diff options
-rw-r--r-- | source/blender/editors/space_view3d/CMakeLists.txt | 1 | ||||
-rw-r--r-- | source/blender/editors/space_view3d/drawvolume.c | 853 | ||||
-rw-r--r-- | source/blender/gpu/CMakeLists.txt | 3 | ||||
-rw-r--r-- | source/blender/gpu/GPU_shader.h | 5 | ||||
-rw-r--r-- | source/blender/gpu/intern/gpu_shader.c | 17 | ||||
-rw-r--r-- | source/blender/gpu/shaders/gpu_shader_fire_frag.glsl | 15 | ||||
-rw-r--r-- | source/blender/gpu/shaders/gpu_shader_smoke_frag.glsl | 47 | ||||
-rw-r--r-- | source/blender/gpu/shaders/gpu_shader_smoke_vert.glsl | 15 |
8 files changed, 0 insertions, 956 deletions
diff --git a/source/blender/editors/space_view3d/CMakeLists.txt b/source/blender/editors/space_view3d/CMakeLists.txt index 4bcec142aa9..0d30d623b8d 100644 --- a/source/blender/editors/space_view3d/CMakeLists.txt +++ b/source/blender/editors/space_view3d/CMakeLists.txt @@ -44,7 +44,6 @@ set(INC_SYS set(SRC drawobject.c - drawvolume.c space_view3d.c view3d_buttons.c view3d_camera_control.c diff --git a/source/blender/editors/space_view3d/drawvolume.c b/source/blender/editors/space_view3d/drawvolume.c deleted file mode 100644 index 46bd57df7f5..00000000000 --- a/source/blender/editors/space_view3d/drawvolume.c +++ /dev/null @@ -1,853 +0,0 @@ -/* - * ***** BEGIN GPL LICENSE BLOCK ***** - * - * This program is free software; you can redistribute it and/or - * modify it under the terms of the GNU General Public License - * as published by the Free Software Foundation; either version 2 - * of the License, or (at your option) any later version. - * - * This program is distributed in the hope that it will be useful, - * but WITHOUT ANY WARRANTY; without even the implied warranty of - * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the - * GNU General Public License for more details. - * - * You should have received a copy of the GNU General Public License - * along with this program; if not, write to the Free Software Foundation, - * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. - * - * The Original Code is Copyright (C) 2001-2002 by NaN Holding BV. - * All rights reserved. - * - * Contributor(s): Daniel Genrich - * - * ***** END GPL LICENSE BLOCK ***** - */ - -/** \file blender/editors/space_view3d/drawvolume.c - * \ingroup spview3d - */ - -#include <string.h> -#include <math.h> - -#include "MEM_guardedalloc.h" - -#include "DNA_scene_types.h" -#include "DNA_screen_types.h" -#include "DNA_smoke_types.h" -#include "DNA_view3d_types.h" - -#include "BLI_utildefines.h" -#include "BLI_math.h" - -#include "BKE_colorband.h" -#include "BKE_deform.h" -#include "BKE_particle.h" - -#include "smoke_API.h" - -#include "BIF_gl.h" - -#include "GPU_shader.h" -#include "GPU_texture.h" -#include "GPU_state.h" - -#include "view3d_intern.h" // own include - -struct GPUTexture; - -// #define DEBUG_DRAW_TIME - -#ifdef DEBUG_DRAW_TIME -# include "PIL_time.h" -# include "PIL_time_utildefines.h" -#endif - -/* *************************** Transfer functions *************************** */ - -enum { - TFUNC_FLAME_SPECTRUM = 0, - TFUNC_COLOR_RAMP = 1, -}; - -#define TFUNC_WIDTH 256 - -static void create_flame_spectrum_texture(float *data) -{ -#define FIRE_THRESH 7 -#define MAX_FIRE_ALPHA 0.06f -#define FULL_ON_FIRE 100 - - float *spec_pixels = MEM_mallocN(TFUNC_WIDTH * 4 * 16 * 16 * sizeof(float), "spec_pixels"); - - blackbody_temperature_to_rgb_table(data, TFUNC_WIDTH, 1500, 3000); - - for (int i = 0; i < 16; i++) { - for (int j = 0; j < 16; j++) { - for (int k = 0; k < TFUNC_WIDTH; k++) { - int index = (j * TFUNC_WIDTH * 16 + i * TFUNC_WIDTH + k) * 4; - if (k >= FIRE_THRESH) { - spec_pixels[index] = (data[k * 4]); - spec_pixels[index + 1] = (data[k * 4 + 1]); - spec_pixels[index + 2] = (data[k * 4 + 2]); - spec_pixels[index + 3] = MAX_FIRE_ALPHA * ( - (k > FULL_ON_FIRE) ? 