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blender-archive/source/blender/draw/intern/draw_cache_impl_volume.c
Jeroen Bakker d11a87b88c DrawManager: High quality normals for non meshes
This adds high quality normals for non meshes. These include

* Volumetric Object Wireframe
* Metaballs
* Extracted Curves
* Curves in edit mode

This is in preparation to fix a regression in recent AMD
drivers where the `GL_INT_2_10_10_10_REV` data type isn't
working in Polaris cards.
2021-01-04 11:09:56 +01:00

355 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.
*
* The Original Code is Copyright (C) 2017 by Blender Foundation.
* All rights reserved.
*/
/** \file
* \ingroup draw
*
* \brief Volume API for render engines
*/
#include <string.h>
#include "MEM_guardedalloc.h"
#include "BLI_listbase.h"
#include "BLI_math_base.h"
#include "BLI_math_vector.h"
#include "BLI_utildefines.h"
#include "DNA_object_types.h"
#include "DNA_volume_types.h"
#include "BKE_global.h"
#include "BKE_volume.h"
#include "BKE_volume_render.h"
#include "GPU_batch.h"
#include "GPU_texture.h"
#include "DEG_depsgraph_query.h"
#include "DRW_render.h"
#include "draw_cache.h" /* own include */
#include "draw_cache_impl.h" /* own include */
static void volume_batch_cache_clear(Volume *volume);
/* ---------------------------------------------------------------------- */
/* Volume GPUBatch Cache */
typedef struct VolumeBatchCache {
/* 3D textures */
ListBase grids;
/* Wireframe */
struct {
GPUVertBuf *pos_nor_in_order;
GPUBatch *batch;
} face_wire;
/* Surface for selection */
GPUBatch *selection_surface;
/* settings to determine if cache is invalid */
bool is_dirty;
} VolumeBatchCache;
/* GPUBatch cache management. */
static bool volume_batch_cache_valid(Volume *volume)
{
VolumeBatchCache *cache = volume->batch_cache;
return (cache && cache->is_dirty == false);
}
static void volume_batch_cache_init(Volume *volume)
{
VolumeBatchCache *cache = volume->batch_cache;
if (!cache) {
cache = volume->batch_cache = MEM_callocN(sizeof(*cache), __func__);
}
else {
memset(cache, 0, sizeof(*cache));
}
cache->is_dirty = false;
}
void DRW_volume_batch_cache_validate(Volume *volume)
{
if (!volume_batch_cache_valid(volume)) {
volume_batch_cache_clear(volume);
volume_batch_cache_init(volume);
}
}
static VolumeBatchCache *volume_batch_cache_get(Volume *volume)
{
DRW_volume_batch_cache_validate(volume);
return volume->batch_cache;
}
void DRW_volume_batch_cache_dirty_tag(Volume *volume, int mode)
{
VolumeBatchCache *cache = volume->batch_cache;
if (cache == NULL) {
return;
}
switch (mode) {
case BKE_VOLUME_BATCH_DIRTY_ALL:
cache->is_dirty = true;
break;
default:
BLI_assert(0);
}
}
static void volume_batch_cache_clear(Volume *volume)
{
VolumeBatchCache *cache = volume->batch_cache;
if (!cache) {
return;
}
LISTBASE_FOREACH (DRWVolumeGrid *, grid, &cache->grids) {
MEM_SAFE_FREE(grid->name);
DRW_TEXTURE_FREE_SAFE(grid->texture);
}
BLI_freelistN(&cache->grids);
GPU_VERTBUF_DISCARD_SAFE(cache->face_wire.pos_nor_in_order);
GPU_BATCH_DISCARD_SAFE(cache->face_wire.batch);
GPU_BATCH_DISCARD_SAFE(cache->selection_surface);
}
void DRW_volume_batch_cache_free(Volume *volume)
{
volume_batch_cache_clear(volume);
MEM_SAFE_FREE(volume->batch_cache);
}
typedef struct VolumeWireframeUserData {
Volume *volume;
