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authorCampbell Barton <ideasman42@gmail.com>2019-04-17 07:17:24 +0300
committerCampbell Barton <ideasman42@gmail.com>2019-04-17 07:21:24 +0300
commite12c08e8d170b7ca40f204a5b0423c23a9fbc2c1 (patch)
tree8cf3453d12edb177a218ef8009357518ec6cab6a /source/blender/draw/engines/eevee/eevee_volumes.c
parentb3dabc200a4b0399ec6b81f2ff2730d07b44fcaa (diff)
ClangFormat: apply to source, most of intern
Apply clang format as proposed in T53211. For details on usage and instructions for migrating branches without conflicts, see: https://wiki.blender.org/wiki/Tools/ClangFormat
Diffstat (limited to 'source/blender/draw/engines/eevee/eevee_volumes.c')
-rw-r--r--source/blender/draw/engines/eevee/eevee_volumes.c1119
1 files changed, 561 insertions, 558 deletions
diff --git a/source/blender/draw/engines/eevee/eevee_volumes.c b/source/blender/draw/engines/eevee/eevee_volumes.c
index 245774f5508..76c8f010142 100644
--- a/source/blender/draw/engines/eevee/eevee_volumes.c
+++ b/source/blender/draw/engines/eevee/eevee_volumes.c
@@ -45,23 +45,23 @@
#include "GPU_material.h"
static struct {
- char *volumetric_common_lib;
- char *volumetric_common_lights_lib;
+ char *volumetric_common_lib;
+ char *volumetric_common_lights_lib;
- struct GPUShader *volumetric_clear_sh;
- struct GPUShader *volumetric_scatter_sh;
- struct GPUShader *volumetric_scatter_with_lights_sh;
- struct GPUShader *volumetric_integration_sh;
- struct GPUShader *volumetric_resolve_sh;
+ struct GPUShader *volumetric_clear_sh;
+ struct GPUShader *volumetric_scatter_sh;
+ struct GPUShader *volumetric_scatter_with_lights_sh;
+ struct GPUShader *volumetric_integration_sh;
+ struct GPUShader *volumetric_resolve_sh;
- GPUTexture *color_src;
- GPUTexture *depth_src;
+ GPUTexture *color_src;
+ GPUTexture *depth_src;
- GPUTexture *dummy_density;
- GPUTexture *dummy_flame;
+ GPUTexture *dummy_density;
+ GPUTexture *dummy_flame;
- /* List of all smoke domains rendered within this frame. */
- ListBase smoke_domains;
+ /* List of all smoke domains rendered within this frame. */
+ ListBase smoke_domains;
} e_data = {NULL}; /* Engine data */
extern char datatoc_bsdf_common_lib_glsl[];
@@ -81,588 +81,591 @@ extern char datatoc_common_fullscreen_vert_glsl[];
static void eevee_create_shader_volumes(void)
{
- e_data.volumetric_common_lib = BLI_string_joinN(
- datatoc_common_view_lib_glsl,
- datatoc_common_uniforms_lib_glsl,
- datatoc_bsdf_common_lib_glsl,
- datatoc_volumetric_lib_glsl);
-
- e_data.volumetric_common_lights_lib = BLI_string_joinN(
- datatoc_common_view_lib_glsl,
- datatoc_common_uniforms_lib_glsl,
- datatoc_bsdf_common_lib_glsl,
- datatoc_octahedron_lib_glsl,
- datatoc_irradiance_lib_glsl,
- datatoc_lights_lib_glsl,
- datatoc_volumetric_lib_glsl);
-
- e_data.volumetric_clear_sh = DRW_shader_create_with_lib(
- datatoc_volumetric_vert_glsl,
- datatoc_volumetric_geom_glsl,
- datatoc_volumetric_frag_glsl,
- e_data.volumetric_common_lib,
- "#define VOLUMETRICS\n"
- "#define CLEAR\n");
- e_data.volumetric_scatter_sh = DRW_shader_create_with_lib(
- datatoc_volumetric_vert_glsl,
- datatoc_volumetric_geom_glsl,
- datatoc_volumetric_scatter_frag_glsl,
- e_data.volumetric_common_lights_lib,
- SHADER_DEFINES
- "#define VOLUMETRICS\n"
- "#define VOLUME_SHADOW\n");
- e_data.volumetric_scatter_with_lights_sh = DRW_shader_create_with_lib(
- datatoc_volumetric_vert_glsl,
- datatoc_volumetric_geom_glsl,
- datatoc_volumetric_scatter_frag_glsl,
- e_data.volumetric_common_lights_lib,
- SHADER_DEFINES
- "#define VOLUMETRICS\n"
- "#define VOLUME_LIGHTING\n"
- "#define VOLUME_SHADOW\n");
- e_data.volumetric_integration_sh = DRW_shader_create_with_lib(
- datatoc_volumetric_vert_glsl,
- datatoc_volumetric_geom_glsl,
- datatoc_volumetric_integration_frag_glsl,
- e_data.volumetric_common_lib, NULL);
- e_data.volumetric_resolve_sh = DRW_shader_create_with_lib(
- datatoc_common_fullscreen_vert_glsl, NULL,
- datatoc_volumetric_resolve_frag_glsl,
- e_data.volumetric_common_lib, NULL);
-
- float color[4] = {1.0f, 1.0f, 1.0f, 1.0f};
- e_data.dummy_density = DRW_texture_create_3d(1, 1, 1, GPU_RGBA8, DRW_TEX_WRAP, color);
-
- float flame = 0.0f;
- e_data.dummy_flame = DRW_texture_create_3d(1, 1, 1, GPU_R8, DRW_TEX_WRAP, &flame);
+ e_data.volumetric_common_lib = BLI_string_joinN(datatoc_common_view_lib_glsl,
+ datatoc_common_uniforms_lib_glsl,
+ datatoc_bsdf_common_lib_glsl,
+ datatoc_volumetric_lib_glsl);
+
+ e_data.volumetric_common_lights_lib = BLI_string_joinN(datatoc_common_view_lib_glsl,
+ datatoc_common_uniforms_lib_glsl,
+ datatoc_bsdf_common_lib_glsl,
+ datatoc_octahedron_lib_glsl,
+ datatoc_irradiance_lib_glsl,
+ datatoc_lights_lib_glsl,
+ datatoc_volumetric_lib_glsl);
+
+ e_data.volumetric_clear_sh = DRW_shader_create_with_lib(datatoc_volumetric_vert_glsl,
+ datatoc_volumetric_geom_glsl,
+ datatoc_volumetric_frag_glsl,
+ e_data.volumetric_common_lib,
+ "#define VOLUMETRICS\n"
+ "#define CLEAR\n");
+ e_data.volumetric_scatter_sh = DRW_shader_create_with_lib(datatoc_volumetric_vert_glsl,
+ datatoc_volumetric_geom_glsl,
+ datatoc_volumetric_scatter_frag_glsl,
+ e_data.volumetric_common_lights_lib,
+ SHADER_DEFINES
+ "#define VOLUMETRICS\n"
+ "#define VOLUME_SHADOW\n");
+ e_data.volumetric_scatter_with_lights_sh = DRW_shader_create_with_lib(
+ datatoc_volumetric_vert_glsl,
+ datatoc_volumetric_geom_glsl,
+ datatoc_volumetric_scatter_frag_glsl,
+ e_data.volumetric_common_lights_lib,
+ SHADER_DEFINES
+ "#define VOLUMETRICS\n"
+ "#define VOLUME_LIGHTING\n"
+ "#define VOLUME_SHADOW\n");
+ e_data.volumetric_integration_sh = DRW_shader_create_with_lib(
+ datatoc_volumetric_vert_glsl,
+ datatoc_volumetric_geom_glsl,
+ datatoc_volumetric_integration_frag_glsl,
+ e_data.volumetric_common_lib,
+ NULL);
+ e_data.volumetric_resolve_sh = DRW_shader_create_with_lib(datatoc_common_fullscreen_vert_glsl,
+ NULL,
+ datatoc_volumetric_resolve_frag_glsl,
+ e_data.volumetric_common_lib,
+ NULL);
+
+ float color[4] = {1.0f, 1.0f, 1.0f, 1.0f};
+ e_data.dummy_density = DRW_texture_create_3d(1, 1, 1, GPU_RGBA8, DRW_TEX_WRAP, color);
+
+ float flame = 0.0f;
