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authorClément Foucault <foucault.clem@gmail.com>2020-03-11 19:07:43 +0300
committerClément Foucault <foucault.clem@gmail.com>2020-03-11 19:12:16 +0300
commitc476c36e400883d929a7149def8dcb6ad6157a86 (patch)
treec19c43ad1ed82f333c08bee7d2096024fed812dd /source/blender/draw/engines/workbench/workbench_volume.c
parentf01bc597a8e6bf5df19f1af0c422918c96b25e41 (diff)
Workbench Simplification Refactor
This patch is (almost) a complete rewrite of workbench engine. The features remain unchanged but the code quality is greatly improved. Hair shading is brighter but also more correct. This also introduce the concept of `DRWShaderLibrary` to make a simple include system inside the GLSL files. Differential Revision: https://developer.blender.org/D7060
Diffstat (limited to 'source/blender/draw/engines/workbench/workbench_volume.c')
-rw-r--r--source/blender/draw/engines/workbench/workbench_volume.c117
1 files changed, 34 insertions, 83 deletions
diff --git a/source/blender/draw/engines/workbench/workbench_volume.c b/source/blender/draw/engines/workbench/workbench_volume.c
index 2c61e894e8c..a3072b834bd 100644
--- a/source/blender/draw/engines/workbench/workbench_volume.c
+++ b/source/blender/draw/engines/workbench/workbench_volume.c
@@ -35,87 +35,23 @@
#include "GPU_draw.h"
-enum {
- VOLUME_SH_SLICE = 0,
- VOLUME_SH_COBA,
- VOLUME_SH_CUBIC,
-};
-
-#define VOLUME_SH_MAX (1 << (VOLUME_SH_CUBIC + 1))
-
-static struct {
- struct GPUShader *volume_sh[VOLUME_SH_MAX];
- struct GPUShader *volume_coba_sh;
- struct GPUTexture *dummy_tex;
- struct GPUTexture *dummy_coba_tex;
-} e_data = {{NULL}};
-
-extern char datatoc_workbench_volume_vert_glsl[];
-extern char datatoc_workbench_volume_frag_glsl[];
-extern char datatoc_common_view_lib_glsl[];
-extern char datatoc_gpu_shader_common_obinfos_lib_glsl[];
-
-static GPUShader *volume_shader_get(bool slice, bool coba, bool cubic)
+void workbench_volume_engine_init(WORKBENCH_Data *vedata)
{
- int id = 0;
- id += (slice) ? (1 << VOLUME_SH_SLICE) : 0;
- id += (coba) ? (1 << VOLUME_SH_COBA) : 0;
- id += (cubic) ? (1 << VOLUME_SH_CUBIC) : 0;
-
- if (!e_data.volume_sh[id]) {
- DynStr *ds = BLI_dynstr_new();
-
- if (slice) {
- BLI_dynstr_append(ds, "#define VOLUME_SLICE\n");
- }
- if (coba) {
- BLI_dynstr_append(ds, "#define USE_COBA\n");
- }
- if (cubic) {
- BLI_dynstr_append(ds, "#define USE_TRICUBIC\n");
- }
-
- char *defines = BLI_dynstr_get_cstring(ds);
- BLI_dynstr_free(ds);
-
- char *libs = BLI_string_joinN(datatoc_common_view_lib_glsl,
- datatoc_gpu_shader_common_obinfos_lib_glsl);
-
- e_data.volume_sh[id] = DRW_shader_create_with_lib(datatoc_workbench_volume_vert_glsl,
- NULL,
- datatoc_workbench_volume_frag_glsl,
- libs,
- defines);
-
- MEM_freeN(libs);
- MEM_freeN(defines);
- }
-
- return e_data.volume_sh[id];
-}
+ WORKBENCH_TextureList *txl = vedata->txl;
-void workbench_volume_engine_init(void)
-{
- if (!e_data.dummy_tex) {
+ if (txl->dummy_volume_tx == NULL) {
float pixel[4] = {0.0f, 0.0f, 0.0f, 0.0f};
- e_data.dummy_tex = GPU_texture_create_3d(1, 1, 1, GPU_RGBA8, pixel, NULL);
- e_data.dummy_coba_tex = GPU_texture_create_1d(1, GPU_RGBA8, pixel, NULL);
+ txl->dummy_volume_tx = GPU_texture_create_3d(1, 1, 1, GPU_RGBA8, pixel, NULL);
+ txl->dummy_coba_tx = GPU_texture_create_1d(1, GPU_RGBA8, pixel, NULL);
}
}
-void workbench_volume_engine_free(void)
-{
- for (int i = 0; i < VOLUME_SH_MAX; i++) {
- DRW_SHADER_FREE_SAFE(e_data.volume_sh[i]);
- }
- DRW_TEXTURE_FREE_SAFE(e_data.dummy_tex);
- DRW_TEXTURE_FREE_SAFE(e_data.dummy_coba_tex);
-}
-
void workbench_volume_cache_init(WORKBENCH_Data *vedata)
{
- vedata->psl->volume_pass = DRW_pass_create(
+ vedata->psl->volume_ps = DRW_pass_create(
"Volumes", DRW_STATE_WRITE_COLOR | DRW_STATE_BLEND_ALPHA_PREMUL | DRW_STATE_CULL_FRONT);
+
+ vedata->stl->wpd->volumes_do = false;
}
void workbench_volume_cache_populate(WORKBENCH_Data *vedata,
@@ -125,8 +61,8 @@ void workbench_volume_cache_populate(WORKBENCH_Data *vedata,
{
FluidModifierData *mmd = (FluidModifierData *)md;
