Workbench Next Volumes #105501
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@ -180,6 +180,7 @@ set(SRC
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engines/workbench/workbench_state.cc
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engines/workbench/workbench_transparent.c
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engines/workbench/workbench_volume.c
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engines/workbench/workbench_volume_next.cc
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engines/external/external_engine.c
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engines/gpencil/gpencil_antialiasing.c
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engines/gpencil/gpencil_cache_utils.c
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@ -15,270 +15,12 @@
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#include "workbench_private.hh"
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#include "BKE_volume.h"
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#include "BKE_volume_render.h"
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#include "BLI_rand.h"
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#include "workbench_engine.h" /* Own include. */
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namespace blender::workbench {
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using namespace draw;
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class VolumePass {
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bool active_ = true;
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PassMain ps_ = {"Volume Ps"};
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Framebuffer fb_ = {"Volume Fb"};
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Texture dummy_shadow_tx_ = {"Dummy Shadow"};
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Texture dummy_volume_tx_ = {"Dummy Volume"};
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Texture dummy_coba_tx_ = {"Dummy Coba"};
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GPUShader *shaders_[2][2][3][2];
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GPUShader *get_shader(bool slice, bool coba, int interpolation, bool smoke)
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{
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GPUShader *&shader = shaders_[slice][coba][interpolation][smoke];
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if (shader == nullptr) {
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std::string create_info_name = "workbench_next_volume";
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create_info_name += (smoke) ? "_smoke" : "_object";
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switch (interpolation) {
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case VOLUME_DISPLAY_INTERP_LINEAR:
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create_info_name += "_linear";
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break;
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case VOLUME_DISPLAY_INTERP_CUBIC:
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create_info_name += "_cubic";
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break;
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case VOLUME_DISPLAY_INTERP_CLOSEST:
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create_info_name += "_closest";
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break;
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default:
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BLI_assert_unreachable();
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}
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create_info_name += (coba) ? "_coba" : "_no_coba";
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create_info_name += (slice) ? "_slice" : "_no_slice";
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shader = GPU_shader_create_from_info_name(create_info_name.c_str());
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}
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return shader;
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}
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void setup_slice_ps(PassMain::Sub &ps, Object *ob, int slice_axis_enum, float slice_depth)
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{
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float4x4 view_mat_inv;
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DRW_view_viewmat_get(nullptr, view_mat_inv.ptr(), true);
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const int axis = (slice_axis_enum == SLICE_AXIS_AUTO) ?
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axis_dominant_v3_single(view_mat_inv[2]) :
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slice_axis_enum - 1;
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float3 dimensions;
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BKE_object_dimensions_get(ob, dimensions);
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/* 0.05f to achieve somewhat the same opacity as the full view. */
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float step_length = max_ff(1e-16f, dimensions[axis] * 0.05f);
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ps.state_set(DRW_STATE_WRITE_COLOR | DRW_STATE_BLEND_ALPHA_PREMUL);
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ps.push_constant("slicePosition", slice_depth);
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ps.push_constant("sliceAxis", axis);
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ps.push_constant("stepLength", step_length);
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}
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void setup_non_slice_ps(
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PassMain::Sub &ps, Object *ob, int taa_sample, float3 slice_count, float3 world_size)
