diff options
Diffstat (limited to 'source/blender/draw')
17 files changed, 467 insertions, 258 deletions
diff --git a/source/blender/draw/CMakeLists.txt b/source/blender/draw/CMakeLists.txt index 6d3c203b076..522039a1df8 100644 --- a/source/blender/draw/CMakeLists.txt +++ b/source/blender/draw/CMakeLists.txt @@ -98,6 +98,7 @@ set(SRC intern/draw_texture_pool.cc intern/draw_view.c intern/draw_view_data.cc + intern/draw_volume.cc intern/smaa_textures.c engines/basic/basic_engine.c engines/basic/basic_shader.c @@ -132,6 +133,9 @@ set(SRC engines/eevee/eevee_temporal_sampling.c engines/eevee/eevee_volumes.c engines/eevee_next/eevee_engine.cc + engines/eevee_next/eevee_instance.cc + engines/eevee_next/eevee_shader.cc + engines/eevee_next/eevee_id_map.cc engines/workbench/workbench_data.c engines/workbench/workbench_effect_antialiasing.c engines/workbench/workbench_effect_cavity.c diff --git a/source/blender/draw/engines/eevee/eevee_shaders.c b/source/blender/draw/engines/eevee/eevee_shaders.c index 4e4a2a9eb8e..85cc7f65126 100644 --- a/source/blender/draw/engines/eevee/eevee_shaders.c +++ b/source/blender/draw/engines/eevee/eevee_shaders.c @@ -1487,6 +1487,10 @@ struct GPUMaterial *EEVEE_material_get( GPUMaterial *mat = eevee_material_get_ex(scene, ma, wo, options, deferred); int status = GPU_material_status(mat); + /* Return null material and bypass drawing for volume shaders. */ + if ((options & VAR_MAT_VOLUME) && status != GPU_MAT_SUCCESS) { + return NULL; + } switch (status) { case GPU_MAT_SUCCESS: break; diff --git a/source/blender/draw/engines/eevee/eevee_shaders_extra.cc b/source/blender/draw/engines/eevee/eevee_shaders_extra.cc index bb1a0b0abe4..7df26a95cfe 100644 --- a/source/blender/draw/engines/eevee/eevee_shaders_extra.cc +++ b/source/blender/draw/engines/eevee/eevee_shaders_extra.cc @@ -97,12 +97,26 @@ void eevee_shader_material_create_info_amend(GPUMaterial *gpumat, } attr_load << "};\n"; attr_load << iface.name << " " << iface.instance_name << ";\n"; - /* Global vars just to make code valid. Only Orco is supported. */ - for (const ShaderCreateInfo::VertIn &in : info.vertex_inputs_) { - attr_load << in.type << " " << in.name << ";\n"; + if (!is_volume) { + /* Global vars just to make code valid. Only Orco is supported. */ + for (const ShaderCreateInfo::VertIn &in : info.vertex_inputs_) { + attr_load << in.type << " " << in.name << ";\n"; + } } info.vertex_out_interfaces_.clear(); } + if (is_volume) { + /** Volume grid attributes come from 3D textures. Transfer attributes to samplers. */ + for (auto &input : info.vertex_inputs_) { + info.sampler(0, ImageType::FLOAT_3D, input.name, Frequency::BATCH); + } + info.additional_info("draw_volume_infos"); + /* Do not add twice. */ + if (!GPU_material_flag_get(gpumat, GPU_MATFLAG_OBJECT_INFO)) { + info.additional_info("draw_object_infos"); + } + info.vertex_inputs_.clear(); + } if (!is_volume) { info.define("EEVEE_GENERATED_INTERFACE"); diff --git a/source/blender/draw/engines/eevee/eevee_volumes.c b/source/blender/draw/engines/eevee/eevee_volumes.c index 0ac6c6ad97c..b8bef61f8b1 100644 --- a/source/blender/draw/engines/eevee/eevee_volumes.c +++ b/source/blender/draw/engines/eevee/eevee_volumes.c @@ -45,30 +45,6 @@ static struct { GPUTexture *dummy_transmit; } e_data = {NULL}; /* Engine data */ -static void eevee_create_textures_volumes(void) -{ - const float zero[4] = {0.0f, 0.0f, 0.0f, 0.0f}; - e_data.dummy_zero = DRW_texture_create_3d(1, 1, 1, GPU_RGBA8, DRW_TEX_WRAP, zero); - - const float one[4] = {1.0f, 1.0f, 1.0f, 1.0f}; - e_data.dummy_one = DRW_texture_create_3d(1, 1, 1, GPU_RGBA8, DRW_TEX_WRAP, one); - - const float flame = 0.0f; - e_data.dummy_flame = DRW_texture_create_3d(1, 1, 1, GPU_R8, DRW_TEX_WRAP, &flame); -} - -static GPUTexture *eevee_volume_default_texture(eGPUVolumeDefaultValue default_value) -{ - switch (default_value) { - case GPU_VOLUME_DEFAULT_0: - return e_data.dummy_zero; - case GPU_VOLUME_DEFAULT_1: - return e_data.dummy_one; - } - - return e_data.dummy_zero; -} - void EEVEE_volumes_set_jitter(EEVEE_ViewLayerData *sldata, uint current_sample) { EEVEE_CommonUniformBuffer *common_data = &sldata->common_data; @@ -224,11 +200,6 @@ void EEVEE_volumes_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata) Scene *scene = draw_ctx->scene; DRWShadingGroup *grp = NULL; - /* Textures */ - if (!e_data.dummy_zero) { - eevee_create_textures_volumes(); - } - /* Quick breakdown of the Volumetric rendering: * * The rendering is separated in 4 stages: @@ -265,7 +236,7 @@ void EEVEE_volumes_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata) !LOOK_DEV_STUDIO_LIGHT_ENABLED(draw_ctx->v3d)) { struct GPUMaterial *mat = EEVEE_material_get(vedata, scene, NULL, wo, VAR_MAT_VOLUME); - if (GPU_material_has_volume_output(mat)) { + if (mat && GPU_material_has_volume_output(mat)) { grp = DRW_shgroup_material_create(mat, psl->volumetric_world_ps); } @@ -280,11 +251,7 @@ void EEVEE_volumes_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata) DRW_shgroup_uniform_block(grp, "renderpass_block", sldata->renderpass_ubo.combined); /* Fix principle volumetric not working with world materials. */ - ListBase gpu_grids = GPU_material_volume_grids(mat); - LISTBASE_FOREACH (GPUMaterialVolumeGrid *, gpu_grid, &gpu_grids) { - DRW_shgroup_uniform_texture( - grp, gpu_grid->sampler_name, eevee_volume_default_texture(gpu_grid->default_value)); - } + grp = DRW_shgroup_volume_create_sub(NULL, NULL, grp, mat); DRW_shgroup_call_procedural_triangles(grp, NULL, common_data->vol_tex_size[2]); @@ -296,186 +263,17 @@ void EEVEE_volumes_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata) /* If no world or volume material is present just clear the buffer with this drawcall */ grp = DRW_shgroup_create(EEVEE_shaders_volumes_clear_sh_get(), psl->volumetric_world_ps); DRW_shgroup_uniform_block(grp, "common_block", sldata->common_ubo); + DRW_shgroup_uniform_block(grp, "grid_block", sldata->grid_ubo); DRW_shgroup_uniform_block(grp, "probe_block", sldata->probe_ubo); + DRW_shgroup_uniform_block(grp, "planar_block", sldata->planar_ubo); DRW_shgroup_uniform_block(grp, "light_block", sldata->light_ubo); + DRW_shgroup_uniform_block(grp, "shadow_block", sldata->shadow_ubo); DRW_shgroup_uniform_block(grp, "renderpass_block", sldata->renderpass_ubo.combined); DRW_shgroup_call_procedural_triangles(grp, NULL, common_data->vol_tex_size[2]); } } -static bool eevee_volume_object_grids_init(Object *ob, ListBase *gpu_grids, DRWShadingGroup *grp) -{ - Volume *volume = ob->data; - BKE_volume_load(volume, G.main); - - /* Test if we need to use multiple transforms. */ - DRWVolumeGrid *first_drw_grid = NULL; - bool multiple_transforms = true; - - LISTBASE_FOREACH (GPUMaterialVolumeGrid *, gpu_grid, gpu_grids) { - const VolumeGrid *volume_grid = BKE_volume_grid_find_for_read(volume, gpu_grid->name); - DRWVolumeGrid *drw_grid = (volume_grid) ? - DRW_volume_batch_cache_get_grid(volume, volume_grid) : - NULL; - - if (drw_grid) { - if (first_drw_grid == NULL) { - first_drw_grid = drw_grid; - } - else if (drw_grid && - !equals_m4m4(drw_grid->object_to_texture, first_drw_grid->object_to_texture)) { - multiple_transforms = true; - break; - } - } - } - - /* Bail out of no grids to render. */ - if (first_drw_grid == NULL) { - return false; - } - - /* Set transform matrix for the volume as a whole. This one is also used for - * clipping so must map the entire bounding box to 0..1. */ - float bounds_to_object[4][4]; - - if (multiple_transforms) { - /* For multiple grids with different transform, we first transform from object space - * to bounds, then for each individual grid from bounds to texture. */ - const BoundBox *bb = BKE_volume_boundbox_get(ob); - float