FluidDomainSettings *mds = mmd->domain;
- WORKBENCH_PrivateData *wpd = vedata->stl->g_data;
- WORKBENCH_EffectInfo *effect_info = vedata->stl->effects;
+ WORKBENCH_PrivateData *wpd = vedata->stl->wpd;
+ WORKBENCH_TextureList *txl = vedata->txl;
DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
DRWShadingGroup *grp = NULL;
@@ -154,7 +90,8 @@ void workbench_volume_cache_populate(WORKBENCH_Data *vedata,
const bool use_slice = (mds->slice_method == FLUID_DOMAIN_SLICE_AXIS_ALIGNED &&
mds->axis_slice_method == AXIS_SLICE_SINGLE);
const bool cubic_interp = (mds->interp_method == VOLUME_INTERP_CUBIC);
- GPUShader *sh = volume_shader_get(use_slice, mds->use_coba, cubic_interp);
+
+ GPUShader *sh = workbench_shader_volume_get(use_slice, mds->use_coba, cubic_interp);
if (use_slice) {
float invviewmat[4][4];
@@ -168,7 +105,7 @@ void workbench_volume_cache_populate(WORKBENCH_Data *vedata,
/* 0.05f to achieve somewhat the same opacity as the full view. */
float step_length = max_ff(1e-16f, dim[axis] * 0.05f);
- grp = DRW_shgroup_create(sh, vedata->psl->volume_pass);
+ grp = DRW_shgroup_create(sh, vedata->psl->volume_ps);
DRW_shgroup_uniform_float_copy(grp, "slicePosition", mds->slice_depth);
DRW_shgroup_uniform_int_copy(grp, "sliceAxis", axis);
DRW_shgroup_uniform_float_copy(grp, "stepLength", step_length);
@@ -176,7 +113,7 @@ void workbench_volume_cache_populate(WORKBENCH_Data *vedata,
}
else {
double noise_ofs;
- BLI_halton_1d(3, 0.0, effect_info->jitter_index, &noise_ofs);
+ BLI_halton_1d(3, 0.0, wpd->taa_sample, &noise_ofs);
float dim[3], step_length, max_slice;
float slice_ct[3] = {mds->res[0], mds->res[1], mds->res[2]};
mul_v3_fl(slice_ct, max_ff(0.001f, mds->slice_per_voxel));
@@ -186,8 +123,8 @@ void workbench_volume_cache_populate(WORKBENCH_Data *vedata,
mul_v3_v3(dim, slice_ct);
step_length = len_v3(dim);
- grp = DRW_shgroup_create(sh, vedata->psl->volume_pass);
- DRW_shgroup_uniform_vec4(grp, "viewvecs[0]", (float *)wpd->viewvecs, 3);
+ grp = DRW_shgroup_create(sh, vedata->psl->volume_ps);
+ DRW_shgroup_uniform_block(grp, "world_block", wpd->world_ubo);
DRW_shgroup_uniform_int_copy(grp, "samplesLen", max_slice);
DRW_shgroup_uniform_float_copy(grp, "stepLength", step_length);
DRW_shgroup_uniform_float_copy(grp, "noiseOfs", noise_ofs);
@@ -206,9 +143,9 @@ void workbench_volume_cache_populate(WORKBENCH_Data *vedata,
grp, "densityTexture", (mds->tex_color) ? mds->tex_color : mds->tex_density);
DRW_shgroup_uniform_texture(grp, "shadowTexture", mds->tex_shadow);
DRW_shgroup_uniform_texture(
- grp, "flameTexture", (mds->tex_flame) ? mds->tex_flame : e_data.dummy_tex);
+ grp, "flameTexture", (mds->tex_flame) ? mds->tex_flame : txl->dummy_volume_tx);
DRW_shgroup_uniform_texture(
- grp, "flameColorTexture", (mds->tex_flame) ? mds->tex_flame_coba : e_data.dummy_coba_tex);
+ grp, "flameColorTexture", (mds->tex_flame) ? mds->tex_flame_coba : txl->dummy_coba_tx);
DRW_shgroup_uniform_vec3(
grp, "activeColor", (use_constant_color) ? mds->active_color : white, 1);
}
@@ -225,8 +162,22 @@ void workbench_volume_cache_populate(WORKBENCH_Data *vedata,
BLI_addtail(&wpd->smoke_domains, BLI_genericNodeN(mmd));
}
-void workbench_volume_smoke_textures_free(WORKBENCH_PrivateData *wpd)
+void workbench_volume_draw_pass(WORKBENCH_Data *vedata)
+{
+ WORKBENCH_PassList *psl = vedata->psl;
+ WORKBENCH_PrivateData *wpd = vedata->stl->wpd;
+ DefaultFramebufferList *dfbl = DRW_viewport_framebuffer_list_get();
+
+ if (wpd->volumes_do) {
+ GPU_framebuffer_bind(dfbl->color_only_fb);
+ DRW_draw_pass(psl->volume_ps);
+ }
+}
+
+void workbench_volume_draw_finish(WORKBENCH_Data *vedata)
{
+ WORKBENCH_PrivateData *wpd = vedata->stl->wpd;
+
/* Free Smoke Textures after rendering */
/* XXX This is a waste of processing and GPU bandwidth if nothing
* is updated. But the problem is since Textures are stored in the
@@ -238,4 +189,4 @@ void workbench_volume_smoke_textures_free(WORKBENCH_PrivateData *wpd)
GPU_free_smoke(mmd);
}
BLI_freelistN(&wpd->smoke_domains);
-}
+} \ No newline at end of file