diff options
Diffstat (limited to 'source/blender/draw/engines/eevee/eevee_volumes.c')
-rw-r--r-- | source/blender/draw/engines/eevee/eevee_volumes.c | 620 |
1 files changed, 620 insertions, 0 deletions
diff --git a/source/blender/draw/engines/eevee/eevee_volumes.c b/source/blender/draw/engines/eevee/eevee_volumes.c new file mode 100644 index 00000000000..cccd51bbaa0 --- /dev/null +++ b/source/blender/draw/engines/eevee/eevee_volumes.c @@ -0,0 +1,620 @@ +/* + * Copyright 2016, Blender Foundation. + * + * 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. + * + * Contributor(s): Blender Institute + * + */ + +/** \file eevee_volumes.c + * \ingroup draw_engine + * + * Volumetric effects rendering using frostbite approach. + */ + +#include "DRW_render.h" + +#include "BLI_rand.h" +#include "BLI_string_utils.h" + +#include "DNA_object_force_types.h" +#include "DNA_smoke_types.h" +#include "DNA_world_types.h" + +#include "BKE_global.h" /* for G.debug_value */ +#include "BKE_modifier.h" +#include "BKE_mesh.h" +#include "BKE_object.h" + +#include "ED_screen.h" + +#include "DEG_depsgraph_query.h" + +#include "eevee_private.h" +#include "GPU_draw.h" +#include "GPU_texture.h" + +static struct { + char *volumetric_common_lib; + char *volumetric_common_lamps_lib; + + struct GPUShader *volumetric_clear_sh; + struct GPUShader *volumetric_scatter_sh; + struct GPUShader *volumetric_scatter_with_lamps_sh; + struct GPUShader *volumetric_integration_sh; + struct GPUShader *volumetric_resolve_sh; + + GPUTexture *color_src; + GPUTexture *depth_src; + + /* List of all smoke domains rendered within this frame. */ + ListBase smoke_domains; +} e_data = {NULL}; /* Engine data */ + +extern char datatoc_bsdf_common_lib_glsl[]; +extern char datatoc_common_uniforms_lib_glsl[]; +extern char datatoc_common_view_lib_glsl[]; +extern char datatoc_octahedron_lib_glsl[]; +extern char datatoc_irradiance_lib_glsl[]; +extern char datatoc_lamps_lib_glsl[]; +extern char datatoc_volumetric_frag_glsl[]; +extern char datatoc_volumetric_geom_glsl[]; +extern char datatoc_volumetric_vert_glsl[]; +extern char datatoc_volumetric_resolve_frag_glsl[]; +extern char datatoc_volumetric_scatter_frag_glsl[]; +extern char datatoc_volumetric_integration_frag_glsl[]; +extern char datatoc_volumetric_lib_glsl[]; +extern char datatoc_common_fullscreen_vert_glsl[]; + +static void eevee_create_shader_volumes(void) +{ + e_data.volumetric_common_lib = BLI_string_joinN( + datatoc_common_view_lib_glsl, + datatoc_common_uniforms_lib_glsl, + datatoc_bsdf_common_lib_glsl, + datatoc_volumetric_lib_glsl); + + e_data.volumetric_common_lamps_lib = BLI_string_joinN( + datatoc_common_view_lib_glsl, + datatoc_common_uniforms_lib_glsl, + datatoc_bsdf_common_lib_glsl, + datatoc_octahedron_lib_glsl, + datatoc_irradiance_lib_glsl, + datatoc_lamps_lib_glsl, + datatoc_volumetric_lib_glsl); + + e_data.volumetric_clear_sh = DRW_shader_create_with_lib( + datatoc_volumetric_vert_glsl, + datatoc_volumetric_geom_glsl, + datatoc_volumetric_frag_glsl, + e_data.volumetric_common_lib, + "#define VOLUMETRICS\n" + "#define CLEAR\n"); + e_data.volumetric_scatter_sh = DRW_shader_create_with_lib( + datatoc_volumetric_vert_glsl, + datatoc_volumetric_geom_glsl, + datatoc_volumetric_scatter_frag_glsl, + e_data.volumetric_common_lamps_lib, + SHADER_DEFINES + "#define VOLUMETRICS\n" + "#define