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authorBrecht Van Lommel <brechtvanlommel@gmail.com>2020-03-17 18:27:08 +0300
committerBrecht Van Lommel <brechtvanlommel@gmail.com>2020-03-18 13:23:05 +0300
commitfd53b72871e045dfebfb9ddbe2b3c491491aa913 (patch)
tree892721f97e6bff16c9d87bc3ffee295d2f4a77bc /source/blender/draw/engines
parentb0a1cf2c9ae696b07f7a236bc855a5ab4a493dcb (diff)
Objects: Eevee and workbench rendering of new Volume, Hair, PointCloud
Only the volume drawing part is really finished and exposed to the user. Hair plugs into the existing hair rendering code and is fairly straightforward. The pointcloud drawing is a hack using overlays rather than Eevee and workbench. The most tricky part for volume rendering is the case where each volume grid has a different transform, which requires an additional matrix in the shader and non-trivial logic in Eevee volume drawing. In the common case were all the transforms match we don't use the additional per-grid matrix in the shader. Ref T73201, T68981 Differential Revision: https://developer.blender.org/D6955
Diffstat (limited to 'source/blender/draw/engines')
-rw-r--r--source/blender/draw/engines/eevee/eevee_engine.c6
-rw-r--r--source/blender/draw/engines/eevee/eevee_materials.c20
-rw-r--r--source/blender/draw/engines/eevee/eevee_private.h4
-rw-r--r--source/blender/draw/engines/eevee/eevee_render.c9
-rw-r--r--source/blender/draw/engines/eevee/eevee_volumes.c218
-rw-r--r--source/blender/draw/engines/eevee/shaders/volumetric_frag.glsl3
-rw-r--r--source/blender/draw/engines/overlay/overlay_engine.c25
-rw-r--r--source/blender/draw/engines/overlay/overlay_extra.c16
-rw-r--r--source/blender/draw/engines/overlay/overlay_private.h7
-rw-r--r--source/blender/draw/engines/overlay/overlay_shader.c22
-rw-r--r--source/blender/draw/engines/overlay/overlay_wireframe.c15
-rw-r--r--source/blender/draw/engines/workbench/shaders/workbench_volume_frag.glsl16
-rw-r--r--source/blender/draw/engines/workbench/shaders/workbench_volume_vert.glsl7
-rw-r--r--source/blender/draw/engines/workbench/workbench_engine.c46
-rw-r--r--source/blender/draw/engines/workbench/workbench_private.h6
-rw-r--r--source/blender/draw/engines/workbench/workbench_shader.c11
-rw-r--r--source/blender/draw/engines/workbench/workbench_volume.c135
17 files changed, 466 insertions, 100 deletions
diff --git a/source/blender/draw/engines/eevee/eevee_engine.c b/source/blender/draw/engines/eevee/eevee_engine.c
index a886fa26589..70933e21719 100644
--- a/source/blender/draw/engines/eevee/eevee_engine.c
+++ b/source/blender/draw/engines/eevee/eevee_engine.c
@@ -127,6 +127,12 @@ void EEVEE_cache_populate(void *vedata, Object *ob)
if (ELEM(ob->type, OB_MESH, OB_CURVE, OB_SURF, OB_FONT, OB_MBALL)) {
EEVEE_materials_cache_populate(vedata, sldata, ob, &cast_shadow);
}
+ else if (ob->type == OB_HAIR) {
+ EEVEE_object_hair_cache_populate(vedata, sldata, ob, &cast_shadow);
+ }
+ else if (ob->type == OB_VOLUME) {
+ EEVEE_volumes_cache_object_add(sldata, vedata, draw_ctx->scene, ob);
+ }
else if (!USE_SCENE_LIGHT(draw_ctx->v3d)) {
/* do not add any scene light sources to the cache */
}
diff --git a/source/blender/draw/engines/eevee/eevee_materials.c b/source/blender/draw/engines/eevee/eevee_materials.c
index 230a0725493..bb64fe32bc3 100644
--- a/source/blender/draw/engines/eevee/eevee_materials.c
+++ b/source/blender/draw/engines/eevee/eevee_materials.c
@@ -32,9 +32,10 @@
#include "BKE_paint.h"
#include "BKE_particle.h"
-#include "DNA_world_types.h"
+#include "DNA_hair_types.h"
#include "DNA_modifier_types.h"
#include "DNA_view3d_types.h"
+#include "DNA_world_types.h"
#include "GPU_material.h"
@@ -1021,7 +1022,7 @@ static struct DRWShadingGroup *EEVEE_default_shading_group_get(EEVEE_ViewLayerDa
EEVEE_PassList *psl = vedata->psl;
- BLI_assert(!is_hair || (ob && psys && md));
+ BLI_assert(!is_hair || (ob && ((psys && md) || ob->type == OB_HAIR)));
SET_FLAG_FROM_TEST(options, is_hair, VAR_MAT_HAIR);
SET_FLAG_FROM_TEST(options, holdout, VAR_MAT_HOLDOUT);
@@ -1715,7 +1716,12 @@ BLI_INLINE Material *eevee_object_material_get(Object *ob, int slot)
{
Material *ma = BKE_object_material_get(ob, slot + 1);
if (ma == NULL) {
- ma = BKE_material_default_empty();
+ if (ob->type == OB_VOLUME) {
+ ma = BKE_material_default_volume();
+ }
+ else {
+ ma = BKE_material_default_empty();
+ }
}
return ma;
}
@@ -2064,6 +2070,14 @@ void EEVEE_particle_hair_cache_populate(EEVEE_Data *vedata,
}
}
+void EEVEE_object_hair_cache_populate(EEVEE_Data *vedata,
+ EEVEE_ViewLayerData *sldata,
+ Object *ob,
+ bool *cast_shadow)
+{
+ eevee_hair_cache_populate(vedata, sldata, ob, NULL, NULL, HAIR_MATERIAL_NR, cast_shadow);
+}
+
void EEVEE_materials_cache_finish(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata)
{
EEVEE_StorageList *stl = ((EEVEE_Data *)vedata)->stl;
diff --git a/source/blender/draw/engines/eevee/eevee_private.h b/source/blender/draw/engines/eevee/eevee_private.h
index 52fb8b3cced..e2470b4fa76 100644
--- a/source/blender/draw/engines/eevee/eevee_private.h
+++ b/source/blender/draw/engines/eevee/eevee_private.h
@@ -902,6 +902,10 @@ void EEVEE_particle_hair_cache_populate(EEVEE_Data *vedata,
EEVEE_ViewLayerData *sldata,
Object *ob,
bool *cast_shadow);
+void EEVEE_object_hair_cache_populate(EEVEE_Data *vedata,
+ EEVEE_ViewLayerData *sldata,
+ Object *ob,
+ bool *cast_shadow);
void EEVEE_materials_cache_finish(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
struct GPUMaterial *EEVEE_material_world_lightprobe_get(struct Scene *scene, struct World *wo);
struct GPUMaterial *EEVEE_material_world_background_get(struct Scene *scene, struct World *wo);
diff --git a/source/blender/draw/engines/eevee/eevee_render.c b/source/blender/draw/engines/eevee/eevee_render.c
