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Diffstat (limited to 'source/blender/draw/engines/overlay/shaders/overlay_volume_velocity_vert.glsl')
-rw-r--r--source/blender/draw/engines/overlay/shaders/overlay_volume_velocity_vert.glsl191
1 files changed, 191 insertions, 0 deletions
diff --git a/source/blender/draw/engines/overlay/shaders/overlay_volume_velocity_vert.glsl b/source/blender/draw/engines/overlay/shaders/overlay_volume_velocity_vert.glsl
new file mode 100644
index 00000000000..a33d27676c3
--- /dev/null
+++ b/source/blender/draw/engines/overlay/shaders/overlay_volume_velocity_vert.glsl
@@ -0,0 +1,191 @@
+
+#pragma BLENDER_REQUIRE(common_view_lib.glsl)
+
+const vec3 corners[4] = vec3[4](vec3(0.0, 0.2, -0.5),
+ vec3(-0.2 * 0.866, -0.2 * 0.5, -0.5),
+ vec3(0.2 * 0.866, -0.2 * 0.5, -0.5),
+ vec3(0.0, 0.0, 0.5));
+
+const int indices[12] = int[12](0, 1, 1, 2, 2, 0, 0, 3, 1, 3, 2, 3);
+
+/* Straight Port from BKE_defvert_weight_to_rgb()
+ * TODO: port this to a color ramp. */
+vec3 weight_to_color(float weight)
+{
+ vec3 r_rgb = vec3(0.0);
+ float blend = ((weight / 2.0) + 0.5);
+
+ if (weight <= 0.25) { /* blue->cyan */
+ r_rgb.g = blend * weight * 4.0;
+ r_rgb.b = blend;
+ }
+ else if (weight <= 0.50) { /* cyan->green */
+ r_rgb.g = blend;
+ r_rgb.b = blend * (1.0 - ((weight - 0.25) * 4.0));
+ }
+ else if (weight <= 0.75) { /* green->yellow */
+ r_rgb.r = blend * ((weight - 0.50) * 4.0);
+ r_rgb.g = blend;
+ }
+ else if (weight <= 1.0) { /* yellow->red */
+ r_rgb.r = blend;
+ r_rgb.g = blend * (1.0 - ((weight - 0.75) * 4.0));
+ }
+ else {
+ /* exceptional value, unclamped or nan,
+ * avoid uninitialized memory use */
+ r_rgb = vec3(1.0, 0.0, 1.0);
+ }
+
+ return r_rgb;
+}
+
+mat3 rotation_from_vector(vec3 v)
+{
+ /* Add epsilon to avoid NaN. */
+ vec3 N = normalize(v + 1e-8);
+ vec3 UpVector = abs(N.z) < 0.99999 ? vec3(0.0, 0.0, 1.0) : vec3(1.0, 0.0, 0.0);
+ vec3 T = normalize(cross(UpVector, N));
+ vec3 B = cross(N, T);
+ return mat3(T, B, N);
+}
+
+vec3 get_vector(ivec3 cell_co)
+{
+ vec3 vector;
+
+ vector.x = texelFetch(velocityX, cell_co, 0).r;
+ vector.y = texelFetch(velocityY, cell_co, 0).r;
+ vector.z = texelFetch(velocityZ, cell_co, 0).r;
+
+ return vector;
+}
+
+/* Interpolate MAC information for cell-centered vectors. */
+vec3 get_vector_centered(ivec3 cell_co)
+{
+ vec3 vector;
+
+ vector.x = 0.5 * (texelFetch(velocityX, cell_co, 0).r +
+ texelFetch(velocityX, ivec3(cell_co.x + 1, cell_co.yz), 0).r);
+ vector.y = 0.5 * (texelFetch(velocityY, cell_co, 0).r +
+ texelFetch(velocityY, ivec3(cell_co.x, cell_co.y + 1, cell_co.z), 0).r);
+ vector.z = 0.5 * (texelFetch(velocityZ, cell_co, 0).r +
+ texelFetch(velocityZ, ivec3(cell_co.xy, cell_co.z + 1), 0).r);
+
+ return vector;
+}
+
+/* Interpolate cell-centered information for MAC vectors. */
+vec3 get_vector_mac(ivec3 cell_co)
+{
+ vec3 vector;
+
+ vector.x = 0.5 * (texelFetch(velocityX, ivec3(cell_co.x - 1, cell_co.yz), 0).r +
+ texelFetch(velocityX, cell_co, 0).r);