VOLUME_SHADOW\n"); + e_data.volumetric_scatter_with_lamps_sh = DRW_shader_create_with_lib( + datatoc_volumetric_vert_glsl, + datatoc_volumetric_geom_glsl, + datatoc_volumetric_scatter_frag_glsl, + e_data.volumetric_common_lamps_lib, + SHADER_DEFINES + "#define VOLUMETRICS\n" + "#define VOLUME_LIGHTING\n" + "#define VOLUME_SHADOW\n"); + e_data.volumetric_integration_sh = DRW_shader_create_with_lib( + datatoc_volumetric_vert_glsl, + datatoc_volumetric_geom_glsl, + datatoc_volumetric_integration_frag_glsl, + e_data.volumetric_common_lib, NULL); + e_data.volumetric_resolve_sh = DRW_shader_create_with_lib( + datatoc_common_fullscreen_vert_glsl, NULL, + datatoc_volumetric_resolve_frag_glsl, + e_data.volumetric_common_lib, NULL); +} + +void EEVEE_volumes_set_jitter(EEVEE_ViewLayerData *sldata, uint current_sample) +{ + EEVEE_CommonUniformBuffer *common_data = &sldata->common_data; + + double ht_point[3]; + double ht_offset[3] = {0.0, 0.0}; + uint ht_primes[3] = {3, 7, 2}; + + BLI_halton_3D(ht_primes, ht_offset, current_sample, ht_point); + + common_data->vol_jitter[0] = (float)ht_point[0]; + common_data->vol_jitter[1] = (float)ht_point[1]; + common_data->vol_jitter[2] = (float)ht_point[2]; +} + +int EEVEE_volumes_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata) +{ + EEVEE_StorageList *stl = vedata->stl; + EEVEE_FramebufferList *fbl = vedata->fbl; + EEVEE_TextureList *txl = vedata->txl; + EEVEE_EffectsInfo *effects = stl->effects; + EEVEE_CommonUniformBuffer *common_data = &sldata->common_data; + + const DRWContextState *draw_ctx = DRW_context_state_get(); + const Scene *scene_eval = DEG_get_evaluated_scene(draw_ctx->depsgraph); + + const float *viewport_size = DRW_viewport_size_get(); + + BLI_listbase_clear(&e_data.smoke_domains); + + if (scene_eval->eevee.flag & SCE_EEVEE_VOLUMETRIC_ENABLED) { + + /* Shaders */ + if (!e_data.volumetric_scatter_sh) { + eevee_create_shader_volumes(); + } + + const int tile_size = scene_eval->eevee.volumetric_tile_size; + + /* Find Froxel Texture resolution. */ + int tex_size[3]; + + tex_size[0] = (int)ceilf(fmaxf(1.0f, viewport_size[0] / (float)tile_size)); + tex_size[1] = (int)ceilf(fmaxf(1.0f, viewport_size[1] / (float)tile_size)); + tex_size[2] = max_ii(scene_eval->eevee.volumetric_samples, 1); + + common_data->vol_coord_scale[0] = viewport_size[0] / (float)(tile_size * tex_size[0]); + common_data->vol_coord_scale[1] = viewport_size[1] / (float)(tile_size * tex_size[1]); + + /* TODO compute snap to maxZBuffer for clustered rendering */ + + if ((common_data->vol_tex_size[0] != tex_size[0]) || + (common_data->vol_tex_size[1] != tex_size[1]) || + (common_data->vol_tex_size[2] != tex_size[2])) + { + DRW_TEXTURE_FREE_SAFE(txl->volume_prop_scattering); + DRW_TEXTURE_FREE_SAFE(txl->volume_prop_extinction); + DRW_TEXTURE_FREE_SAFE(txl->volume_prop_emission); + DRW_TEXTURE_FREE_SAFE(txl->volume_prop_phase); + DRW_TEXTURE_FREE_SAFE(txl->volume_scatter); + DRW_TEXTURE_FREE_SAFE(txl->volume_transmittance); + DRW_TEXTURE_FREE_SAFE(txl->volume_scatter_history); + DRW_TEXTURE_FREE_SAFE(txl->volume_transmittance_history); + GPU_FRAMEBUFFER_FREE_SAFE(fbl->volumetric_fb); + GPU_FRAMEBUFFER_FREE_SAFE(fbl->volumetric_scat_fb); + GPU_FRAMEBUFFER_FREE_SAFE(fbl->volumetric_integ_fb); + common_data->vol_tex_size[0] = tex_size[0]; + common_data->vol_tex_size[1] = tex_size[1]; + common_data->vol_tex_size[2] = tex_size[2]; + + common_data->vol_inv_tex_size[0] = 1.0f / (float)(tex_size[0]); + common_data->vol_inv_tex_size[1] = 1.0f / (float)(tex_size[1]); + common_data->vol_inv_tex_size[2] = 1.0f / (float)(tex_size[2]); + } + + /* Like frostbite's paper, 5% blend of the new frame. */ + common_data->vol_history_alpha = (txl->volume_prop_scattering == NULL) ? 