1.0f : (k - FIRE_THRESH) / ((float)FULL_ON_FIRE - FIRE_THRESH)); - } - else { - zero_v4(&spec_pixels[index]); - } - } - } - } - - memcpy(data, spec_pixels, sizeof(float) * 4 * TFUNC_WIDTH); - - MEM_freeN(spec_pixels); - -#undef FIRE_THRESH -#undef MAX_FIRE_ALPHA -#undef FULL_ON_FIRE -} - -static void create_color_ramp(const ColorBand *coba, float *data) -{ - for (int i = 0; i < TFUNC_WIDTH; i++) { - BKE_colorband_evaluate(coba, (float)i / TFUNC_WIDTH, &data[i * 4]); - } -} - -static GPUTexture *create_transfer_function(int type, const ColorBand *coba) -{ - float *data = MEM_mallocN(sizeof(float) * 4 * TFUNC_WIDTH, __func__); - - switch (type) { - case TFUNC_FLAME_SPECTRUM: - create_flame_spectrum_texture(data); - break; - case TFUNC_COLOR_RAMP: - create_color_ramp(coba, data); - break; - } - - GPUTexture *tex = GPU_texture_create_1D(TFUNC_WIDTH, GPU_RGBA8, data, NULL); - - MEM_freeN(data); - - return tex; -} - -static GPUTexture *create_field_texture(SmokeDomainSettings *sds) -{ - float *field = NULL; - - switch (sds->coba_field) { -#ifdef WITH_SMOKE - case FLUID_FIELD_DENSITY: field = smoke_get_density(sds->fluid); break; - case FLUID_FIELD_HEAT: field = smoke_get_heat(sds->fluid); break; - case FLUID_FIELD_FUEL: field = smoke_get_fuel(sds->fluid); break; - case FLUID_FIELD_REACT: field = smoke_get_react(sds->fluid); break; - case FLUID_FIELD_FLAME: field = smoke_get_flame(sds->fluid); break; - case FLUID_FIELD_VELOCITY_X: field = smoke_get_velocity_x(sds->fluid); break; - case FLUID_FIELD_VELOCITY_Y: field = smoke_get_velocity_y(sds->fluid); break; - case FLUID_FIELD_VELOCITY_Z: field = smoke_get_velocity_z(sds->fluid); break; - case FLUID_FIELD_COLOR_R: field = smoke_get_color_r(sds->fluid); break; - case FLUID_FIELD_COLOR_G: field = smoke_get_color_g(sds->fluid); break; - case FLUID_FIELD_COLOR_B: field = smoke_get_color_b(sds->fluid); break; - case FLUID_FIELD_FORCE_X: field = smoke_get_force_x(sds->fluid); break; - case FLUID_FIELD_FORCE_Y: field = smoke_get_force_y(sds->fluid); break; - case FLUID_FIELD_FORCE_Z: field = smoke_get_force_z(sds->fluid); break; -#endif - default: return NULL; - } - - return GPU_texture_create_3D(sds->res[0], sds->res[1], sds->res[2], GPU_R8, field, NULL); -} - -typedef struct VolumeSlicer { - float size[3]; - float min[3]; - float max[3]; - float (*verts)[3]; -} VolumeSlicer; - -/* *************************** Axis Aligned Slicing ************************** */ - -static void create_single_slice(VolumeSlicer *slicer, const float depth, - const int axis, const int idx) -{ - const float vertices[3][4][3] = { - { - { depth, slicer->min[1], slicer->min[2] }, - { depth, slicer->max[1], slicer->min[2] }, - { depth, slicer->max[1], slicer->max[2] }, - { depth, slicer->min[1], slicer->max[2] } - }, - { - { slicer->min[0], depth, slicer->min[2] }, - { slicer->min[0], depth, slicer->max[2] }, - { slicer->max[0], depth, slicer->max[2] }, - { slicer->max[0], depth, slicer->min[2] } - }, - { - { slicer->min[0], slicer->min[1], depth }, - { slicer->min[0], slicer->max[1], depth }, - { slicer->max[0], slicer->max[1], depth }, - { slicer->max[0], slicer->min[1], depth } - } - }; - - copy_v3_v3(slicer->verts[idx + 0], vertices[axis][0]); - copy_v3_v3(slicer->verts[idx + 1], vertices[axis][1]); - copy_v3_v3(slicer->verts[idx + 2], vertices[axis][2]); - copy_v3_v3(slicer->verts[idx + 3], vertices[axis][0]); - copy_v3_v3(slicer->verts[idx + 4], vertices[axis][2]); - copy_v3_v3(slicer->verts[idx + 5], vertices[axis][3]); -} - -static void create_axis_aligned_slices(VolumeSlicer *slicer, const int num_slices, - const float view_dir[3], const int axis) -{ - float depth, slice_size = slicer->size[axis] / num_slices; - - /* always process slices in back to front order! */ - if (view_dir[axis] > 0.0f) { - depth = slicer->min[axis]; - } - else { - depth = slicer->max[axis]; - slice_size = -slice_size; - } - - int count = 0; - for (int slice = 0; slice < num_slices; slice++) { - create_single_slice(slicer, depth, axis, count); - - count += 6; - depth += slice_size; - } -} - -/* *************************** View Aligned Slicing ************************** */ - -/* Code adapted from: - * "GPU-based Volume