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{
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double noise_offset;
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BLI_halton_1d(3, 0.0, taa_sample, &noise_offset);
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int max_slice = std::max({UNPACK3(slice_count)});
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float step_length = math::length((1.0f / slice_count) * world_size);
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/*TODO (Miguel Pozo): Does this override or replace the parent pass state ? */
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ps.state_set(DRW_STATE_WRITE_COLOR | DRW_STATE_BLEND_ALPHA_PREMUL | DRW_STATE_CULL_FRONT);
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ps.push_constant("samplesLen", max_slice);
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ps.push_constant("stepLength", step_length);
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ps.push_constant("noiseOfs", float(noise_offset));
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}
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public:
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void sync(SceneResources &resources)
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{
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active_ = false;
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ps_.init();
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ps_.bind_ubo(WB_WORLD_SLOT, resources.world_buf);
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dummy_shadow_tx_.ensure_3d(GPU_RGBA8, int3(1), GPU_TEXTURE_USAGE_SHADER_READ, float4(1));
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dummy_volume_tx_.ensure_3d(GPU_RGBA8, int3(1), GPU_TEXTURE_USAGE_SHADER_READ, float4(0));
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dummy_coba_tx_.ensure_1d(GPU_RGBA8, 1, GPU_TEXTURE_USAGE_SHADER_READ, float4(0));
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}
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void object_sync_volume(Manager &manager,
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SceneResources &resources,
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const SceneState &scene_state,
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ObjectRef &ob_ref,
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float3 color)
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{
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Object *ob = ob_ref.object;
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/* Create 3D textures. */
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Volume *volume = static_cast<Volume *>(ob->data);
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BKE_volume_load(volume, G.main);
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const VolumeGrid *volume_grid = BKE_volume_grid_active_get_for_read(volume);
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if (volume_grid == nullptr) {
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return;
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}
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DRWVolumeGrid *grid = DRW_volume_batch_cache_get_grid(volume, volume_grid);
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if (grid == nullptr) {
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return;
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}
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active_ = true;
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PassMain::Sub &sub_ps = ps_.sub(ob->id.name);
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const bool use_slice = (volume->display.axis_slice_method == AXIS_SLICE_SINGLE);
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sub_ps.shader_set(get_shader(use_slice, false, volume->display.interpolation_method, false));
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const float density_scale = volume->display.density *
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BKE_volume_density_scale(volume, ob->object_to_world);
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sub_ps.bind_texture("depthBuffer", &resources.depth_tx);
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sub_ps.bind_texture("densityTexture", grid->texture);
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/* TODO: implement shadow texture, see manta_smoke_calc_transparency. */
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sub_ps.bind_texture("shadowTexture", dummy_shadow_tx_);
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sub_ps.push_constant("activeColor", color);
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sub_ps.push_constant("densityScale", density_scale);
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sub_ps.push_constant("volumeObjectToTexture", float4x4(grid->object_to_texture));
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sub_ps.push_constant("volumeTextureToObject", float4x4(grid->texture_to_object));
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if (use_slice) {
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setup_slice_ps(sub_ps, ob, volume->display.slice_axis, volume->display.slice_depth);
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}
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else {
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float3 world_size;
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float4x4 texture_to_world = float4x4(ob->object_to_world) *
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float4x4(grid->texture_to_object);
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math::normalize_and_get_size(float3x3(texture_to_world), world_size);
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int3 resolution;
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GPU_texture_get_mipmap_size(grid->texture, 0, resolution);
