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authorBrecht Van Lommel <brecht>2020-03-11 16:58:19 +0300
committerBrecht Van Lommel <brecht@blender.org>2020-03-11 16:59:05 +0300
commitb9f6d033beecd75398be14419d37d8aab0609812 (patch)
treeb2385a92388dfb1d17a99a72dd442bc5bc38de85 /source/blender/gpu/shaders/material/gpu_shader_material_volume_info.glsl
parente1e772a80243f3c279fcd076c8311301e8885d41 (diff)
Eevee: internal support for arbitrary number of volume grids
This has no user visible impact yet since smoke volumes only support a fixed set of attributes, but will become important with the new volume object. For GPU shader compilation, volume grids are now handled separately from image textures. They are somewhere between a vertex attribute and an image texture, basically an attribute that is stored as a texture. Differential Revision: https://developer.blender.org/D6952
Diffstat (limited to 'source/blender/gpu/shaders/material/gpu_shader_material_volume_info.glsl')
-rw-r--r--source/blender/gpu/shaders/material/gpu_shader_material_volume_info.glsl78
1 files changed, 21 insertions, 57 deletions
diff --git a/source/blender/gpu/shaders/material/gpu_shader_material_volume_info.glsl b/source/blender/gpu/shaders/material/gpu_shader_material_volume_info.glsl
index 0fecb5bd1f9..a80cd3cb329 100644
--- a/source/blender/gpu/shaders/material/gpu_shader_material_volume_info.glsl
+++ b/source/blender/gpu/shaders/material/gpu_shader_material_volume_info.glsl
@@ -1,18 +1,21 @@
-void node_attribute_volume_density(sampler3D tex, out vec4 outcol, out vec3 outvec, out float outf)
+
+/* Uniforms to convert smoke grid values into standard range. */
+uniform vec3 volumeColor = vec3(1.0);
+uniform vec2 volumeTemperature = vec2(0.0);
+
+/* Generic volume attribute. */
+void node_attribute_volume(sampler3D tex, out vec3 outvec)
{
#if defined(MESH_SHADER) && defined(VOLUMETRICS)
vec3 cos = volumeObjectLocalCoord;
#else
vec3 cos = vec3(0.0);
#endif
- outf = texture(tex, cos).r;
- outvec = vec3(outf, outf, outf);
- outcol = vec4(outf, outf, outf, 1.0);
+ outvec = texture(tex, cos).rgb;
}
-uniform vec3 volumeColor = vec3(1.0);
-
-void node_attribute_volume_color(sampler3D tex, out vec4 outcol, out vec3 outvec, out float outf)
+/* Special color attribute for smoke. */
+void node_attribute_volume_color(sampler3D tex, out vec3 outvec)
{
#if defined(MESH_SHADER) && defined(VOLUMETRICS)
vec3 cos = volumeObjectLocalCoord;
@@ -20,70 +23,31 @@ void node_attribute_volume_color(sampler3D tex, out vec4 outcol, out vec3 outvec
vec3 cos = vec3(0.0);
#endif
- vec4 value = texture(tex, cos).rgba;
/* Density is premultiplied for interpolation, divide it out here. */
+ vec4 value = texture(tex, cos).rgba;
if (value.a > 1e-8) {
value.rgb /= value.a;
}
outvec = value.rgb * volumeColor;
- outcol = vec4(outvec, 1.0);
- outf = avg(outvec);
-}
-
-void node_attribute_volume_flame(sampler3D tex, out vec4 outcol, out vec3 outvec, out float outf)
-{
-#if defined(MESH_SHADER) && defined(VOLUMETRICS)
- vec3 cos = volumeObjectLocalCoord;
-#else
- vec3 cos = vec3(0.0);
-#endif
- outf = texture(tex, cos).r;
- outvec = vec3(outf, outf, outf);
- outcol = vec4(outf, outf, outf, 1.0);
}
-void node_attribute_volume_temperature(
- sampler3D tex, vec2 temperature, out vec4 outcol, out vec3 outvec, out float outf)
+/* Special temperature attribute for smoke. */
+void node_attribute_volume_temperature(sampler3D tex, out float outf)
{
#if defined(MESH_SHADER) && defined(VOLUMETRICS)
vec3 cos = volumeObjectLocalCoord;
#else
vec3 cos = vec3(0.0);
#endif
- float flame = texture(tex, cos).r;
-
- outf = (flame > 0.01) ? temperature.x + flame * (temperature.y - temperature.x) : 0.0;
- outvec = vec3(outf, outf, outf);
- outcol = vec4(outf, outf, outf, 1.0);
-}
-void node_volume_info(sampler3D densitySampler,
- sampler3D colorSampler,
- sampler3D flameSampler,
- vec2 temperature,
- out vec4 outColor,
- out float outDensity,
- out float outFlame,
- out float outTemprature)
-{
-#if defined(MESH_SHADER) && defined(VOLUMETRICS)
- vec3 p = volumeObjectLocalCoord;
-#else
- vec3 p = vec3(0.0);
-#endif
-
- outDensity = texture(densitySampler, p).r;
-
- /* Color is premultiplied for interpolation, divide it out here. */
- vec4 color = texture(colorSampler, p);
- if (color.a > 1e-8) {
- color.rgb /= color.a;
+ float value = texture(tex, cos).r;
+ if (volumeTemperature.x < volumeTemperature.y) {
+ outf = (value > 0.01) ?
+ volumeTemperature.x + value * (volumeTemperature.y - volumeTemperature.x) :
+ 0.0;
+ }
+ else {
+ outf = value;
}
- outColor = vec4(color.rgb * volumeColor, 1.0);
-
- float flame = texture(flameSampler, p).r;
- outFlame = flame;
-
- outTemprature = (flame > 0.01) ? temperature.x + flame * (temperature.y - temperature.x) : 0.0;
}