+ e_data.dummy_flame = DRW_texture_create_3d(1, 1, 1, GPU_R8, DRW_TEX_WRAP, &flame);
}
void EEVEE_volumes_set_jitter(EEVEE_ViewLayerData *sldata, uint current_sample)
{
- EEVEE_CommonUniformBuffer *common_data = &sldata->common_data;
+ EEVEE_CommonUniformBuffer *common_data = &sldata->common_data;
- double ht_point[3];
- double ht_offset[3] = {0.0, 0.0};
- uint ht_primes[3] = {3, 7, 2};
+ double ht_point[3];
+ double ht_offset[3] = {0.0, 0.0};
+ uint ht_primes[3] = {3, 7, 2};
- BLI_halton_3d(ht_primes, ht_offset, current_sample, ht_point);
+ BLI_halton_3d(ht_primes, ht_offset, current_sample, ht_point);
- common_data->vol_jitter[0] = (float)ht_point[0];
- common_data->vol_jitter[1] = (float)ht_point[1];
- common_data->vol_jitter[2] = (float)ht_point[2];
+ common_data->vol_jitter[0] = (float)ht_point[0];
+ common_data->vol_jitter[1] = (float)ht_point[1];
+ common_data->vol_jitter[2] = (float)ht_point[2];
}
int EEVEE_volumes_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata)
{
- EEVEE_StorageList *stl = vedata->stl;
- EEVEE_FramebufferList *fbl = vedata->fbl;
- EEVEE_TextureList *txl = vedata->txl;
- EEVEE_EffectsInfo *effects = stl->effects;
- EEVEE_CommonUniformBuffer *common_data = &sldata->common_data;
-
- const DRWContextState *draw_ctx = DRW_context_state_get();
- const Scene *scene_eval = DEG_get_evaluated_scene(draw_ctx->depsgraph);
-
- const float *viewport_size = DRW_viewport_size_get();
-
- BLI_listbase_clear(&e_data.smoke_domains);
-
- if (scene_eval->eevee.flag & SCE_EEVEE_VOLUMETRIC_ENABLED) {
-
- /* Shaders */
- if (!e_data.volumetric_scatter_sh) {
- eevee_create_shader_volumes();
- }
-
- const int tile_size = scene_eval->eevee.volumetric_tile_size;
-
- /* Find Froxel Texture resolution. */
- int tex_size[3];
-
- tex_size[0] = (int)ceilf(fmaxf(1.0f, viewport_size[0] / (float)tile_size));
- tex_size[1] = (int)ceilf(fmaxf(1.0f, viewport_size[1] / (float)tile_size));
- tex_size[2] = max_ii(scene_eval->eevee.volumetric_samples, 1);
-
- common_data->vol_coord_scale[0] = viewport_size[0] / (float)(tile_size * tex_size[0]);
- common_data->vol_coord_scale[1] = viewport_size[1] / (float)(tile_size * tex_size[1]);
-
- /* TODO compute snap to maxZBuffer for clustered rendering */
-
- if ((common_data->vol_tex_size[0] != tex_size[0]) ||
- (common_data->vol_tex_size[1] != tex_size[1]) ||
- (common_data->vol_tex_size[2] != tex_size[2]))
- {
- DRW_TEXTURE_FREE_SAFE(txl->volume_prop_scattering);
- DRW_TEXTURE_FREE_SAFE(txl->volume_prop_extinction);
- DRW_TEXTURE_FREE_SAFE(txl->volume_prop_emission);
- DRW_TEXTURE_FREE_SAFE(txl->volume_prop_phase);
- DRW_TEXTURE_FREE_SAFE(txl->volume_scatter);
- DRW_TEXTURE_FREE_SAFE(txl->volume_transmittance);
- DRW_TEXTURE_FREE_SAFE(txl->volume_scatter_history);
- DRW_TEXTURE_FREE_SAFE(txl->volume_transmittance_history);
- GPU_FRAMEBUFFER_FREE_SAFE(fbl->volumetric_fb);
- GPU_FRAMEBUFFER_FREE_SAFE(fbl->volumetric_scat_fb);
- GPU_FRAMEBUFFER_FREE_SAFE(fbl->volumetric_integ_fb);
- common_data->vol_tex_size[0] = tex_size[0];
- common_data->vol_tex_size[1] = tex_size[1];
- common_data->vol_tex_size[2] = tex_size[2];
-
- common_data->vol_inv_tex_size[0] = 1.0f / (float)(tex_size[0]);
- common_data->vol_inv_tex_size[1] = 1.0f / (float)(tex_size[1]);
- common_data->vol_inv_tex_size[2] = 1.0f / (float)(tex_size[2]);
- }
-
- /* Like frostbite's paper, 5% blend of the new frame. */
- common_data->vol_history_alpha = (txl->volume_prop_scattering == NULL) ? 0.0f : 0.95f;
-
- if (txl->volume_prop_scattering == NULL) {
- /* Volume properties: We evaluate all volumetric objects
- * and store their final properties into each froxel */
- txl->volume_prop_scattering = DRW_texture_create_3d(tex_size[0], tex_size[1], tex_size[2],
- GPU_R11F_G11F_B10F, DRW_TEX_FILTER, NULL);
- txl->volume_prop_extinction = DRW_texture_create_3d(tex_size[0], tex_size[1], tex_size[2],
- GPU_R11F_G11F_B10F, DRW_TEX_FILTER, NULL);
- txl->volume_prop_emission = DRW_texture_create_3d(tex_size[0], tex_size[1], tex_size[2],
- GPU_R11F_G11F_B10F, DRW_TEX_FILTER, NULL);
- txl->volume_prop_phase = DRW_texture_create_3d(tex_size[0], tex_size[1], tex_size[2],
- GPU_RG16F, DRW_TEX_FILTER, NULL);
-
- /* Volume scattering: We compute for each froxel the
- * Scattered light towards the view. We also resolve temporal
- * super sampling during this stage. */
- txl->volume_scatter = DRW_texture_create_3d(tex_size[0], tex_size[1], tex_size[2],
- GPU_R11F_G11F_B10F, DRW_TEX_FILTER, NULL);
- txl->volume_transmittance = DRW_texture_create_3d(tex_size[0], tex_size[1], tex_size[2],
- GPU_R11F_G11F_B10F, DRW_TEX_FILTER, NULL);
-
- /* Final integration: We compute for each froxel the
- * amount of scattered light and extinction coef at this
- * given depth. We use theses textures as double buffer
- * for the volumetric history. */
- txl->volume_scatter_history = DRW_texture_create_3d(tex_size[0], tex_size[1], tex_size[2],
- GPU_R11F_G11F_B10F, DRW_TEX_FILTER, NULL);
- txl->volume_transmittance_history = DRW_texture_create_3d(tex_size[0], tex_size[1], tex_size[2],
- GPU_R11F_G11F_B10F, DRW_TEX_FILTER, NULL);
- }
-
- /* Temporal Super sampling jitter */
- uint ht_primes[3] = {3, 7, 2};
- uint current_sample = 0;
-
- /* If TAA is in use do not use the history buffer. */
- bool do_taa = ((effects->enabled_effects & EFFECT_TAA) != 0);
-
- if (draw_ctx->evil_C != NULL) {
- struct wmWindowManager *wm = CTX_wm_manager(draw_ctx->evil_C);
- do_taa = do_taa && (ED_screen_animation_no_scrub(wm) == NULL);
- }
-
- if (do_taa) {
- common_data->vol_history_alpha = 0.0f;
- current_sample = effects->taa_current_sample - 1;
- effects->volume_current_sample = -1;
- }
- else {
- const uint max_sample = (ht_primes[0] * ht_primes[1] * ht_primes[2]);
- current_sample = effects->volume_current_sample = (effects->volume_current_sample + 1) % max_sample;
- if (current_sample != max_sample - 1) {
- DRW_viewport_request_redraw();
- }
- }
-
- EEVEE_volumes_set_jitter(sldata, current_sample);
-
- /* Framebuffer setup */
- GPU_framebuffer_ensure_config(&fbl->volumetric_fb, {
- GPU_ATTACHMENT_NONE,
- GPU_ATTACHMENT_TEXTURE(txl->volume_prop_scattering),
- GPU_ATTACHMENT_TEXTURE(txl->volume_prop_extinction),