Scene *scene;
} VolumeWireframeUserData;
static void drw_volume_wireframe_cb(
void *userdata, float (*verts)[3], int (*edges)[2], int totvert, int totedge)
{
VolumeWireframeUserData *data = userdata;
Scene *scene = data->scene;
Volume *volume = data->volume;
VolumeBatchCache *cache = volume->batch_cache;
const bool do_hq_normals = (scene->r.perf_flag & SCE_PERF_HQ_NORMALS) != 0;
/* Create vertex buffer. */
static GPUVertFormat format = {0};
static GPUVertFormat format_hq = {0};
static struct {
uint pos_id, nor_id;
uint pos_hq_id, nor_hq_id;
} attr_id;
if (format.attr_len == 0) {
attr_id.pos_id = GPU_vertformat_attr_add(&format, "pos", GPU_COMP_F32, 3, GPU_FETCH_FLOAT);
attr_id.nor_id = GPU_vertformat_attr_add(
&format, "nor", GPU_COMP_I10, 4, GPU_FETCH_INT_TO_FLOAT_UNIT);
attr_id.pos_id = GPU_vertformat_attr_add(&format_hq, "pos", GPU_COMP_F32, 3, GPU_FETCH_FLOAT);
attr_id.nor_id = GPU_vertformat_attr_add(
&format_hq, "nor", GPU_COMP_I16, 3, GPU_FETCH_INT_TO_FLOAT_UNIT);
}
static float normal[3] = {1.0f, 0.0f, 0.0f};
GPUNormal packed_normal;
GPU_normal_convert_v3(&packed_normal, normal, do_hq_normals);
uint pos_id = do_hq_normals ? attr_id.pos_hq_id : attr_id.pos_id;
uint nor_id = do_hq_normals ? attr_id.nor_hq_id : attr_id.nor_id;
cache->face_wire.pos_nor_in_order = GPU_vertbuf_create_with_format(do_hq_normals ? &format_hq :
&format);
GPU_vertbuf_data_alloc(cache->face_wire.pos_nor_in_order, totvert);
GPU_vertbuf_attr_fill(cache->face_wire.pos_nor_in_order, pos_id, verts);
GPU_vertbuf_attr_fill_stride(cache->face_wire.pos_nor_in_order, nor_id, 0, &packed_normal);
/* Create wiredata. */
GPUVertBuf *vbo_wiredata = GPU_vertbuf_calloc();
DRW_vertbuf_create_wiredata(vbo_wiredata, totvert);
if (volume->display.wireframe_type == VOLUME_WIREFRAME_POINTS) {
/* Create batch. */
cache->face_wire.batch = GPU_batch_create(
GPU_PRIM_POINTS, cache->face_wire.pos_nor_in_order, NULL);
}
else {
/* Create edge index buffer. */
GPUIndexBufBuilder elb;
GPU_indexbuf_init(&elb, GPU_PRIM_LINES, totedge, totvert);
for (int i = 0; i < totedge; i++) {
GPU_indexbuf_add_line_verts(&elb, edges[i][0], edges[i][1]);
}
GPUIndexBuf *ibo = GPU_indexbuf_build(&elb);
/* Create batch. */
cache->face_wire.batch = GPU_batch_create_ex(
GPU_PRIM_LINES, cache->face_wire.pos_nor_in_order, ibo, GPU_BATCH_OWNS_INDEX);
}
GPU_batch_vertbuf_add_ex(cache->face_wire.batch, vbo_wiredata, true);
}
GPUBatch *DRW_volume_batch_cache_get_wireframes_face(Volume *volume)
{
if (volume->display.wireframe_type == VOLUME_WIREFRAME_NONE) {
return NULL;
}
VolumeBatchCache *cache = volume_batch_cache_get(volume);
if (cache->face_wire.batch == NULL) {
VolumeGrid *volume_grid = BKE_volume_grid_active_get(volume);
if (volume_grid == NULL) {
return NULL;
}
/* Create wireframe from OpenVDB tree. */
const DRWContextState *draw_ctx = DRW_context_state_get();
VolumeWireframeUserData userdata;
userdata.volume = volume;
userdata.scene = draw_ctx->scene;
BKE_volume_grid_wireframe(volume, volume_grid, drw_volume_wireframe_cb, &userdata);
}
return cache->face_wire.batch;
}
static void drw_volume_selection_surface_cb(
void *userdata, float (*verts)[3], int (*tris)[3], int totvert, int tottris)
{
Volume *volume = userdata;
VolumeBatchCache *cache = volume->batch_cache;
static GPUVertFormat format = {0};
