diff options
Diffstat (limited to 'source/blender/draw/engines/workbench/workbench_volume.c')
-rw-r--r-- | source/blender/draw/engines/workbench/workbench_volume.c | 152 |
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); +} |