0.0f : 0.95f; + + if (txl->volume_prop_scattering == NULL) { + /* Volume properties: We evaluate all volumetric objects + * and store their final properties into each froxel */ + txl->volume_prop_scattering = DRW_texture_create_3D(tex_size[0], tex_size[1], tex_size[2], + GPU_R11F_G11F_B10F, DRW_TEX_FILTER, NULL); + txl->volume_prop_extinction = DRW_texture_create_3D(tex_size[0], tex_size[1], tex_size[2], + GPU_R11F_G11F_B10F, DRW_TEX_FILTER, NULL); + txl->volume_prop_emission = DRW_texture_create_3D(tex_size[0], tex_size[1], tex_size[2], + GPU_R11F_G11F_B10F, DRW_TEX_FILTER, NULL); + txl->volume_prop_phase = DRW_texture_create_3D(tex_size[0], tex_size[1], tex_size[2], + GPU_RG16F, DRW_TEX_FILTER, NULL); + + /* Volume scattering: We compute for each froxel the + * Scattered light towards the view. We also resolve temporal + * super sampling during this stage. */ + txl->volume_scatter = DRW_texture_create_3D(tex_size[0], tex_size[1], tex_size[2], + GPU_R11F_G11F_B10F, DRW_TEX_FILTER, NULL); + txl->volume_transmittance = DRW_texture_create_3D(tex_size[0], tex_size[1], tex_size[2], + GPU_R11F_G11F_B10F, DRW_TEX_FILTER, NULL); + + /* Final integration: We compute for each froxel the + * amount of scattered light and extinction coef at this + * given depth. We use theses textures as double buffer + * for the volumetric history. */ + txl->volume_scatter_history = DRW_texture_create_3D(tex_size[0], tex_size[1], tex_size[2], + GPU_R11F_G11F_B10F, DRW_TEX_FILTER, NULL); + txl->volume_transmittance_history = DRW_texture_create_3D(tex_size[0], tex_size[1], tex_size[2], + GPU_R11F_G11F_B10F, DRW_TEX_FILTER, NULL); + } + + /* Temporal Super sampling jitter */ + uint ht_primes[3] = {3, 7, 2}; + uint current_sample = 0; + + /* If TAA is in use do not use the history buffer. */ + bool do_taa = ((effects->enabled_effects & EFFECT_TAA) != 0); + + if (draw_ctx->evil_C != NULL) { + struct wmWindowManager *wm = CTX_wm_manager(draw_ctx->evil_C); + do_taa = do_taa && (ED_screen_animation_no_scrub(wm) == NULL); + } + + if (do_taa) { + common_data->vol_history_alpha = 0.0f; + current_sample = effects->taa_current_sample - 1; + effects->volume_current_sample = -1; + } + else { + const uint max_sample = (ht_primes[0] * ht_primes[1] * ht_primes[2]); + current_sample = effects->volume_current_sample = (effects->volume_current_sample + 1) % max_sample; + if (current_sample != max_sample - 1) { + DRW_viewport_request_redraw(); + } + } + + EEVEE_volumes_set_jitter(sldata, current_sample); + + /* Framebuffer setup */ + GPU_framebuffer_ensure_config(&fbl->volumetric_fb, { + GPU_ATTACHMENT_NONE, + GPU_ATTACHMENT_TEXTURE(txl->volume_prop_scattering), + GPU_ATTACHMENT_TEXTURE(txl->volume_prop_extinction), + GPU_ATTACHMENT_TEXTURE(txl->volume_prop_emission), + GPU_ATTACHMENT_TEXTURE(txl->volume_prop_phase) + }); + GPU_framebuffer_ensure_config(&fbl->volumetric_scat_fb, { + GPU_ATTACHMENT_NONE, + GPU_ATTACHMENT_TEXTURE(txl->volume_scatter), + GPU_ATTACHMENT_TEXTURE(txl->volume_transmittance) + }); + GPU_framebuffer_ensure_config(&fbl->volumetric_integ_fb, { + GPU_ATTACHMENT_NONE, + GPU_ATTACHMENT_TEXTURE(txl->volume_scatter_history), + GPU_ATTACHMENT_TEXTURE(txl->volume_transmittance_history) + }); + + float