+ vector.y = 0.5 * (texelFetch(velocityY, ivec3(cell_co.x, cell_co.y - 1, cell_co.z), 0).r +
+ texelFetch(velocityY, cell_co, 0).r);
+ vector.z = 0.5 * (texelFetch(velocityZ, ivec3(cell_co.xy, cell_co.z - 1), 0).r +
+ texelFetch(velocityZ, cell_co, 0).r);
+
+ return vector;
+}
+
+void main()
+{
+#ifdef USE_NEEDLE
+ int cell = gl_VertexID / 12;
+#elif defined(USE_MAC)
+ int cell = gl_VertexID / 6;
+#else
+ int cell = gl_VertexID / 2;
+#endif
+
+ ivec3 volume_size = textureSize(velocityX, 0);
+
+ ivec3 cell_ofs = ivec3(0);
+ ivec3 cell_div = volume_size;
+ if (sliceAxis == 0) {
+ cell_ofs.x = int(slicePosition * float(volume_size.x));
+ cell_div.x = 1;
+ }
+ else if (sliceAxis == 1) {
+ cell_ofs.y = int(slicePosition * float(volume_size.y));
+ cell_div.y = 1;
+ }
+ else if (sliceAxis == 2) {
+ cell_ofs.z = int(slicePosition * float(volume_size.z));
+ cell_div.z = 1;
+ }
+
+ ivec3 cell_co;
+ cell_co.x = cell % cell_div.x;
+ cell_co.y = (cell / cell_div.x) % cell_div.y;
+ cell_co.z = cell / (cell_div.x * cell_div.y);
+ cell_co += cell_ofs;
+
+ vec3 pos = domainOriginOffset + cellSize * (vec3(cell_co + adaptiveCellOffset) + 0.5);
+
+ vec3 vector;
+
+#ifdef USE_MAC
+ vec3 color;
+ vector = (isCellCentered) ? get_vector_mac(cell_co) : get_vector(cell_co);
+
+ switch (gl_VertexID % 6) {
+ case 0: /* Tail of X component. */
+ pos.x += (drawMACX) ? -0.5 * cellSize.x : 0.0;
+ color = vec3(1.0, 0.0, 0.0); /* red */
+ break;
+ case 1: /* Head of X component. */
+ pos.x += (drawMACX) ? (-0.5 + vector.x * displaySize) * cellSize.x : 0.0;
+ color = vec3(1.0, 1.0, 0.0); /* yellow */
+ break;
+ case 2: /* Tail of Y component. */
+ pos.y += (drawMACY) ? -0.5 * cellSize.y : 0.0;
+ color = vec3(0.0, 1.0, 0.0); /* green */
+ break;
+ case 3: /* Head of Y component. */
+ pos.y += (drawMACY) ? (-0.5 + vector.y * displaySize) * cellSize.y : 0.0;
+ color = vec3(1.0, 1.0, 0.0); /* yellow */
+ break;
+ case 4: /* Tail of Z component. */
+ pos.z += (drawMACZ) ? -0.5 * cellSize.z : 0.0;
+ color = vec3(0.0, 0.0, 1.0); /* blue */
+ break;
+ case 5: /* Head of Z component. */
+ pos.z += (drawMACZ) ? (-0.5 + vector.z * displaySize) * cellSize.z : 0.0;
+ color = vec3(1.0, 1.0, 0.0); /* yellow */
+ break;
+ }
+
+ finalColor = vec4(color, 1.0);
+#else
+ vector = (isCellCentered) ? get_vector(cell_co) : get_vector_centered(cell_co);
+
+ finalColor = vec4(weight_to_color(length(vector)), 1.0);
+
+ float vector_length = 1.0;
+
+ if (scaleWithMagnitude) {
+ vector_length = length(vector);
+ }
+ else if (length(vector) == 0.0) {
+ vector_length = 0.0;
+ }
+
+ mat3 rot_mat = rotation_from_vector(vector);
+
+# ifdef USE_NEEDLE
+ vec3 rotated_pos = rot_mat * corners[indices[gl_VertexID % 12]];
+ pos += rotated_pos * vector_length * displaySize * cellSize;
+# else
+ vec3 rotated_pos = rot_mat * vec3(0.0, 0.0, 1.0);
+ pos += ((gl_VertexID % 2) == 1) ? rotated_pos * vector_length * displaySize * cellSize :
+ vec3(0.0);
+# endif
+#endif
+
+ vec3 world_pos = point_object_to_world(pos);
+ gl_Position = point_world_to_ndc(world_pos);
+}