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float3 slice_count = float3(resolution) * 5.0f;
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setup_non_slice_ps(sub_ps, ob, scene_state.sample, slice_count, world_size);
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}
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sub_ps.draw(DRW_cache_cube_get(), manager.resource_handle(ob_ref));
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}
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void object_sync_modifier(Manager &manager,
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SceneResources &resources,
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const SceneState &scene_state,
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ObjectRef &ob_ref,
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ModifierData *md)
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{
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Object *ob = ob_ref.object;
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FluidModifierData *modifier = reinterpret_cast<FluidModifierData *>(md);
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FluidDomainSettings &settings = *modifier->domain;
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if (!settings.fluid) {
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return;
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}
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bool can_load = false;
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if (settings.use_coba) {
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DRW_smoke_ensure_coba_field(modifier);
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can_load = settings.tex_field != nullptr;
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}
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else if (settings.type == FLUID_DOMAIN_TYPE_GAS) {
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DRW_smoke_ensure(modifier, settings.flags & FLUID_DOMAIN_USE_NOISE);
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can_load = settings.tex_density != nullptr || settings.tex_color != nullptr;
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}
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if (!can_load) {
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return;
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}
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active_ = true;
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PassMain::Sub &sub_ps = ps_.sub(ob->id.name);
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const bool use_slice = settings.axis_slice_method == AXIS_SLICE_SINGLE;
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sub_ps.shader_set(get_shader(use_slice, settings.use_coba, settings.interp_method, true));
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if (settings.use_coba) {
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const bool show_flags = settings.coba_field == FLUID_DOMAIN_FIELD_FLAGS;
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const bool show_pressure = settings.coba_field == FLUID_DOMAIN_FIELD_PRESSURE;
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const bool show_phi = ELEM(settings.coba_field,
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FLUID_DOMAIN_FIELD_PHI,
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FLUID_DOMAIN_FIELD_PHI_IN,
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FLUID_DOMAIN_FIELD_PHI_OUT,
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FLUID_DOMAIN_FIELD_PHI_OBSTACLE);
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sub_ps.push_constant("showFlags", show_flags);
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sub_ps.push_constant("showPressure", show_pressure);
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sub_ps.push_constant("showPhi", show_phi);
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sub_ps.push_constant("gridScale", settings.grid_scale);
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if (show_flags) {
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sub_ps.bind_texture("flagTexture", settings.tex_field);
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}
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else {
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sub_ps.bind_texture("densityTexture", settings.tex_field);
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}
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if (!show_flags && !show_pressure && !show_phi) {
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sub_ps.bind_texture("transferTexture", settings.tex_coba);
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}
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}
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else {
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bool use_constant_color = ((settings.active_fields & FLUID_DOMAIN_ACTIVE_COLORS) == 0 &&
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(settings.active_fields & FLUID_DOMAIN_ACTIVE_COLOR_SET) != 0);
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sub_ps.push_constant("activeColor",
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use_constant_color ? float3(settings.active_color) : float3(1));
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sub_ps.bind_texture("densityTexture",
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settings.tex_color ? settings.tex_color : settings.tex_density);
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sub_ps.bind_texture("flameTexture",
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settings.tex_flame ? settings.tex_flame : dummy_volume_tx_);
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sub_ps.bind_texture("flameColorTexture",
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settings.tex_flame ? settings.tex_flame_coba : dummy_coba_tx_);