- GPU_ATTACHMENT_TEXTURE(txl->volume_prop_emission),
- GPU_ATTACHMENT_TEXTURE(txl->volume_prop_phase)
- });
- GPU_framebuffer_ensure_config(&fbl->volumetric_scat_fb, {
- GPU_ATTACHMENT_NONE,
- GPU_ATTACHMENT_TEXTURE(txl->volume_scatter),
- GPU_ATTACHMENT_TEXTURE(txl->volume_transmittance)
- });
- GPU_framebuffer_ensure_config(&fbl->volumetric_integ_fb, {
- GPU_ATTACHMENT_NONE,
- GPU_ATTACHMENT_TEXTURE(txl->volume_scatter_history),
- GPU_ATTACHMENT_TEXTURE(txl->volume_transmittance_history)
- });
-
- float integration_start = scene_eval->eevee.volumetric_start;
- float integration_end = scene_eval->eevee.volumetric_end;
- common_data->vol_light_clamp = scene_eval->eevee.volumetric_light_clamp;
- common_data->vol_shadow_steps = (float)scene_eval->eevee.volumetric_shadow_samples;
- if ((scene_eval->eevee.flag & SCE_EEVEE_VOLUMETRIC_SHADOWS) == 0) {
- common_data->vol_shadow_steps = 0;
- }
-
- /* Update view_vecs */
- float invproj[4][4], winmat[4][4];
- DRW_viewport_matrix_get(winmat, DRW_MAT_WIN);
- DRW_viewport_matrix_get(invproj, DRW_MAT_WININV);
- EEVEE_update_viewvecs(invproj, winmat, sldata->common_data.view_vecs);
-
- if (DRW_viewport_is_persp_get()) {
- float sample_distribution = scene_eval->eevee.volumetric_sample_distribution;
- sample_distribution = 4.0f * (1.00001f - sample_distribution);
-
- const float clip_start = common_data->view_vecs[0][2];
- /* Negate */
- float near = integration_start = min_ff(-integration_start, clip_start - 1e-4f);
- float far = integration_end = min_ff(-integration_end, near - 1e-4f);
-
- common_data->vol_depth_param[0] = (far - near * exp2(1.0f / sample_distribution)) / (far - near);
- common_data->vol_depth_param[1] = (1.0f - common_data->vol_depth_param[0]) / near;
- common_data->vol_depth_param[2] = sample_distribution;
- }
- else {
- const float clip_start = common_data->view_vecs[0][2];
- const float clip_end = clip_start + common_data->view_vecs[1][2];
- integration_start = min_ff(integration_end, clip_start);
- integration_end = max_ff(-integration_end, clip_end);
-
- common_data->vol_depth_param[0] = integration_start;
- common_data->vol_depth_param[1] = integration_end;
- common_data->vol_depth_param[2] = 1.0f / (integration_end - integration_start);
- }
-
- /* Disable clamp if equal to 0. */
- if (common_data->vol_light_clamp == 0.0) {
- common_data->vol_light_clamp = FLT_MAX;
- }
-
- common_data->vol_use_lights = (scene_eval->eevee.flag & SCE_EEVEE_VOLUMETRIC_LIGHTS) != 0;
-
- return EFFECT_VOLUMETRIC | EFFECT_POST_BUFFER;
- }
-
- /* Cleanup to release memory */
- DRW_TEXTURE_FREE_SAFE(txl->volume_prop_scattering);
- DRW_TEXTURE_FREE_SAFE(txl->volume_prop_extinction);
- DRW_TEXTURE_FREE_SAFE(txl->volume_prop_emission);
- DRW_TEXTURE_FREE_SAFE(txl->volume_prop_phase);
- DRW_TEXTURE_FREE_SAFE(txl->volume_scatter);
- DRW_TEXTURE_FREE_SAFE(txl->volume_transmittance);
- DRW_TEXTURE_FREE_SAFE(txl->volume_scatter_history);
- DRW_TEXTURE_FREE_SAFE(txl->volume_transmittance_history);
- GPU_FRAMEBUFFER_FREE_SAFE(fbl->volumetric_fb);
- GPU_FRAMEBUFFER_FREE_SAFE(fbl->volumetric_scat_fb);
- GPU_FRAMEBUFFER_FREE_SAFE(fbl->volumetric_integ_fb);
-
- return 0;
+ EEVEE_StorageList *stl = vedata->stl;
+ EEVEE_FramebufferList *fbl = vedata->fbl;
+ EEVEE_TextureList *txl = vedata->txl;
+ EEVEE_EffectsInfo *effects = stl->effects;
+ EEVEE_CommonUniformBuffer *common_data = &sldata->common_data;
+
+ const DRWContextState *draw_ctx = DRW_context_state_get();
+ const Scene *scene_eval = DEG_get_evaluated_scene(draw_ctx->depsgraph);
+
+ const float *viewport_size = DRW_viewport_size_get();
+
+ BLI_listbase_clear(&e_data.smoke_domains);
+
+ if (scene_eval->eevee.flag & SCE_EEVEE_VOLUMETRIC_ENABLED) {
+
+ /* Shaders */
+ if (!e_data.volumetric_scatter_sh) {
+ eevee_create_shader_volumes();
+ }
+
+ const int tile_size = scene_eval->eevee.volumetric_tile_size;
+
+ /* Find Froxel Texture resolution. */
+ int tex_size[3];
+
+ tex_size[0] = (int)ceilf(fmaxf(1.0f, viewport_size[0] / (float)tile_size));
+ tex_size[1] = (int)ceilf(fmaxf(1.0f, viewport_size[1] / (float)tile_size));
+ tex_size[2] = max_ii(scene_eval->eevee.volumetric_samples, 1);
+
+ common_data->vol_coord_scale[0] = viewport_size[0] / (float)(tile_size * tex_size[0]);
+ common_data->vol_coord_scale[1] = viewport_size[1] / (float)(tile_size * tex_size[1]);
+
+ /* TODO compute snap to maxZBuffer for clustered rendering */
+
+ if ((common_data->vol_tex_size[0] != tex_size[0]) ||
+ (common_data->vol_tex_size[1] != tex_size[1]) ||
+ (common_data->vol_tex_size[2] != tex_size[2])) {
+ DRW_TEXTURE_FREE_SAFE(txl->volume_prop_scattering);
+ DRW_TEXTURE_FREE_SAFE(txl->volume_prop_extinction);
+ DRW_TEXTURE_FREE_SAFE(txl->volume_prop_emission);
+ DRW_TEXTURE_FREE_SAFE(txl->volume_prop_phase);
+ DRW_TEXTURE_FREE_SAFE(txl->volume_scatter);
+ DRW_TEXTURE_FREE_SAFE(txl->volume_transmittance);
+ DRW_TEXTURE_FREE_SAFE(txl->volume_scatter_history);
+ DRW_TEXTURE_FREE_SAFE(txl->volume_transmittance_history);
+ GPU_FRAMEBUFFER_FREE_SAFE(fbl->volumetric_fb);
+ GPU_FRAMEBUFFER_FREE_SAFE(fbl->volumetric_scat_fb);
+ GPU_FRAMEBUFFER_FREE_SAFE(fbl->volumetric_integ_fb);
+ common_data->vol_tex_size[0] = tex_size[0];
+ common_data->vol_tex_size[1] = tex_size[1];
+ common_data->vol_tex_size[2] = tex_size[2];
+
+ common_data->vol_inv_tex_size[0] = 1.0f / (float)(tex_size[0]);
+ common_data->vol_inv_tex_size[1] = 1.0f / (float)(tex_size[1]);
+ common_data->vol_inv_tex_size[2] = 1.0f / (float)(tex_size[2]);
+ }
+
+ /* Like frostbite's paper, 5% blend of the new frame. */
+ common_data->vol_history_alpha = (txl->volume_prop_scattering == NULL) ? 0.0f : 0.95f;
+
+ if (txl->volume_prop_scattering == NULL) {
+ /* Volume properties: We evaluate all volumetric objects
+ * and store their final properties into each froxel */
+ txl->volume_prop_scattering = DRW_texture_create_3d(
+ tex_size[0], tex_size[1], tex_size[2], GPU_R11F_G11F_B10F, DRW_TEX_FILTER, NULL);
+ txl->volume_prop_extinction = DRW_texture_create_3d(
+ tex_size[0], tex_size[1], tex_size[2], GPU_R11F_G11F_B10F, DRW_TEX_FILTER, NULL);
+ txl->volume_prop_emission = DRW_texture_create_3d(