bb_size[3]; - sub_v3_v3v3(bb_size, bb->vec[6], bb->vec[0]); - size_to_mat4(bounds_to_object, bb_size); - copy_v3_v3(bounds_to_object[3], bb->vec[0]); - - invert_m4_m4(first_drw_grid->object_to_bounds, bounds_to_object); - DRW_shgroup_uniform_mat4(grp, "volumeObjectToTexture", first_drw_grid->object_to_bounds); - } - else { - /* All grid transforms are equal, we can transform to texture space immediately. */ - DRW_shgroup_uniform_mat4(grp, "volumeObjectToTexture", first_drw_grid->object_to_texture); - } - - /* Don't use orco transform here, only matrix. */ - DRW_shgroup_uniform_vec3_copy(grp, "volumeOrcoLoc", (float[3]){0.5f, 0.5f, 0.5f}); - DRW_shgroup_uniform_vec3_copy(grp, "volumeOrcoSize", (float[3]){0.5f, 0.5f, 0.5f}); - - /* Set density scale. */ - const float density_scale = BKE_volume_density_scale(volume, ob->obmat); - DRW_shgroup_uniform_float_copy(grp, "volumeDensityScale", density_scale); - - /* Bind volume grid textures. */ - LISTBASE_FOREACH (GPUMaterialVolumeGrid *, gpu_grid, gpu_grids) { - const VolumeGrid *volume_grid = BKE_volume_grid_find_for_read(volume, gpu_grid->name); - DRWVolumeGrid *drw_grid = (volume_grid) ? - DRW_volume_batch_cache_get_grid(volume, volume_grid) : - NULL; - - /* Handle 3 cases here: - * - Grid exists and texture was loaded -> use texture. - * - Grid exists but has zero size or failed to load -> use zero. - * - Grid does not exist -> use default value. */ - GPUTexture *grid_tex = (drw_grid) ? drw_grid->texture : - (volume_grid) ? e_data.dummy_zero : - eevee_volume_default_texture(gpu_grid->default_value); - - DRW_shgroup_uniform_texture(grp, gpu_grid->sampler_name, grid_tex); - - if (drw_grid && multiple_transforms) { - /* Specify per-volume transform matrix that is applied after the - * transform from object to bounds. */ - mul_m4_m4m4(drw_grid->bounds_to_texture, drw_grid->object_to_texture, bounds_to_object); - DRW_shgroup_uniform_mat4(grp, gpu_grid->transform_name, drw_grid->bounds_to_texture); - } - } - - return true; -} - -static bool eevee_volume_object_mesh_init(Scene *scene, - Object *ob, - ListBase *gpu_grids, - DRWShadingGroup *grp) -{ - static const float white[3] = {1.0f, 1.0f, 1.0f}; - ModifierData *md = NULL; - - /* Smoke Simulation */ - if ((md = BKE_modifiers_findby_type(ob, eModifierType_Fluid)) && - (BKE_modifier_is_enabled(scene, md, eModifierMode_Realtime)) && - ((FluidModifierData *)md)->domain != NULL) { - FluidModifierData *fmd = (FluidModifierData *)md; - FluidDomainSettings *fds = fmd->domain; - - /* Don't try to show liquid domains here. */ - if (!fds->fluid || !(fds->type == FLUID_DOMAIN_TYPE_GAS)) { - return false; - } - - /* Don't show smoke before simulation starts, this could be made an option in the future. */ - /* (sebbas): Always show smoke for manta */ -#if 0 - const DRWContextState *draw_ctx = DRW_context_state_get(); - const bool show_smoke = ((int)DEG_get_ctime(draw_ctx->depsgraph) >= - *fds->point_cache[0]->startframe); -#endif - - if (fds->fluid && (fds->type == FLUID_DOMAIN_TYPE_GAS) /* && show_smoke */) { - DRW_smoke_ensure(fmd, fds->flags & FLUID_DOMAIN_USE_NOISE); - } - - LISTBASE_FOREACH (GPUMaterialVolumeGrid *, gpu_grid, gpu_grids) { - if (STREQ(gpu_grid->name, "density")) { - DRW_shgroup_uniform_texture_ref( - grp, gpu_grid->sampler_name, fds->tex_density ? &fds->tex_density : &e_data.dummy_one); - } - else if (STREQ(gpu_grid->name, "color")) { - DRW_shgroup_uniform_texture_ref( - grp, gpu_grid->sampler_name, fds->tex_color ? &fds->tex_color : &e_data.dummy_one); - } - else if (STR_ELEM(gpu_grid->name, "flame", "temperature")) { - DRW_shgroup_uniform_texture_ref( - grp, gpu_grid->sampler_name, fds->tex_flame ? &fds->tex_flame : &e_data.dummy_flame); - } - else { - DRW_shgroup_uniform_texture( - grp, gpu_grid->sampler_name, eevee_volume_default_texture(gpu_grid->default_value)); - } - } - - /* Constant