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authorJacques Lucke <jacques@blender.org>2020-10-01 18:58:43 +0300
committerJacques Lucke <jacques@blender.org>2020-10-01 18:59:04 +0300
commit365bf103d1f66824180a592c11cb4181c5791719 (patch)
treedb0907d006e4491c7c12dd69f82dc327c96626d3 /source/blender/blenkernel/BKE_volume_render.h
parent5b8503425a491f94f526d1f65cefea1599cafd92 (diff)
Volumes: support lower resolution in viewport
The adds a new option to simplify volumes in the viewport. The setting can be found in the Simplify panel in the render properties. Volume objects use OpenVDB grids, which are sparse. For rendering, we have to convert sparse grids to dense grids (for now). Those require significantly more memory. Therefore, it's often a good idea to reduce the resolution of volumes in the viewport. Reviewers: brecht Differential Revision: https://developer.blender.org/D9040 Ref T73201.
Diffstat (limited to 'source/blender/blenkernel/BKE_volume_render.h')
-rw-r--r--source/blender/blenkernel/BKE_volume_render.h24
1 files changed, 12 insertions, 12 deletions
diff --git a/source/blender/blenkernel/BKE_volume_render.h b/source/blender/blenkernel/BKE_volume_render.h
index 593f296135c..815374105f5 100644
--- a/source/blender/blenkernel/BKE_volume_render.h
+++ b/source/blender/blenkernel/BKE_volume_render.h
@@ -34,19 +34,19 @@ struct VolumeGrid;
/* Dense Voxels */
-bool BKE_volume_grid_dense_bounds(const struct Volume *volume,
+typedef struct DenseFloatVolumeGrid {
+ VolumeGridType type;
+ int resolution[3];
+ float texture_to_object[4][4];
+ int channels;
+ float *voxels;
+} DenseFloatVolumeGrid;
+
+bool BKE_volume_grid_dense_floats(const struct Volume *volume,
struct VolumeGrid *volume_grid,
- int64_t min[3],
- int64_t max[3]);
-void BKE_volume_grid_dense_transform_matrix(const struct VolumeGrid *volume_grid,
- const int64_t min[3],
- const int64_t max[3],
- float matrix[4][4]);
-void BKE_volume_grid_dense_voxels(const struct Volume *volume,
- struct VolumeGrid *volume_grid,
- const int64_t min[3],
- const int64_t max[3],
- float *voxels);
+ const float resolution_factor,
+ DenseFloatVolumeGrid *r_dense_grid);
+void BKE_volume_dense_float_grid_clear(DenseFloatVolumeGrid *dense_grid);
/* Wireframe */