+ tex_size[0], tex_size[1], tex_size[2], GPU_R11F_G11F_B10F, DRW_TEX_FILTER, NULL);
+ txl->volume_prop_phase = DRW_texture_create_3d(
+ tex_size[0], tex_size[1], tex_size[2], GPU_RG16F, DRW_TEX_FILTER, NULL);
+
+ /* Volume scattering: We compute for each froxel the
+ * Scattered light towards the view. We also resolve temporal
+ * super sampling during this stage. */
+ txl->volume_scatter = DRW_texture_create_3d(
+ tex_size[0], tex_size[1], tex_size[2], GPU_R11F_G11F_B10F, DRW_TEX_FILTER, NULL);
+ txl->volume_transmittance = DRW_texture_create_3d(
+ tex_size[0], tex_size[1], tex_size[2], GPU_R11F_G11F_B10F, DRW_TEX_FILTER, NULL);
+
+ /* Final integration: We compute for each froxel the
+ * amount of scattered light and extinction coef at this
+ * given depth. We use theses textures as double buffer
+ * for the volumetric history. */
+ txl->volume_scatter_history = DRW_texture_create_3d(
+ tex_size[0], tex_size[1], tex_size[2], GPU_R11F_G11F_B10F, DRW_TEX_FILTER, NULL);
+ txl->volume_transmittance_history = DRW_texture_create_3d(
+ tex_size[0], tex_size[1], tex_size[2], GPU_R11F_G11F_B10F, DRW_TEX_FILTER, NULL);
+ }
+
+ /* Temporal Super sampling jitter */
+ uint ht_primes[3] = {3, 7, 2};
+ uint current_sample = 0;
+
+ /* If TAA is in use do not use the history buffer. */
+ bool do_taa = ((effects->enabled_effects & EFFECT_TAA) != 0);
+
+ if (draw_ctx->evil_C != NULL) {
+ struct wmWindowManager *wm = CTX_wm_manager(draw_ctx->evil_C);
+ do_taa = do_taa && (ED_screen_animation_no_scrub(wm) == NULL);
+ }
+
+ if (do_taa) {
+ common_data->vol_history_alpha = 0.0f;
+ current_sample = effects->taa_current_sample - 1;
+ effects->volume_current_sample = -1;
+ }
+ else {
+ const uint max_sample = (ht_primes[0] * ht_primes[1] * ht_primes[2]);
+ current_sample = effects->volume_current_sample = (effects->volume_current_sample + 1) %
+ max_sample;
+ if (current_sample != max_sample - 1) {
+ DRW_viewport_request_redraw();
+ }
+ }
+
+ EEVEE_volumes_set_jitter(sldata, current_sample);
+
+ /* Framebuffer setup */
+ GPU_framebuffer_ensure_config(&fbl->volumetric_fb,
+ {GPU_ATTACHMENT_NONE,
+ GPU_ATTACHMENT_TEXTURE(txl->volume_prop_scattering),
+ GPU_ATTACHMENT_TEXTURE(txl->volume_prop_extinction),
+ GPU_ATTACHMENT_TEXTURE(txl->volume_prop_emission),
+ GPU_ATTACHMENT_TEXTURE(txl->volume_prop_phase)});
+ GPU_framebuffer_ensure_config(&fbl->volumetric_scat_fb,
+ {GPU_ATTACHMENT_NONE,
+ GPU_ATTACHMENT_TEXTURE(txl->volume_scatter),
+ GPU_ATTACHMENT_TEXTURE(txl->volume_transmittance)});
+ GPU_framebuffer_ensure_config(&fbl->volumetric_integ_fb,
+ {GPU_ATTACHMENT_NONE,
+ GPU_ATTACHMENT_TEXTURE(txl->volume_scatter_history),
+ GPU_ATTACHMENT_TEXTURE(txl->volume_transmittance_history)});
+
+ float integration_start = scene_eval->eevee.volumetric_start;
+ float integration_end = scene_eval->eevee.volumetric_end;
+ common_data->vol_light_clamp = scene_eval->eevee.volumetric_light_clamp;
+ common_data->vol_shadow_steps = (float)scene_eval->eevee.volumetric_shadow_samples;
+ if ((scene_eval->eevee.flag & SCE_EEVEE_VOLUMETRIC_SHADOWS) == 0) {
+ common_data->vol_shadow_steps = 0;
+ }
+
+ /* Update view_vecs */
+ float invproj[4][4], winmat[4][4];
+ DRW_viewport_matrix_get(winmat, DRW_MAT_WIN);
+ DRW_viewport_matrix_get(invproj, DRW_MAT_WININV);
+ EEVEE_update_viewvecs(invproj, winmat, sldata->common_data.view_vecs);
+
+ if (DRW_viewport_is_persp_get()) {
+ float sample_distribution = scene_eval->eevee.volumetric_sample_distribution;
+ sample_distribution = 4.0f * (1.00001f - sample_distribution);
+
+ const float clip_start = common_data->view_vecs[0][2];
+ /* Negate */
+ float near = integration_start = min_ff(-integration_start, clip_start - 1e-4f);
+ float far = integration_end = min_ff(-integration_end, near - 1e-4f);
+
+ common_data->vol_depth_param[0] = (far - near * exp2(1.0f / sample_distribution)) /
+ (far - near);
+ common_data->vol_depth_param[1] = (1.0f - common_data->vol_depth_param[0]) / near;
+ common_data->vol_depth_param[2] = sample_distribution;
+ }
+ else {
+ const float clip_start = common_data->view_vecs[0][2];
+ const float clip_end = clip_start + common_data->view_vecs[1][2];
+ integration_start = min_ff(integration_end, clip_start);
+ integration_end = max_ff(-integration_end, clip_end);
+
+ common_data->vol_depth_param[0] = integration_start;
+ common_data->vol_depth_param[1] = integration_end;
+ common_data->vol_depth_param[2] = 1.0f / (integration_end - integration_start);
+ }
+
+ /* Disable clamp if equal to 0. */
+ if (common_data->vol_light_clamp == 0.0) {
+ common_data->vol_light_clamp = FLT_MAX;
+ }
+
+ common_data->vol_use_lights = (scene_eval->eevee.flag & SCE_EEVEE_VOLUMETRIC_LIGHTS) != 0;
+
+ return EFFECT_VOLUMETRIC | EFFECT_POST_BUFFER;
+ }
+
+ /* Cleanup to release memory */
+ DRW_TEXTURE_FREE_SAFE(txl->volume_prop_scattering);
+ DRW_TEXTURE_FREE_SAFE(txl->volume_prop_extinction);
+ DRW_TEXTURE_FREE_SAFE(txl->volume_prop_emission);
+ DRW_TEXTURE_FREE_SAFE(txl->volume_prop_phase);
+ DRW_TEXTURE_FREE_SAFE(txl->volume_scatter);
+ DRW_TEXTURE_FREE_SAFE(txl->volume_transmittance);
+ DRW_TEXTURE_FREE_SAFE(txl->volume_scatter_history);
+ DRW_TEXTURE_FREE_SAFE(txl->volume_transmittance_history);
+ GPU_FRAMEBUFFER_FREE_SAFE(fbl->volumetric_fb);
+ GPU_FRAMEBUFFER_FREE_SAFE(fbl->volumetric_scat_fb);
+ GPU_FRAMEBUFFER_FREE_SAFE(fbl->volumetric_integ_fb);
+
+ return 0;
}
void EEVEE_volumes_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata)
{
- EEVEE_PassList *psl = vedata->psl;
- EEVEE_StorageList *stl = vedata->stl;
- EEVEE_TextureList *txl = vedata->txl;
- EEVEE_EffectsInfo *effects = stl->effects;
- LightCache *lcache = stl->g_data->light_cache;
- EEVEE_CommonUniformBuffer *common_data = &sldata->common_data;
-
- if ((effects->enabled_effects & EFFECT_VOLUMETRIC) != 0) {
- const DRWContextState *draw_ctx = DRW_context_state_get();
- Scene *scene = draw_ctx->scene;
- DRWShadingGroup *grp = NULL;
-
- /* Quick breakdown of the Volumetric rendering:
- *
- * The rendering is separated in 4 stages:
- *
- * - Material Parameters : we collect volume properties of
- * all participating media in the scene and store them in
- * a 3D texture aligned with the 3D frustum.