index eedc64f32e6..c8357b56b18 100644
--- a/source/blender/draw/engines/eevee/eevee_render.c
+++ b/source/blender/draw/engines/eevee/eevee_render.c
@@ -177,7 +177,7 @@ bool EEVEE_render_init(EEVEE_Data *ved, RenderEngine *engine, struct Depsgraph *
void EEVEE_render_cache(void *vedata,
struct Object *ob,
struct RenderEngine *engine,
- struct Depsgraph *UNUSED(depsgraph))
+ struct Depsgraph *depsgraph)
{
EEVEE_ViewLayerData *sldata = EEVEE_view_layer_data_ensure();
EEVEE_LightProbesInfo *pinfo = sldata->probes;
@@ -211,6 +211,13 @@ void EEVEE_render_cache(void *vedata,
if (ELEM(ob->type, OB_MESH, OB_CURVE, OB_SURF, OB_FONT, OB_MBALL)) {
EEVEE_materials_cache_populate(vedata, sldata, ob, &cast_shadow);
}
+ else if (ob->type == OB_HAIR) {
+ EEVEE_object_hair_cache_populate(vedata, sldata, ob, &cast_shadow);
+ }
+ else if (ob->type == OB_VOLUME) {
+ Scene *scene = DEG_get_evaluated_scene(depsgraph);
+ EEVEE_volumes_cache_object_add(sldata, vedata, scene, ob);
+ }
else if (ob->type == OB_LIGHTPROBE) {
EEVEE_lightprobes_cache_add(sldata, vedata, ob);
}
diff --git a/source/blender/draw/engines/eevee/eevee_volumes.c b/source/blender/draw/engines/eevee/eevee_volumes.c
index 41f8dddf0fb..0e82ac237c0 100644
--- a/source/blender/draw/engines/eevee/eevee_volumes.c
+++ b/source/blender/draw/engines/eevee/eevee_volumes.c
@@ -29,11 +29,15 @@
#include "DNA_object_force_types.h"
#include "DNA_fluid_types.h"
+#include "DNA_volume_types.h"
#include "DNA_world_types.h"
-#include "BKE_modifier.h"
-#include "BKE_mesh.h"
#include "BKE_fluid.h"
+#include "BKE_global.h"
+#include "BKE_mesh.h"
+#include "BKE_modifier.h"
+#include "BKE_volume.h"
+#include "BKE_volume_render.h"
#include "ED_screen.h"
@@ -59,6 +63,7 @@ static struct {
GPUTexture *depth_src;
GPUTexture *dummy_density;
+ GPUTexture *dummy_color;
GPUTexture *dummy_flame;
GPUTexture *dummy_scatter;
@@ -368,8 +373,7 @@ void EEVEE_volumes_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata)
/* Fix principle volumetric not working with world materials. */
ListBase gpu_grids = GPU_material_volume_grids(mat);
- for (GPUMaterialVolumeGrid *gpu_grid = gpu_grids.first; gpu_grid;
- gpu_grid = gpu_grid->next) {
+ LISTBASE_FOREACH (GPUMaterialVolumeGrid *, gpu_grid, &gpu_grids) {
DRW_shgroup_uniform_texture(grp, gpu_grid->sampler_name, e_data.dummy_density);
}
@@ -390,64 +394,92 @@ void EEVEE_volumes_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata)
}
}
-typedef struct EEVEE_InstanceVolumeMatrix {
- 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)
+static bool eevee_volume_object_grids_init(Object *ob, ListBase *gpu_grids, DRWShadingGroup *grp)
{
- static const float white[3] = {1.0f, 1.0f, 1.0f};
-
- float *texcoloc = NULL;
- float *texcosize = NULL;
- struct ModifierData *md = NULL;
- Material *ma = BKE_object_material_get(ob, 1);
-
- if (ma == NULL) {
- return;
+ Volume *volume = ob->data;
+ BKE_volume_load(volume, G.main);
+
+ /* Test if we need to use multiple transforms. */
+ DRWVolumeGrid *first_drw_grid = NULL;
+ bool multiple_transforms = true;
+
+ LISTBASE_FOREACH (GPUMaterialVolumeGrid *, gpu_grid, gpu_grids) {
+ VolumeGrid *volume_grid = BKE_volume_grid_find(volume, gpu_grid->name);
+ DRWVolumeGrid *drw_grid = (volume_grid) ?
+ DRW_volume_batch_cache_get_grid(volume, volume_grid) :
+ NULL;
+
+ if (drw_grid) {
+ if (first_drw_grid == NULL) {
+ first_drw_grid = drw_grid;
+ }
+ else if (drw_grid &&
+ !equals_m4m4(drw_grid->object_to_texture, first_drw_grid->object_to_texture)) {
+ multiple_transforms = true;
+ break;
+ }
+ }
}
- float size[3];
- mat4_to_size(size, ob->obmat);
- /* Check if any of the axes have 0 length. (see T69070) */
- const float epsilon = 1e-8f;
- if ((size[0] < epsilon) || (size[1] < epsilon) || (size[2] < epsilon)) {
- return;
+ /* Bail out of no grids to render. */
+ if (first_drw_grid == NULL) {
+ return false;
}
- struct GPUMaterial *mat = EEVEE_material_mesh_volume_get(scene, ma);
- eGPUMaterialStatus status = GPU_material_status(mat);
-
- if (status == GPU_MAT_QUEUED) {
- vedata->stl->g_data->queued_shaders_count++;
+ /* Set transform matrix for the volume as a whole. This one is also used for
+ * clipping so must map the entire bounding box to 0..1. */
+ float bounds_to_object[4][4];
+
+ if (multiple_transforms) {
+ /* For multiple grids with different transform, we first transform from object space
+ * to bounds, then for each individual grid from bounds to texture. */
+ BoundBox *bb = BKE_volume_boundbox_get(ob);
+ float bb_size[3];
+ sub_v3_v3v3(bb_size, bb->vec[6], bb->vec[0]);
+ size_to_mat4(bounds_to_object, bb_size);
+ copy_v3_v3(bounds_to_object[3], bb->vec[0]);
+
+ invert_m4_m4(first_drw_grid->object_to_bounds, bounds_to_object);
+ DRW_shgroup_uniform_mat4(grp, "volumeObjectToTexture", first_drw_grid->object_to_bounds);
}
- /* If shader failed to compile or is currently compiling. */
- if (status != GPU_MAT_SUCCESS) {
- return;
+ else {
+ /* All grid transforms are equal, we can transform to texture space immediately. */
+ DRW_shgroup_uniform_mat4(grp, "volumeObjectToTexture", first_drw_grid->object_to_texture);
}
- DRWShadingGroup *grp = DRW_shgroup_material_create(mat, vedata->psl->volumetric_objects_ps);
-
- BKE_mesh_texspace_get_reference((struct Mesh *)ob->data, NULL, &texcoloc, &texcosize);
+ /* Don't use orco transform here, only matrix. */
+ DRW_shgroup_uniform_vec3_copy(grp, "volumeOrcoLoc", (float[3]){0.5f, 0.5f, 0.5f});
+ DRW_shgroup_uniform_vec3_copy(grp, "volumeOrcoSize", (float[3]){0.5f, 0.5f, 0.5f});
+
+ /* Bind volume grid textures. */
+ LISTBASE_FOREACH (GPUMaterialVolumeGrid *, gpu_grid, gpu_grids) {
+ VolumeGrid *volume_grid = BKE_volume_grid_find(volume, gpu_grid->name);
+ DRWVolumeGrid *drw_grid = (volume_grid) ?
