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blender-archive/source/blender/draw/intern/draw_volume.cc
Sergey Sharybin f17fbf8065 Refactor: Rename Object->obmat to Object->object_to_world
Motivation is to disambiguate on the naming level what the matrix
actually means. It is very easy to understand the meaning backwards,
especially since in Python the name goes the opposite way (it is
called `world_matrix` in the Python API).

It is important to disambiguate the naming without making developers
to look into the comment in the header file (which is also not super
clear either). Additionally, more clear naming facilitates the unit
verification (or, in this case, space validation) when reading an
expression.

This patch calls the matrix `object_to_world` which makes it clear
from the local code what is it exactly going on. This is only done
on DNA level, and a lot of local variables still follow the old
naming.

A DNA rename is setup in a way that there is no change on the file
level, so there should be no regressions at all.

The possibility is to add `_matrix` or `_mat` suffix to the name
to make it explicit that it is a matrix. Although, not sure if it
really helps the readability, or is it something redundant.

Differential Revision: https://developer.blender.org/D16328
2022-11-01 10:48:18 +01:00

276 lines
8.5 KiB
C++

/* SPDX-License-Identifier: GPL-2.0-or-later
* Copyright 2022 Blender Foundation. All rights reserved. */
/** \file
* \ingroup draw
*
* \brief Contains Volume object GPU attributes configuration.
*/
#include "DRW_gpu_wrapper.hh"
#include "DRW_render.h"
#include "DNA_fluid_types.h"
#include "DNA_volume_types.h"
#include "BKE_fluid.h"
#include "BKE_global.h"
#include "BKE_mesh.h"
#include "BKE_modifier.h"
#include "BKE_volume.h"
#include "BKE_volume_render.h"
#include "GPU_material.h"
#include "draw_common.h"
#include "draw_manager.h"
using namespace blender;
using namespace blender::draw;
using VolumeInfosBuf = blender::draw::UniformBuffer<VolumeInfos>;
static struct {
GPUTexture *dummy_zero;
GPUTexture *dummy_one;
float dummy_grid_mat[4][4];
} g_data = {};
struct VolumeUniformBufPool {
Vector<VolumeInfosBuf *> ubos;
uint used = 0;
~VolumeUniformBufPool()
{
for (VolumeInfosBuf *ubo : ubos) {
delete ubo;
}
}
void reset()
{
used = 0;
}
VolumeInfosBuf *alloc()
{
if (used >= ubos.size()) {
VolumeInfosBuf *buf = new VolumeInfosBuf();
ubos.append(buf);
return buf;
}
return ubos[used++];
}
};
void DRW_volume_ubos_pool_free(void *pool)
{
delete reinterpret_cast<VolumeUniformBufPool *>(pool);
}
static void drw_volume_globals_init()
{
const float zero[4] = {0.0f, 0.0f, 0.0f, 0.0f};
const float one[4] = {1.0f, 1.0f, 1.0f, 1.0f};
g_data.dummy_zero = GPU_texture_create_3d(
"dummy_zero", 1, 1, 1, 1, GPU_RGBA8, GPU_DATA_FLOAT, zero);
g_data.dummy_one = GPU_texture_create_3d(
"dummy_one", 1, 1, 1, 1, GPU_RGBA8, GPU_DATA_FLOAT, one);
GPU_texture_wrap_mode(g_data.dummy_zero, true, true);
GPU_texture_wrap_mode(g_data.dummy_one, true, true);
memset(g_data.dummy_grid_mat, 0, sizeof(g_data.dummy_grid_mat));
}
void DRW_volume_free(void)
{
GPU_TEXTURE_FREE_SAFE(g_data.dummy_zero);
GPU_TEXTURE_FREE_SAFE(g_data.dummy_one);
}
static GPUTexture *grid_default_texture(eGPUDefaultValue default_value)
{
if (g_data.dummy_one == nullptr) {
drw_volume_globals_init();
}
switch (default_value) {
case GPU_DEFAULT_0:
return g_data.dummy_zero;
case GPU_DEFAULT_1:
return g_data.dummy_one;
}
return g_data.dummy_zero;
}
void DRW_volume_init(DRWData *drw_data)
{
if (drw_data->volume_grids_ubos == nullptr) {
drw_data->volume_grids_ubos = new VolumeUniformBufPool();
}
VolumeUniformBufPool *pool = (VolumeUniformBufPool *)drw_data->volume_grids_ubos;
pool->reset();
if (g_data.dummy_one == nullptr) {
drw_volume_globals_init();
}
}
static DRWShadingGroup *drw_volume_object_grids_init(Object *ob,
ListBase *attrs,
DRWShadingGroup *grp)
{
VolumeUniformBufPool *pool = (VolumeUniformBufPool *)DST.vmempool->volume_grids_ubos;
VolumeInfosBuf &volume_infos = *pool->alloc();
Volume *volume = (Volume *)ob->data;
BKE_volume_load(volume, G.main);
grp = DRW_shgroup_create_sub(grp);
volume_infos.density_scale = BKE_volume_density_scale(volume, ob->object_to_world);
volume_infos.color_mul = float4(1.0f);
volume_infos.temperature_mul = 1.0f;
volume_infos.temperature_bias = 0.0f;
/* Bind volume grid textures. */
int grid_id = 0, grids_len = 0;