- * This is done in 2 passes, one that clear the texture
- * and/or evaluate the world volumes, and the 2nd one that
- * additively render object volumes.
- *
- * - Light Scattering : the volume properties then are sampled
- * and light scattering is evaluated for each cell of the
- * volume texture. Temporal super-sampling (if enabled) occurs here.
- *
- * - Volume Integration : the scattered light and extinction is
- * integrated (accumulated) along the view-rays. The result is stored
- * for every cell in another texture.
- *
- * - Full-screen Resolve : From the previous stage, we get two
- * 3D textures that contains integrated scattered light and extinction
- * for "every" positions in the frustum. We only need to sample
- * them and blend the scene color with those factors. This also
- * work for alpha blended materials.
- */
-
- /* World pass is not additive as it also clear the buffer. */
- psl->volumetric_world_ps = DRW_pass_create("Volumetric World", DRW_STATE_WRITE_COLOR);
-
- /* World Volumetric */
- struct World *wo = scene->world;
- if (wo != NULL && wo->use_nodes && wo->nodetree && !LOOK_DEV_STUDIO_LIGHT_ENABLED(draw_ctx->v3d)) {
- struct GPUMaterial *mat = EEVEE_material_world_volume_get(scene, wo);
-
- grp = DRW_shgroup_material_empty_tri_batch_create(mat,
- psl->volumetric_world_ps,
- common_data->vol_tex_size[2]);
-
- if (grp) {
- DRW_shgroup_uniform_block(grp, "common_block", sldata->common_ubo);
- /* TODO (fclem): remove those (need to clean the GLSL files). */
- DRW_shgroup_uniform_block(grp, "grid_block", sldata->grid_ubo);
- DRW_shgroup_uniform_block(grp, "probe_block", sldata->probe_ubo);
- DRW_shgroup_uniform_block(grp, "planar_block", sldata->planar_ubo);
- DRW_shgroup_uniform_block(grp, "light_block", sldata->light_ubo);
- DRW_shgroup_uniform_block(grp, "shadow_block", sldata->shadow_ubo);
-
- /* Fix principle volumetric not working with world materials. */
- DRW_shgroup_uniform_texture(grp, "sampdensity", e_data.dummy_density);
- DRW_shgroup_uniform_texture(grp, "sampflame", e_data.dummy_flame);
- DRW_shgroup_uniform_vec2(grp, "unftemperature", (float[2]){0.0f, 1.0f}, 1);
- }
- }
-
- if (grp == NULL) {
- /* If no world or volume material is present just clear the buffer with this drawcall */
- grp = DRW_shgroup_empty_tri_batch_create(
- e_data.volumetric_clear_sh,
- psl->volumetric_world_ps,
- common_data->vol_tex_size[2]);
-
- DRW_shgroup_uniform_block(grp, "common_block", sldata->common_ubo);
- }
-
- /* Volumetric Objects */
- psl->volumetric_objects_ps = DRW_pass_create("Volumetric Properties", DRW_STATE_WRITE_COLOR |
- DRW_STATE_ADDITIVE);
-
- struct GPUShader *scatter_sh = (common_data->vol_use_lights) ? e_data.volumetric_scatter_with_lights_sh
- : e_data.volumetric_scatter_sh;
- psl->volumetric_scatter_ps = DRW_pass_create("Volumetric Scattering", DRW_STATE_WRITE_COLOR);
- grp = DRW_shgroup_empty_tri_batch_create(scatter_sh, psl->volumetric_scatter_ps,
- common_data->vol_tex_size[2]);
- DRW_shgroup_uniform_texture_ref(grp, "irradianceGrid", &lcache->grid_tx.tex);
- DRW_shgroup_uniform_texture_ref(grp, "shadowCubeTexture", &sldata->shadow_cube_pool);
- DRW_shgroup_uniform_texture_ref(grp, "shadowCascadeTexture", &sldata->shadow_cascade_pool);
- DRW_shgroup_uniform_texture_ref(grp, "volumeScattering", &txl->volume_prop_scattering);
- DRW_shgroup_uniform_texture_ref(grp, "volumeExtinction", &txl->volume_prop_extinction);
- DRW_shgroup_uniform_texture_ref(grp, "volumeEmission", &txl->volume_prop_emission);
- DRW_shgroup_uniform_texture_ref(grp, "volumePhase", &txl->volume_prop_phase);
- DRW_shgroup_uniform_texture_ref(grp, "historyScattering", &txl->volume_scatter_history);
- DRW_shgroup_uniform_texture_ref(grp, "historyTransmittance", &txl->volume_transmittance_history);
- DRW_shgroup_uniform_block(grp, "light_block", sldata->light_ubo);
- DRW_shgroup_uniform_block(grp, "shadow_block", sldata->shadow_ubo);
- DRW_shgroup_uniform_block(grp, "common_block", sldata->common_ubo);
-
- psl->volumetric_integration_ps = DRW_pass_create("Volumetric Integration", DRW_STATE_WRITE_COLOR);
- grp = DRW_shgroup_empty_tri_batch_create(e_data.volumetric_integration_sh,
- psl->volumetric_integration_ps,
- common_data->vol_tex_size[2]);
- DRW_shgroup_uniform_texture_ref(grp, "volumeScattering", &txl->volume_scatter);
- DRW_shgroup_uniform_texture_ref(grp, "volumeExtinction", &txl->volume_transmittance);
- DRW_shgroup_uniform_block(grp, "common_block", sldata->common_ubo);
-
- psl->volumetric_resolve_ps = DRW_pass_create("Volumetric Resolve", DRW_STATE_WRITE_COLOR);
- grp = DRW_shgroup_create(e_data.volumetric_resolve_sh, psl->volumetric_resolve_ps);
- DRW_shgroup_uniform_texture_ref(grp, "inScattering", &txl->volume_scatter);
- DRW_shgroup_uniform_texture_ref(grp, "inTransmittance", &txl->volume_transmittance);
- DRW_shgroup_uniform_texture_ref(grp, "inSceneColor", &e_data.color_src);
- DRW_shgroup_uniform_texture_ref(grp, "inSceneDepth", &e_data.depth_src);
- DRW_shgroup_uniform_block(grp, "common_block", sldata->common_ubo);
- DRW_shgroup_call_add(grp, DRW_cache_fullscreen_quad_get(), NULL);
- }
+ EEVEE_PassList *psl = vedata->psl;
+ EEVEE_StorageList *stl = vedata->stl;
+ EEVEE_TextureList *txl = vedata->txl;
+ EEVEE_EffectsInfo *effects = stl->effects;
+ LightCache *lcache = stl->g_data->light_cache;
+ EEVEE_CommonUniformBuffer *common_data = &sldata->common_data;
+
+ if ((effects->enabled_effects & EFFECT_VOLUMETRIC) != 0) {
+ const DRWContextState *draw_ctx = DRW_context_state_get();
+ Scene *scene = draw_ctx->scene;
+ DRWShadingGroup *grp = NULL;
+
+ /* Quick breakdown of the Volumetric rendering:
+ *
+ * The rendering is separated in 4 stages:
+ *
+ * - Material Parameters : we collect volume properties of
+ * all participating media in the scene and store them in
+ * a 3D texture aligned with the 3D frustum.
+ * This is done in 2 passes, one that clear the texture
+ * and/or evaluate the world volumes, and the 2nd one that
+ * additively render object volumes.
+ *
+ * - Light Scattering : the volume properties then are sampled
+ * and light scattering is evaluated for each cell of the
+ * volume texture. Temporal super-sampling (if enabled) occurs here.
+ *
+ * - Volume Integration : the scattered light and extinction is
+ * integrated (accumulated) along the view-rays. The result is stored
+ * for every cell in another texture.
+ *
+ * - Full-screen Resolve : From the previous stage, we get two
+ * 3D textures that contains integrated scattered light and extinction
+ * for "every" positions in the frustum. We only need to sample
+ * them and blend the scene color with those factors. This also
+ * work for alpha blended materials.