+ DRW_volume_batch_cache_get_grid(volume, volume_grid) :
+ NULL;
+
+ DRW_shgroup_uniform_texture(
+ grp, gpu_grid->sampler_name, (drw_grid) ? drw_grid->texture : e_data.dummy_density);
+
+ if (drw_grid && multiple_transforms) {
+ /* Specify per-volume tranform matrix that is applied after the
+ * transform from object to bounds. */
+ mul_m4_m4m4(drw_grid->bounds_to_texture, drw_grid->object_to_texture, bounds_to_object);
+ DRW_shgroup_uniform_mat4(grp, gpu_grid->transform_name, drw_grid->bounds_to_texture);
+ }
+ }
- /* 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, "renderpass_block", EEVEE_material_default_render_pass_ubo_get(sldata));
+ return true;
+}
- DRW_shgroup_uniform_block(grp, "common_block", sldata->common_ubo);
- DRW_shgroup_uniform_vec3(grp, "volumeOrcoLoc", texcoloc, 1);
- DRW_shgroup_uniform_vec3(grp, "volumeOrcoSize", texcosize, 1);
+static bool eevee_volume_object_mesh_init(Scene *scene,
+ Object *ob,
+ ListBase *gpu_grids,
+ DRWShadingGroup *grp)
+{
+ static const float white[3] = {1.0f, 1.0f, 1.0f};
+ ModifierData *md = NULL;
- ListBase gpu_grids = GPU_material_volume_grids(mat);
/* Smoke Simulation */
if (((ob->base_flag & BASE_FROM_DUPLI) == 0) &&
(md = modifiers_findByType(ob, eModifierType_Fluid)) &&
@@ -458,7 +490,7 @@ void EEVEE_volumes_cache_object_add(EEVEE_ViewLayerData *sldata,
/* Don't try to show liquid domains here. */
if (!mds->fluid || !(mds->type == FLUID_DOMAIN_TYPE_GAS)) {
- return;
+ return false;
}
/* Don't show smoke before simulation starts, this could be made an option in the future. */
@@ -479,7 +511,7 @@ void EEVEE_volumes_cache_object_add(EEVEE_ViewLayerData *sldata,
BLI_addtail(&e_data.smoke_domains, BLI_genericNodeN(mmd));
}
- for (GPUMaterialVolumeGrid *gpu_grid = gpu_grids.first; gpu_grid; gpu_grid = gpu_grid->next) {
+ LISTBASE_FOREACH (GPUMaterialVolumeGrid *, gpu_grid, gpu_grids) {
if (STREQ(gpu_grid->name, "density")) {
DRW_shgroup_uniform_texture_ref(grp,
gpu_grid->sampler_name,
@@ -510,10 +542,85 @@ void EEVEE_volumes_cache_object_add(EEVEE_ViewLayerData *sldata,
DRW_shgroup_uniform_vec2(grp, "volumeTemperature", &mds->flame_ignition, 1);
}
else {
- for (GPUMaterialVolumeGrid *gpu_grid = gpu_grids.first; gpu_grid; gpu_grid = gpu_grid->next) {
+ LISTBASE_FOREACH (GPUMaterialVolumeGrid *, gpu_grid, gpu_grids) {
DRW_shgroup_uniform_texture(grp, gpu_grid->sampler_name, e_data.dummy_density);
}
- DRW_shgroup_uniform_vec3(grp, "volumeColor", white, 1);
+ }
+
+ /* Transform for mesh volumes. */
+ static const float unit_mat[4][4] = {{1.0f, 0.0f, 0.0f, 0.0f},
+ {0.0f, 1.0f, 0.0f, 0.0f},
+ {0.0f, 0.0f, 1.0f, 0.0f},
+ {0.0f, 0.0f, 0.0f, 1.0f}};
+ float *texco_loc, *texco_size;
+ BKE_mesh_texspace_get_reference((struct Mesh *)ob->data, NULL, &texco_loc, &texco_size);
+
+ DRW_shgroup_uniform_mat4(grp, "volumeObjectToTexture", unit_mat);
+ DRW_shgroup_uniform_vec3(grp, "volumeOrcoLoc", texco_loc, 1);
+ DRW_shgroup_uniform_vec3(grp, "volumeOrcoSize", texco_size, 1);
+
+ return true;
+}
+
+void EEVEE_volumes_cache_object_add(EEVEE_ViewLayerData *sldata,
+ EEVEE_Data *vedata,
+ Scene *scene,
+ Object *ob)
+{
+ Material *ma = BKE_object_material_get(ob, 1);
+
+ if (ma == NULL) {
+ if (ob->type == OB_VOLUME) {
+ ma = BKE_material_default_volume();
+ }
+ else {
+ return;
+ }
+ }
+
+ float size[3];
+ mat4_to_size(size, ob->obmat);
+ /* Check if any of the axes have 0 length. (see T69070) */
+ const float epsilon = 1e-8f;
+ if ((size[0] < epsilon) || (size[1] < epsilon) || (size[2] < epsilon)) {
+ return;
+ }
+
+ struct GPUMaterial *mat = EEVEE_material_mesh_volume_get(scene, ma);
+ eGPUMaterialStatus status = GPU_material_status(mat);
+
+ if (status == GPU_MAT_QUEUED) {
+ vedata->stl->g_data->queued_shaders_count++;
+ }
+ /* If shader failed to compile or is currently compiling. */
+ if (status != GPU_MAT_SUCCESS) {
+ return;
+ }
+
+ DRWShadingGroup *grp = DRW_shgroup_material_create(mat, vedata->psl->volumetric_objects_ps);
+
+ /* 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, "renderpass_block", EEVEE_material_default_render_pass_ubo_get(sldata));
+
+ DRW_shgroup_uniform_block(grp, "common_block", sldata->common_ubo);
+
+ ListBase gpu_grids = GPU_material_volume_grids(mat);
+
+ if (ob->type == OB_VOLUME) {
+ if (!eevee_volume_object_grids_init(ob, &gpu_grids, grp)) {
+ return;
+ }
+ }
+ else {
+ if (!eevee_volume_object_mesh_init(scene, ob, &gpu_grids, grp)) {
+ return;
+ }
}
/* TODO Reduce to number of slices intersecting. */
@@ -757,6 +864,7 @@ void EEVEE_volumes_free(void)
DRW_TEXTURE_FREE_SAFE(e_data.dummy_density);
DRW_TEXTURE_FREE_SAFE(e_data.dummy_flame);