Rendering, Real-time Volume Graphics", AK Peters/CRC Press - */ -static int create_view_aligned_slices(VolumeSlicer *slicer, - const int num_slices, - const float view_dir[3]) -{ - const int indices[] = { 0, 1, 2, 0, 2, 3, 0, 3, 4, 0, 4, 5 }; - - const float vertices[8][3] = { - { slicer->min[0], slicer->min[1], slicer->min[2] }, - { slicer->max[0], slicer->min[1], slicer->min[2] }, - { slicer->max[0], slicer->max[1], slicer->min[2] }, - { slicer->min[0], slicer->max[1], slicer->min[2] }, - { slicer->min[0], slicer->min[1], slicer->max[2] }, - { slicer->max[0], slicer->min[1], slicer->max[2] }, - { slicer->max[0], slicer->max[1], slicer->max[2] }, - { slicer->min[0], slicer->max[1], slicer->max[2] } - }; - - const int edges[12][2] = { - { 0, 1 }, { 1, 2 }, { 2, 3 }, - { 3, 0 }, { 0, 4 }, { 1, 5 }, - { 2, 6 }, { 3, 7 }, { 4, 5 }, - { 5, 6 }, { 6, 7 }, { 7, 4 } - }; - - const int edge_list[8][12] = { - { 0, 1, 5, 6, 4, 8, 11, 9, 3, 7, 2, 10 }, - { 0, 4, 3, 11, 1, 2, 6, 7, 5, 9, 8, 10 }, - { 1, 5, 0, 8, 2, 3, 7, 4, 6, 10, 9, 11 }, - { 7, 11, 10, 8, 2, 6, 1, 9, 3, 0, 4, 5 }, - { 8, 5, 9, 1, 11, 10, 7, 6, 4, 3, 0, 2 }, - { 9, 6, 10, 2, 8, 11, 4, 7, 5, 0, 1, 3 }, - { 9, 8, 5, 4, 6, 1, 2, 0, 10, 7, 11, 3 }, - { 10, 9, 6, 5, 7, 2, 3, 1, 11, 4, 8, 0 } - }; - - /* find vertex that is the furthest from the view plane */ - int max_index = 0; - float max_dist, min_dist; - min_dist = max_dist = dot_v3v3(view_dir, vertices[0]); - - for (int i = 1; i < 8; i++) { - float dist = dot_v3v3(view_dir, vertices[i]); - - if (dist > max_dist) { - max_dist = dist; - max_index = i; - } - - if (dist < min_dist) { - min_dist = dist; - } - } - - max_dist -= FLT_EPSILON; - min_dist += FLT_EPSILON; - - /* start and direction vectors */ - float vec_start[12][3], vec_dir[12][3]; - /* lambda intersection values */ - float lambda[12], lambda_inc[12]; - float denom = 0.0f; - - float plane_dist = min_dist; - float plane_dist_inc = (max_dist - min_dist) / (float)num_slices; - - /* for all edges */ - for (int i = 0; i < 12; i++) { - copy_v3_v3(vec_start[i], vertices[edges[edge_list[max_index][i]][0]]); - copy_v3_v3(vec_dir[i], vertices[edges[edge_list[max_index][i]][1]]); - sub_v3_v3(vec_dir[i], vec_start[i]); - - denom = dot_v3v3(vec_dir[i], view_dir); - - if (1.0f + denom != 1.0f) { - lambda_inc[i] = plane_dist_inc / denom; - lambda[i] = (plane_dist - dot_v3v3(vec_start[i], view_dir)) / denom; - } - else { - lambda[i] = -1.0f; - lambda_inc[i] = 0.0f; - } - } - - float intersections[6][3]; - float dL[12]; - int num_points = 0; - /* find intersections for each slice, process them in back to front order */ - for (int i = 0; i < num_slices; i++) { - for (int e = 0; e < 12; e++) { - dL[e] = lambda[e] + i * lambda_inc[e]; - } - - if ((dL[0] >= 0.0f) && (dL[0] < 1.0f)) { - madd_v3_v3v3fl(intersections[0], vec_start[0], vec_dir[0], dL[0]); - } - else if ((dL[1] >= 0.0f) && (dL[1] < 1.0f)) { - madd_v3_v3v3fl(intersections[0], vec_start[1], vec_dir[1], dL[1]); - } - else if ((dL[3] >= 0.0f) && (dL[3] < 1.0f)) { - madd_v3_v3v3fl(intersections[0], vec_start[3], vec_dir[3], dL[3]); - } - else continue; - - if ((dL[2] >= 0.0f) && (dL[2] < 1.0f)) { - madd_v3_v3v3fl(intersections[1], vec_start[2], vec_dir[2], dL[2]); - } - else if ((dL[0] >= 0.0f) && (dL[0] < 1.0f)) { - madd_v3_v3v3fl(intersections[1], vec_start[0], vec_dir[0], dL[0]); - } - else if ((dL[1] >= 0.0f) && (dL[1] < 1.0f)) { - madd_v3_v3v3fl(intersections[1], vec_start[1], vec_dir[1], dL[1]); - } - else { - madd_v3_v3v3fl(intersections[1], vec_start[3], vec_dir[3], dL[3]); - } - - if ((dL[4] >= 0.0f) && (dL[4] < 1.0f)) { - madd_v3_v3v3fl(intersections[2], vec_start[4], vec_dir[4], dL[4]); - } - else if ((dL[5] >= 0.0f) && (dL[5] < 1.0f)) { - madd_v3_v3v3fl(intersections[2], vec_start[5], vec_dir[5], dL[5]); - } - else { - madd_v3_v3v3fl(intersections[2], vec_start[7], vec_dir[7], dL[7]); - } - - if ((dL[6] >= 0.0f) && (dL[6] < 1.0f)) { - madd_v3_v3v3fl(intersections[3], vec_start[6], vec_dir[6], dL[6]); - } - else if ((dL[4] >= 