOfs", noise_ofs);
}
if (sds->use_coba) {
DRW_shgroup_uniform_texture(grp, "densityTexture", sds->tex_field);
DRW_shgroup_uniform_texture(grp, "transferTexture", sds->tex_coba);
}
else {
DRW_shgroup_uniform_texture(grp, "densityTexture", sds->tex);
DRW_shgroup_uniform_texture(grp, "shadowTexture", sds->tex_shadow);
DRW_shgroup_uniform_texture(grp, "flameTexture", (sds->tex_flame) ? sds->tex_flame : e_data.dummy_tex);
DRW_shgroup_uniform_texture(grp, "flameColorTexture", (sds->tex_flame) ? sds->tex_flame_coba : e_data.dummy_coba_tex);
}
DRW_shgroup_uniform_texture_ref(grp, "depthBuffer", &dtxl->depth);
DRW_shgroup_uniform_float_copy(grp, "densityScale", 10.0f * sds->display_thickness);
DRW_shgroup_state_disable(grp, DRW_STATE_CULL_FRONT);
if (use_slice) {
DRW_shgroup_call_object_add(grp, DRW_cache_quad_get(), ob);
}
else {
DRW_shgroup_call_object_add(grp, DRW_cache_cube_get(), ob);
}
BLI_addtail(&wpd->smoke_domains, BLI_genericNodeN(smd));
}
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);
}