+ DRW_TEXTURE_FREE_SAFE(e_data.dummy_color);
DRW_SHADER_FREE_SAFE(e_data.volumetric_clear_sh);
DRW_SHADER_FREE_SAFE(e_data.scatter_sh);
diff --git a/source/blender/draw/engines/eevee/shaders/volumetric_frag.glsl b/source/blender/draw/engines/eevee/shaders/volumetric_frag.glsl
index 2b1ae60654e..f5e92cd7495 100644
--- a/source/blender/draw/engines/eevee/shaders/volumetric_frag.glsl
+++ b/source/blender/draw/engines/eevee/shaders/volumetric_frag.glsl
@@ -7,6 +7,7 @@
#ifdef MESH_SHADER
uniform vec3 volumeOrcoLoc;
uniform vec3 volumeOrcoSize;
+uniform mat4 volumeObjectToTexture;
#endif
flat in int slice;
@@ -35,8 +36,10 @@ void main()
worldPosition = point_view_to_world(viewPosition);
#ifdef MESH_SHADER
volumeObjectLocalCoord = point_world_to_object(worldPosition);
+ /* TODO: redundant transform */
volumeObjectLocalCoord = (volumeObjectLocalCoord - volumeOrcoLoc + volumeOrcoSize) /
(volumeOrcoSize * 2.0);
+ volumeObjectLocalCoord = (volumeObjectToTexture * vec4(volumeObjectLocalCoord, 1.0)).xyz;
if (any(lessThan(volumeObjectLocalCoord, vec3(0.0))) ||
any(greaterThan(volumeObjectLocalCoord, vec3(1.0))))
diff --git a/source/blender/draw/engines/overlay/overlay_engine.c b/source/blender/draw/engines/overlay/overlay_engine.c
index 740ca42800e..9b900a53d8d 100644
--- a/source/blender/draw/engines/overlay/overlay_engine.c
+++ b/source/blender/draw/engines/overlay/overlay_engine.c
@@ -161,6 +161,7 @@ static void OVERLAY_cache_init(void *vedata)
OVERLAY_motion_path_cache_init(vedata);
OVERLAY_outline_cache_init(vedata);
OVERLAY_particle_cache_init(vedata);
+ OVERLAY_pointcloud_cache_init(vedata);
OVERLAY_wireframe_cache_init(vedata);
}
@@ -205,6 +206,11 @@ static bool overlay_object_is_edit_mode(const OVERLAY_PrivateData *pd, const Obj
return pd->ctx_mode == CTX_MODE_EDIT_METABALL;
case OB_FONT:
return pd->ctx_mode == CTX_MODE_EDIT_TEXT;
+ case OB_HAIR:
+ case OB_POINTCLOUD:
+ case OB_VOLUME:
+ /* No edit mode yet. */
+ return false;
}
}
return false;
@@ -223,8 +229,16 @@ static void OVERLAY_cache_populate(void *vedata, Object *ob)
const bool in_paint_mode = (ob == draw_ctx->obact) &&
(draw_ctx->object_mode & OB_MODE_ALL_PAINT);
const bool in_sculpt_mode = (ob == draw_ctx->obact) && (ob->sculpt != NULL);
- const bool has_surface = ELEM(
- ob->type, OB_MESH, OB_CURVE, OB_SURF, OB_MBALL, OB_FONT, OB_GPENCIL);
+ const bool has_surface = ELEM(ob->type,
+ OB_MESH,
+ OB_CURVE,
+ OB_SURF,
+ OB_MBALL,
+ OB_FONT,
+ OB_GPENCIL,
+ OB_HAIR,
+ OB_POINTCLOUD,
+ OB_VOLUME);
const bool draw_surface = (ob->dt >= OB_WIRE) && (renderable || (ob->dt == OB_WIRE));
const bool draw_facing = draw_surface && (pd->overlay.flag & V3D_OVERLAY_FACE_ORIENTATION);
const bool draw_bones = (pd->overlay.flag & V3D_OVERLAY_HIDE_BONES) == 0;
@@ -361,6 +375,12 @@ static void OVERLAY_cache_populate(void *vedata, Object *ob)
OVERLAY_particle_cache_populate(vedata, ob);
}
+ /* TODO: these should not be overlays, just here for testing since it's
+ * easier to implement than integrating it into eevee/workbench. */
+ if (ob->type == OB_POINTCLOUD) {
+ OVERLAY_pointcloud_cache_populate(vedata, ob);
+ }
+
/* Relationship, object center, bounbox ... */
if (!pd->hide_overlays) {
OVERLAY_extra_cache_populate(vedata, ob);
@@ -434,6 +454,7 @@ static void OVERLAY_draw_scene(void *vedata)
OVERLAY_armature_draw(vedata);
OVERLAY_particle_draw(vedata);
OVERLAY_metaball_draw(vedata);
+ OVERLAY_pointcloud_draw(vedata);
OVERLAY_gpencil_draw(vedata);
OVERLAY_extra_draw(vedata);
diff --git a/source/blender/draw/engines/overlay/overlay_extra.c b/source/blender/draw/engines/overlay/overlay_extra.c
index 53550fb115e..4c525acd5be 100644
--- a/source/blender/draw/engines/overlay/overlay_extra.c
+++ b/source/blender/draw/engines/overlay/overlay_extra.c
@@ -475,13 +475,25 @@ static void OVERLAY_texture_space(OVERLAY_ExtraCallBuffers *cb, Object *ob, cons
texcosize = mb->size;
break;
}
+ case ID_HA:
+ case ID_PT:
+ case ID_VO: {
+ /* No user defined texture space support. */
+ break;
+ }
default:
BLI_assert(0);
}
float mat[4][4];
- size_to_mat4(mat, texcosize);
- copy_v3_v3(mat[3], texcoloc);
+
+ if (texcoloc != NULL && texcosize != NULL) {
+ size_to_mat4(mat, texcosize);
+ copy_v3_v3(mat[3], texcoloc);
+ }
+ else {
+ unit_m4(mat);
+ }
mul_m4_m4m4(mat, ob->obmat, mat);
diff --git a/source/blender/draw/engines/overlay/overlay_private.h b/source/blender/draw/engines/overlay/overlay_private.h
index 167a8e940df..de35d4f760e 100644
--- a/source/blender/draw/engines/overlay/overlay_private.h
+++ b/source/blender/draw/engines/overlay/overlay_private.h
@@ -95,6 +95,7 @@ typedef struct OVERLAY_PassList {