Volume color. */ - bool use_constant_color = ((fds->active_fields & FLUID_DOMAIN_ACTIVE_COLORS) == 0 && - (fds->active_fields & FLUID_DOMAIN_ACTIVE_COLOR_SET) != 0); - - DRW_shgroup_uniform_vec3( - grp, "volumeColor", (use_constant_color) ? fds->active_color : white, 1); - - /* Output is such that 0..1 maps to 0..1000K */ - DRW_shgroup_uniform_vec2(grp, "volumeTemperature", &fds->flame_ignition, 1); - } - else { - LISTBASE_FOREACH (GPUMaterialVolumeGrid *, gpu_grid, gpu_grids) { - DRW_shgroup_uniform_texture( - grp, gpu_grid->sampler_name, eevee_volume_default_texture(gpu_grid->default_value)); - } - } - - /* Transform for mesh volumes. */ - static const float unit_mat[4][4] = {{1.0f, 0.0f, 0.0f, 0.0f}, - {0.0f, 1.0f, 0.0f, 0.0f}, - {0.0f, 0.0f, 1.0f, 0.0f}, - {0.0f, 0.0f, 0.0f, 1.0f}}; - float *texco_loc, *texco_size; - BKE_mesh_texspace_get_reference((struct Mesh *)ob->data, NULL, &texco_loc, &texco_size); - - DRW_shgroup_uniform_mat4(grp, "volumeObjectToTexture", unit_mat); - DRW_shgroup_uniform_vec3(grp, "volumeOrcoLoc", texco_loc, 1); - DRW_shgroup_uniform_vec3(grp, "volumeOrcoSize", texco_size, 1); - - return true; -} - void EEVEE_volumes_cache_object_add(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata, Scene *scene, @@ -502,15 +300,22 @@ void EEVEE_volumes_cache_object_add(EEVEE_ViewLayerData *sldata, int mat_options = VAR_MAT_VOLUME | VAR_MAT_MESH; struct GPUMaterial *mat = EEVEE_material_get(vedata, scene, ma, NULL, mat_options); - eGPUMaterialStatus status = GPU_material_status(mat); /* If shader failed to compile or is currently compiling. */ - if (status != GPU_MAT_SUCCESS) { + if (mat == NULL) { return; } + /* TODO(fclem): Reuse main shading group to avoid shading binding cost just like for surface + * shaders. */ DRWShadingGroup *grp = DRW_shgroup_material_create(mat, vedata->psl->volumetric_objects_ps); + grp = DRW_shgroup_volume_create_sub(scene, ob, grp, mat); + + if (grp == NULL) { + return; + } + /* TODO(fclem): remove those "unnecessary" UBOs */ DRW_shgroup_uniform_block(grp, "planar_block", sldata->planar_ubo); DRW_shgroup_uniform_block(grp, "probe_block", sldata->probe_ubo); @@ -518,22 +323,7 @@ void EEVEE_volumes_cache_object_add(EEVEE_ViewLayerData *sldata, DRW_shgroup_uniform_block(grp, "light_block", sldata->light_ubo); DRW_shgroup_uniform_block(grp, "grid_block", sldata->grid_ubo); DRW_shgroup_uniform_block(grp, "renderpass_block", sldata->renderpass_ubo.combined); - DRW_shgroup_uniform_block(grp, "common_block", sldata->common_ubo); - - ListBase gpu_grids = GPU_material_volume_grids(mat); - - if (ob->type == OB_VOLUME) { - if (!eevee_volume_object_grids_init(ob, &gpu_grids, grp)) { - return; - } - } - else { - if (!eevee_volume_object_mesh_init(scene, ob, &gpu_grids, grp)) { - return; - } - } - /* TODO: Reduce to number of slices intersecting. */ /* TODO: Preemptive culling. */ DRW_shgroup_call_procedural_triangles(grp, ob, sldata->common_data.vol_tex_size[2]); diff --git a/source/blender/draw/engines/eevee/shaders/shadow_vert.glsl b/source/blender/draw/engines/eevee/shaders/shadow_vert.glsl index 0e8e8dd9d01..ab0f4d6bec8 100644 --- a/source/blender/draw/engines/eevee/shaders/shadow_vert.glsl +++ b/source/blender/draw/engines/eevee/shaders/shadow_vert.glsl @@ -144,3 +144,13 @@ vec3 attr_load_uv(vec3 attr) return attr; } #endif + +/* Passthrough. */ +float attr_load_temperature_post(float attr) +{ + return attr; +} +vec4 attr_load_color_post(vec4 attr) +{ + return attr; +} diff --git a/source/blender/draw/engines/eevee/shaders/surface_frag.glsl b/source/blender/draw/engines/eevee/shaders/surface_frag.glsl index 9ad7a4fdbc1..79ec3807d0b 100644 --- a/source/blender/draw/engines/eevee/shaders/surface_frag.glsl +++ b/source/blender/draw/engines/eevee/shaders/surface_frag.glsl @@ -179,3 +179,13 @@ vec3 attr_load_uv(vec3 attr) { return