diff options
author | Jacques Lucke <jacques@blender.org> | 2020-10-20 12:00:16 +0300 |
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committer | Jacques Lucke <jacques@blender.org> | 2020-10-20 12:00:16 +0300 |
commit | 63a9f24b55d0b5d84d625bdbb44d498fb1f2ae01 (patch) | |
tree | 217fa45ec9b0c66f856dd8b32d8ab3d5cbc18d3d /source/blender/draw/intern/draw_cache_impl_volume.c | |
parent | f3ecb4c91e159caff2e6d335adb1ccf06423c90f (diff) |
Volumes: simplify volumes in modifiers or on load
This changes how the simplify volumes setting works. Before, it only
affeted viewport rendering. This was an issue, because all internal
computations would still have to happen on the high resolution volumes.
With this patch, the simplify setting already affects file loading and
procedural generation of volumes.
Rendering does not have to care about the simplify option anymore,
it just gets the correct simplified version from the depsgraph.
Reviewers: brecht
Differential Revision: https://developer.blender.org/D9176
Diffstat (limited to 'source/blender/draw/intern/draw_cache_impl_volume.c')
-rw-r--r-- | source/blender/draw/intern/draw_cache_impl_volume.c | 18 |
1 files changed, 3 insertions, 15 deletions
diff --git a/source/blender/draw/intern/draw_cache_impl_volume.c b/source/blender/draw/intern/draw_cache_impl_volume.c index 10bacadb199..1a9e40fb03b 100644 --- a/source/blender/draw/intern/draw_cache_impl_volume.c +++ b/source/blender/draw/intern/draw_cache_impl_volume.c @@ -262,8 +262,6 @@ static DRWVolumeGrid *volume_grid_cache_get(Volume *volume, VolumeGrid *grid, VolumeBatchCache *cache) { - const DRWContextState *draw_ctx = DRW_context_state_get(); - const char *name = BKE_volume_grid_name(grid); /* Return cached grid. */ @@ -289,22 +287,12 @@ static DRWVolumeGrid *volume_grid_cache_get(Volume *volume, return cache_grid; } - /* Load grid tree into memory, if not loaded already. */ + /* Remember if grid was loaded. If it was not, we want to unload it after the GPUTexture has been + * created. */ const bool was_loaded = BKE_volume_grid_is_loaded(grid); - BKE_volume_grid_load(volume, grid); - - float resolution_factor = 1.0f; - if (DEG_get_mode(draw_ctx->depsgraph) != DAG_EVAL_RENDER) { - if (draw_ctx->scene->r.mode & R_SIMPLIFY) { - resolution_factor = draw_ctx->scene->r.simplify_volumes; - } - } - if (resolution_factor == 0.0f) { - return cache_grid; - } DenseFloatVolumeGrid dense_grid; - if (BKE_volume_grid_dense_floats(volume, grid, resolution_factor, &dense_grid)) { + if (BKE_volume_grid_dense_floats(volume, grid, &dense_grid)) { copy_m4_m4(cache_grid->texture_to_object, dense_grid.texture_to_object); invert_m4_m4(cache_grid->object_to_texture, dense_grid.texture_to_object); |