DRWPass *paint_color_ps;
DRWPass *paint_overlay_ps;
DRWPass *particle_ps;
+ DRWPass *pointcloud_ps;
DRWPass *sculpt_mask_ps;
DRWPass *wireframe_ps;
DRWPass *wireframe_xray_ps;
@@ -251,6 +252,7 @@ typedef struct OVERLAY_PrivateData {
DRWShadingGroup *paint_face_grp;
DRWShadingGroup *particle_dots_grp;
DRWShadingGroup *particle_shapes_grp;
+ DRWShadingGroup *pointcloud_dots_grp;
DRWShadingGroup *sculpt_mask_grp;
DRWShadingGroup *wires_grp[2][2]; /* With and without coloring. */
DRWShadingGroup *wires_all_grp[2][2]; /* With and without coloring. */
@@ -532,6 +534,10 @@ void OVERLAY_particle_cache_init(OVERLAY_Data *vedata);
void OVERLAY_particle_cache_populate(OVERLAY_Data *vedata, Object *ob);
void OVERLAY_particle_draw(OVERLAY_Data *vedata);
+void OVERLAY_pointcloud_cache_init(OVERLAY_Data *vedata);
+void OVERLAY_pointcloud_cache_populate(OVERLAY_Data *vedata, Object *ob);
+void OVERLAY_pointcloud_draw(OVERLAY_Data *vedata);
+
void OVERLAY_sculpt_cache_init(OVERLAY_Data *vedata);
void OVERLAY_sculpt_cache_populate(OVERLAY_Data *vedata, Object *ob);
void OVERLAY_sculpt_draw(OVERLAY_Data *vedata);
@@ -597,6 +603,7 @@ GPUShader *OVERLAY_shader_paint_weight(void);
GPUShader *OVERLAY_shader_paint_wire(void);
GPUShader *OVERLAY_shader_particle_dot(void);
GPUShader *OVERLAY_shader_particle_shape(void);
+GPUShader *OVERLAY_shader_pointcloud_dot(void);
GPUShader *OVERLAY_shader_sculpt_mask(void);
GPUShader *OVERLAY_shader_volume_velocity(bool use_needle);
GPUShader *OVERLAY_shader_wireframe(void);
diff --git a/source/blender/draw/engines/overlay/overlay_shader.c b/source/blender/draw/engines/overlay/overlay_shader.c
index d5509c7f56b..0b2f98294ec 100644
--- a/source/blender/draw/engines/overlay/overlay_shader.c
+++ b/source/blender/draw/engines/overlay/overlay_shader.c
@@ -102,6 +102,8 @@ extern char datatoc_paint_weight_vert_glsl[];
extern char datatoc_paint_wire_vert_glsl[];
extern char datatoc_particle_vert_glsl[];
extern char datatoc_particle_frag_glsl[];
+extern char datatoc_pointcloud_vert_glsl[];
+extern char datatoc_pointcloud_frag_glsl[];
extern char datatoc_sculpt_mask_vert_glsl[];
extern char datatoc_volume_velocity_vert_glsl[];
extern char datatoc_wireframe_vert_glsl[];
@@ -184,6 +186,7 @@ typedef struct OVERLAY_Shaders {
GPUShader *paint_wire;
GPUShader *particle_dot;
GPUShader *particle_shape;
+ GPUShader *pointcloud_dot;
GPUShader *sculpt_mask;
GPUShader *uniform_color;
GPUShader *volume_velocity_needle_sh;
@@ -1272,6 +1275,25 @@ GPUShader *OVERLAY_shader_particle_shape(void)
return sh_data->particle_shape;
}
+GPUShader *OVERLAY_shader_pointcloud_dot(void)
+{
+ const DRWContextState *draw_ctx = DRW_context_state_get();
+ const GPUShaderConfigData *sh_cfg = &GPU_shader_cfg_data[draw_ctx->sh_cfg];
+ OVERLAY_Shaders *sh_data = &e_data.sh_data[draw_ctx->sh_cfg];
+ if (!sh_data->pointcloud_dot) {
+ sh_data->pointcloud_dot = GPU_shader_create_from_arrays({
+ .vert = (const char *[]){sh_cfg->lib,
+ datatoc_common_globals_lib_glsl,
+ datatoc_common_view_lib_glsl,
+ datatoc_pointcloud_vert_glsl,
+ NULL},
+ .frag = (const char *[]){datatoc_pointcloud_frag_glsl, NULL},
+ .defs = (const char *[]){sh_cfg->def, "#define USE_DOTS\n", NULL},
+ });
+ }
+ return sh_data->pointcloud_dot;
+}
+
GPUShader *OVERLAY_shader_sculpt_mask(void)
{
const DRWContextState *draw_ctx = DRW_context_state_get();
diff --git a/source/blender/draw/engines/overlay/overlay_wireframe.c b/source/blender/draw/engines/overlay/overlay_wireframe.c
index 6b0e5e0b72e..cdf8005b827 100644
--- a/source/blender/draw/engines/overlay/overlay_wireframe.c
+++ b/source/blender/draw/engines/overlay/overlay_wireframe.c
@@ -22,6 +22,7 @@
#include "DNA_mesh_types.h"
#include "DNA_view3d_types.h"
+#include "DNA_volume_types.h"
#include "BKE_curve.h"
#include "BKE_displist.h"
@@ -163,6 +164,20 @@ void OVERLAY_wireframe_cache_populate(OVERLAY_Data *vedata,
}
}
+ if (use_wire && ob->type == OB_VOLUME) {
+ /* Volume object as points exception. */
+ Volume *volume = ob->data;
+ if (volume->display.wireframe_type == VOLUME_WIREFRAME_POINTS) {
+ float *color;
+ OVERLAY_ExtraCallBuffers *cb = OVERLAY_extra_call_buffer_get(vedata, ob);
+ DRW_object_wire_theme_get(ob, draw_ctx->view_layer, &color);
+
+ struct GPUBatch *geom = DRW_cache_object_face_wireframe_get(ob);
+ OVERLAY_extra_loose_points(cb, geom, ob->obmat, color);
+ return;
+ }
+ }
+
const bool is_edit_mode = DRW_object_is_in_edit_mode(ob);
bool has_edit_mesh_cage = false;
if (is_mesh && is_edit_mode) {
diff --git a/source/blender/draw/engines/workbench/shaders/workbench_volume_frag.glsl b/source/blender/draw/engines/workbench/shaders/workbench_volume_frag.glsl
