diff options
Diffstat (limited to 'source/blender/draw/engines/workbench/workbench_volume.c')
-rw-r--r-- | source/blender/draw/engines/workbench/workbench_volume.c | 227 |
1 files changed, 227 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..a4cd81e7fd2 --- /dev/null +++ b/source/blender/draw/engines/workbench/workbench_volume.c @@ -0,0 +1,227 @@ +/* + * 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 "BKE_object.h" + +#include "BLI_rand.h" +#include "BLI_dynstr.h" + +#include "DNA_modifier_types.h" +#include "DNA_object_force_types.h" +#include "DNA_smoke_types.h" + +#include "GPU_draw.h" + +enum { + VOLUME_SH_SLICE = 0, + VOLUME_SH_COBA, + VOLUME_SH_CUBIC, +}; + +#define VOLUME_SH_MAX (1 << (VOLUME_SH_CUBIC + 1)) + +static struct { + struct GPUShader *volume_sh[VOLUME_SH_MAX]; + struct GPUShader *volume_coba_sh; + struct GPUShader *volume_slice_sh; + struct GPUShader *volume_slice_coba_sh; + struct GPUTexture *dummy_tex; + struct GPUTexture *dummy_coba_tex; +} e_data = {NULL}; + +extern char datatoc_workbench_volume_vert_glsl[]; +extern char datatoc_workbench_volume_frag_glsl[]; + +static GPUShader *volume_shader_get(bool slice, bool coba, bool cubic) +{ + int id = 0; + id += (slice) ? (1 << VOLUME_SH_SLICE) : 0; + id += (coba) ? (1 << VOLUME_SH_COBA) : 0; + id += (cubic) ? (1 << VOLUME_SH_CUBIC) : 0; + + if (!e_data.volume_sh[id]) { + DynStr *ds = BLI_dynstr_new(); + + if (slice) { + BLI_dynstr_append(ds, "#define VOLUME_SLICE\n"); + } + if (coba) { + BLI_dynstr_append(ds, "#define USE_COBA\n"); + } + if (cubic) { + BLI_dynstr_append(ds, "#define USE_TRICUBIC\n"); + } + + char *defines = BLI_dynstr_get_cstring(ds); + BLI_dynstr_free(ds); + + e_data.volume_sh[id] = DRW_shader_create( + datatoc_workbench_volume_vert_glsl, NULL, + datatoc_workbench_volume_frag_glsl, + defines); + + MEM_freeN(defines); + } + + return e_data.volume_sh[id]; +} + +void workbench_volume_engine_init(void) +{ + if (!e_data.dummy_tex) { + float pixel[4] = {0.0f, 0.0f, 0.0f, 0.0f}; + e_data.dummy_tex = GPU_texture_create_3D(1, 1, 1, GPU_RGBA8, pixel, NULL); + e_data.dummy_coba_tex = GPU_texture_create_1D(1, GPU_RGBA8, pixel, NULL); + } +} + +void workbench_volume_engine_free(void) +{ + for (int i = 0; i < VOLUME_SH_MAX; ++i) { + DRW_SHADER_FREE_SAFE(e_data.volume_sh[i]); + } + DRW_TEXTURE_FREE_SAFE(e_data.dummy_tex); + DRW_TEXTURE_FREE_SAFE(e_data.dummy_coba_tex); +} + +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; + WORKBENCH_EffectInfo *effect_info = vedata->stl->effects; + DefaultTextureList *dtxl = DRW_viewport_texture_list_get(); + DRWShadingGroup *grp = NULL; + + /* 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->use_coba) { + GPU_create_smoke_coba_field(smd); + } + else 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->use_coba && sds->tex == NULL) || + (sds->use_coba && sds->tex_field == NULL)) + { + return; + } + + const bool use_slice = (sds->slice_method == MOD_SMOKE_SLICE_AXIS_ALIGNED && + sds->axis_slice_method == AXIS_SLICE_SINGLE); + const bool cubic_interp = (sds->interp_method == VOLUME_INTERP_CUBIC); + GPUShader *sh = volume_shader_get(use_slice, sds->use_coba, cubic_interp); + + if (use_slice) { + 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; + float dim[3]; + BKE_object_dimensions_get(ob, dim); + /* 0.05f to acheive somewhat the same opacity as the full view. */ + float step_length = max_ff(1e-16f, dim[axis] * 0.05f); + + grp = DRW_shgroup_create(sh, vedata->psl->volume_pass); + DRW_shgroup_uniform_float_copy(grp, "slicePosition", sds->slice_depth); + DRW_shgroup_uniform_int_copy(grp, "sliceAxis", axis); + DRW_shgroup_uniform_float_copy(grp, "stepLength", step_length); + DRW_shgroup_state_disable(grp, DRW_STATE_CULL_FRONT); + } + else { + double noise_ofs; + BLI_halton_1D(3, 0.0, effect_info->jitter_index, &noise_ofs); + float dim[3], step_length, max_slice; + float slice_ct[3] = {sds->res[0], sds->res[1], sds->res[2]}; + mul_v3_fl(slice_ct, max_ff(0.001f, sds->slice_per_voxel)); + max_slice = max_fff(slice_ct[0], slice_ct[1], slice_ct[2]); + BKE_object_dimensions_get(ob, dim); + invert_v3(slice_ct); + mul_v3_v3(dim, slice_ct); + step_length = len_v3(dim); + + grp = DRW_shgroup_create(sh, vedata->psl->volume_pass); + DRW_shgroup_uniform_vec4(grp, "viewvecs[0]", (float *)wpd->viewvecs, 3); + DRW_shgroup_uniform_int_copy(grp, "samplesLen", max_slice); + DRW_shgroup_uniform_float_copy(grp, "stepLength", step_length); + DRW_shgroup_uniform_float_copy(grp, "noiseOfs", noise_ofs); + DRW_shgroup_state_enable(grp, DRW_STATE_CULL_FRONT); + } + + if (sds->use_coba) { + DRW_shgroup_uniform_texture(grp, "densityTexture", sds->tex_field); + DRW_shgroup_uniform_texture(grp, "transferTexture", sds->tex_coba); + } + else { + DRW_shgroup_uniform_texture(grp, "densityTexture", sds->tex); + DRW_shgroup_uniform_texture(grp, "shadowTexture", sds->tex_shadow); + DRW_shgroup_uniform_texture(grp, "flameTexture", (sds->tex_flame) ? sds->tex_flame : e_data.dummy_tex); + DRW_shgroup_uniform_texture(grp, "flameColorTexture", (sds->tex_flame) ? sds->tex_flame_coba : e_data.dummy_coba_tex); + } + DRW_shgroup_uniform_texture_ref(grp, "depthBuffer", &dtxl->depth); + DRW_shgroup_uniform_float_copy(grp, "densityScale", 10.0f * sds->display_thickness); + + if (use_slice) { + DRW_shgroup_call_object_add(grp, DRW_cache_quad_get(), ob); + } + else { + DRW_shgroup_call_object_add(grp, DRW_cache_cube_get(), ob); + } + + BLI_addtail(&wpd->smoke_domains, BLI_genericNodeN(smd)); +} + +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); +} |