Workbench Next Volumes #105501
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@ -28,16 +28,20 @@ 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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bool active_ = true;
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Texture dummy_shadow_tx = {"Dummy Shadow"};
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GPUShader *shaders[2][2][3][2];
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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 *get_shader(bool slice, bool coba, VolumeDisplayInterpMethod interpolation, bool smoke)
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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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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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@ -62,6 +66,43 @@ class VolumePass {
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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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/*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("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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@ -70,7 +111,9 @@ class VolumePass {
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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_.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_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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@ -108,56 +151,8 @@ class VolumePass {
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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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VolumeDisplayInterpMethod interpolation = static_cast<VolumeDisplayInterpMethod>(
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volume->display.interpolation_method);
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sub_ps.shader_set(get_shader(use_slice, false, interpolation, false));
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if (use_slice) {
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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 = (volume->display.slice_axis == SLICE_AXIS_AUTO) ?
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axis_dominant_v3_single(view_mat_inv[2]) :
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volume->display.slice_axis - 1;
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float3 dim;
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BKE_object_dimensions_get(ob, dim);
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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, dim[axis] * 0.05f);
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const float slice_position = volume->display.slice_depth;
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/*TODO (Miguel Pozo): Does this override or replace the parent pass state ? */
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sub_ps.state_set(DRW_STATE_WRITE_COLOR | DRW_STATE_BLEND_ALPHA_PREMUL |
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~DRW_STATE_CULL_FRONT);
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sub_ps.push_constant("slicePosition", slice_position);
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sub_ps.push_constant("sliceAxis", axis);
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sub_ps.push_constant("stepLength", step_length);
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}
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else {
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/* Compute world space dimensions for step 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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float3 world_size;
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math::normalize_and_get_size(float3x3(texture_to_world), world_size);
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/* Compute step parameters. */
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double noise_offset;
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BLI_halton_1d(3, 0.0, scene_state.sample, &noise_offset);
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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 = math::max(float3(0.01f), float3(resolution)) * 5.0f;
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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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sub_ps.state_set(DRW_STATE_WRITE_COLOR | DRW_STATE_BLEND_ALPHA_PREMUL |
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DRW_STATE_CULL_FRONT);
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sub_ps.push_constant("samplesLen", max_slice);
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sub_ps.push_constant("stepLength", step_length);
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sub_ps.push_constant("noiseOfs", float(noise_offset));
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}
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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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@ -165,15 +160,128 @@ class VolumePass {
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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.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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@ -324,9 +432,8 @@ class Instance {
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if (md && BKE_modifier_is_enabled(scene_state.scene, md, eModifierMode_Realtime)) {
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FluidModifierData *fmd = (FluidModifierData *)md;
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if (fmd->domain) {
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#if 0 /* TODO(@pragma37): */
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workbench_volume_cache_populate(vedata, wpd->scene, ob, md, V3D_SHADING_SINGLE_COLOR);
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#endif
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volume_ps.object_sync_modifier(manager, resources, scene_state, ob_ref, md);
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if (fmd->domain->type == FLUID_DOMAIN_TYPE_GAS) {
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return; /* Do not draw solid in this case. */
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}
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