+ */
+
+ /* World pass is not additive as it also clear the buffer. */
+ psl->volumetric_world_ps = DRW_pass_create("Volumetric World", DRW_STATE_WRITE_COLOR);
+
+ /* World Volumetric */
+ struct World *wo = scene->world;
+ if (wo != NULL && wo->use_nodes && wo->nodetree &&
+ !LOOK_DEV_STUDIO_LIGHT_ENABLED(draw_ctx->v3d)) {
+ struct GPUMaterial *mat = EEVEE_material_world_volume_get(scene, wo);
+
+ grp = DRW_shgroup_material_empty_tri_batch_create(
+ mat, psl->volumetric_world_ps, common_data->vol_tex_size[2]);
+
+ if (grp) {
+ DRW_shgroup_uniform_block(grp, "common_block", sldata->common_ubo);
+ /* TODO (fclem): remove those (need to clean the GLSL files). */
+ DRW_shgroup_uniform_block(grp, "grid_block", sldata->grid_ubo);
+ DRW_shgroup_uniform_block(grp, "probe_block", sldata->probe_ubo);
+ DRW_shgroup_uniform_block(grp, "planar_block", sldata->planar_ubo);
+ DRW_shgroup_uniform_block(grp, "light_block", sldata->light_ubo);
+ DRW_shgroup_uniform_block(grp, "shadow_block", sldata->shadow_ubo);
+
+ /* Fix principle volumetric not working with world materials. */
+ DRW_shgroup_uniform_texture(grp, "sampdensity", e_data.dummy_density);
+ DRW_shgroup_uniform_texture(grp, "sampflame", e_data.dummy_flame);
+ DRW_shgroup_uniform_vec2(grp, "unftemperature", (float[2]){0.0f, 1.0f}, 1);
+ }
+ }
+
+ if (grp == NULL) {
+ /* If no world or volume material is present just clear the buffer with this drawcall */
+ grp = DRW_shgroup_empty_tri_batch_create(
+ e_data.volumetric_clear_sh, psl->volumetric_world_ps, common_data->vol_tex_size[2]);
+
+ DRW_shgroup_uniform_block(grp, "common_block", sldata->common_ubo);
+ }
+
+ /* Volumetric Objects */
+ psl->volumetric_objects_ps = DRW_pass_create("Volumetric Properties",
+ DRW_STATE_WRITE_COLOR | DRW_STATE_ADDITIVE);
+
+ struct GPUShader *scatter_sh = (common_data->vol_use_lights) ?
+ e_data.volumetric_scatter_with_lights_sh :
+ e_data.volumetric_scatter_sh;
+ psl->volumetric_scatter_ps = DRW_pass_create("Volumetric Scattering", DRW_STATE_WRITE_COLOR);
+ grp = DRW_shgroup_empty_tri_batch_create(
+ scatter_sh, psl->volumetric_scatter_ps, common_data->vol_tex_size[2]);
+ DRW_shgroup_uniform_texture_ref(grp, "irradianceGrid", &lcache->grid_tx.tex);
+ DRW_shgroup_uniform_texture_ref(grp, "shadowCubeTexture", &sldata->shadow_cube_pool);
+ DRW_shgroup_uniform_texture_ref(grp, "shadowCascadeTexture", &sldata->shadow_cascade_pool);
+ DRW_shgroup_uniform_texture_ref(grp, "volumeScattering", &txl->volume_prop_scattering);
+ DRW_shgroup_uniform_texture_ref(grp, "volumeExtinction", &txl->volume_prop_extinction);
+ DRW_shgroup_uniform_texture_ref(grp, "volumeEmission", &txl->volume_prop_emission);
+ DRW_shgroup_uniform_texture_ref(grp, "volumePhase", &txl->volume_prop_phase);
+ DRW_shgroup_uniform_texture_ref(grp, "historyScattering", &txl->volume_scatter_history);
+ DRW_shgroup_uniform_texture_ref(
+ grp, "historyTransmittance", &txl->volume_transmittance_history);
+ DRW_shgroup_uniform_block(grp, "light_block", sldata->light_ubo);
+ DRW_shgroup_uniform_block(grp, "shadow_block", sldata->shadow_ubo);
+ DRW_shgroup_uniform_block(grp, "common_block", sldata->common_ubo);
+
+ psl->volumetric_integration_ps = DRW_pass_create("Volumetric Integration",
+ DRW_STATE_WRITE_COLOR);
+ grp = DRW_shgroup_empty_tri_batch_create(e_data.volumetric_integration_sh,
+ psl->volumetric_integration_ps,
+ common_data->vol_tex_size[2]);
+ DRW_shgroup_uniform_texture_ref(grp, "volumeScattering", &txl->volume_scatter);
+ DRW_shgroup_uniform_texture_ref(grp, "volumeExtinction", &txl->volume_transmittance);
+ DRW_shgroup_uniform_block(grp, "common_block", sldata->common_ubo);
+
+ psl->volumetric_resolve_ps = DRW_pass_create("Volumetric Resolve", DRW_STATE_WRITE_COLOR);
+ grp = DRW_shgroup_create(e_data.volumetric_resolve_sh, psl->volumetric_resolve_ps);
+ DRW_shgroup_uniform_texture_ref(grp, "inScattering", &txl->volume_scatter);
+ DRW_shgroup_uniform_texture_ref(grp, "inTransmittance", &txl->volume_transmittance);
+ DRW_shgroup_uniform_texture_ref(grp, "inSceneColor", &e_data.color_src);
+ DRW_shgroup_uniform_texture_ref(grp, "inSceneDepth", &e_data.depth_src);
+ DRW_shgroup_uniform_block(grp, "common_block", sldata->common_ubo);
+ DRW_shgroup_call_add(grp, DRW_cache_fullscreen_quad_get(), NULL);
+ }
}
typedef struct EEVEE_InstanceVolumeMatrix {
- DrawData dd;
- float volume_mat[4][4];
+ DrawData dd;
+ float volume_mat[4][4];
} EEVEE_InstanceVolumeMatrix;
-void EEVEE_volumes_cache_object_add(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata, Scene *scene, Object *ob)
+void EEVEE_volumes_cache_object_add(EEVEE_ViewLayerData *sldata,
+ EEVEE_Data *vedata,
+ Scene *scene,
+ Object *ob)
{
- const DRWContextState *draw_ctx = DRW_context_state_get();
- static float white[3] = {1.0f, 1.0f, 1.0f};
-
- float *texcoloc = NULL;
- float *texcosize = NULL;
- struct ModifierData *md = NULL;
- Material *ma = give_current_material(ob, 1);
-
- if (ma == NULL) {
- return;
- }
-
- struct GPUMaterial *mat = EEVEE_material_mesh_volume_get(scene, ma);
-
- /* If shader failed to compile or is currently compiling. */
- if (GPU_material_status(mat) != GPU_MAT_SUCCESS) {
- return;
- }
-
- DRWShadingGroup *grp = DRW_shgroup_material_empty_tri_batch_create(mat,
- vedata->psl->volumetric_objects_ps,
- sldata->common_data.vol_tex_size[2]);
-
- /* Making sure it's updated. */
- invert_m4_m4(ob->imat, ob->obmat);
-
- BKE_mesh_texspace_get_reference((struct Mesh *)ob->data, NULL, &texcoloc, NULL, &texcosize);
-
- float (*imat)[4] = ob->imat;
-
- if ((ob->base_flag & BASE_FROM_DUPLI) != 0) {
- /* TODO Remove from here and use a dedicated buffer. */
- EEVEE_InstanceVolumeMatrix *ivm = (EEVEE_InstanceVolumeMatrix *)DRW_drawdata_ensure(
- &ob->id,
- (DrawEngineType *)EEVEE_volumes_cache_object_add,
- sizeof(EEVEE_InstanceVolumeMatrix),
- NULL, NULL);
- copy_m4_m4(ivm->volume_mat, ob->imat);
- imat = ivm->volume_mat;
- }
-
