Workbench Next Volumes #105501

Merged
Miguel Pozo merged 10 commits from pragma37/blender:pull-workbench-next-volumes into main 2023-05-16 16:56:27 +02:00
4 changed files with 292 additions and 258 deletions
Showing only changes of commit d6191e4d1d - Show all commits

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@ -180,6 +180,7 @@ set(SRC
engines/workbench/workbench_state.cc
engines/workbench/workbench_transparent.c
engines/workbench/workbench_volume.c
engines/workbench/workbench_volume_next.cc
engines/external/external_engine.c
engines/gpencil/gpencil_antialiasing.c
engines/gpencil/gpencil_cache_utils.c

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@ -15,270 +15,12 @@
#include "workbench_private.hh"
#include "BKE_volume.h"
#include "BKE_volume_render.h"
#include "BLI_rand.h"
#include "workbench_engine.h" /* Own include. */
namespace blender::workbench {
using namespace draw;
class VolumePass {
bool active_ = true;
PassMain ps_ = {"Volume Ps"};
Framebuffer fb_ = {"Volume Fb"};
Texture dummy_shadow_tx_ = {"Dummy Shadow"};
Texture dummy_volume_tx_ = {"Dummy Volume"};
Texture dummy_coba_tx_ = {"Dummy Coba"};
GPUShader *shaders_[2][2][3][2];
GPUShader *get_shader(bool slice, bool coba, int interpolation, bool smoke)
{
GPUShader *&shader = shaders_[slice][coba][interpolation][smoke];
if (shader == nullptr) {
std::string create_info_name = "workbench_next_volume";
create_info_name += (smoke) ? "_smoke" : "_object";
switch (interpolation) {
case VOLUME_DISPLAY_INTERP_LINEAR:
create_info_name += "_linear";
break;
case VOLUME_DISPLAY_INTERP_CUBIC:
create_info_name += "_cubic";
break;
case VOLUME_DISPLAY_INTERP_CLOSEST:
create_info_name += "_closest";
break;
default:
BLI_assert_unreachable();
}
create_info_name += (coba) ? "_coba" : "_no_coba";
create_info_name += (slice) ? "_slice" : "_no_slice";
shader = GPU_shader_create_from_info_name(create_info_name.c_str());
}
return shader;
}
void setup_slice_ps(PassMain::Sub &ps, Object *ob, int slice_axis_enum, float slice_depth)
{
float4x4 view_mat_inv;
DRW_view_viewmat_get(nullptr, view_mat_inv.ptr(), true);
const int axis = (slice_axis_enum == SLICE_AXIS_AUTO) ?
axis_dominant_v3_single(view_mat_inv[2]) :
slice_axis_enum - 1;
float3 dimensions;
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);
ps.state_set(DRW_STATE_WRITE_COLOR | DRW_STATE_BLEND_ALPHA_PREMUL);
ps.push_constant("slicePosition", slice_depth);
ps.push_constant("sliceAxis", axis);
ps.push_constant("stepLength", step_length);
}
void setup_non_slice_ps(
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));
}
public:
void 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 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 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 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);
}
};
class Instance {
public:
View view = {"DefaultView"};

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@ -324,6 +324,42 @@ class ShadowPass {
bool force_fail_method);
};
class VolumePass {
bool active_ = true;
PassMain ps_ = {"Volume"};
Framebuffer fb_ = {"Volume"};
Texture dummy_shadow_tx_ = {"Volume.Dummy Shadow Tx"};
Texture dummy_volume_tx_ = {"Volume.Dummy Volume Tx"};
Texture dummy_coba_tx_ = {"Volume.Dummy Coba Tx"};
GPUShader *shaders_[2][2][3][2];
GPUShader *get_shader(bool slice, bool coba, int interpolation, bool smoke);
void setup_slice_ps(PassMain::Sub &ps, Object *ob, int slice_axis_enum, float slice_depth);
pragma37 marked this conversation as resolved Outdated
Follow class layout style https://wiki.blender.org/wiki/Style_Guide/C_Cpp#Class_Layout
void setup_non_slice_ps(
PassMain::Sub &ps, Object *ob, int taa_sample, float3 slice_count, float3 world_size);
public:
void sync(SceneResources &resources);
void object_sync_volume(Manager &manager,
SceneResources &resources,
const SceneState &scene_state,
ObjectRef &ob_ref,
float3 color);
void object_sync_modifier(Manager &manager,
SceneResources &resources,
const SceneState &scene_state,
ObjectRef &ob_ref,
ModifierData *md);
void draw(Manager &manager, View &view, SceneResources &resources);
};
class OutlinePass {
private:
bool enabled_ = false;

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@ -0,0 +1,255 @@
/* SPDX-License-Identifier: GPL-2.0-or-later */
#include "workbench_private.hh"
#include "BKE_volume.h"
#include "BKE_volume_render.h"
#include "BLI_rand.h"
#include "DNA_fluid_types.h"
#include "DNA_modifier_types.h"
namespace blender::workbench {
GPUShader *VolumePass::get_shader(bool slice, bool coba, int interpolation, bool smoke)
{
GPUShader *&shader = shaders_[slice][coba][interpolation][smoke];
if (shader == nullptr) {
std::string create_info_name = "workbench_next_volume";
create_info_name += (smoke) ? "_smoke" : "_object";
switch (interpolation) {
case VOLUME_DISPLAY_INTERP_LINEAR:
create_info_name += "_linear";
break;
case VOLUME_DISPLAY_INTERP_CUBIC:
create_info_name += "_cubic";
break;
case VOLUME_DISPLAY_INTERP_CLOSEST:
create_info_name += "_closest";
break;
default:
BLI_assert_unreachable();
}
create_info_name += (coba) ? "_coba" : "_no_coba";
create_info_name += (slice) ? "_slice" : "_no_slice";
shader = GPU_shader_create_from_info_name(create_info_name.c_str());
}
return shader;
}
void VolumePass::setup_slice_ps(PassMain::Sub &ps,
Object *ob,
int slice_axis_enum,
float slice_depth)
{
float4x4 view_mat_inv;
DRW_view_viewmat_get(nullptr, view_mat_inv.ptr(), true);
const int axis = (slice_axis_enum == SLICE_AXIS_AUTO) ?
axis_dominant_v3_single(view_mat_inv[2]) :
slice_axis_enum - 1;
float3 dimensions;
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);
ps.state_set(DRW_STATE_WRITE_COLOR | DRW_STATE_BLEND_ALPHA_PREMUL);
ps.push_constant("slicePosition", slice_depth);
ps.push_constant("sliceAxis", axis);
ps.push_constant("stepLength", step_length);
}
void VolumePass::setup_non_slice_ps(
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