0.0f) && (dL[4] < 1.0f)) { - madd_v3_v3v3fl(intersections[3], vec_start[4], vec_dir[4], dL[4]); - } - else if ((dL[5] >= 0.0f) && (dL[5] < 1.0f)) { - madd_v3_v3v3fl(intersections[3], vec_start[5], vec_dir[5], dL[5]); - } - else { - madd_v3_v3v3fl(intersections[3], vec_start[7], vec_dir[7], dL[7]); - } - - if ((dL[8] >= 0.0f) && (dL[8] < 1.0f)) { - madd_v3_v3v3fl(intersections[4], vec_start[8], vec_dir[8], dL[8]); - } - else if ((dL[9] >= 0.0f) && (dL[9] < 1.0f)) { - madd_v3_v3v3fl(intersections[4], vec_start[9], vec_dir[9], dL[9]); - } - else { - madd_v3_v3v3fl(intersections[4], vec_start[11], vec_dir[11], dL[11]); - } - - if ((dL[10] >= 0.0f) && (dL[10] < 1.0f)) { - madd_v3_v3v3fl(intersections[5], vec_start[10], vec_dir[10], dL[10]); - } - else if ((dL[8] >= 0.0f) && (dL[8] < 1.0f)) { - madd_v3_v3v3fl(intersections[5], vec_start[8], vec_dir[8], dL[8]); - } - else if ((dL[9] >= 0.0f) && (dL[9] < 1.0f)) { - madd_v3_v3v3fl(intersections[5], vec_start[9], vec_dir[9], dL[9]); - } - else { - madd_v3_v3v3fl(intersections[5], vec_start[11], vec_dir[11], dL[11]); - } - - for (int e = 0; e < 12; e++) { - copy_v3_v3(slicer->verts[num_points++], intersections[indices[e]]); - } - } - - return num_points; -} - -static void bind_shader(SmokeDomainSettings *sds, GPUShader *shader, GPUTexture *tex_spec, - GPUTexture *tex_tfunc, GPUTexture *tex_coba, - bool use_fire, const float min[3], - const float ob_sizei[3], const float invsize[3]) -{ - int invsize_location = GPU_shader_get_uniform(shader, "invsize"); - int ob_sizei_location = GPU_shader_get_uniform(shader, "ob_sizei"); - int min_location = GPU_shader_get_uniform(shader, "min_location"); - - int soot_location; - int stepsize_location; - int densityscale_location; - int spec_location, flame_location; - int shadow_location, actcol_location; - int tfunc_location = 0; - int coba_location = 0; - - if (use_fire) { - spec_location = GPU_shader_get_uniform(shader, "spectrum_texture"); - flame_location = GPU_shader_get_uniform(shader, "flame_texture"); - } - else { - shadow_location = GPU_shader_get_uniform(shader, "shadow_texture"); - actcol_location = GPU_shader_get_uniform(shader, "active_color"); - soot_location = GPU_shader_get_uniform(shader, "soot_texture"); - stepsize_location = GPU_shader_get_uniform(shader, "step_size"); - densityscale_location = GPU_shader_get_uniform(shader, "density_scale"); - - if (sds->use_coba) { - tfunc_location = GPU_shader_get_uniform(shader, "transfer_texture"); - coba_location = GPU_shader_get_uniform(shader, "color_band_texture"); - } - } - - GPU_shader_bind(shader); - - if (use_fire) { - GPU_texture_bind(sds->tex_flame, 2); - GPU_shader_uniform_texture(shader, flame_location, sds->tex_flame); - - GPU_texture_bind(tex_spec, 3); - GPU_shader_uniform_texture(shader, spec_location, tex_spec); - } - else { - float density_scale = 10.0f * sds->display_thickness; - - GPU_shader_uniform_vector(shader, stepsize_location, 1, 1, &sds->dx); - GPU_shader_uniform_vector(shader, densityscale_location, 1, 1, &density_scale); - - GPU_texture_bind(sds->tex, 0); - GPU_shader_uniform_texture(shader, soot_location, sds->tex); - - GPU_texture_bind(sds->tex_shadow, 1); - GPU_shader_uniform_texture(shader, shadow_location, sds->tex_shadow); - - float active_color[3] = { 0.9, 0.9, 0.9 }; - if ((sds->active_fields & SM_ACTIVE_COLORS) == 0) - mul_v3_v3(active_color, sds->active_color); - GPU_shader_uniform_vector(shader, actcol_location, 3, 1, active_color); - - if (sds->use_coba) { - GPU_texture_bind(tex_tfunc, 4); - GPU_shader_uniform_texture(shader, tfunc_location, tex_tfunc); - - GPU_texture_bind(tex_coba, 5); - GPU_shader_uniform_texture(shader, coba_location, tex_coba); - } - } - - GPU_shader_uniform_vector(shader, min_location, 3, 1, min); - GPU_shader_uniform_vector(shader, ob_sizei_location, 3, 1, ob_sizei); - GPU_shader_uniform_vector(shader, invsize_location, 3, 1, invsize); -} - -static void unbind_shader(SmokeDomainSettings *sds, GPUTexture *tex_spec, - GPUTexture *tex_tfunc, GPUTexture *tex_coba, bool use_fire) -{ - GPU_shader_unbind(); - - GPU_texture_unbind(sds->tex); - - if (use_fire) { - GPU_texture_unbind(sds->tex_flame); - GPU_texture_unbind(tex_spec); - GPU_texture_free(tex_spec); - } - else { - GPU_texture_unbind(sds->tex_shadow); - - if (sds->use_coba) { - GPU_texture_unbind(tex_tfunc); - GPU_texture_free(tex_tfunc); - - GPU_texture_unbind(tex_coba); - GPU_texture_free(tex_coba); - } - } -} - -static void draw_buffer(SmokeDomainSettings *sds, GPUShader *shader, const VolumeSlicer *slicer, - const float ob_sizei[3], const float invsize[3], const int num_points, const bool do_fire) -{ - GPUTexture *tex_spec = (do_fire) ? create_transfer_function(TFUNC_FLAME_SPECTRUM, NULL) : NULL; - GPUTexture *tex_tfunc = (sds->use_coba) ? create_transfer_function(TFUNC_COLOR_RAMP, sds->coba) : NULL; - GPUTexture *tex_coba = (sds->use_coba) ? create_field_texture(sds) : NULL; - - GLuint vertex_buffer; - glGenBuffers(1, &vertex_buffer); - glBindBuffer(GL_ARRAY_BUFFER, vertex_buffer); - glBufferData(GL_ARRAY_BUFFER, sizeof(float) * 3 * num_points, &slicer->verts[0][0], GL_STATIC_DRAW); - - bind_shader(sds, shader, tex_spec, tex_tfunc, tex_coba, do_fire, slicer->min, ob_sizei, invsize); - - glEnableClientState(GL_VERTEX_ARRAY); - glVertexPointer(3, GL_FLOAT, 0, NULL); - - glDrawArrays(GL_TRIANGLES, 0, num_points); - - glDisableClientState(GL_VERTEX_ARRAY); - - unbind_shader(sds, tex_spec, tex_tfunc, tex_coba, do_fire); - - /* cleanup */ - - glBindBuffer(GL_ARRAY_BUFFER, 0); - - glDeleteBuffers(1, &vertex_buffer); -} - -void draw_smoke_volume(SmokeDomainSettings *sds, Object *ob, - const float min[3], const float max[3], - const float viewnormal[3]) -{ - if (!sds->tex || !sds->tex_shadow) { - fprintf(stderr, "Could not allocate 3D texture for volume rendering!\n"); - return; - } - - const bool use_fire = (sds->active_fields & SM_ACTIVE_FIRE) && sds->tex_flame; - - GPUBuiltinShader builtin_shader; - - if (sds->use_coba) { - builtin_shader = GPU_SHADER_SMOKE_COBA; - } - else { - builtin_shader = GPU_SHADER_SMOKE; - } - - GPUShader *shader = GPU_shader_get_builtin_shader(builtin_shader); - - if (!shader) { - fprintf(stderr, "Unable to create GLSL smoke shader.\n"); - return; - } - - GPUShader *fire_shader = NULL; - if (use_fire) { - fire_shader = GPU_shader_get_builtin_shader(GPU_SHADER_SMOKE_FIRE); - - if (!fire_shader) { - fprintf(stderr, "Unable to create GLSL fire shader.\n"); - return; - } - } - - const float ob_sizei[3] = { - 1.0f / fabsf(ob->size[0]), - 1.0f / fabsf(ob->size[1]), - 1.0f / fabsf(ob->size[2]) - }; - - const float size[3] = { max[0] - min[0], max[1] - min[1], max[2] - min[2] }; - const float invsize[3] = { 1.0f / size[0], 1.0f / size[1], 1.0f / size[2] }; - -#ifdef DEBUG_DRAW_TIME - TIMEIT_START(draw); -#endif - - /* setup slicing information */ - - const bool view_aligned = (sds->slice_method == MOD_SMOKE_SLICE_VIEW_ALIGNED); - int max_slices, max_points, axis = 0; - - if (view_aligned) { - max_slices = max_iii(sds->res[0], sds->res[1], sds->res[2]) * sds->slice_per_voxel; - max_points = max_slices * 12; - } - else { - if (sds->axis_slice_method == AXIS_SLICE_FULL) { - axis = axis_dominant_v3_single(viewnormal); - max_slices = sds->res[axis] * sds->slice_per_voxel; - } - else { - axis = (sds->slice_axis == SLICE_AXIS_AUTO) ? axis_dominant_v3_single(viewnormal) : sds->slice_axis - 1; - max_slices = 1; - } - - max_points = max_slices * 6; - } - - VolumeSlicer slicer; - copy_v3_v3(slicer.min, min); - copy_v3_v3(slicer.max, max); - copy_v3_v3(slicer.size, size); - slicer.verts = MEM_mallocN(sizeof(float) * 3 * max_points, "smoke_slice_vertices"); - - int num_points; - - if (view_aligned) { - num_points = create_view_aligned_slices(&slicer, max_slices, viewnormal); - } - else { - num_points = max_points; - - if (sds->axis_slice_method == AXIS_SLICE_FULL) { - create_axis_aligned_slices(&slicer, max_slices, viewnormal, axis); - } - else { - const float depth = (sds->slice_depth - 0.5f) * size[axis]; - create_single_slice(&slicer, depth, axis, 