index e957f8bbe9c..0c2b7850f94 100644
--- a/source/blender/draw/engines/workbench/shaders/workbench_volume_frag.glsl
+++ b/source/blender/draw/engines/workbench/shaders/workbench_volume_frag.glsl
@@ -11,6 +11,7 @@ uniform sampler3D shadowTexture;
uniform sampler3D flameTexture;
uniform sampler1D flameColorTexture;
uniform sampler1D transferTexture;
+uniform mat4 volumeObjectToTexture;
uniform int samplesLen = 256;
uniform float noiseOfs = 0.0;
@@ -110,20 +111,24 @@ void volume_properties(vec3 ls_pos, out vec3 scattering, out float extinction)
scattering = tval.rgb * 1500.0;
extinction = max(1e-4, tval.a * 50.0);
#else
+# ifdef VOLUME_SMOKE
float flame = sample_volume_texture(flameTexture, co).r;
vec4 emission = texture(flameColorTexture, flame);
+# endif
+ vec3 density = sample_volume_texture(densityTexture, co).rgb;
float shadows = sample_volume_texture(shadowTexture, co).r;
- vec4 density = sample_volume_texture(densityTexture, co); /* rgb: color, a: density */
- scattering = density.rgb * densityScale;
+ scattering = density * densityScale;
extinction = max(1e-4, dot(scattering, vec3(0.33333)));
scattering *= activeColor;
/* Scale shadows in log space and clamp them to avoid completely black shadows. */
scattering *= exp(clamp(log(shadows) * densityScale * 0.1, -2.5, 0.0)) * M_PI;
+# ifdef VOLUME_SMOKE
/* 800 is arbitrary and here to mimic old viewport. TODO make it a parameter */
scattering += pow(emission.rgb, vec3(2.2)) * emission.a * 800.0;
+# endif
#endif
}
@@ -201,9 +206,16 @@ void main()
vec3 ls_ray_ori = point_view_to_object(vs_ray_ori);
vec3 ls_ray_end = point_view_to_object(vs_ray_end);
+# ifdef VOLUME_SMOKE
ls_ray_dir = (OrcoTexCoFactors[0].xyz + ls_ray_dir * OrcoTexCoFactors[1].xyz) * 2.0 - 1.0;
ls_ray_ori = (OrcoTexCoFactors[0].xyz + ls_ray_ori * OrcoTexCoFactors[1].xyz) * 2.0 - 1.0;
ls_ray_end = (OrcoTexCoFactors[0].xyz + ls_ray_end * OrcoTexCoFactors[1].xyz) * 2.0 - 1.0;
+# else
+ ls_ray_dir = (volumeObjectToTexture * vec4(ls_ray_dir, 1.0)).xyz * 2.0f - 1.0;
+ ls_ray_ori = (volumeObjectToTexture * vec4(ls_ray_ori, 1.0)).xyz * 2.0f - 1.0;
+ ls_ray_end = (volumeObjectToTexture * vec4(ls_ray_end, 1.0)).xyz * 2.0f - 1.0;
+# endif
+
ls_ray_dir -= ls_ray_ori;
/* TODO: Align rays to volume center so that it mimics old behaviour of slicing the volume. */
diff --git a/source/blender/draw/engines/workbench/shaders/workbench_volume_vert.glsl b/source/blender/draw/engines/workbench/shaders/workbench_volume_vert.glsl
index 1a32a202290..7327a92e04f 100644
--- a/source/blender/draw/engines/workbench/shaders/workbench_volume_vert.glsl
+++ b/source/blender/draw/engines/workbench/shaders/workbench_volume_vert.glsl
@@ -5,6 +5,8 @@
uniform float slicePosition;
uniform int sliceAxis; /* -1 is no slice, 0 is X, 1 is Y, 2 is Z. */
+uniform mat4 volumeTextureToObject;
+
in vec3 pos;
RESOURCE_ID_VARYING
@@ -31,7 +33,12 @@ void main()
#else
vec3 final_pos = pos;
#endif
+
+#ifdef VOLUME_SMOKE
final_pos = ((final_pos * 0.5 + 0.5) - OrcoTexCoFactors[0].xyz) / OrcoTexCoFactors[1].xyz;
+#else
+ final_pos = (volumeTextureToObject * vec4(final_pos * 0.5 + 0.5, 1.0)).xyz;
+#endif
gl_Position = point_object_to_ndc(final_pos);
PASS_RESOURCE_ID
diff --git a/source/blender/draw/engines/workbench/workbench_engine.c b/source/blender/draw/engines/workbench/workbench_engine.c
index 742489c7311..e9525af5682 100644
--- a/source/blender/draw/engines/workbench/workbench_engine.c
+++ b/source/blender/draw/engines/workbench/workbench_engine.c
@@ -33,8 +33,9 @@
#include "BKE_paint.h"
#include "BKE_particle.h"
-#include "DNA_image_types.h"
#include "DNA_fluid_types.h"
+#include "DNA_hair_types.h"
+#include "DNA_image_types.h"
#include "DNA_mesh_types.h"
#include "DNA_modifier_types.h"
#include "DNA_node_types.h"
@@ -192,12 +193,12 @@ static void workbench_cache_common_populate(WORKBENCH_PrivateData *wpd,
static void workbench_cache_hair_populate(WORKBENCH_PrivateData *wpd,
Object *ob,
+ ParticleSystem *psys,
ModifierData *md,
eV3DShadingColorType color_type,
- bool use_texpaint_mode)
+ bool use_texpaint_mode,
+ const int matnr)
{
- ParticleSystem *psys = ((ParticleSystemModifierData *)md)->psys;
- ParticleSettings *part = psys->part;
const DRWContextState *draw_ctx = DRW_context_state_get();
const Scene *scene = draw_ctx->scene;
@@ -206,8 +207,8 @@ static void workbench_cache_hair_populate(WORKBENCH_PrivateData *wpd,
int interp = (imapaint && imapaint->interp == IMAGEPAINT_INTERP_LINEAR) ? SHD_INTERP_LINEAR :
SHD_INTERP_CLOSEST;
DRWShadingGroup *grp = (use_texpaint_mode) ?
