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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.glsl203
1 files changed, 203 insertions, 0 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
new file mode 100644
index 00000000000..5b949a6d952
--- /dev/null
+++ b/source/blender/draw/engines/workbench/shaders/workbench_volume_frag.glsl
@@ -0,0 +1,203 @@
+
+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. */
+uniform float densityScale; /* Simple Opacity multiplicator. */
+uniform vec4 viewvecs[3];
+
+uniform float slicePosition;
+uniform int sliceAxis; /* -1 is no slice, 0 is X, 1 is Y, 2 is Z. */
+
+#ifdef VOLUME_SLICE
+in vec3 localPos;
+#endif
+
+out vec4 fragColor;
+
+#define M_PI 3.1415926535897932 /* pi */
+
+float phase_function_isotropic()
+{
+ return 1.0 / (4.0 * M_PI);
+}
+
+float get_view_z_from_depth(float depth)
+{
+ if (ProjectionMatrix[3][3] == 0.0) {
+ float d = 2.0 * depth - 1.0;
+ return -ProjectionMatrix[3][2] / (d + ProjectionMatrix[2][2]);
+ }
+ else {
+ return viewvecs[0].z + depth * viewvecs[1].z;
+ }
+}
+
+vec3 get_view_space_from_depth(vec2 uvcoords, float depth)
+{
+ if (ProjectionMatrix[3][3] == 0.0) {
+ return vec3(viewvecs[0].xy + uvcoords * viewvecs[1].xy, 1.0) * get_view_z_from_depth(depth);
+ }
+ else {
+ return viewvecs[0].xyz + vec3(uvcoords, depth) * viewvecs[1].xyz;
+ }
+}
+
+float max_v3(vec3 v) { return max(v.x, max(v.y, v.z)); }
+
+float line_unit_box_intersect_dist(vec3 lineorigin, vec3 linedirection)
+{
+ /* https://seblagarde.wordpress.com/2012/09/29/image-based-lighting-approaches-and-parallax-corrected-cubemap/ */
+ vec3 firstplane = (vec3( 1.0) - lineorigin) / linedirection;
+ vec3 secondplane = (vec3(-1.0) - lineorigin) / linedirection;
+ vec3 furthestplane = min(firstplane, secondplane);
+ return max_v3(furthestplane);
+}
+
+void volume_properties(vec3 ls_pos, out vec3 scattering, out float extinction)
+{
+ 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)));
+
+ 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
+}
+
+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))
+const vec4 dither_mat[4] = vec4[4](
+ vec4( P(0.0), P(8.0), P(2.0), P(10.0)),
+ vec4(P(12.0), P(4.0), P(14.0), P(6.0)),
+ vec4( P(3.0), P(11.0), P(1.0), P(9.0)),
+ vec4(P(15.0), P(7.0), P(13.0), P(5.0))
+);
+
+vec4 volume_integration(
+ vec3 ray_ori, vec3 ray_dir, float ray_inc, float ray_max, float step_len)
+{
+ /* Start with full transmittance and no scattered light. */
+ vec3 final_scattering = vec3(0.0);
+ float final_transmittance = 1.0;
+
+ ivec2 tx = ivec2(gl_FragCoord.xy) % 4;
+ float noise = dither_mat[tx.x][tx.y];
+
+ float ray_len = noise * ray_inc;
+ for (int i = 0; i < samplesLen && ray_len < ray_max; ++i, ray_len += ray_inc) {
+ vec3 ls_pos = ray_ori + ray_dir * ray_len;
+
+ vec3 Lscat;
+ float s_extinction, Tr;
+ volume_properties(ls_pos, Lscat, 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, final_transmittance);
+}
+
+void main()
+{
+#ifdef VOLUME_SLICE
+ /* Manual depth test. TODO remove. */
+ float depth = texelFetch(depthBuffer, ivec2(gl_FragCoord.xy), 0).r;
+ if (gl_FragCoord.z >= depth) {
+ discard;
+ }
+
+ ivec3 volume_size = textureSize(densityTexture, 0);
+ float step_len;
+ if (sliceAxis == 0) {
+ step_len = float(volume_size.x);
+ }
+ else if (sliceAxis == 1) {
+ step_len = float(volume_size.y);
+ }
+ else {
+ step_len = float(volume_size.z);
+ }
+ /* FIXME Should be in world space but is in local space. */
+ step_len = 1.0 / step_len;
+
+ vec3 Lscat;
+ float s_extinction, Tr;
+ volume_properties(localPos, Lscat, s_extinction);
+ 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;
+
+ vec3 volume_center = ModelMatrix[3].xyz;
+
+ float depth = texelFetch(depthBuffer, ivec2(gl_FragCoord.xy), 0).r;
+ float depth_end = min(depth, gl_FragCoord.z);
+ vec3 vs_ray_end = get_view_space_from_depth(screen_uv, depth_end);
+ vec3 vs_ray_ori = get_view_space_from_depth(screen_uv, 0.0);
+ 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 * 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);
+ if (dist > 0.0) {
+ ls_ray_ori = ls_ray_dir * dist + ls_ray_ori;
+ }
+
+ vec3 ls_vol_isect = ls_ray_end - ls_ray_ori;
+ if (dot(ls_ray_dir, ls_vol_isect) < 0.0) {
+ /* Start is further away than the end.
+ * That means no volume is intersected. */
+ discard;
+ }
+
+ fragColor = volume_integration(ls_ray_ori, ls_ray_dir, stepLength,
+ length(ls_vol_isect) / length(ls_ray_dir),
+ length(vs_ray_dir) * stepLength);
+#endif
+}