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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 "BKE_object.h"
#include "BLI_rand.h"
#include "BLI_dynstr.h"
#include "DNA_modifier_types.h"
#include "DNA_object_force_types.h"
#include "DNA_smoke_types.h"
#include "GPU_draw.h"
enum {
VOLUME_SH_SLICE = 0,
VOLUME_SH_COBA,
VOLUME_SH_CUBIC,
};
#define VOLUME_SH_MAX (1 << (VOLUME_SH_CUBIC + 1))
static struct {
struct GPUShader *volume_sh[VOLUME_SH_MAX];
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[];
static GPUShader *volume_shader_get(bool slice, bool coba, bool cubic)
{
int id = 0;
id += (slice) ? (1 << VOLUME_SH_SLICE) : 0;
id += (coba) ? (1 << VOLUME_SH_COBA) : 0;
id += (cubic) ? (1 << VOLUME_SH_CUBIC) : 0;
if (!e_data.volume_sh[id]) {
DynStr *ds = BLI_dynstr_new();
if (slice) {
BLI_dynstr_append(ds, "#define VOLUME_SLICE\n");
}
if (coba) {
BLI_dynstr_append(ds, "#define USE_COBA\n");
}
if (cubic) {
BLI_dynstr_append(ds, "#define USE_TRICUBIC\n");
}
char *defines = BLI_dynstr_get_cstring(ds);
BLI_dynstr_free(ds);
e_data.volume_sh[id] = DRW_shader_create(
datatoc_workbench_volume_vert_glsl, NULL,
datatoc_workbench_volume_frag_glsl,
defines);
MEM_freeN(defines);
}
return e_data.volume_sh[id];
}
void workbench_volume_engine_init(void)
{
if (!e_data.dummy_tex) {
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)
{
for (int i = 0; i < VOLUME_SH_MAX; ++i) {
DRW_SHADER_FREE_SAFE(e_data.volume_sh[i]);
}
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);
const bool cubic_interp = (sds->interp_method == VOLUME_INTERP_CUBIC);
GPUShader *sh = volume_shader_get(use_slice, sds->use_coba, cubic_interp);
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;
float dim[3];
BKE_object_dimensions_get(ob, dim);
/* 0.05f to acheive 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_pass);
DRW_shgroup_uniform_float_copy(grp, "slicePosition", sds->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, effect_info->jitter_index, &noise_ofs);
float dim[3], step_length, max_slice;
float slice_ct[3] = {sds->res[0], sds->res[1], sds->res[2]};
mul_v3_fl(slice_ct, max_ff(0.001f, sds->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_pass);
DRW_shgroup_uniform_vec4(grp, "viewvecs[0]", (float *)wpd->viewvecs, 3);
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 (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);
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);
}