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authorClément Foucault <foucault.clem@gmail.com>2018-07-16 16:01:44 +0300
committerClément Foucault <foucault.clem@gmail.com>2018-07-16 21:08:09 +0300
commit7a693626d63a52acd12e80209b634711154a2f9d (patch)
tree96bc9529b14b369292d40425dc22e0a50800a1f4 /source/blender/draw/engines/workbench/workbench_forward.c
parent43593e846bbed183a54ee1dae1b76f3f8c4be9bf (diff)
Smoke: Port display to Workbench + object mode
This does not fix the smokesim. It only port the drawing method. The Object mode engine is in charge of rendering the velocity debugging. Things left to do: - Flame rendering. - Color Ramp coloring of volume data. - View facing slicing (for now it's only doing sampling starting from the volume bounds which gives a squarish look) - Add option to enable dithering (currently on by default.
Diffstat (limited to 'source/blender/draw/engines/workbench/workbench_forward.c')
-rw-r--r--source/blender/draw/engines/workbench/workbench_forward.c23
1 files changed, 20 insertions, 3 deletions
diff --git a/source/blender/draw/engines/workbench/workbench_forward.c b/source/blender/draw/engines/workbench/workbench_forward.c
index e921b2ac2f7..3fb68654188 100644
--- a/source/blender/draw/engines/workbench/workbench_forward.c
+++ b/source/blender/draw/engines/workbench/workbench_forward.c
@@ -33,6 +33,7 @@
#include "BKE_node.h"
#include "BKE_particle.h"
+#include "BKE_modifier.h"
#include "DNA_image_types.h"
#include "DNA_mesh_types.h"
@@ -284,6 +285,7 @@ void workbench_forward_engine_init(WORKBENCH_Data *vedata)
MEM_freeN(defines_texture);
MEM_freeN(defines_hair);
}
+ workbench_volume_engine_init();
workbench_fxaa_engine_init();
workbench_taa_engine_init(vedata);
@@ -305,13 +307,11 @@ void workbench_forward_engine_init(WORKBENCH_Data *vedata)
GPU_ATTACHMENT_TEXTURE(dtxl->depth),
GPU_ATTACHMENT_TEXTURE(e_data.object_id_tx),
});
-
GPU_framebuffer_ensure_config(&fbl->transparent_accum_fb, {
GPU_ATTACHMENT_NONE,
GPU_ATTACHMENT_TEXTURE(e_data.transparent_accum_tx),
GPU_ATTACHMENT_TEXTURE(e_data.transparent_revealage_tx),
});
-
GPU_framebuffer_ensure_config(&fbl->composite_fb, {
GPU_ATTACHMENT_NONE,
GPU_ATTACHMENT_TEXTURE(e_data.composite_buffer_tx),
@@ -321,6 +321,8 @@ void workbench_forward_engine_init(WORKBENCH_Data *vedata)
GPU_ATTACHMENT_TEXTURE(e_data.transparent_accum_tx),
});
+ workbench_volume_cache_init(vedata);
+
/* Transparency Accum */
{
int state = DRW_STATE_WRITE_COLOR | DRW_STATE_BLEND_OIT;
@@ -372,7 +374,9 @@ void workbench_forward_engine_free()
DRW_SHADER_FREE_SAFE(e_data.object_outline_hair_sh);
DRW_SHADER_FREE_SAFE(e_data.checker_depth_sh);
+ workbench_volume_engine_free();
workbench_fxaa_engine_free();
+ workbench_taa_engine_free();
}
void workbench_forward_cache_init(WORKBENCH_Data *UNUSED(vedata))
@@ -444,6 +448,8 @@ void workbench_forward_cache_populate(WORKBENCH_Data *vedata, Object *ob)
{
WORKBENCH_StorageList *stl = vedata->stl;
WORKBENCH_PrivateData *wpd = stl->g_data;
+ const DRWContextState *draw_ctx = DRW_context_state_get();
+ Scene *scene = draw_ctx->scene;
if (!DRW_object_is_renderable(ob))
return;
@@ -452,13 +458,22 @@ void workbench_forward_cache_populate(WORKBENCH_Data *vedata, Object *ob)
workbench_forward_cache_populate_particles(vedata, ob);
}
+ ModifierData *md;
+ if (((ob->base_flag & BASE_FROMDUPLI) == 0) &&
+ (md = modifiers_findByType(ob, eModifierType_Smoke)) &&
+ (modifier_isEnabled(scene, md, eModifierMode_Realtime)) &&
+ (((SmokeModifierData *)md)->domain != NULL))
+ {
+ workbench_volume_cache_populate(vedata, scene, ob, md);
+ return; /* Do not draw solid in this case. */
+ }
+
if (!DRW_check_object_visible_within_active_context(ob)) {
return;
}
WORKBENCH_MaterialData *material;
if (ELEM(ob->type, OB_MESH, OB_CURVE, OB_SURF, OB_FONT, OB_MBALL)) {
- const DRWContextState *draw_ctx = DRW_context_state_get();
const bool is_active = (ob == draw_ctx->obact);
const bool is_sculpt_mode = is_active && (draw_ctx->object_mode & OB_MODE_SCULPT) != 0;
bool is_drawn = false;
@@ -595,6 +610,7 @@ void workbench_forward_draw_scene(WORKBENCH_Data *vedata)
/* Composite */
GPU_framebuffer_bind(fbl->composite_fb);
DRW_draw_pass(psl->composite_pass);
+ DRW_draw_pass(psl->volume_pass);
/* Color correct and Anti aliasing */
workbench_aa_draw_pass(vedata, e_data.composite_buffer_tx);
@@ -604,4 +620,5 @@ void workbench_forward_draw_scene(WORKBENCH_Data *vedata)
DRW_draw_pass(psl->checker_depth_pass);
workbench_private_data_free(wpd);
+ workbench_volume_smoke_textures_free(wpd);
}