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blender-archive/source/blender/draw/engines/workbench/workbench_volume.c
Jacques Lucke 1a81d268a1 Materials: support changing materials during evaluation
This commit allows that the evaluated geometry of an object has
different materials from the original geometry. This is needed
for geometry nodes.

The main thing that changes for render engines and exporters
is that the number of material slots on an object and its geometry
might not match anymore. For original data, the slot counts are
still equal, but not for evaluated data.

Accessing material slots though rna stays the same. The behavior
adapts automatically depending on whether the object is evaluated.

When accessing materials of an object through `BKE_object_material_*`
one has to use a new api for evaluated objects:
`BKE_object_material_get_eval` and `BKE_object_material_count_eval`.
In the future, the different behavior might be hidden behind a more
general C api, but that would require quite a few more changes.

The ground truth for the number of materials is the number of materials
on the geometry now. This is important in the current design, because
Eevee needs to know the number of materials just based on the mesh in
`mesh_render_mat_len_get` and similar places.

In a few places I had to add a special case for mesh edit mode to get it
to work properly. This is unfortunate, but I don't see a way around that
for now.

Differential Revision: https://developer.blender.org/D11236
2021-05-19 10:23:09 +02:00

369 lines
14 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"
void workbench_volume_engine_init(WORKBENCH_Data *vedata)
{
WORKBENCH_TextureList *txl = vedata->txl;
if (txl->dummy_volume_tx == NULL) {
const float zero[4] = {0.0f, 0.0f, 0.0f, 0.0f};
const float one[4] = {1.0f, 1.0f, 1.0f, 1.0f};
txl->dummy_volume_tx = GPU_texture_create_3d(
"dummy_volume", 1, 1, 1, 1, GPU_RGBA8, GPU_DATA_FLOAT, zero);
txl->dummy_shadow_tx = GPU_texture_create_3d(
"dummy_shadow", 1, 1, 1, 1, GPU_RGBA8, GPU_DATA_FLOAT, one);
txl->dummy_coba_tx = GPU_texture_create_1d("dummy_coba", 1, 1, GPU_RGBA8, zero);
}
}
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;
if (!fds->fluid) {
return;
}
wpd->volumes_do = true;
if (fds->use_coba) {
DRW_smoke_ensure_coba_field(fmd);
}
else if (fds->type == FLUID_DOMAIN_TYPE_GAS) {
DRW_smoke_ensure(fmd, fds->flags & FLUID_DOMAIN_USE_NOISE);
}
else {
return;
}
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->axis_slice_method == AXIS_SLICE_SINGLE);
const bool show_phi = ELEM(fds->coba_field,
FLUID_DOMAIN_FIELD_PHI,
FLUID_DOMAIN_FIELD_PHI_IN,
FLUID_DOMAIN_FIELD_PHI_OUT,
FLUID_DOMAIN_FIELD_PHI_OBSTACLE);
const bool show_flags = (fds->coba_field == FLUID_DOMAIN_FIELD_FLAGS);
const bool show_pressure = (fds->coba_field == FLUID_DOMAIN_FIELD_PRESSURE);
eWORKBENCH_VolumeInterpType interp_type = WORKBENCH_VOLUME_INTERP_LINEAR;
switch ((FLUID_DisplayInterpolationMethod)fds->interp_method) {
case FLUID_DISPLAY_INTERP_LINEAR:
interp_type = WORKBENCH_VOLUME_INTERP_LINEAR;
break;
case FLUID_DISPLAY_INTERP_CUBIC:
interp_type = WORKBENCH_VOLUME_INTERP_CUBIC;
break;
case FLUID_DISPLAY_INTERP_CLOSEST:
interp_type = WORKBENCH_VOLUME_INTERP_CLOSEST;
break;
}
GPUShader *sh = workbench_shader_volume_get(use_slice, fds->use_coba, interp_type, 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_block(grp, "world_block", wpd->world_ubo);
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) {
if (show_flags) {
DRW_shgroup_uniform_texture(grp, "flagTexture", fds->tex_field);
}
else {
DRW_shgroup_uniform_texture(grp, "densityTexture", fds->tex_field);
}
if (!show_phi && !show_flags && !show_pressure) {
DRW_shgroup_uniform_texture(grp, "transferTexture", fds->tex_coba);
}
DRW_shgroup_uniform_float_copy(grp, "gridScale", fds->grid_scale);
DRW_shgroup_uniform_bool_copy(grp, "showPhi", show_phi);
DRW_shgroup_uniform_bool_copy(grp, "showFlags", show_flags);
DRW_shgroup_uniform_bool_copy(grp, "showPressure", show_pressure);
}
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_eval(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);
const VolumeGrid *volume_grid = BKE_volume_grid_active_get_for_read(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();
DRWShadingGroup *grp = NULL;
wpd->volumes_do = true;
const bool use_slice = (volume->display.axis_slice_method == AXIS_SLICE_SINGLE);
eWORKBENCH_VolumeInterpType interp_type = WORKBENCH_VOLUME_INTERP_LINEAR;
switch ((VolumeDisplayInterpMethod)volume->display.interpolation_method) {
case VOLUME_DISPLAY_INTERP_LINEAR:
interp_type = WORKBENCH_VOLUME_INTERP_LINEAR;
break;
case VOLUME_DISPLAY_INTERP_CUBIC:
interp_type = WORKBENCH_VOLUME_INTERP_CUBIC;
break;
case VOLUME_DISPLAY_INTERP_CLOSEST:
interp_type = WORKBENCH_VOLUME_INTERP_CLOSEST;
break;
}
/* Create shader. */
GPUShader *sh = workbench_shader_volume_get(use_slice, false, interp_type, 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);
if (use_slice) {
float invviewmat[4][4];
DRW_view_viewmat_get(NULL, invviewmat, true);
const int axis = (volume->display.slice_axis == SLICE_AXIS_AUTO) ?
axis_dominant_v3_single(invviewmat[2]) :
volume->display.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);
const float slice_position = volume->display.slice_depth;
grp = DRW_shgroup_create(sh, vedata->psl->volume_ps);
DRW_shgroup_uniform_block(grp, "world_block", wpd->world_ubo);
DRW_shgroup_uniform_float_copy(grp, "slicePosition", slice_position);
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 {
/* 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);
/* Set uniforms. */
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);
}
/* Compute density scale. */
const float density_scale = volume->display.density *
BKE_volume_density_scale(volume, ob->obmat);
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;
DRW_smoke_free(fmd);
}
BLI_freelistN(&wpd->smoke_domains);
}