0); - } - } - - /* setup buffer and draw */ - - int gl_depth = 0, gl_blend = 0, gl_depth_write = 0; - glGetBooleanv(GL_BLEND, (GLboolean *)&gl_blend); - glGetBooleanv(GL_DEPTH_TEST, (GLboolean *)&gl_depth); - glGetBooleanv(GL_DEPTH_WRITEMASK, (GLboolean *)&gl_depth_write); - - GPU_depth_test(true); - glDepthMask(GL_FALSE); - GPU_blend(true); - - GPU_blend_set_func(GPU_ONE, GPU_ONE_MINUS_SRC_ALPHA); - draw_buffer(sds, shader, &slicer, ob_sizei, invsize, num_points, false); - - /* Draw fire separately (T47639). */ - if (use_fire && !sds->use_coba) { - glBlendFunc(GL_ONE, GL_ONE); - draw_buffer(sds, fire_shader, &slicer, ob_sizei, invsize, num_points, true); - } - -#ifdef DEBUG_DRAW_TIME - printf("Draw Time: %f\n", (float)TIMEIT_VALUE(draw)); - TIMEIT_END(draw); -#endif - - MEM_freeN(slicer.verts); - - glDepthMask(gl_depth_write); - - if (!gl_blend) { - GPU_blend(false); - } - - if (gl_depth) { - GPU_depth_test(true); - } -} - -#ifdef WITH_SMOKE -static void add_tri(float (*verts)[3], float(*colors)[3], int *offset, - float p1[3], float p2[3], float p3[3], float rgb[3]) -{ - copy_v3_v3(verts[*offset + 0], p1); - copy_v3_v3(verts[*offset + 1], p2); - copy_v3_v3(verts[*offset + 2], p3); - - copy_v3_v3(colors[*offset + 0], rgb); - copy_v3_v3(colors[*offset + 1], rgb); - copy_v3_v3(colors[*offset + 2], rgb); - - *offset += 3; -} - -static void add_needle(float (*verts)[3], float (*colors)[3], float center[3], - float dir[3], float scale, float voxel_size, int *offset) -{ - float len = len_v3(dir); - - float rgb[3]; - BKE_defvert_weight_to_rgb(rgb, len); - - if (len != 0.0f) { - mul_v3_fl(dir, 1.0f / len); - len *= scale; - } - - len *= voxel_size; - - float corners[4][3] = { - { 0.0f, 0.2f, -0.5f }, - { -0.2f * 0.866f, -0.2f * 0.5f, -0.5f }, - { 0.2f * 0.866f, -0.2f * 0.5f, -0.5f }, - { 0.0f, 0.0f, 0.5f } - }; - - const float up[3] = { 0.0f, 0.0f, 1.0f }; - float rot[3][3]; - - rotation_between_vecs_to_mat3(rot, up, dir); - transpose_m3(rot); - - for (int i = 0; i < 4; i++) { - mul_m3_v3(rot, corners[i]); - mul_v3_fl(corners[i], len); - add_v3_v3(corners[i], center); - } - - add_tri(verts, colors, offset, corners[0], corners[1], corners[2], rgb); - add_tri(verts, colors, offset, corners[0], corners[1], corners[3], rgb); - add_tri(verts, colors, offset, corners[1], corners[2], corners[3], rgb); - add_tri(verts, colors, offset, corners[2], corners[0], corners[3], rgb); -} - -static void add_streamline(float (*verts)[3], float(*colors)[3], float center[3], - float dir[3], float scale, float voxel_size, int *offset) -{ - const float len = len_v3(dir); - - float rgb[3]; - BKE_defvert_weight_to_rgb(rgb, len); - - copy_v3_v3(colors[(*offset)], rgb); - copy_v3_v3(verts[(*offset)++], center); - - mul_v3_fl(dir, scale * voxel_size); - add_v3_v3(center, dir); - - copy_v3_v3(colors[(*offset)], rgb); - copy_v3_v3(verts[(*offset)++], center); -} - -typedef void (*vector_draw_func)(float(*)[3], float(*)[3], float *, float *, float, float, int *); -#endif /* WITH_SMOKE */ - -void draw_smoke_velocity(SmokeDomainSettings *domain, float viewnormal[3]) -{ -#ifdef WITH_SMOKE - const float *vel_x = smoke_get_velocity_x(domain->fluid); - const float *vel_y = smoke_get_velocity_y(domain->fluid); - const float *vel_z = smoke_get_velocity_z(domain->fluid); - - if (ELEM(NULL, vel_x, vel_y, vel_z)) { - return; - } - - const int *base_res = domain->base_res; - const int *res = domain->res; - const int *res_min = domain->res_min; - - int res_max[3]; - copy_v3_v3_int(res_max, domain->res_max); - - const float *cell_size = domain->cell_size; - const float step_size = ((float)max_iii(base_res[0], base_res[1], base_res[2])) / 16.0f; - - /* set first position so that it doesn't jump when domain moves */ - float xyz[3] = { - res_min[0] + fmod(-(float)domain->shift[0] + res_min[0], step_size), - res_min[1] + fmod(-(float)domain->shift[1] + res_min[1], step_size), - res_min[2] + fmod(-(float)domain->shift[2] + res_min[2], step_size) - }; - - if (xyz[0] < res_min[0]) xyz[0] += step_size; - if (xyz[1] < res_min[1]) xyz[1] += step_size; - if (xyz[2] < res_min[2]) xyz[2] += step_size; - - float min[3] = { - domain->p0[0] - domain->cell_size[0] * domain->adapt_res, - domain->p0[1] - domain->cell_size[1] * domain->adapt_res, - domain->p0[2] - domain->cell_size[2] * domain->adapt_res, - }; - - int num_points_v[3] = { - ((float)(res_max[0] - floor(xyz[0])) / step_size) + 0.5f, - ((float)(res_max[1] - floor(xyz[1])) / step_size) + 0.5f, - ((float)(res_max[2] - floor(xyz[2])) / step_size) + 0.5f - }; - - if (domain->slice_method == MOD_SMOKE_SLICE_AXIS_ALIGNED && - domain->axis_slice_method == AXIS_SLICE_SINGLE) - { - const int axis = (domain->slice_axis == SLICE_AXIS_AUTO) ? - axis_dominant_v3_single(viewnormal) : domain->slice_axis - 1; - - xyz[axis] = (float)base_res[axis] * domain->slice_depth; - num_points_v[axis] = 1; - res_max[axis] = xyz[axis] + 1; - } - - vector_draw_func func; - int max_points; - - if (domain->vector_draw_type == VECTOR_DRAW_NEEDLE) { - func = add_needle; - max_points = (num_points_v[0] * num_points_v[1] * num_points_v[2]) * 4 * 3; - } - else { - func = add_streamline; - max_points = (num_points_v[0] * num_points_v[1] * num_points_v[2]) * 2; - } - - float (*verts)[3] = MEM_mallocN(sizeof(float) * 3 * max_points, ""); - float (*colors)[3] = MEM_mallocN(sizeof(float) * 3 * max_points, ""); - - int num_points = 0; - - for (float x = floor(xyz[0]); x < res_max[0]; x += step_size) { - for (float y = floor(xyz[1]); y < res_max[1]; y += step_size) { - for (float z = floor(xyz[2]); z < res_max[2]; z += step_size) { - int index = (floor(x) - res_min[0]) + (floor(y) - res_min[1]) * res[0] + (floor(z) - res_min[2]) * res[0] * res[1]; - - float pos[3] = { - min[0] + ((float)x + 0.5f) * cell_size[0], - min[1] + ((float)y + 0.5f) * cell_size[1], - min[2] + ((float)z + 0.5f) * cell_size[2] - }; - - float vel[3] = { - vel_x[index], vel_y[index], vel_z[index] - }; - - func(verts, colors, pos, vel, domain->vector_scale, cell_size[0], &num_points); - } - } - } - - GPU_line_width(1.0f); - - glEnableClientState(GL_VERTEX_ARRAY); - glVertexPointer(3, GL_FLOAT, 0, verts); - - glEnableClientState(GL_COLOR_ARRAY); - glColorPointer(3, GL_FLOAT, 0, colors); - - glDrawArrays(GL_LINES, 0, num_points); - - glDisableClientState(GL_VERTEX_ARRAY); - glDisableClientState(GL_COLOR_ARRAY); - - MEM_freeN(verts); - MEM_freeN(colors); -#else - UNUSED_VARS(domain, viewnormal); -#endif -} diff --git a/source/blender/gpu/CMakeLists.txt b/source/blender/gpu/CMakeLists.txt index e8c3a19b77e..0b38a814aec 100644 --- a/source/blender/gpu/CMakeLists.txt +++ b/source/blender/gpu/CMakeLists.txt @@ -239,9 +239,6 @@ data_to_c_simple(shaders/gpu_shader_keyframe_diamond_vert.glsl SRC) data_to_c_simple(shaders/gpu_shader_keyframe_diamond_frag.glsl SRC) data_to_c_simple(shaders/gpu_shader_geometry.glsl SRC) -data_to_c_simple(shaders/gpu_shader_fire_frag.glsl SRC) -data_to_c_simple(shaders/gpu_shader_smoke_frag.glsl SRC) -data_to_c_simple(shaders/gpu_shader_smoke_vert.glsl SRC) data_to_c_simple(shaders/gpu_shader_material.glsl SRC) data_to_c_simple(shaders/gpu_shader_gpencil_stroke_vert.glsl SRC) diff --git a/source/blender/gpu/GPU_shader.h b/source/blender/gpu/GPU_shader.h index b53e6f108e7..308205339db 100644 --- a/source/blender/gpu/GPU_shader.h +++ b/source/blender/gpu/GPU_shader.h @@ -101,11 +101,6 @@ int GPU_shader_get_attribute(GPUShader *shader, const char *name); /* Builtin/Non-generated shaders */ typedef enum GPUBuiltinShader { - /* UNUSED (TODO REMOVE) */ - GPU_SHADER_SMOKE, - GPU_SHADER_SMOKE_FIRE, - GPU_SHADER_SMOKE_COBA, - /* specialized drawing */ GPU_SHADER_TEXT, GPU_SHADER_TEXT_SIMPLE, diff --git a/source/blender/gpu/intern/gpu_shader.c b/source/blender/gpu/intern/gpu_shader.c index 274ad1c8c0c..d428e2f9bd9 100644 --- a/source/blender/gpu/intern/gpu_shader.c +++ b/source/blender/gpu/intern/gpu_shader.c @@ -167,10 +167,6 @@ extern char datatoc_gpu_shader_text_simple_geom_glsl[]; extern char