- workbench_image_hair_setup(wpd, ob, part->omat, ima, NULL, interp) :
- workbench_material_hair_setup(wpd, ob, part->omat, color_type);
+ workbench_image_hair_setup(wpd, ob, matnr, ima, NULL, interp) :
+ workbench_material_hair_setup(wpd, ob, matnr, color_type);
DRW_shgroup_hair_create_sub(ob, psys, md, grp);
}
@@ -244,14 +245,20 @@ static eV3DShadingColorType workbench_color_type_get(WORKBENCH_PrivateData *wpd,
color_type = V3D_SHADING_OBJECT_COLOR;
}
- *r_sculpt_pbvh = is_sculpt_pbvh;
- *r_texpaint_mode = false;
+ if (r_sculpt_pbvh) {
+ *r_sculpt_pbvh = is_sculpt_pbvh;
+ }
+ if (r_texpaint_mode) {
+ *r_texpaint_mode = false;
+ }
if (!is_sculpt_pbvh && !is_render) {
/* Force texture or vertex mode if object is in paint mode. */
if (is_texpaint_mode && me && me->mloopuv) {
color_type = V3D_SHADING_TEXTURE_COLOR;
- *r_texpaint_mode = true;
+ if (r_texpaint_mode) {
+ *r_texpaint_mode = true;
+ }
}
else if (is_vertpaint_mode && me && me->mloopcol) {
color_type = V3D_SHADING_VERTEX_COLOR;
@@ -286,8 +293,8 @@ void workbench_cache_populate(void *ved, Object *ob)
}
if (ob->type == OB_MESH && ob->modifiers.first != NULL) {
- bool use_sculpt_pbvh, use_texpaint_mode;
- int color_type = workbench_color_type_get(wpd, ob, &use_sculpt_pbvh, &use_texpaint_mode, NULL);
+ bool use_texpaint_mode;
+ int color_type = workbench_color_type_get(wpd, ob, NULL, &use_texpaint_mode, NULL);
LISTBASE_FOREACH (ModifierData *, md, &ob->modifiers) {
if (md->type != eModifierType_ParticleSystem) {
@@ -301,7 +308,8 @@ void workbench_cache_populate(void *ved, Object *ob)
const int draw_as = (part->draw_as == PART_DRAW_REND) ? part->ren_as : part->draw_as;
if (draw_as == PART_DRAW_PATH) {
- workbench_cache_hair_populate(wpd, ob, md, color_type, use_texpaint_mode);
+ workbench_cache_hair_populate(
+ wpd, ob, psys, md, color_type, use_texpaint_mode, part->omat);
}
}
}
@@ -311,7 +319,7 @@ void workbench_cache_populate(void *ved, Object *ob)
if (md && modifier_isEnabled(wpd->scene, md, eModifierMode_Realtime)) {
FluidModifierData *fmd = (FluidModifierData *)md;
if (fmd->domain && fmd->domain->type == FLUID_DOMAIN_TYPE_GAS) {
- workbench_volume_cache_populate(vedata, wpd->scene, ob, md);
+ workbench_volume_cache_populate(vedata, wpd->scene, ob, md, V3D_SHADING_SINGLE_COLOR);
return; /* Do not draw solid in this case. */
}
}
@@ -325,7 +333,7 @@ void workbench_cache_populate(void *ved, Object *ob)
return;
}
- if (ELEM(ob->type, OB_MESH, OB_CURVE, OB_SURF, OB_FONT, OB_MBALL)) {
+ if (ELEM(ob->type, OB_MESH, OB_CURVE, OB_SURF, OB_FONT, OB_MBALL, OB_POINTCLOUD)) {
bool use_sculpt_pbvh, use_texpaint_mode, draw_shadow, has_transp_mat = false;
eV3DShadingColorType color_type = workbench_color_type_get(
wpd, ob, &use_sculpt_pbvh, &use_texpaint_mode, &draw_shadow);
@@ -344,6 +352,16 @@ void workbench_cache_populate(void *ved, Object *ob)
workbench_shadow_cache_populate(vedata, ob, has_transp_mat);
}
}
+ else if (ob->type == OB_HAIR) {
+ int color_type = workbench_color_type_get(wpd, ob, NULL, NULL, NULL);
+ workbench_cache_hair_populate(wpd, ob, NULL, NULL, color_type, false, HAIR_MATERIAL_NR);
+ }
+ else if (ob->type == OB_VOLUME) {
+ if (wpd->shading.type != OB_WIRE) {
+ int color_type = workbench_color_type_get(wpd, ob, NULL, NULL, NULL);
+ workbench_volume_cache_populate(vedata, wpd->scene, ob, NULL, color_type);
+ }
+ }
}
void workbench_cache_finish(void *ved)
diff --git a/source/blender/draw/engines/workbench/workbench_private.h b/source/blender/draw/engines/workbench/workbench_private.h
index a68b66e0f85..49becf93f48 100644
--- a/source/blender/draw/engines/workbench/workbench_private.h
+++ b/source/blender/draw/engines/workbench/workbench_private.h
@@ -101,6 +101,7 @@ typedef struct WORKBENCH_TextureList {
struct GPUTexture *smaa_area_tx;
struct GPUTexture *dummy_image_tx;
struct GPUTexture *dummy_volume_tx;
+ struct GPUTexture *dummy_shadow_tx;
struct GPUTexture *dummy_coba_tx;
} WORKBENCH_TextureList;
@@ -405,7 +406,7 @@ GPUShader *workbench_shader_outline_get(void);
GPUShader *workbench_shader_antialiasing_accumulation_get(void);
GPUShader *workbench_shader_antialiasing_get(int stage);
-GPUShader *workbench_shader_volume_get(bool slice, bool coba, bool cubic);
+GPUShader *workbench_shader_volume_get(bool slice, bool coba, bool cubic, bool smoke);
void workbench_shader_depth_of_field_get(GPUShader **prepare_sh,
GPUShader **downsample_sh,
@@ -479,7 +480,8 @@ void workbench_volume_cache_init(WORKBENCH_Data *vedata);
void workbench_volume_cache_populate(WORKBENCH_Data *vedata,
struct Scene *UNUSED(scene),
struct Object *ob,
- struct ModifierData *md);
+ struct ModifierData *md,
+ eV3DShadingColorType color_type);
void workbench_volume_draw_pass(WORKBENCH_Data *vedata);
void workbench_volume_draw_finish(WORKBENCH_Data *vedata);
diff --git a/source/blender/draw/engines/workbench/workbench_shader.c b/source/blender/draw/engines/workbench/workbench_shader.c
index 14a980fe628..2e796056029 100644
--- a/source/blender/draw/engines/workbench/workbench_shader.c
+++ b/source/blender/draw/engines/workbench/workbench_shader.c
@@ -106,7 +106,7 @@ static struct {
struct GPUShader *aa_accum_sh;
struct GPUShader *smaa_sh[3];
- struct GPUShader *volume_sh[2][2][2];
+ struct GPUShader *volume_sh[2][2][2][2];
struct DRWShaderLibrary *lib;
} e_data = {{{{NULL}}}};
@@ -448,9 +448,9 @@ GPUShader *workbench_shader_antialiasing_get(int stage)
return e_data.smaa_sh[stage];
}
-GPUShader *workbench_shader_volume_get(bool slice, bool coba, bool cubic)
+GPUShader *workbench_shader_volume_get(bool slice, bool coba, bool cubic, bool smoke)
{
- GPUShader **shader = &e_data.volume_sh[slice][coba][cubic];
+ GPUShader **shader = &e_data.volume_sh[slice][coba][cubic][smoke];
if (*shader == NULL) {
DynStr *ds = BLI_dynstr_new();
@@ -464,6 +464,9 @@ GPUShader *workbench_shader_volume_get(bool slice, bool coba, bool cubic)
if (cubic) {
BLI_dynstr_append(ds, "#define USE_TRICUBIC\n");
}
+ if (smoke) {
+ BLI_dynstr_append(ds, "#define VOLUME_SMOKE\n");
+ }
char *defines = BLI_dynstr_get_cstring(ds);
BLI_dynstr_free(ds);
