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Diffstat (limited to 'source/blender/draw/engines/workbench/workbench_volume.c')
-rw-r--r--source/blender/draw/engines/workbench/workbench_volume.c152
1 files changed, 152 insertions, 0 deletions
diff --git a/source/blender/draw/engines/workbench/workbench_volume.c b/source/blender/draw/engines/workbench/workbench_volume.c
new file mode 100644
index 00000000000..ea4152486af
--- /dev/null
+++ b/source/blender/draw/engines/workbench/workbench_volume.c
@@ -0,0 +1,152 @@
+/*
+ * Copyright 2018, 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 workbench_volume.c
+ * \ingroup draw_engine
+ */
+
+#include "workbench_private.h"
+
+#include "BKE_modifier.h"
+
+#include "DNA_modifier_types.h"
+#include "DNA_object_force_types.h"
+#include "DNA_smoke_types.h"
+
+#include "GPU_draw.h"
+
+static struct {
+ struct GPUShader *volume_sh;
+ struct GPUShader *volume_slice_sh;
+} e_data = {NULL};
+
+extern char datatoc_workbench_volume_vert_glsl[];
+extern char datatoc_workbench_volume_frag_glsl[];
+
+void workbench_volume_engine_init(void)
+{
+ if (!e_data.volume_sh) {
+ e_data.volume_sh = DRW_shader_create(
+ datatoc_workbench_volume_vert_glsl, NULL,
+ datatoc_workbench_volume_frag_glsl, NULL);
+ e_data.volume_slice_sh = DRW_shader_create(
+ datatoc_workbench_volume_vert_glsl, NULL,
+ datatoc_workbench_volume_frag_glsl, "#define VOLUME_SLICE");
+ }
+}
+
+void workbench_volume_engine_free(void)
+{
+ DRW_SHADER_FREE_SAFE(e_data.volume_sh);
+ DRW_SHADER_FREE_SAFE(e_data.volume_slice_sh);
+}
+
+void workbench_volume_cache_init(WORKBENCH_Data *vedata)
+{
+ vedata->psl->volume_pass = DRW_pass_create("Volumes", DRW_STATE_WRITE_COLOR | DRW_STATE_BLEND_PREMUL | DRW_STATE_CULL_FRONT);
+}
+
+void workbench_volume_cache_populate(WORKBENCH_Data *vedata, Scene *scene, Object *ob, ModifierData *md)
+{
+ SmokeModifierData *smd = (SmokeModifierData *)md;
+ SmokeDomainSettings *sds = smd->domain;
+ WORKBENCH_PrivateData *wpd = vedata->stl->g_data;
+ DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
+
+ /* Don't show smoke before simulation starts, this could be made an option in the future. */
+ if (!sds->fluid || CFRA < sds->point_cache[0]->startframe) {
+ return;
+ }
+
+ wpd->volumes_do = true;
+
+ 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);
+ }
+
+ if (sds->tex == NULL) {
+ return;
+ }
+
+ if (sds->slice_method == MOD_SMOKE_SLICE_AXIS_ALIGNED &&
+ sds->axis_slice_method == AXIS_SLICE_SINGLE)
+ {
+ float invviewmat[4][4];
+ DRW_viewport_matrix_get(invviewmat, DRW_MAT_VIEWINV);
+
+ const int axis = (sds->slice_axis == SLICE_AXIS_AUTO)
+ ? axis_dominant_v3_single(invviewmat[2])
+ : sds->slice_axis - 1;
+
+ DRWShadingGroup *grp = DRW_shgroup_create(e_data.volume_slice_sh, vedata->psl->volume_pass);
+ DRW_shgroup_uniform_texture(grp, "densityTexture", sds->tex);
+ DRW_shgroup_uniform_texture_ref(grp, "depthBuffer", &dtxl->depth);
+ DRW_shgroup_uniform_float_copy(grp, "densityScale", 10.0f * sds->display_thickness);
+ DRW_shgroup_uniform_float_copy(grp, "slicePosition", sds->slice_depth);
+ DRW_shgroup_uniform_int_copy(grp, "sliceAxis", axis);
+ DRW_shgroup_state_disable(grp, DRW_STATE_CULL_FRONT);
+ BLI_addtail(&wpd->smoke_domains, BLI_genericNodeN(smd));
+
+ /* TODO Flame rendering */
+ /* TODO COBA Rendering */
+
+ DRW_shgroup_call_object_add(grp, DRW_cache_quad_get(), ob);
+ }
+ else {
+ int max_slices = max_iii(sds->res[0], sds->res[1], sds->res[2]) * sds->slice_per_voxel;
+
+ DRWShadingGroup *grp = DRW_shgroup_create(e_data.volume_sh, vedata->psl->volume_pass);
+ DRW_shgroup_uniform_vec4(grp, "viewvecs[0]", (float *)wpd->viewvecs, 3);
+ DRW_shgroup_uniform_texture_ref(grp, "depthBuffer", &dtxl->depth);
+ DRW_shgroup_uniform_texture(grp, "densityTexture", sds->tex);
+ DRW_shgroup_uniform_float_copy(grp, "densityScale", 10.0f * sds->display_thickness);
+ DRW_shgroup_uniform_int_copy(grp, "samplesLen", max_slices);
+ /* TODO FIXME : This step size is in object space but the ray itself
+ * is NOT unit length in object space so the required number of subdivisions
+ * is tricky to get. */
+ DRW_shgroup_uniform_float_copy(grp, "stepLength", 8.0f / max_slices);
+ DRW_shgroup_state_enable(grp, DRW_STATE_CULL_FRONT);
+ BLI_addtail(&wpd->smoke_domains, BLI_genericNodeN(smd));
+
+ /* TODO Flame rendering */
+ /* TODO COBA Rendering */
+
+ DRW_shgroup_call_object_add(grp, DRW_cache_cube_get(), ob);
+ }
+}
+
+void workbench_volume_smoke_textures_free(WORKBENCH_PrivateData *wpd)
+{
+ /* Free Smoke Textures after rendering */
+ /* XXX This is a waste of processing and GPU bandwidth if nothing
+ * is updated. But the problem is since Textures are stored in the
+ * modifier we don't want them to take precious VRAM if the
+ * modifier is not used for display. We should share them for
+ * all viewport in a redraw at least. */
+ for (LinkData *link = wpd->smoke_domains.first; link; link = link->next) {
+ SmokeModifierData *smd = (SmokeModifierData *)link->data;
+ GPU_free_smoke(smd);
+ }
+ BLI_freelistN(&wpd->smoke_domains);
+}