integration_start = scene_eval->eevee.volumetric_start; + float integration_end = scene_eval->eevee.volumetric_end; + common_data->vol_light_clamp = scene_eval->eevee.volumetric_light_clamp; + common_data->vol_shadow_steps = (float)scene_eval->eevee.volumetric_shadow_samples; + if ((scene_eval->eevee.flag & SCE_EEVEE_VOLUMETRIC_SHADOWS) == 0) { + common_data->vol_shadow_steps = 0; + } + + if (DRW_viewport_is_persp_get()) { + float sample_distribution = scene_eval->eevee.volumetric_sample_distribution; + sample_distribution = 4.0f * (1.00001f - sample_distribution); + + const float clip_start = common_data->view_vecs[0][2]; + /* Negate */ + float near = integration_start = min_ff(-integration_start, clip_start - 1e-4f); + float far = integration_end = min_ff(-integration_end, near - 1e-4f); + + common_data->vol_depth_param[0] = (far - near * exp2(1.0f / sample_distribution)) / (far - near); + common_data->vol_depth_param[1] = (1.0f - common_data->vol_depth_param[0]) / near; + common_data->vol_depth_param[2] = sample_distribution; + } + else { + const float clip_start = common_data->view_vecs[0][2]; + const float clip_end = clip_start + common_data->view_vecs[1][2]; + integration_start = min_ff(integration_end, clip_start); + integration_end = max_ff(-integration_end, clip_end); + + common_data->vol_depth_param[0] = integration_start; + common_data->vol_depth_param[1] = integration_end; + common_data->vol_depth_param[2] = 1.0f / (integration_end - integration_start); + } + + /* Disable clamp if equal to 0. */ + if (common_data->vol_light_clamp == 0.0) { + common_data->vol_light_clamp = FLT_MAX; + } + + common_data->vol_use_lights = (scene_eval->eevee.flag & SCE_EEVEE_VOLUMETRIC_LIGHTS) != 0; + + return EFFECT_VOLUMETRIC | EFFECT_POST_BUFFER; + } + + /* Cleanup to release memory */ + DRW_TEXTURE_FREE_SAFE(txl->volume_prop_scattering); + DRW_TEXTURE_FREE_SAFE(txl->volume_prop_extinction); + DRW_TEXTURE_FREE_SAFE(txl->volume_prop_emission); + DRW_TEXTURE_FREE_SAFE(txl->volume_prop_phase); + DRW_TEXTURE_FREE_SAFE(txl->volume_scatter); + DRW_TEXTURE_FREE_SAFE(txl->volume_transmittance); + DRW_TEXTURE_FREE_SAFE(txl->volume_scatter_history); + DRW_TEXTURE_FREE_SAFE(txl->volume_transmittance_history); + GPU_FRAMEBUFFER_FREE_SAFE(fbl->volumetric_fb); + GPU_FRAMEBUFFER_FREE_SAFE(fbl->volumetric_scat_fb); + GPU_FRAMEBUFFER_FREE_SAFE(fbl->volumetric_integ_fb); + + return 0; +} + +void EEVEE_volumes_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata) +{ + EEVEE_PassList *psl = vedata->psl; + EEVEE_StorageList *stl = vedata->stl; + EEVEE_TextureList *txl = vedata->txl; + EEVEE_EffectsInfo *effects = stl->effects; + LightCache *lcache = stl->g_data->light_cache; + EEVEE_CommonUniformBuffer *common_data = &sldata->common_data; + + if ((effects->enabled_effects & EFFECT_VOLUMETRIC) != 0) { + const DRWContextState *draw_ctx = DRW_context_state_get(); + Scene *scene = draw_ctx->scene; + DRWShadingGroup *grp = NULL; + + /* Quick breakdown of the Volumetric rendering: + * + * The rendering is separated in 4 stages: + * + * - Material Parameters : we collect volume properties of + * all participating media in the scene and store them in + * a 3D texture