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sub_ps.bind_texture("shadowTexture", settings.tex_shadow);
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}
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sub_ps.push_constant("densityScale", 10.0f * settings.display_thickness);
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sub_ps.bind_texture("depthBuffer", &resources.depth_tx);
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if (use_slice) {
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setup_slice_ps(sub_ps, ob, settings.slice_axis, settings.slice_depth);
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/* TODO (Miguel Pozo): Why is a quad used here, but not in volume? */
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sub_ps.draw(DRW_cache_quad_get(), manager.resource_handle(ob_ref));
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}
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else {
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float3 world_size;
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BKE_object_dimensions_get(ob, world_size);
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float3 slice_count = float3(settings.res) * std::max(0.001f, settings.slice_per_voxel);
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setup_non_slice_ps(sub_ps, ob, scene_state.sample, slice_count, world_size);
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sub_ps.draw(DRW_cache_cube_get(), manager.resource_handle(ob_ref));
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}
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}
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void draw(Manager &manager, View &view, SceneResources &resources)
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{
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if (!active_) {
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return;
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}
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fb_.ensure(GPU_ATTACHMENT_NONE, GPU_ATTACHMENT_TEXTURE(resources.color_tx));
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fb_.bind();
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manager.submit(ps_, view);
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}
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};
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class Instance {
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public:
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View view = {"DefaultView"};
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@ -324,6 +324,42 @@ class ShadowPass {
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bool force_fail_method);
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};
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class VolumePass {
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bool active_ = true;
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PassMain ps_ = {"Volume"};
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Framebuffer fb_ = {"Volume"};
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Texture dummy_shadow_tx_ = {"Volume.Dummy Shadow Tx"};
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Texture dummy_volume_tx_ = {"Volume.Dummy Volume Tx"};
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Texture dummy_coba_tx_ = {"Volume.Dummy Coba Tx"};
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GPUShader *shaders_[2][2][3][2];
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GPUShader *get_shader(bool slice, bool coba, int interpolation, bool smoke);
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void setup_slice_ps(PassMain::Sub &ps, Object *ob, int slice_axis_enum, float slice_depth);
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pragma37 marked this conversation as resolved
Outdated
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void setup_non_slice_ps(
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PassMain::Sub &ps, Object *ob, int taa_sample, float3 slice_count, float3 world_size);
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public:
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void sync(SceneResources &resources);
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void object_sync_volume(Manager &manager,
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SceneResources &resources,
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const SceneState &scene_state,
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ObjectRef &ob_ref,
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float3 color);
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void object_sync_modifier(Manager &manager,
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SceneResources &resources,
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const SceneState &scene_state,
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ObjectRef &ob_ref,
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ModifierData *md);
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void draw(Manager &manager, View &view, SceneResources &resources);
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};
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class OutlinePass {
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private:
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bool enabled_ = false;
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@ -0,0 +1,255 @@
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/* SPDX-License-Identifier: GPL-2.0-or-later */
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#include "workbench_private.hh"
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#include "BKE_volume.h"
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#include "BKE_volume_render.h"