- /* TODO(fclem) remove those "unnecessary" UBOs */
- DRW_shgroup_uniform_block(grp, "planar_block", sldata->planar_ubo);
- DRW_shgroup_uniform_block(grp, "probe_block", sldata->probe_ubo);
- DRW_shgroup_uniform_block(grp, "shadow_block", sldata->shadow_ubo);
- DRW_shgroup_uniform_block(grp, "light_block", sldata->light_ubo);
- DRW_shgroup_uniform_block(grp, "grid_block", sldata->grid_ubo);
-
- DRW_shgroup_uniform_block(grp, "common_block", sldata->common_ubo);
- DRW_shgroup_uniform_mat4(grp, "volumeObjectMatrix", imat);
- DRW_shgroup_uniform_vec3(grp, "volumeOrcoLoc", texcoloc, 1);
- DRW_shgroup_uniform_vec3(grp, "volumeOrcoSize", texcosize, 1);
-
- /* Smoke Simulation */
- if (((ob->base_flag & BASE_FROM_DUPLI) == 0) &&
- (md = modifiers_findByType(ob, eModifierType_Smoke)) &&
- (modifier_isEnabled(scene, md, eModifierMode_Realtime)) &&
- ((SmokeModifierData *)md)->domain != NULL)
- {
- SmokeModifierData *smd = (SmokeModifierData *)md;
- SmokeDomainSettings *sds = smd->domain;
-
- /* Don't show smoke before simulation starts, this could be made an option in the future. */
- const bool show_smoke = ((int)DEG_get_ctime(draw_ctx->depsgraph) >= sds->point_cache[0]->startframe);
-
- if (sds->fluid && show_smoke) {
- const bool show_highres = BKE_smoke_show_highres(scene, sds);
- if (!sds->wt || !show_highres) {
- GPU_create_smoke(smd, 0);
- }
- else if (sds->wt && show_highres) {
- GPU_create_smoke(smd, 1);
- }
- BLI_addtail(&e_data.smoke_domains, BLI_genericNodeN(smd));
- }
-
- DRW_shgroup_uniform_texture_ref(grp, "sampdensity", sds->tex ? &sds->tex : &e_data.dummy_density);
- DRW_shgroup_uniform_texture_ref(grp, "sampflame", sds->tex_flame ? &sds->tex_flame : &e_data.dummy_flame);
-
- /* Constant Volume color. */
- bool use_constant_color = ((sds->active_fields & SM_ACTIVE_COLORS) == 0 &&
- (sds->active_fields & SM_ACTIVE_COLOR_SET) != 0);
-
- DRW_shgroup_uniform_vec3(grp, "volumeColor", (use_constant_color) ? sds->active_color : white, 1);
-
- /* Output is such that 0..1 maps to 0..1000K */
- DRW_shgroup_uniform_vec2(grp, "unftemperature", &sds->flame_ignition, 1);
- }
- else {
- DRW_shgroup_uniform_texture(grp, "sampdensity", e_data.dummy_density);
- DRW_shgroup_uniform_texture(grp, "sampflame", e_data.dummy_flame);
- DRW_shgroup_uniform_vec3(grp, "volumeColor", white, 1);
- DRW_shgroup_uniform_vec2(grp, "unftemperature", (float[2]){0.0f, 1.0f}, 1);
- }
+ const DRWContextState *draw_ctx = DRW_context_state_get();
+ static float white[3] = {1.0f, 1.0f, 1.0f};
+
+ float *texcoloc = NULL;
+ float *texcosize = NULL;
+ struct ModifierData *md = NULL;
+ Material *ma = give_current_material(ob, 1);
+
+ if (ma == NULL) {
+ return;
+ }
+
+ struct GPUMaterial *mat = EEVEE_material_mesh_volume_get(scene, ma);
+
+ /* If shader failed to compile or is currently compiling. */
+ if (GPU_material_status(mat) != GPU_MAT_SUCCESS) {
+ return;
+ }
+
+ DRWShadingGroup *grp = DRW_shgroup_material_empty_tri_batch_create(
+ mat, vedata->psl->volumetric_objects_ps, sldata->common_data.vol_tex_size[2]);
+
+ /* Making sure it's updated. */
+ invert_m4_m4(ob->imat, ob->obmat);
+
+ BKE_mesh_texspace_get_reference((struct Mesh *)ob->data, NULL, &texcoloc, NULL, &texcosize);
+
+ float(*imat)[4] = ob->imat;
+
+ if ((ob->base_flag & BASE_FROM_DUPLI) != 0) {
+ /* TODO Remove from here and use a dedicated buffer. */
+ EEVEE_InstanceVolumeMatrix *ivm = (EEVEE_InstanceVolumeMatrix *)DRW_drawdata_ensure(
+ &ob->id,
+ (DrawEngineType *)EEVEE_volumes_cache_object_add,
+ sizeof(EEVEE_InstanceVolumeMatrix),
+ NULL,
+ NULL);
+ copy_m4_m4(ivm->volume_mat, ob->imat);
+ imat = ivm->volume_mat;
+ }
+
+ /* TODO(fclem) remove those "unnecessary" UBOs */
+ DRW_shgroup_uniform_block(grp, "planar_block", sldata->planar_ubo);
+ DRW_shgroup_uniform_block(grp, "probe_block", sldata->probe_ubo);
+ DRW_shgroup_uniform_block(grp, "shadow_block", sldata->shadow_ubo);
+ DRW_shgroup_uniform_block(grp, "light_block", sldata->light_ubo);
+ DRW_shgroup_uniform_block(grp, "grid_block", sldata->grid_ubo);
+
+ DRW_shgroup_uniform_block(grp, "common_block", sldata->common_ubo);
+ DRW_shgroup_uniform_mat4(grp, "volumeObjectMatrix", imat);
+ DRW_shgroup_uniform_vec3(grp, "volumeOrcoLoc", texcoloc, 1);
+ DRW_shgroup_uniform_vec3(grp, "volumeOrcoSize", texcosize, 1);
+
+ /* Smoke Simulation */
+ if (((ob->base_flag & BASE_FROM_DUPLI) == 0) &&
+ (md = modifiers_findByType(ob, eModifierType_Smoke)) &&
+ (modifier_isEnabled(scene, md, eModifierMode_Realtime)) &&
+ ((SmokeModifierData *)md)->domain != NULL) {
+ SmokeModifierData *smd = (SmokeModifierData *)md;
+ SmokeDomainSettings *sds = smd->domain;
+
+ /* Don't show smoke before simulation starts, this could be made an option in the future. */
+ const bool show_smoke = ((int)DEG_get_ctime(draw_ctx->depsgraph) >=
+ sds->point_cache[0]->startframe);
+
+ if (sds->fluid && show_smoke) {
+ const bool show_highres = BKE_smoke_show_highres(scene, sds);
+ if (!sds->wt || !show_highres) {
+ GPU_create_smoke(smd, 0);
+ }
+ else if (sds->wt && show_highres) {
+ GPU_create_smoke(smd, 1);
+ }
+ BLI_addtail(&e_data.smoke_domains, BLI_genericNodeN(smd));
+ }
+
+ DRW_shgroup_uniform_texture_ref(
+ grp, "sampdensity", sds->tex ? &sds->tex : &e_data.dummy_density);
+ DRW_shgroup_uniform_texture_ref(
+ grp, "sampflame", sds->tex_flame ? &sds->tex_flame : &e_data.dummy_flame);
+
+ /* Constant Volume color. */
+ bool use_constant_color = ((sds->active_fields & SM_ACTIVE_COLORS) == 0 &&
+ (sds->active_fields & SM_ACTIVE_COLOR_SET) != 0);
+
+ DRW_shgroup_uniform_vec3(
+ grp, "volumeColor", (use_constant_color) ? sds->active_color : white, 1);
+
+ /* Output is such that 0..1 maps to 0..1000K */
+ DRW_shgroup_uniform_vec2(grp, "unftemperature", &sds->flame_ignition, 1);
+ }
+ else {
+ DRW_shgroup_uniform_texture(grp, "sampdensity", e_data.dummy_density);
+ DRW_shgroup_uniform_texture(grp, "sampflame", e_data.dummy_flame);
+ DRW_shgroup_uniform_vec3(grp, "volumeColor", white, 1);
