diff options
Diffstat (limited to 'source/blender/draw/engines/workbench/shaders/workbench_volume_frag.glsl')
-rw-r--r-- | source/blender/draw/engines/workbench/shaders/workbench_volume_frag.glsl | 64 |
1 files changed, 43 insertions, 21 deletions
diff --git a/source/blender/draw/engines/workbench/shaders/workbench_volume_frag.glsl b/source/blender/draw/engines/workbench/shaders/workbench_volume_frag.glsl index 1f14e506dcf..5b949a6d952 100644 --- a/source/blender/draw/engines/workbench/shaders/workbench_volume_frag.glsl +++ b/source/blender/draw/engines/workbench/shaders/workbench_volume_frag.glsl @@ -3,9 +3,15 @@ uniform mat4 ProjectionMatrix; uniform mat4 ModelMatrixInverse; uniform mat4 ModelViewMatrixInverse; uniform mat4 ModelMatrix; +uniform vec3 OrcoTexCoFactors[2]; uniform sampler2D depthBuffer; + uniform sampler3D densityTexture; +uniform sampler3D shadowTexture; +uniform sampler3D flameTexture; +uniform sampler1D flameColorTexture; +uniform sampler1D transferTexture; uniform int samplesLen = 256; uniform float stepLength; /* Step length in local space. */ @@ -62,15 +68,35 @@ float line_unit_box_intersect_dist(vec3 lineorigin, vec3 linedirection) void volume_properties(vec3 ls_pos, out vec3 scattering, out float extinction) { - scattering = vec3(0.0); - extinction = 1e-8; + vec3 co = ls_pos * 0.5 + 0.5; +#ifdef USE_COBA + float val = texture(densityTexture, co).r; + vec4 tval = texture(transferTexture, val) * densityScale; + tval.rgb = pow(tval.rgb, vec3(2.2)); + scattering = tval.rgb * 1500.0; + extinction = max(1e-4, tval.a * 50.0); +#else + float flame = texture(flameTexture, co).r; + vec4 emission = texture(flameColorTexture, flame); + float shadows = texture(shadowTexture, co).r; + vec4 density = texture(densityTexture, co); /* rgb: color, a: density */ + + scattering = density.rgb * density.a * densityScale; + extinction = max(1e-4, dot(scattering, vec3(0.33333))); - vec4 density = texture(densityTexture, ls_pos * 0.5 + 0.5); - density.rgb /= density.a; - density *= densityScale; + scattering *= shadows * M_PI; + /* 800 is arbitrary and here to mimic old viewport. TODO make it a parameter */ + scattering += pow(emission.rgb, vec3(2.2)) * emission.a * 800.0; +#endif +} - scattering = density.rgb; - extinction = max(1e-8, density.a); +void eval_volume_step(inout vec3 Lscat, float extinction, float step_len, out float Tr) +{ + Lscat *= phase_function_isotropic(); + /* Evaluate Scattering */ + Tr = exp(-extinction * step_len); + /* integrate along the current step segment */ + Lscat = (Lscat - Lscat * Tr) / extinction; } #define P(x) ((x + 0.5) * (1.0 / 16.0)) @@ -96,18 +122,15 @@ vec4 volume_integration( vec3 ls_pos = ray_ori + ray_dir * ray_len; vec3 Lscat; - float s_extinction; + float s_extinction, Tr; volume_properties(ls_pos, Lscat, s_extinction); - /* Evaluate Scattering */ - float Tr = exp(-s_extinction * step_len); - /* integrate along the current step segment */ - Lscat = (Lscat - Lscat * Tr) / s_extinction; + eval_volume_step(Lscat, s_extinction, step_len, Tr); /* accumulate and also take into account the transmittance from previous steps */ final_scattering += final_transmittance * Lscat; final_transmittance *= Tr; } - return vec4(final_scattering, 1.0 - final_transmittance); + return vec4(final_scattering, final_transmittance); } void main() @@ -134,15 +157,11 @@ void main() step_len = 1.0 / step_len; vec3 Lscat; - float s_extinction; + float s_extinction, Tr; volume_properties(localPos, Lscat, s_extinction); - /* Evaluate Scattering */ - float Tr = exp(-s_extinction * step_len); - /* integrate along the current step segment */ - Lscat = (Lscat - Lscat * Tr) / s_extinction; - - fragColor = vec4(Lscat, 1.0 - Tr); + eval_volume_step(Lscat, s_extinction, step_len, Tr); + fragColor = vec4(Lscat, Tr); #else vec2 screen_uv = gl_FragCoord.xy / vec2(textureSize(depthBuffer, 0).xy); bool is_persp = ProjectionMatrix[3][3] == 0.0; @@ -156,10 +175,13 @@ void main() vec3 vs_ray_dir = (is_persp) ? (vs_ray_end - vs_ray_ori) : vec3(0.0, 0.0, -1.0); vs_ray_dir /= abs(vs_ray_dir.z); - vec3 ls_ray_dir = mat3(ModelViewMatrixInverse) * vs_ray_dir; + vec3 ls_ray_dir = mat3(ModelViewMatrixInverse) * vs_ray_dir * OrcoTexCoFactors[1] * 2.0; vec3 ls_ray_ori = (ModelViewMatrixInverse * vec4(vs_ray_ori, 1.0)).xyz; vec3 ls_ray_end = (ModelViewMatrixInverse * vec4(vs_ray_end, 1.0)).xyz; + ls_ray_ori = (OrcoTexCoFactors[0] + ls_ray_ori * OrcoTexCoFactors[1]) * 2.0 - 1.0; + ls_ray_end = (OrcoTexCoFactors[0] + ls_ray_end * OrcoTexCoFactors[1]) * 2.0 - 1.0; + /* TODO: Align rays to volume center so that it mimics old behaviour of slicing the volume. */ float dist = line_unit_box_intersect_dist(ls_ray_ori, ls_ray_dir); |