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#include "BLI_rand.h"
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#include "DNA_fluid_types.h"
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#include "DNA_modifier_types.h"
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|
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namespace blender::workbench {
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GPUShader *VolumePass::get_shader(bool slice, bool coba, int interpolation, bool smoke)
|
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{
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GPUShader *&shader = shaders_[slice][coba][interpolation][smoke];
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|
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if (shader == nullptr) {
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std::string create_info_name = "workbench_next_volume";
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create_info_name += (smoke) ? "_smoke" : "_object";
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switch (interpolation) {
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case VOLUME_DISPLAY_INTERP_LINEAR:
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create_info_name += "_linear";
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break;
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case VOLUME_DISPLAY_INTERP_CUBIC:
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create_info_name += "_cubic";
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break;
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case VOLUME_DISPLAY_INTERP_CLOSEST:
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create_info_name += "_closest";
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break;
|
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default:
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BLI_assert_unreachable();
|
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}
|
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create_info_name += (coba) ? "_coba" : "_no_coba";
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create_info_name += (slice) ? "_slice" : "_no_slice";
|
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shader = GPU_shader_create_from_info_name(create_info_name.c_str());
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}
|
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return shader;
|
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}
|
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|
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void VolumePass::setup_slice_ps(PassMain::Sub &ps,
|
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Object *ob,
|
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int slice_axis_enum,
|
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float slice_depth)
|
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{
|
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float4x4 view_mat_inv;
|
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DRW_view_viewmat_get(nullptr, view_mat_inv.ptr(), true);
|
||||
|
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const int axis = (slice_axis_enum == SLICE_AXIS_AUTO) ?
|
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axis_dominant_v3_single(view_mat_inv[2]) :
|
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slice_axis_enum - 1;
|
||||
|
||||
float3 dimensions;
|
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BKE_object_dimensions_get(ob, dimensions);
|
||||
/* 0.05f to achieve somewhat the same opacity as the full view. */
|
||||
float step_length = max_ff(1e-16f, dimensions[axis] * 0.05f);
|
||||
|
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ps.state_set(DRW_STATE_WRITE_COLOR | DRW_STATE_BLEND_ALPHA_PREMUL);
|
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ps.push_constant("slicePosition", slice_depth);
|
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ps.push_constant("sliceAxis", axis);
|
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ps.push_constant("stepLength", step_length);
|
||||
}
|
||||
|
||||
void VolumePass::setup_non_slice_ps(
|
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PassMain::Sub &ps, Object *ob, int taa_sample, float3 slice_count, float3 world_size)
|
||||
{
|
||||
double noise_offset;
|
||||
BLI_halton_1d(3, 0.0, taa_sample, &noise_offset);
|
||||
|
||||
int max_slice = std::max({UNPACK3(slice_count)});
|
||||
float step_length = math::length((1.0f / slice_count) * world_size);
|
||||
|
||||
/*TODO (Miguel Pozo): Does this override or replace the parent pass state ? */
|
||||
ps.state_set(DRW_STATE_WRITE_COLOR | DRW_STATE_BLEND_ALPHA_PREMUL | DRW_STATE_CULL_FRONT);
|
||||
ps.push_constant("samplesLen", max_slice);
|
||||
ps.push_constant("stepLength", step_length);
|
||||
ps.push_constant("noiseOfs", float(noise_offset));
|
||||
}
|
||||
|
||||
void VolumePass::sync(SceneResources &resources)
|
||||
{
|
||||
active_ = false;
|
||||
ps_.init();
|
||||
ps_.bind_ubo(WB_WORLD_SLOT, resources.world_buf);
|
||||
|
||||
dummy_shadow_tx_.ensure_3d(GPU_RGBA8, int3(1), GPU_TEXTURE_USAGE_SHADER_READ, float4(1));
|
||||
dummy_volume_tx_.ensure_3d(GPU_RGBA8, int3(1), GPU_TEXTURE_USAGE_SHADER_READ, float4(0));
|
||||
dummy_coba_tx_.ensure_1d(GPU_RGBA8, 1, GPU_TEXTURE_USAGE_SHADER_READ, float4(0));
|
||||
}
|
||||
|
||||
void VolumePass::object_sync_volume(Manager &manager,
|
||||
SceneResources &resources,
|
||||
const SceneState &scene_state,
|
||||
ObjectRef &ob_ref,
|
||||
float3 color)
|
||||
{
|
||||
Object *ob = ob_ref.object;
|
||||
/* Create 3D textures. */
|
||||
Volume *volume = static_cast<Volume *>(ob->data);
|
||||
BKE_volume_load(volume, G.main);
|
||||
const VolumeGrid *volume_grid = BKE_volume_grid_active_get_for_read(volume);
|
||||
if (volume_grid == nullptr) {
|
||||
return;
|
||||
}
|
||||
|
||||