aligned with the 3D frustum. + * This is done in 2 passes, one that clear the texture + * and/or evaluate the world volumes, and the 2nd one that + * additively render object volumes. + * + * - Light Scattering : the volume properties then are sampled + * and light scattering is evaluated for each cell of the + * volume texture. Temporal super-sampling (if enabled) occurs here. + * + * - Volume Integration : the scattered light and extinction is + * integrated (accumulated) along the view-rays. The result is stored + * for every cell in another texture. + * + * - Full-screen Resolve : From the previous stage, we get two + * 3D textures that contains integrated scattered light and extinction + * for "every" positions in the frustum. We only need to sample + * them and blend the scene color with those factors. This also + * work for alpha blended materials. + **/ + + /* World pass is not additive as it also clear the buffer. */ + psl->volumetric_world_ps = DRW_pass_create("Volumetric World", DRW_STATE_WRITE_COLOR); + + /* World Volumetric */ + struct World *wo = scene->world; + if (wo != NULL && wo->use_nodes && wo->nodetree) { + struct GPUMaterial *mat = EEVEE_material_world_volume_get(scene, wo); + + grp = DRW_shgroup_material_empty_tri_batch_create(mat, + psl->volumetric_world_ps, + common_data->vol_tex_size[2]); + + if (grp) { + DRW_shgroup_uniform_block(grp, "common_block", sldata->common_ubo); + /* TODO (fclem): remove thoses (need to clean the GLSL files). */ + DRW_shgroup_uniform_block(grp, "grid_block", sldata->grid_ubo); + DRW_shgroup_uniform_block(grp, "probe_block", sldata->probe_ubo); + DRW_shgroup_uniform_block(grp, "planar_block", sldata->planar_ubo); + DRW_shgroup_uniform_block(grp, "light_block", sldata->light_ubo); + DRW_shgroup_uniform_block(grp, "shadow_block", sldata->shadow_ubo); + } + } + + if (grp == NULL) { + /* If no world or volume material is present just clear the buffer with this drawcall */ + grp = DRW_shgroup_empty_tri_batch_create(e_data.volumetric_clear_sh, + psl->volumetric_world_ps, + common_data->vol_tex_size[2]); + + DRW_shgroup_uniform_block(grp, "common_block", sldata->common_ubo); + } + + /* Volumetric Objects */ + psl->volumetric_objects_ps = DRW_pass_create("Volumetric Properties", DRW_STATE_WRITE_COLOR | + DRW_STATE_ADDITIVE); + + struct GPUShader *scatter_sh = (common_data->vol_use_lights) ? e_data.volumetric_scatter_with_lamps_sh + : e_data.volumetric_scatter_sh; + psl->volumetric_scatter_ps = DRW_pass_create("Volumetric Scattering", DRW_STATE_WRITE_COLOR); + grp = DRW_shgroup_empty_tri_batch_create(scatter_sh, psl->volumetric_scatter_ps, + common_data->vol_tex_size[2]); + DRW_shgroup_uniform_texture_ref(grp, "irradianceGrid", &lcache->grid_tx.tex); + DRW_shgroup_uniform_texture_ref(grp, "shadowCubeTexture", &sldata->shadow_cube_pool); + DRW_shgroup_uniform_texture_ref(grp, "shadowCascadeTexture", &sldata->shadow_cascade_pool); + DRW_shgroup_uniform_texture_ref(grp, "volumeScattering", &txl->volume_prop_scattering); + DRW_shgroup_uniform_texture_ref(grp, "volumeExtinction", &txl->volume_prop_extinction); + DRW_shgroup_uniform_texture_ref(grp, "volumeEmission", &txl->volume_prop_emission); + DRW_shgroup_uniform_texture_ref(grp, "volumePhase", &txl->volume_prop_phase); + DRW_shgroup_uniform_texture_ref(grp, "historyScattering", &txl->volume_scatter_history); + DRW_shgroup_uniform_texture_ref(grp, "historyTransmittance", &txl->volume_transmittance_history); + DRW_shgroup_uniform_block(grp, "light_block", sldata->light_ubo); + DRW_shgroup_uniform_block(grp, "shadow_block", sldata->shadow_ubo); + DRW_shgroup_uniform_block(grp, "common_block", sldata->common_ubo); + + psl->volumetric_integration_ps = DRW_pass_create("Volumetric Integration", DRW_STATE_WRITE_COLOR); + grp = DRW_shgroup_empty_tri_batch_create(e_data.volumetric_integration_sh, + psl->volumetric_integration_ps, + common_data->vol_tex_size[2]); + DRW_shgroup_uniform_texture_ref(grp, "volumeScattering", &txl->volume_scatter); + DRW_shgroup_uniform_texture_ref(grp, "volumeExtinction", &txl->volume_transmittance); + DRW_shgroup_uniform_block(grp, "common_block", sldata->common_ubo); + + psl->volumetric_resolve_ps = DRW_pass_create("Volumetric Resolve", DRW_STATE_WRITE_COLOR); + grp = DRW_shgroup_create(e_data.volumetric_resolve_sh, psl->volumetric_resolve_ps); + DRW_shgroup_uniform_texture_ref(grp, "inScattering", &txl->volume_scatter); + DRW_shgroup_uniform_texture_ref(grp, "inTransmittance", &txl->volume_transmittance); + DRW_shgroup_uniform_texture_ref(grp, "inSceneColor", &e_data.color_src); + DRW_shgroup_uniform_texture_ref(grp, "inSceneDepth", &e_data.depth_src); + DRW_shgroup_uniform_block(grp, "common_block", sldata->common_ubo); + DRW_shgroup_call_add(grp, DRW_cache_fullscreen_quad_get(), NULL); + } +} + +void EEVEE_volumes_cache_object_add(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata, Scene *scene, Object *ob) +{ + const DRWContextState *draw_ctx = DRW_context_state_get(); + + float *texcoloc = NULL; + float *texcosize = NULL; + struct ModifierData *md = NULL; + Material *ma = give_current_material(ob, 1); + + if (ma == NULL) { + return; + } + + struct GPUMaterial *mat = EEVEE_material_mesh_volume_get(scene, ma); + + DRWShadingGroup *grp = DRW_shgroup_material_empty_tri_batch_create(mat, vedata->psl->volumetric_objects_ps, sldata->common_data.vol_tex_size[2]); + + /* If shader failed to compile or is currently compiling. */ + if (grp == NULL) { + return; + } + + /* Making sure it's updated. */ + invert_m4_m4(ob->imat, ob->obmat); + + BKE_mesh_texspace_get_reference((struct Mesh *)ob->data, NULL, &texcoloc, NULL, &texcosize); + + /* TODO(fclem) remove thoses "unecessary" 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, "common_block", sldata->common_ubo); + DRW_shgroup_uniform_mat4(grp, "volumeObjectMatrix", ob->imat); + DRW_shgroup_uniform_vec3(grp, "volumeOrcoLoc", texcoloc, 1); + DRW_shgroup_uniform_vec3(grp, "volumeOrcoSize", texcosize, 1); + + /* Smoke Simulation */ + if (((ob->base_flag & BASE_FROMDUPLI) == 0) && + (md = modifiers_findByType(ob, eModifierType_Smoke)) && + (modifier_isEnabled(scene, md, eModifierMode_Realtime))) + { + SmokeModifierData *smd = (SmokeModifierData *)md; + SmokeDomainSettings *sds = smd->domain; + + if (sds == NULL) { + return; + } + + /* Don't show smoke before simulation starts, this could be made an option in the future. */ + const bool show_smoke = ((int)DEG_get_ctime(draw_ctx->depsgraph) >= sds->point_cache[0]->startframe); + + if (sds->fluid && show_smoke) { + if (!sds->wt || !