vec3(0); } + +/* Passthrough. */ +float attr_load_temperature_post(float attr) +{ + return attr; +} +vec4 attr_load_color_post(vec4 attr) +{ + return attr; +} diff --git a/source/blender/draw/engines/eevee/shaders/surface_vert.glsl b/source/blender/draw/engines/eevee/shaders/surface_vert.glsl index 6c6b810422b..49c18832f72 100644 --- a/source/blender/draw/engines/eevee/shaders/surface_vert.glsl +++ b/source/blender/draw/engines/eevee/shaders/surface_vert.glsl @@ -157,3 +157,13 @@ vec3 attr_load_uv(vec3 attr) return attr; } #endif + +/* Passthrough. */ +float attr_load_temperature_post(float attr) +{ + return attr; +} +vec4 attr_load_color_post(vec4 attr) +{ + return attr; +} diff --git a/source/blender/draw/engines/eevee/shaders/volumetric_frag.glsl b/source/blender/draw/engines/eevee/shaders/volumetric_frag.glsl index e0a79872928..914261d7f59 100644 --- a/source/blender/draw/engines/eevee/shaders/volumetric_frag.glsl +++ b/source/blender/draw/engines/eevee/shaders/volumetric_frag.glsl @@ -4,17 +4,13 @@ /* Based on Frosbite Unified Volumetric. * https://www.ea.com/frostbite/news/physically-based-unified-volumetric-rendering-in-frostbite */ -#ifdef MESH_SHADER -uniform vec3 volumeOrcoLoc; -uniform vec3 volumeOrcoSize; -uniform mat4 volumeObjectToTexture; -uniform float volumeDensityScale = 1.0; -#endif +/* Store volumetric properties into the froxel textures. */ flat in int slice; /* Warning: these are not attributes, these are global vars. */ vec3 worldPosition = vec3(0.0); +vec3 objectPosition = vec3(0.0); vec3 viewPosition = vec3(0.0); vec3 viewNormal = vec3(0.0); vec3 volumeOrco = vec3(0.0); @@ -24,9 +20,9 @@ layout(location = 1) out vec4 volumeExtinction; layout(location = 2) out vec4 volumeEmissive; layout(location = 3) out vec4 volumePhase; -/* Store volumetric properties into the froxel textures. */ +int attr_id; -#ifdef MESH_SHADER +#ifndef CLEAR GlobalData init_globals(void) { GlobalData surf; @@ -80,10 +76,8 @@ void main() viewPosition = get_view_space_from_depth(ndc_cell.xy, ndc_cell.z); worldPosition = point_view_to_world(viewPosition); #ifdef MESH_SHADER - volumeOrco = point_world_to_object(worldPosition); - /* TODO: redundant transform */ - volumeOrco = (volumeOrco - volumeOrcoLoc + volumeOrcoSize) / (volumeOrcoSize * 2.0); - volumeOrco = (volumeObjectToTexture * vec4(volumeOrco, 1.0)).xyz; + objectPosition = point_world_to_object(worldPosition); + volumeOrco = OrcoTexCoFactors[0].xyz + objectPosition * OrcoTexCoFactors[1].xyz; if (any(lessThan(volumeOrco, vec3(0.0))) || any(greaterThan(volumeOrco, vec3(1.0)))) { /* Note: Discard is not an explicit return in Metal prior to versions 2.3. @@ -100,15 +94,13 @@ void main() volumeEmissive = vec4(0.0, 0.0, 0.0, 1.0); volumePhase = vec4(0.0, 0.0, 0.0, 0.0); #else -# ifdef MESH_SHADER g_data = init_globals(); attrib_load(); -# endif Closure cl = nodetree_exec(); # ifdef MESH_SHADER - cl.scatter *= volumeDensityScale; - cl.absorption *= volumeDensityScale; - cl.emission *= volumeDensityScale; + cl.scatter *= drw_volume.density_scale; + cl.absorption *= drw_volume.density_scale; + cl.emission *= drw_volume.density_scale; # endif volumeScattering = vec4(cl.scatter, 1.0); @@ -124,35 +116,72 @@ void main() #endif } -vec3 attr_load_orco(vec4 orco) +vec3 grid_coordinates() +{ + vec3 co = volumeOrco; +#ifdef MESH_SHADER + /* Optional per-grid transform. */ + if (drw_volume.grids_xform[attr_id][3][3] != 0.0) { + co = (drw_volume.grids_xform[attr_id] * vec4(objectPosition, 1.0)).xyz; + } +#endif + attr_id += 1; + return co; +} + +vec3 attr_load_orco(sampler3D orco) { + attr_id += 1; return volumeOrco; } -vec4 attr_load_tangent(vec4 tangent) +vec4 attr_load_tangent(sampler3D tangent) { + attr_id += 1; return vec4(0); } -vec4 attr_load_vec4(vec4 attr) +vec4 attr_load_vec4(sampler3D tex) { - return vec4(0); + return texture(tex, grid_coordinates()); } -vec3 