DRWVolumeGrid *grid = DRW_volume_batch_cache_get_grid(volume, volume_grid);
|
||||
if (grid == nullptr) {
|
||||
return;
|
||||
}
|
||||
|
||||
active_ = true;
|
||||
|
||||
PassMain::Sub &sub_ps = ps_.sub(ob->id.name);
|
||||
|
||||
const bool use_slice = (volume->display.axis_slice_method == AXIS_SLICE_SINGLE);
|
||||
|
||||
sub_ps.shader_set(get_shader(use_slice, false, volume->display.interpolation_method, false));
|
||||
|
||||
const float density_scale = volume->display.density *
|
||||
BKE_volume_density_scale(volume, ob->object_to_world);
|
||||
|
||||
sub_ps.bind_texture("depthBuffer", &resources.depth_tx);
|
||||
sub_ps.bind_texture("densityTexture", grid->texture);
|
||||
/* TODO: implement shadow texture, see manta_smoke_calc_transparency. */
|
||||
sub_ps.bind_texture("shadowTexture", dummy_shadow_tx_);
|
||||
sub_ps.push_constant("activeColor", color);
|
||||
sub_ps.push_constant("densityScale", density_scale);
|
||||
sub_ps.push_constant("volumeObjectToTexture", float4x4(grid->object_to_texture));
|
||||
sub_ps.push_constant("volumeTextureToObject", float4x4(grid->texture_to_object));
|
||||
|
||||
if (use_slice) {
|
||||
setup_slice_ps(sub_ps, ob, volume->display.slice_axis, volume->display.slice_depth);
|
||||
}
|
||||
else {
|
||||
float3 world_size;
|
||||
float4x4 texture_to_world = float4x4(ob->object_to_world) * float4x4(grid->texture_to_object);
|
||||
math::normalize_and_get_size(float3x3(texture_to_world), world_size);
|
||||
|
||||
int3 resolution;
|
||||
GPU_texture_get_mipmap_size(grid->texture, 0, resolution);
|
||||
float3 slice_count = float3(resolution) * 5.0f;
|
||||
|
||||
setup_non_slice_ps(sub_ps, ob, scene_state.sample, slice_count, world_size);
|
||||
}
|
||||
|
||||
sub_ps.draw(DRW_cache_cube_get(), manager.resource_handle(ob_ref));
|
||||
}
|
||||
|
||||
void VolumePass::object_sync_modifier(Manager &manager,
|
||||
SceneResources &resources,
|
||||
const SceneState &scene_state,
|
||||
ObjectRef &ob_ref,
|
||||
ModifierData *md)
|
||||
{
|
||||
Object *ob = ob_ref.object;
|
||||
|
||||
FluidModifierData *modifier = reinterpret_cast<FluidModifierData *>(md);
|
||||
FluidDomainSettings &settings = *modifier->domain;
|
||||
|
||||
if (!settings.fluid) {
|
||||
return;
|
||||
}
|
||||
|
||||
bool can_load = false;
|
||||
if (settings.use_coba) {
|
||||
DRW_smoke_ensure_coba_field(modifier);
|
||||
can_load = settings.tex_field != nullptr;
|
||||
}
|
||||
else if (settings.type == FLUID_DOMAIN_TYPE_GAS) {
|
||||
DRW_smoke_ensure(modifier, settings.flags & FLUID_DOMAIN_USE_NOISE);
|
||||
can_load = settings.tex_density != nullptr || settings.tex_color != nullptr;
|
||||
}
|
||||
|
||||
if (!can_load) {
|
||||
return;
|
||||
}
|
||||
|
||||
active_ = true;
|
||||
|
||||
PassMain::Sub &sub_ps = ps_.sub(ob->id.name);
|
||||
|
||||
const bool use_slice = settings.axis_slice_method == AXIS_SLICE_SINGLE;
|
||||
|
||||
sub_ps.shader_set(get_shader(use_slice, settings.use_coba, settings.interp_method, true));
|
||||
|
||||
if (settings.use_coba) {
|
||||
const bool show_flags = settings.coba_field == FLUID_DOMAIN_FIELD_FLAGS;
|
||||
const bool show_pressure = settings.coba_field == FLUID_DOMAIN_FIELD_PRESSURE;
|
||||
const bool show_phi = ELEM(settings.coba_field,
|
||||
FLUID_DOMAIN_FIELD_PHI,
|
||||
FLUID_DOMAIN_FIELD_PHI_IN,
|
||||
FLUID_DOMAIN_FIELD_PHI_OUT,
|
||||
FLUID_DOMAIN_FIELD_PHI_OBSTACLE);
|
||||
|
||||
sub_ps.push_constant("showFlags", show_flags);
|
||||
sub_ps.push_constant("showPressure", show_pressure);
|
||||
sub_ps.push_constant("showPhi", show_phi);
|
||||
sub_ps.push_constant("gridScale", settings.grid_scale);
|
||||
|
||||
if (show_flags) {
|
||||
sub_ps.bind_texture("flagTexture", settings.tex_field);
|
||||
}
|
||||
else {
|
||||
sub_ps.bind_texture("densityTexture", settings.tex_field);
|
||||
}
|
||||
|
||||
if (!show_flags && !show_pressure && !show_phi) {
|
||||
sub_ps.bind_texture("transferTexture", settings.tex_coba);
|
||||
}
|
||||
}
|
||||
else {
|
||||
bool use_constant_color = ((settings.active_fields & FLUID_DOMAIN_ACTIVE_COLORS) == 0 &&
|
||||
(settings.active_fields & FLUID_DOMAIN_ACTIVE_COLOR_SET) != 0);
|
||||
|
||||
sub_ps.push_constant("activeColor",
|
||||
use_constant_color ? float3(settings.active_color) : float3(1));
|
||||
|
||||
sub_ps.bind_texture("densityTexture",
|
||||
settings.tex_color ? settings.tex_color : settings.tex_density);
|
||||
sub_ps.bind_texture("flameTexture",
|
||||
settings.tex_flame ? settings.tex_flame : dummy_volume_tx_);
|
||||
sub_ps.bind_texture("flameColorTexture",
|
||||
settings.tex_flame ? settings.tex_flame_coba : dummy_coba_tx_);
|
||||
sub_ps.bind_texture("shadowTexture", settings.tex_shadow);
|
||||
}
|
||||
|
||||
sub_ps.push_constant("densityScale", 10.0f * settings.display_thickness);
|
||||
sub_ps.bind_texture("depthBuffer", &resources.depth_tx);
|
||||
|
||||
if (use_slice) {
|
||||
setup_slice_ps(sub_ps, ob, settings.slice_axis, settings.slice_depth);
|
||||
/* TODO (Miguel Pozo): Why is a quad used here, but not in volume? */
|
||||
sub_ps.draw(DRW_cache_quad_get(), manager.resource_handle(ob_ref));
|
||||
}
|
||||
else {
|
||||
float3 world_size;
|
||||
BKE_object_dimensions_get(ob, world_size);
|
||||
|
||||
float3 slice_count = float3(settings.res) * std::max(0.001f, settings.slice_per_voxel);
|
||||
|
||||
setup_non_slice_ps(sub_ps, ob, scene_state.sample, slice_count, world_size);
|
||||
sub_ps.draw(DRW_cache_cube_get(), manager.resource_handle(ob_ref));
|
||||
}
|
||||
}
|
||||
|
||||
void VolumePass::draw(Manager &manager, View &view, SceneResources &resources)
|
||||
{
|
||||
if (!active_) {
|
||||
return;
|
||||
}
|
||||
fb_.ensure(GPU_ATTACHMENT_NONE, GPU_ATTACHMENT_TEXTURE(resources.color_tx));
|
||||
fb_.bind();
|
||||
manager.submit(ps_, view);
|
||||
}
|
||||
|
||||
} // namespace blender::workbench
|
Loading…
Reference in New Issue
Follow class layout style https://wiki.blender.org/wiki/Style_Guide/C_Cpp#Class_Layout