@@ -513,7 +516,7 @@ void workbench_shader_free(void)
DRW_SHADER_FREE_SAFE(sh_array[j]);
}
for (int j = 0; j < sizeof(e_data.volume_sh) / sizeof(void *); j++) {
- struct GPUShader **sh_array = &e_data.volume_sh[0][0][0];
+ struct GPUShader **sh_array = &e_data.volume_sh[0][0][0][0];
DRW_SHADER_FREE_SAFE(sh_array[j]);
}
diff --git a/source/blender/draw/engines/workbench/workbench_volume.c b/source/blender/draw/engines/workbench/workbench_volume.c
index a3072b834bd..1eccc99d9e9 100644
--- a/source/blender/draw/engines/workbench/workbench_volume.c
+++ b/source/blender/draw/engines/workbench/workbench_volume.c
@@ -22,16 +22,20 @@
#include "workbench_private.h"
-#include "BKE_object.h"
-#include "BKE_fluid.h"
+#include "DNA_fluid_types.h"
+#include "DNA_modifier_types.h"
+#include "DNA_object_force_types.h"
+#include "DNA_volume_types.h"
#include "BLI_rand.h"
#include "BLI_dynstr.h"
#include "BLI_string_utils.h"
-#include "DNA_modifier_types.h"
-#include "DNA_object_force_types.h"
-#include "DNA_fluid_types.h"
+#include "BKE_fluid.h"
+#include "BKE_global.h"
+#include "BKE_object.h"
+#include "BKE_volume.h"
+#include "BKE_volume_render.h"
#include "GPU_draw.h"
@@ -40,9 +44,11 @@ void workbench_volume_engine_init(WORKBENCH_Data *vedata)
WORKBENCH_TextureList *txl = vedata->txl;
if (txl->dummy_volume_tx == NULL) {
- float pixel[4] = {0.0f, 0.0f, 0.0f, 0.0f};
- 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);
+ float zero[4] = {0.0f, 0.0f, 0.0f, 0.0f};
+ float one[4] = {1.0f, 1.0f, 1.0f, 1.0f};
+ txl->dummy_volume_tx = GPU_texture_create_3d(1, 1, 1, GPU_RGBA8, zero, NULL);
+ txl->dummy_shadow_tx = GPU_texture_create_3d(1, 1, 1, GPU_RGBA8, one, NULL);
+ txl->dummy_coba_tx = GPU_texture_create_1d(1, GPU_RGBA8, zero, NULL);
}
}
@@ -54,10 +60,9 @@ void workbench_volume_cache_init(WORKBENCH_Data *vedata)
vedata->stl->wpd->volumes_do = false;
}
-void workbench_volume_cache_populate(WORKBENCH_Data *vedata,
- Scene *UNUSED(scene),
- Object *ob,
- ModifierData *md)
+static void workbench_volume_modifier_cache_populate(WORKBENCH_Data *vedata,
+ Object *ob,
+ ModifierData *md)
{
FluidModifierData *mmd = (FluidModifierData *)md;
FluidDomainSettings *mds = mmd->domain;
@@ -90,8 +95,7 @@ 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 = workbench_shader_volume_get(use_slice, mds->use_coba, cubic_interp);
+ GPUShader *sh = workbench_shader_volume_get(use_slice, mds->use_coba, cubic_interp, true);
if (use_slice) {
float invviewmat[4][4];
@@ -162,6 +166,107 @@ void workbench_volume_cache_populate(WORKBENCH_Data *vedata,
BLI_addtail(&wpd->smoke_domains, BLI_genericNodeN(mmd));
}
+static void workbench_volume_material_color(WORKBENCH_PrivateData *wpd,
+ Object *ob,
+ eV3DShadingColorType color_type,
+ float color[3])
+{
+ Material *ma = BKE_object_material_get(ob, VOLUME_MATERIAL_NR);
+ WORKBENCH_UBO_Material ubo_data;
+ workbench_material_ubo_data(wpd, ob, ma, &ubo_data, color_type);
+ copy_v3_v3(color, ubo_data.base_color);
+}
+
+static void workbench_volume_object_cache_populate(WORKBENCH_Data *vedata,
+ Object *ob,
+ eV3DShadingColorType color_type)
+{
+ /* Create 3D textures. */
+ Volume *volume = ob->data;
+ BKE_volume_load(volume, G.main);
+ VolumeGrid *volume_grid = BKE_volume_grid_active_get(volume);
+ if (volume_grid == NULL) {
+ return;
+ }
+ DRWVolumeGrid *grid = DRW_volume_batch_cache_get_grid(volume, volume_grid);
+ if (grid == NULL) {
+ return;
+ }
+
+ WORKBENCH_PrivateData *wpd = vedata->stl->wpd;
+ WORKBENCH_TextureList *txl = vedata->txl;
+ DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
+
+ wpd->volumes_do = true;
+
+ /* Create shader. */
+ GPUShader *sh = workbench_shader_volume_get(false, false, false, false);
+
+ /* Compute color. */
+ float color[3];
+ workbench_volume_material_color(wpd, ob, color_type, color);
+
+ /* Combined texture to object, and object to world transform. */
+ float texture_to_world[4][4];
+ mul_m4_m4m4(texture_to_world, ob->obmat, grid->texture_to_object);
+
+ /* Compute world space dimensions for step size. */
+ float world_size[3];
+ mat4_to_size(world_size, texture_to_world);
+ abs_v3(world_size);
+
+ /* Compute step parameters. */
+ double noise_ofs;
+ BLI_halton_1d(3, 0.0, wpd->taa_sample, &noise_ofs);
+ float step_length, max_slice;
+ int resolution[3];
+ GPU_texture_get_mipmap_size(grid->texture, 0, resolution);
+ float slice_ct[3] = {resolution[0], resolution[1], resolution[2]};
+ mul_v3_fl(slice_ct, max_ff(0.001f, 5.0f));
+ max_slice = max_fff(slice_ct[0], slice_ct[1], slice_ct[2]);
+ invert_v3(slice_ct);
+ mul_v3_v3(slice_ct, world_size);
+ step_length = len_v3(slice_ct);
+
+ /* Compute density scale. */
+ const float density_scale = volume->display.density;
+
+ /* Set uniforms. */
+ DRWShadingGroup *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);
+ DRW_shgroup_state_enable(grp, DRW_STATE_CULL_FRONT);
+
+ DRW_shgroup_uniform_texture(grp, "densityTexture", grid->texture);
+ /* TODO: implement shadow texture, see manta_smoke_calc_transparency. */
+ DRW_shgroup_uniform_texture(grp, "shadowTexture", txl->dummy_shadow_tx);
+ DRW_shgroup_uniform_vec3_copy(grp, "activeColor", color);
+
+ DRW_shgroup_uniform_texture_ref(grp, "depthBuffer", &dtxl->depth);
+ DRW_shgroup_uniform_float_copy(grp, "densityScale", density_scale);
+
+ DRW_shgroup_uniform_mat4(grp, "volumeObjectToTexture", grid->object_to_texture);
+ DRW_shgroup_uniform_mat4(grp, "volumeTextureToObject", grid->texture_to_object);
+
+ DRW_shgroup_call(grp, DRW_cache_cube_get(), ob);
+}
+
+void workbench_volume_cache_populate(WORKBENCH_Data *vedata,
+ Scene *UNUSED(scene),
+ Object *ob,
+ ModifierData *md,
+ eV3DShadingColorType color_type)
+{
+ if (md == NULL) {
+ workbench_volume_object_cache_populate(vedata, ob, color_type);
+ }
+ else {
+ workbench_volume_modifier_cache_populate(vedata, ob, md);
+ }
+}
+
void workbench_volume_draw_pass(WORKBENCH_Data *vedata)
{
WORKBENCH_PassList *psl = vedata->psl;
@@ -189,4 +294,4 @@ void workbench_volume_draw_finish(WORKBENCH_Data *vedata)
GPU_free_smoke(mmd);
}
BLI_freelistN(&wpd->smoke_domains);
-} \ No newline at end of file
+}