datatoc_gpu_shader_keyframe_diamond_vert_glsl[]; extern char datatoc_gpu_shader_keyframe_diamond_frag_glsl[]; -extern char datatoc_gpu_shader_fire_frag_glsl[]; -extern char datatoc_gpu_shader_smoke_vert_glsl[]; -extern char datatoc_gpu_shader_smoke_frag_glsl[]; - extern char datatoc_gpu_shader_gpencil_stroke_vert_glsl[]; extern char datatoc_gpu_shader_gpencil_stroke_frag_glsl[]; extern char datatoc_gpu_shader_gpencil_stroke_geom_glsl[]; @@ -664,16 +660,6 @@ int GPU_shader_get_attribute(GPUShader *shader, const char *name) } static const GPUShaderStages builtin_shader_stages[GPU_NUM_BUILTIN_SHADERS] = { - [GPU_SHADER_SMOKE] = - { datatoc_gpu_shader_smoke_vert_glsl, - datatoc_gpu_shader_smoke_frag_glsl }, - [GPU_SHADER_SMOKE_FIRE] = - { datatoc_gpu_shader_smoke_vert_glsl, - datatoc_gpu_shader_smoke_frag_glsl }, - [GPU_SHADER_SMOKE_COBA] = - { datatoc_gpu_shader_smoke_vert_glsl, - datatoc_gpu_shader_smoke_frag_glsl }, - [GPU_SHADER_TEXT] = { datatoc_gpu_shader_text_vert_glsl, datatoc_gpu_shader_text_frag_glsl, @@ -997,9 +983,6 @@ static const char *gpu_shader_get_builtin_shader_defines( case GPU_SHADER_2D_NODELINK_INST: return "#define USE_INSTANCE\n"; - case GPU_SHADER_SMOKE_COBA: - return "#define USE_COBA\n"; - case GPU_SHADER_INSTANCE_VARIYING_ID_VARIYING_SIZE: case GPU_SHADER_INSTANCE_VARIYING_COLOR_VARIYING_SIZE: return "#define UNIFORM_SCALE\n"; diff --git a/source/blender/gpu/shaders/gpu_shader_fire_frag.glsl b/source/blender/gpu/shaders/gpu_shader_fire_frag.glsl deleted file mode 100644 index fc9cafb6b02..00000000000 --- a/source/blender/gpu/shaders/gpu_shader_fire_frag.glsl +++ /dev/null @@ -1,15 +0,0 @@ - -in vec3 coords; -out vec4 fragColor; - -uniform sampler3D flame_texture; -uniform sampler1D spectrum_texture; - -void main() -{ - float flame = texture(flame_texture, coords).r; - vec4 emission = texture(spectrum_texture, flame); - - fragColor.rgb = emission.a * emission.rgb; - fragColor.a = emission.a; -} diff --git a/source/blender/gpu/shaders/gpu_shader_smoke_frag.glsl b/source/blender/gpu/shaders/gpu_shader_smoke_frag.glsl deleted file mode 100644 index b57bd5b6a37..00000000000 --- a/source/blender/gpu/shaders/gpu_shader_smoke_frag.glsl +++ /dev/null @@ -1,47 +0,0 @@ - -in vec3 coords; -out vec4 fragColor; - -uniform vec3 active_color; -uniform float step_size; -uniform float density_scale; - -uniform sampler3D soot_texture; -uniform sampler3D shadow_texture; - -#ifdef USE_COBA -uniform sampler1D transfer_texture; -uniform sampler3D color_band_texture; -#endif - -void main() -{ - /* compute color and density from volume texture */ - vec4 soot = texture(soot_texture, coords); - -#ifndef USE_COBA - vec3 soot_color; - if (soot.a != 0) { - soot_color = active_color * soot.rgb / soot.a; - } - else { - soot_color = vec3(0); - } - float soot_density = density_scale * soot.a; - - /* compute transmittance and alpha */ - float soot_transmittance = pow(2.71828182846, -soot_density * step_size); - float soot_alpha = 1.0 - soot_transmittance; - - /* shade */ - float shadow = texture(shadow_texture, coords).r; - soot_color *= soot_transmittance * shadow; - - /* premultiply alpha */ - fragColor = vec4(soot_alpha * soot_color, soot_alpha); -#else - float color_band = texture(color_band_texture, coords).r; - vec4 transfer_function = texture(transfer_texture, color_band); - fragColor = transfer_function * density_scale; -#endif -} diff --git a/source/blender/gpu/shaders/gpu_shader_smoke_vert.glsl b/source/blender/gpu/shaders/gpu_shader_smoke_vert.glsl deleted file mode 100644 index 8c30e9baf9e..00000000000 --- a/source/blender/gpu/shaders/gpu_shader_smoke_vert.glsl +++ /dev/null @@ -1,15 +0,0 @@ - -uniform mat4 ModelViewProjectionMatrix; - -out vec3 coords; - -uniform vec3 min_location; -uniform vec3 invsize; -uniform vec3 ob_sizei; - -void main() -{ - // TODO: swap gl_Vertex for vec3 pos, update smoke setup code - gl_Position = ModelViewProjectionMatrix * vec4(gl_Vertex.xyz * ob_sizei, 1.0); - coords = (gl_Vertex.xyz - min_location) * invsize; -} |