attr_load_vec3(vec3 attr) +vec3 attr_load_vec3(sampler3D tex) { - return vec3(0); + return texture(tex, grid_coordinates()).rgb; } -vec2 attr_load_vec2(vec2 attr) +vec2 attr_load_vec2(sampler3D tex) { - return vec2(0); + return texture(tex, grid_coordinates()).rg; } -float attr_load_float(float attr) +float attr_load_float(sampler3D tex) { - return 0.0; + return texture(tex, grid_coordinates()).r; } -vec4 attr_load_color(vec4 attr) +vec4 attr_load_color(sampler3D tex) { - return vec4(0); + return texture(tex, grid_coordinates()); } -vec3 attr_load_uv(vec3 attr) +vec3 attr_load_uv(sampler3D attr) { + attr_id += 1; return vec3(0); } + +/* TODO(@fclem): These implementation details should concern the DRWManager and not be a fix on + * the engine side. But as of now, the engines are reponsible for loading the attributes. */ +float attr_load_temperature_post(float attr) +{ +#ifdef MESH_SHADER + /* Bring the into standard range without having to modify the grid values */ + attr = (attr > 0.01) ? (attr * drw_volume.temperature_mul + drw_volume.temperature_bias) : 0.0; +#endif + return attr; +} +vec4 attr_load_color_post(vec4 attr) +{ +#ifdef MESH_SHADER + /* Density is premultiplied for interpolation, divide it out here. */ + attr.rgb *= safe_rcp(attr.a); + attr.rgb *= drw_volume.color_mul.rgb; + attr.a = 1.0; +#endif + return attr; +} diff --git a/source/blender/draw/intern/DRW_gpu_wrapper.hh b/source/blender/draw/intern/DRW_gpu_wrapper.hh index ed94c485b32..d7e752a43f4 100644 --- a/source/blender/draw/intern/DRW_gpu_wrapper.hh +++ b/source/blender/draw/intern/DRW_gpu_wrapper.hh @@ -53,6 +53,8 @@ * */ +#include "DRW_render.h" + #include "MEM_guardedalloc.h" #include "draw_texture_pool.h" @@ -61,6 +63,7 @@ #include "BLI_span.hh" #include "BLI_utildefines.h" #include "BLI_utility_mixins.hh" +#include "BLI_vector.hh" #include "GPU_framebuffer.h" #include "GPU_storage_buffer.h" diff --git a/source/blender/draw/intern/draw_common.h b/source/blender/draw/intern/draw_common.h index 566e68a5c84..af2efd338e4 100644 --- a/source/blender/draw/intern/draw_common.h +++ b/source/blender/draw/intern/draw_common.h @@ -21,6 +21,7 @@ struct Object; struct ParticleSystem; struct RegionView3D; struct ViewLayer; +struct Scene; struct DRWData; /* Keep in sync with globalsBlock in shaders */ @@ -74,6 +75,22 @@ void DRW_hair_init(void); void DRW_hair_update(void); void DRW_hair_free(void); +/* draw_volume.cc */ + +/** + * Add attributes bindings of volume grids to an exhisting shading group. + * No draw call is added so the caller can decide how to use the data. + * \return nullptr if there is something to draw. + */ +struct DRWShadingGroup *DRW_shgroup_volume_create_sub(struct Scene *scene, + struct Object *ob, + struct DRWShadingGroup *shgrp, + struct GPUMaterial *gpu_material); + +void DRW_volume_init(struct DRWData *drw_data); +void DRW_volume_ubos_pool_free(void *pool); +void DRW_volume_free(void); + /* draw_fluid.c */ /* Fluid simulation. */ diff --git a/source/blender/draw/intern/draw_manager.c b/source/blender/draw/intern/draw_manager.c index 441628f2490..e0dfc29b966 100644 --- a/source/blender/draw/intern/draw_manager.c +++ b/source/blender/draw/intern/draw_manager.c @@ -478,6 +478,7 @@ void DRW_viewport_data_free(DRWData *drw_data) MEM_freeN(drw_data->matrices_ubo); MEM_freeN(drw_data->obinfos_ubo); } + DRW_volume_ubos_pool_free(drw_data->volume_grids_ubos); MEM_freeN(drw_data); } @@ -1650,6 +1651,7 @@ void DRW_draw_render_loop_ex(struct Depsgraph *depsgraph, drw_debug_init(); DRW_hair_init(); + DRW_volume_init(DST.vmempool); DRW_smoke_init(DST.vmempool); /* No frame-buffer allowed before drawing. */ @@ -2021,6 +2023,7 @@ void DRW_render_object_iter( { const DRWContextState *draw_ctx = DRW_context_state_get(); DRW_hair_init(); + DRW_volume_init(DST.vmempool); DRW_smoke_init(DST.vmempool); drw_task_graph_init(); @@ -2077,6 +2080,7 @@ void DRW_custom_pipeline(DrawEngineType *draw_engine_type, drw_manager_init(&DST, NULL, NULL); DRW_hair_init(); + DRW_volume_init(DST.vmempool); DRW_smoke_init(DST.vmempool); ViewportEngineData *data = DRW_view_data_engine_data_get_ensure(DST.view_data_active, @@ -2111,6 +2115,7 @@ void DRW_cache_restart(void) DST.buffer_finish_called = false; DRW_hair_init(); + DRW_volume_init(DST.vmempool); DRW_smoke_init(DST.vmempool); } @@ -2429,6 +2434,7 @@ void DRW_draw_select_loop(struct Depsgraph *depsgraph, /* Init engines */ drw_engines_init(); DRW_hair_init(); + DRW_volume_init(DST.vmempool); DRW_smoke_init(DST.vmempool); { @@ -2602,6 +2608,7 @@ static void drw_draw_depth_loop_impl(struct Depsgraph *depsgraph, /* Init engines */ drw_engines_init(); DRW_hair_init(); + DRW_volume_init(DST.vmempool); DRW_smoke_init(DST.vmempool); { @@ -3027,6 +3034,7 @@ void DRW_engines_free(void) DRW_shaders_free(); DRW_hair_free(); + DRW_volume_free(); DRW_shape_cache_free(); DRW_stats_free(); DRW_globals_free(); diff --git a/source/blender/draw/intern/draw_manager.h b/source/blender/draw/intern/draw_manager.h index e861d91d47e..8812f112014 100644 --- a/source/blender/draw/intern/draw_manager.h +++ b/source/blender/draw/intern/draw_manager.h @@ -527,6 +527,8 @@ typedef struct DRWData { struct GPUUniformBuf **obinfos_ubo; struct GHash *obattrs_ubo_pool; uint ubo_len; + /** Per draw-call volume object data. */ + void *volume_grids_ubos; /* VolumeUniformBufPool */ /** List of smoke textures to free after drawing. */ ListBase smoke_textures; /** Texture pool to reuse temp texture across engines. */ diff --git a/source/blender/draw/intern/draw_manager_data.c b/source/blender/draw/intern/draw_manager_data.c index 39f083aaf96..7c779b42c73 100644 --- a/source/blender/draw/intern/draw_manager_data.c +++ b/source/blender/draw/intern/draw_manager_data.c @@ -15,6 +15,7 @@ #include "BKE_object.h" #include "BKE_paint.h" #include "BKE_pbvh.h" +#include "BKE_volume.h" #include "DNA_curve_types.h" #include "DNA_mesh_types.h" @@ -555,10 +556,19 @@ void DRW_shgroup_vertex_buffer_ref_ex(DRWShadingGroup *shgroup, static void drw_call_calc_orco(Object *ob, float (*r_orcofacs)[4]) { ID *ob_data = (ob) ? ob->data : NULL; + float loc[3], size[3]; float *texcoloc = NULL; float *texcosize = NULL; if (ob_data != NULL) { switch (GS(ob_data->name)) { + case ID_VO: { + BoundBox *bbox = BKE_volume_boundbox_get(ob); + mid_v3_v3v3(loc, bbox->vec[0], bbox->vec[6]); + sub_v3_v3v3(size, bbox->vec[0], bbox->vec[6]); + texcoloc = loc; + texcosize = size; + break; + } case ID_ME: BKE_mesh_texspace_get_reference((Mesh *)ob_data, NULL, &texcoloc, &texcosize); break; @@ -614,7 +624,7 @@ static void drw_call_obinfos_init(DRWObjectInfos *ob_infos, Object *ob) drw_call_calc_orco(ob, ob_infos->orcotexfac); /* Random float value. */ uint random = (DST.dupli_source) ? - DST.dupli_source->random_id : + DST.dupli_source->random_id : /* TODO(fclem): this is rather costly to do at runtime. Maybe we can * put it in ob->runtime and make depsgraph ensure it is up to date. */ BLI_hash_int_2d(BLI_hash_string(ob->id.name + 2), 0); diff --git a/source/blender/draw/intern/draw_shader_shared.h b/source/blender/draw/intern/draw_shader_shared.h index 58875c0496a..d2e51b67468 100644 --- a/source/blender/draw/intern/draw_shader_shared.h +++ b/source/blender/draw/intern/draw_shader_shared.h @@ -6,12 +6,16 @@ typedef struct ViewInfos ViewInfos; typedef struct ObjectMatrices ObjectMatrices; typedef struct ObjectInfos ObjectInfos; +typedef struct VolumeInfos VolumeInfos; #endif #define DRW_SHADER_SHARED_H #define DRW_RESOURCE_CHUNK_LEN 512 +/* Define the maximum number of grid we allow in a volume UBO. */ +#define DRW_GRID_PER_VOLUME_MAX 16 + struct ViewInfos { /* View matrices */ float4x4 persmat; @@ -63,6 +67,18 @@ struct