+ DRW_shgroup_uniform_vec2(grp, "unftemperature", (float[2]){0.0f, 1.0f}, 1);
+ }
}
void EEVEE_volumes_compute(EEVEE_ViewLayerData *UNUSED(sldata), EEVEE_Data *vedata)
{
- EEVEE_PassList *psl = vedata->psl;
- EEVEE_TextureList *txl = vedata->txl;
- EEVEE_FramebufferList *fbl = vedata->fbl;
- EEVEE_StorageList *stl = vedata->stl;
- EEVEE_EffectsInfo *effects = stl->effects;
- if ((effects->enabled_effects & EFFECT_VOLUMETRIC) != 0) {
- DRW_stats_group_start("Volumetrics");
-
- /* Step 1: Participating Media Properties */
- GPU_framebuffer_bind(fbl->volumetric_fb);
- DRW_draw_pass(psl->volumetric_world_ps);
- DRW_draw_pass(psl->volumetric_objects_ps);
-
- /* Step 2: Scatter Light */
- GPU_framebuffer_bind(fbl->volumetric_scat_fb);
- DRW_draw_pass(psl->volumetric_scatter_ps);
-
- /* Step 3: Integration */
- GPU_framebuffer_bind(fbl->volumetric_integ_fb);
- DRW_draw_pass(psl->volumetric_integration_ps);
-
- /* Swap volume history buffers */
- SWAP(struct GPUFrameBuffer *, fbl->volumetric_scat_fb, fbl->volumetric_integ_fb);
- SWAP(GPUTexture *, txl->volume_scatter, txl->volume_scatter_history);
- SWAP(GPUTexture *, txl->volume_transmittance, txl->volume_transmittance_history);
-
- /* Restore */
- GPU_framebuffer_bind(fbl->main_fb);
-
- DRW_stats_group_end();
- }
+ EEVEE_PassList *psl = vedata->psl;
+ EEVEE_TextureList *txl = vedata->txl;
+ EEVEE_FramebufferList *fbl = vedata->fbl;
+ EEVEE_StorageList *stl = vedata->stl;
+ EEVEE_EffectsInfo *effects = stl->effects;
+ if ((effects->enabled_effects & EFFECT_VOLUMETRIC) != 0) {
+ DRW_stats_group_start("Volumetrics");
+
+ /* Step 1: Participating Media Properties */
+ GPU_framebuffer_bind(fbl->volumetric_fb);
+ DRW_draw_pass(psl->volumetric_world_ps);
+ DRW_draw_pass(psl->volumetric_objects_ps);
+
+ /* Step 2: Scatter Light */
+ GPU_framebuffer_bind(fbl->volumetric_scat_fb);
+ DRW_draw_pass(psl->volumetric_scatter_ps);
+
+ /* Step 3: Integration */
+ GPU_framebuffer_bind(fbl->volumetric_integ_fb);
+ DRW_draw_pass(psl->volumetric_integration_ps);
+
+ /* Swap volume history buffers */
+ SWAP(struct GPUFrameBuffer *, fbl->volumetric_scat_fb, fbl->volumetric_integ_fb);
+ SWAP(GPUTexture *, txl->volume_scatter, txl->volume_scatter_history);
+ SWAP(GPUTexture *, txl->volume_transmittance, txl->volume_transmittance_history);
+
+ /* Restore */
+ GPU_framebuffer_bind(fbl->main_fb);
+
+ DRW_stats_group_end();
+ }
}
void EEVEE_volumes_resolve(EEVEE_ViewLayerData *UNUSED(sldata), EEVEE_Data *vedata)
{
- EEVEE_PassList *psl = vedata->psl;
- EEVEE_TextureList *txl = vedata->txl;
- EEVEE_FramebufferList *fbl = vedata->fbl;
- EEVEE_StorageList *stl = vedata->stl;
- EEVEE_EffectsInfo *effects = stl->effects;
-
- if ((effects->enabled_effects & EFFECT_VOLUMETRIC) != 0) {
- DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
-
- e_data.color_src = txl->color;
- e_data.depth_src = dtxl->depth;
-
- /* Step 4: Apply for opaque */
- GPU_framebuffer_bind(fbl->effect_color_fb);
- DRW_draw_pass(psl->volumetric_resolve_ps);
-
- /* Swap the buffers and rebind depth to the current buffer */
- SWAP(GPUFrameBuffer *, fbl->main_fb, fbl->effect_fb);
- SWAP(GPUFrameBuffer *, fbl->main_color_fb, fbl->effect_color_fb);
- SWAP(GPUTexture *, txl->color, txl->color_post);
-
- /* Restore */
- GPU_framebuffer_texture_detach(fbl->effect_fb, dtxl->depth);
- GPU_framebuffer_texture_attach(fbl->main_fb, dtxl->depth, 0, 0);
- GPU_framebuffer_bind(fbl->main_fb);
- }
+ EEVEE_PassList *psl = vedata->psl;
+ EEVEE_TextureList *txl = vedata->txl;
+ EEVEE_FramebufferList *fbl = vedata->fbl;
+ EEVEE_StorageList *stl = vedata->stl;
+ EEVEE_EffectsInfo *effects = stl->effects;
+
+ if ((effects->enabled_effects & EFFECT_VOLUMETRIC) != 0) {
+ DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
+
+ e_data.color_src = txl->color;
+ e_data.depth_src = dtxl->depth;
+
+ /* Step 4: Apply for opaque */
+ GPU_framebuffer_bind(fbl->effect_color_fb);
+ DRW_draw_pass(psl->volumetric_resolve_ps);
+
+ /* Swap the buffers and rebind depth to the current buffer */
+ SWAP(GPUFrameBuffer *, fbl->main_fb, fbl->effect_fb);
+ SWAP(GPUFrameBuffer *, fbl->main_color_fb, fbl->effect_color_fb);
+ SWAP(GPUTexture *, txl->color, txl->color_post);
+
+ /* Restore */
+ GPU_framebuffer_texture_detach(fbl->effect_fb, dtxl->depth);
+ GPU_framebuffer_texture_attach(fbl->main_fb, dtxl->depth, 0, 0);
+ GPU_framebuffer_bind(fbl->main_fb);
+ }
}
void EEVEE_volumes_free_smoke_textures(void)
{
- /* Free Smoke Textures after rendering */
- for (LinkData *link = e_data.smoke_domains.first; link; link = link->next) {
- SmokeModifierData *smd = (SmokeModifierData *)link->data;
- GPU_free_smoke(smd);
- }
- BLI_freelistN(&e_data.smoke_domains);
+ /* Free Smoke Textures after rendering */
+ for (LinkData *link = e_data.smoke_domains.first; link; link = link->next) {
+ SmokeModifierData *smd = (SmokeModifierData *)link->data;
+ GPU_free_smoke(smd);
+ }
+ BLI_freelistN(&e_data.smoke_domains);
}
void EEVEE_volumes_free(void)
{
- MEM_SAFE_FREE(e_data.volumetric_common_lib);
- MEM_SAFE_FREE(e_data.volumetric_common_lights_lib);
+ MEM_SAFE_FREE(e_data.volumetric_common_lib);
+ MEM_SAFE_FREE(e_data.volumetric_common_lights_lib);
- DRW_TEXTURE_FREE_SAFE(e_data.dummy_density);
- DRW_TEXTURE_FREE_SAFE(e_data.dummy_flame);
+ DRW_TEXTURE_FREE_SAFE(e_data.dummy_density);
+ DRW_TEXTURE_FREE_SAFE(e_data.dummy_flame);
- DRW_SHADER_FREE_SAFE(e_data.volumetric_clear_sh);
- DRW_SHADER_FREE_SAFE(e_data.volumetric_scatter_sh);
- DRW_SHADER_FREE_SAFE(e_data.volumetric_scatter_with_lights_sh);
- DRW_SHADER_FREE_SAFE(e_data.volumetric_integration_sh);
- DRW_SHADER_FREE_SAFE(e_data.volumetric_resolve_sh);
+ DRW_SHADER_FREE_SAFE(e_data.volumetric_clear_sh);
+ DRW_SHADER_FREE_SAFE(e_data.volumetric_scatter_sh);
+ DRW_SHADER_FREE_SAFE(e_data.volumetric_scatter_with_lights_sh);
+ DRW_SHADER_FREE_SAFE(e_data.volumetric_integration_sh);
+ DRW_SHADER_FREE_SAFE(e_data.volumetric_resolve_sh);
}