LISTBASE_FOREACH (GPUMaterialAttribute *, attr, attrs) {
const VolumeGrid *volume_grid = BKE_volume_grid_find_for_read(volume, attr->name);
const DRWVolumeGrid *drw_grid = (volume_grid) ?
DRW_volume_batch_cache_get_grid(volume, volume_grid) :
nullptr;
/* Count number of valid attributes. */
grids_len += int(volume_grid != nullptr);
/* Handle 3 cases here:
* - Grid exists and texture was loaded -> use texture.
* - Grid exists but has zero size or failed to load -> use zero.
* - Grid does not exist -> use default value. */
const GPUTexture *grid_tex = (drw_grid) ? drw_grid->texture :
(volume_grid) ? g_data.dummy_zero :
grid_default_texture(attr->default_value);
DRW_shgroup_uniform_texture(grp, attr->input_name, grid_tex);
copy_m4_m4(volume_infos.grids_xform[grid_id++].ptr(),
(drw_grid) ? drw_grid->object_to_texture : g_data.dummy_grid_mat);
}
/* Render nothing if there is no attribute for the shader to render.
* This also avoids an assert caused by the bounding box being zero in size. */
if (grids_len == 0) {
return nullptr;
}
volume_infos.push_update();
DRW_shgroup_uniform_block(grp, "drw_volume", volume_infos);
return grp;
}
static DRWShadingGroup *drw_volume_object_mesh_init(Scene *scene,
Object *ob,
ListBase *attrs,
DRWShadingGroup *grp)
{
VolumeUniformBufPool *pool = (VolumeUniformBufPool *)DST.vmempool->volume_grids_ubos;
VolumeInfosBuf &volume_infos = *pool->alloc();
ModifierData *md = nullptr;
volume_infos.density_scale = 1.0f;
volume_infos.color_mul = float4(1.0f);
volume_infos.temperature_mul = 1.0f;
volume_infos.temperature_bias = 0.0f;
/* Smoke Simulation */
if ((md = BKE_modifiers_findby_type(ob, eModifierType_Fluid)) &&
BKE_modifier_is_enabled(scene, md, eModifierMode_Realtime) &&
((FluidModifierData *)md)->domain != nullptr) {
FluidModifierData *fmd = (FluidModifierData *)md;
FluidDomainSettings *fds = fmd->domain;
/* Don't try to show liquid domains here. */
if (!fds->fluid || !(fds->type == FLUID_DOMAIN_TYPE_GAS)) {
return nullptr;
}
if (fds->fluid && (fds->type == FLUID_DOMAIN_TYPE_GAS)) {
DRW_smoke_ensure(fmd, fds->flags & FLUID_DOMAIN_USE_NOISE);
}
grp = DRW_shgroup_create_sub(grp);
int grid_id = 0;
LISTBASE_FOREACH (GPUMaterialAttribute *, attr, attrs) {
if (STREQ(attr->name, "density")) {
DRW_shgroup_uniform_texture_ref(
grp, attr->input_name, fds->tex_density ? &fds->tex_density : &g_data.dummy_one);
}
else if (STREQ(attr->name, "color")) {
DRW_shgroup_uniform_texture_ref(
grp, attr->input_name, fds->tex_color ? &fds->tex_color : &g_data.dummy_one);
}
else if (STR_ELEM(attr->name, "flame", "temperature")) {
DRW_shgroup_uniform_texture_ref(
grp, attr->input_name, fds->tex_flame ? &fds->tex_flame : &g_data.dummy_zero);
}
else {
DRW_shgroup_uniform_texture(
grp, attr->input_name, grid_default_texture(attr->default_value));
}
copy_m4_m4(volume_infos.grids_xform[grid_id++].ptr(), g_data.dummy_grid_mat);
}
bool use_constant_color = ((fds->active_fields & FLUID_DOMAIN_ACTIVE_COLORS) == 0 &&
(fds->active_fields & FLUID_DOMAIN_ACTIVE_COLOR_SET) != 0);
if (use_constant_color) {
volume_infos.color_mul = float4(UNPACK3(fds->active_color), 1.0f);
}
/* Output is such that 0..1 maps to 0..1000K */
volume_infos.temperature_mul = fds->flame_max_temp - fds->flame_ignition;
volume_infos.temperature_bias = fds->flame_ignition;
}
else {
grp = DRW_shgroup_create_sub(grp);
int grid_id = 0;
LISTBASE_FOREACH (GPUMaterialAttribute *, attr, attrs) {
DRW_shgroup_uniform_texture(
grp, attr->input_name, grid_default_texture(attr->default_value));
copy_m4_m4(volume_infos.grids_xform[grid_id++].ptr(), g_data.dummy_grid_mat);
}
}
volume_infos.push_update();
DRW_shgroup_uniform_block(grp, "drw_volume", volume_infos);
return grp;
}
static DRWShadingGroup *drw_volume_world_grids_init(ListBase *attrs, DRWShadingGroup *grp)
{
/* Bind default volume grid textures. */
LISTBASE_FOREACH (GPUMaterialAttribute *, attr, attrs) {
DRW_shgroup_uniform_texture(grp, attr->input_name, grid_default_texture(attr->default_value));
}
return grp;
}
DRWShadingGroup *DRW_shgroup_volume_create_sub(Scene *scene,
Object *ob,
DRWShadingGroup *shgrp,
GPUMaterial *gpu_material)
{
ListBase attrs = GPU_material_attributes(gpu_material);
if (ob == nullptr) {
return drw_volume_world_grids_init(&attrs, shgrp);
}
if (ob->type == OB_VOLUME) {
return drw_volume_object_grids_init(ob, &attrs, shgrp);
}
return drw_volume_object_mesh_init(scene, ob, &attrs, shgrp);
}