(sds->viewsettings & MOD_SMOKE_VIEW_SHOWBIG)) { + GPU_create_smoke(smd, 0); + } + else if (sds->wt && (sds->viewsettings & MOD_SMOKE_VIEW_SHOWBIG)) { + GPU_create_smoke(smd, 1); + } + BLI_addtail(&e_data.smoke_domains, BLI_genericNodeN(smd)); + } + + if (sds->tex != NULL) { + DRW_shgroup_uniform_texture_ref(grp, "sampdensity", &sds->tex); + } + if (sds->tex_flame != NULL) { + DRW_shgroup_uniform_texture_ref(grp, "sampflame", &sds->tex_flame); + } + + /* Output is such that 0..1 maps to 0..1000K */ + DRW_shgroup_uniform_vec2(grp, "unftemperature", &sds->flame_ignition, 1); + } +} + +void EEVEE_volumes_compute(EEVEE_ViewLayerData *UNUSED(sldata), EEVEE_Data *vedata) +{ + EEVEE_PassList *psl = vedata->psl; + EEVEE_TextureList *txl = vedata->txl; + EEVEE_FramebufferList *fbl = vedata->fbl; + EEVEE_StorageList *stl = vedata->stl; + EEVEE_EffectsInfo *effects = stl->effects; + if ((effects->enabled_effects & EFFECT_VOLUMETRIC) != 0) { + DRW_stats_group_start("Volumetrics"); + + /* Step 1: Participating Media Properties */ + GPU_framebuffer_bind(fbl->volumetric_fb); + DRW_draw_pass(psl->volumetric_world_ps); + DRW_draw_pass(psl->volumetric_objects_ps); + + /* Step 2: Scatter Light */ + GPU_framebuffer_bind(fbl->volumetric_scat_fb); + DRW_draw_pass(psl->volumetric_scatter_ps); + + /* Step 3: Integration */ + GPU_framebuffer_bind(fbl->volumetric_integ_fb); + DRW_draw_pass(psl->volumetric_integration_ps); + + /* Swap volume history buffers */ + SWAP(struct GPUFrameBuffer *, fbl->volumetric_scat_fb, fbl->volumetric_integ_fb); + SWAP(GPUTexture *, txl->volume_scatter, txl->volume_scatter_history); + SWAP(GPUTexture *, txl->volume_transmittance, txl->volume_transmittance_history); + + /* Restore */ + GPU_framebuffer_bind(fbl->main_fb); + + DRW_stats_group_end(); + } +} + +void EEVEE_volumes_resolve(EEVEE_ViewLayerData *UNUSED(sldata), EEVEE_Data *vedata) +{ + EEVEE_PassList *psl = vedata->psl; + EEVEE_TextureList *txl = vedata->txl; + EEVEE_FramebufferList *fbl = vedata->fbl; + EEVEE_StorageList *stl = vedata->stl; + EEVEE_EffectsInfo *effects = stl->effects; + + if ((effects->enabled_effects & EFFECT_VOLUMETRIC) != 0) { + DefaultTextureList *dtxl = DRW_viewport_texture_list_get(); + + e_data.color_src = txl->color; + e_data.depth_src = dtxl->depth; + + /* Step 4: Apply for opaque */ + GPU_framebuffer_bind(fbl->effect_color_fb); + DRW_draw_pass(psl->volumetric_resolve_ps); + + /* Swap the buffers and rebind depth to the current buffer */ + SWAP(GPUFrameBuffer *, fbl->main_fb, fbl->effect_fb); + SWAP(GPUFrameBuffer *, fbl->main_color_fb, fbl->effect_color_fb); + SWAP(GPUTexture *, txl->color, txl->color_post); + + /* Restore */ + GPU_framebuffer_texture_detach(fbl->effect_fb, dtxl->depth); + GPU_framebuffer_texture_attach(fbl->main_fb, dtxl->depth, 0, 0); + GPU_framebuffer_bind(fbl->main_fb); + } +} + +void EEVEE_volumes_free_smoke_textures(void) +{ + /* Free Smoke Textures after rendering */ + for (LinkData *link = e_data.smoke_domains.first; link; link = link->next) { + SmokeModifierData *smd = (SmokeModifierData *)link->data; + GPU_free_smoke(smd); + } + BLI_freelistN(&e_data.smoke_domains); +} + +void EEVEE_volumes_free(void) +{ + MEM_SAFE_FREE(e_data.volumetric_common_lib); + MEM_SAFE_FREE(e_data.volumetric_common_lamps_lib); + + DRW_SHADER_FREE_SAFE(e_data.volumetric_clear_sh); + DRW_SHADER_FREE_SAFE(e_data.volumetric_scatter_sh); + DRW_SHADER_FREE_SAFE(e_data.volumetric_scatter_with_lamps_sh); + DRW_SHADER_FREE_SAFE(e_data.volumetric_integration_sh); + DRW_SHADER_FREE_SAFE(e_data.volumetric_resolve_sh); +} |