static uint pos_id;
if (format.attr_len == 0) {
pos_id = GPU_vertformat_attr_add(&format, "pos", GPU_COMP_F32, 3, GPU_FETCH_FLOAT);
}
/* Create vertex buffer. */
GPUVertBuf *vbo_surface = GPU_vertbuf_create_with_format(&format);
GPU_vertbuf_data_alloc(vbo_surface, totvert);
GPU_vertbuf_attr_fill(vbo_surface, pos_id, verts);
/* Create index buffer. */
GPUIndexBufBuilder elb;
GPU_indexbuf_init(&elb, GPU_PRIM_TRIS, tottris, totvert);
for (int i = 0; i < tottris; i++) {
GPU_indexbuf_add_tri_verts(&elb, UNPACK3(tris[i]));
}
GPUIndexBuf *ibo_surface = GPU_indexbuf_build(&elb);
cache->selection_surface = GPU_batch_create_ex(
GPU_PRIM_TRIS, vbo_surface, ibo_surface, GPU_BATCH_OWNS_VBO | GPU_BATCH_OWNS_INDEX);
}
GPUBatch *DRW_volume_batch_cache_get_selection_surface(Volume *volume)
{
VolumeBatchCache *cache = volume_batch_cache_get(volume);
if (cache->selection_surface == NULL) {
VolumeGrid *volume_grid = BKE_volume_grid_active_get(volume);
if (volume_grid == NULL) {
return NULL;
}
BKE_volume_grid_selection_surface(
volume, volume_grid, drw_volume_selection_surface_cb, volume);
}
return cache->selection_surface;
}
static DRWVolumeGrid *volume_grid_cache_get(Volume *volume,
VolumeGrid *grid,
VolumeBatchCache *cache)
{
const char *name = BKE_volume_grid_name(grid);
/* Return cached grid. */
DRWVolumeGrid *cache_grid;
for (cache_grid = cache->grids.first; cache_grid; cache_grid = cache_grid->next) {
if (STREQ(cache_grid->name, name)) {
return cache_grid;
}
}
/* Allocate new grid. */
cache_grid = MEM_callocN(sizeof(DRWVolumeGrid), __func__);
cache_grid->name = BLI_strdup(name);
BLI_addtail(&cache->grids, cache_grid);
/* TODO: can we load this earlier, avoid accessing the global and take
* advantage of dependency graph multithreading? */
BKE_volume_load(volume, G.main);
/* Test if we support textures with the number of channels. */
size_t channels = BKE_volume_grid_channels(grid);
if (!ELEM(channels, 1, 3)) {
return cache_grid;
}
/* Remember if grid was loaded. If it was not, we want to unload it after the GPUTexture has been
* created. */
const bool was_loaded = BKE_volume_grid_is_loaded(grid);
DenseFloatVolumeGrid dense_grid;
if (BKE_volume_grid_dense_floats(volume, grid, &dense_grid)) {
copy_m4_m4(cache_grid->texture_to_object, dense_grid.texture_to_object);
invert_m4_m4(cache_grid->object_to_texture, dense_grid.texture_to_object);
/* Create GPU texture. */
eGPUTextureFormat format = (channels == 3) ? GPU_RGB16F : GPU_R16F;
cache_grid->texture = GPU_texture_create_3d("volume_grid",
UNPACK3(dense_grid.resolution),
1,
format,
GPU_DATA_FLOAT,
dense_grid.voxels);
GPU_texture_swizzle_set(cache_grid->texture, (channels == 3) ? "rgb1" : "rrr1");
GPU_texture_wrap_mode(cache_grid->texture, false, false);
BKE_volume_dense_float_grid_clear(&dense_grid);
}
/* Free grid from memory if it wasn't previously loaded. */
if (!was_loaded) {
BKE_volume_grid_unload(volume, grid);
}
return cache_grid;
}
DRWVolumeGrid *DRW_volume_batch_cache_get_grid(Volume *volume, VolumeGrid *volume_grid)
{
VolumeBatchCache *cache = volume_batch_cache_get(volume);
DRWVolumeGrid *grid = volume_grid_cache_get(volume, volume_grid, cache);
return (grid->texture != NULL) ? grid : NULL;
}
int DRW_volume_material_count_get(Volume *volume)
{
return max_ii(1, volume->totcol);
}