ObjectInfos { }; BLI_STATIC_ASSERT_ALIGN(ViewInfos, 16) +struct VolumeInfos { + /* Object to grid-space. */ + float4x4 grids_xform[DRW_GRID_PER_VOLUME_MAX]; + /* NOTE: vec4 for alignement. Only float3 needed. */ + float4 color_mul; + float density_scale; + float temperature_mul; + float temperature_bias; + float _pad; +}; +BLI_STATIC_ASSERT_ALIGN(VolumeInfos, 16) + #define OrcoTexCoFactors (drw_infos[resource_id].drw_OrcoTexCoFactors) #define ObjectInfo (drw_infos[resource_id].drw_Infos) #define ObjectColor (drw_infos[resource_id].drw_ObjectColor) diff --git a/source/blender/draw/intern/draw_volume.cc b/source/blender/draw/intern/draw_volume.cc new file mode 100644 index 00000000000..c9c8acaef40 --- /dev/null +++ b/source/blender/draw/intern/draw_volume.cc @@ -0,0 +1,266 @@ +/* SPDX-License-Identifier: GPL-2.0-or-later + * Copyright 2022 Blender Foundation. All rights reserved. */ + +/** \file + * \ingroup draw + * + * \brief Contains Volume object GPU attributes configuration. + */ + +#include "DRW_gpu_wrapper.hh" +#include "DRW_render.h" + +#include "DNA_fluid_types.h" +#include "DNA_volume_types.h" + +#include "BKE_fluid.h" +#include "BKE_global.h" +#include "BKE_mesh.h" +#include "BKE_modifier.h" +#include "BKE_volume.h" +#include "BKE_volume_render.h" + +#include "GPU_material.h" + +#include "draw_common.h" +#include "draw_manager.h" + +using namespace blender; +using namespace blender::draw; +using VolumeInfosBuf = blender::draw::UniformBuffer<VolumeInfos>; + +static struct { + GPUTexture *dummy_zero; + GPUTexture *dummy_one; + float dummy_grid_mat[4][4]; +} g_data = {}; + +struct VolumeUniformBufPool { + Vector<VolumeInfosBuf *> ubos; + uint used = 0; + + ~VolumeUniformBufPool() + { + for (VolumeInfosBuf *ubo : ubos) { + delete ubo; + } + } + + void reset() + { + used = 0; + } + + VolumeInfosBuf *alloc() + { + if (used >= ubos.size()) { + VolumeInfosBuf *buf = new VolumeInfosBuf(); + ubos.append(buf); + return buf; + } + return ubos[used++]; + } +}; + +void DRW_volume_ubos_pool_free(void *pool) +{ + delete reinterpret_cast<VolumeUniformBufPool *>(pool); +} + +static void drw_volume_globals_init(void) +{ + const float zero[4] = {0.0f, 0.0f, 0.0f, 0.0f}; + const float one[4] = {1.0f, 1.0f, 1.0f, 1.0f}; + g_data.dummy_zero = GPU_texture_create_3d( + "dummy_zero", 1, 1, 1, 1, GPU_RGBA8, GPU_DATA_FLOAT, zero); + g_data.dummy_one = GPU_texture_create_3d( + "dummy_one", 1, 1, 1, 1, GPU_RGBA8, GPU_DATA_FLOAT, one); + GPU_texture_wrap_mode(g_data.dummy_zero, true, true); + GPU_texture_wrap_mode(g_data.dummy_one, true, true); + + memset(g_data.dummy_grid_mat, 0, sizeof(g_data.dummy_grid_mat)); +} + +void DRW_volume_free(void) +{ + GPU_TEXTURE_FREE_SAFE(g_data.dummy_zero); + GPU_TEXTURE_FREE_SAFE(g_data.dummy_one); +} + +static GPUTexture *grid_default_texture(eGPUDefaultValue default_value) +{ + switch (default_value) { + case GPU_DEFAULT_0: + return g_data.dummy_zero; + case GPU_DEFAULT_1: + return g_data.dummy_one; + } + return g_data.dummy_zero; +} + +void DRW_volume_init(DRWData *drw_data) +{ + if (drw_data->volume_grids_ubos == nullptr) { + drw_data->volume_grids_ubos = new VolumeUniformBufPool(); + } + VolumeUniformBufPool *pool = (VolumeUniformBufPool *)drw_data->volume_grids_ubos; + pool->reset(); + + if (g_data.dummy_one == nullptr) { + drw_volume_globals_init(); + } +} + +static DRWShadingGroup *drw_volume_object_grids_init(Object *ob, + ListBase *attrs, + DRWShadingGroup *grp) +{ + VolumeUniformBufPool *pool = (VolumeUniformBufPool *)DST.vmempool->volume_grids_ubos; + VolumeInfosBuf &volume_infos = *pool->alloc(); + + Volume *volume = (Volume *)ob->data; + BKE_volume_load(volume, G.main); + + grp = DRW_shgroup_create_sub(grp); + + volume_infos.density_scale = BKE_volume_density_scale(volume, ob->obmat); + volume_infos.color_mul = float4(1.0f); + volume_infos.temperature_mul = 1.0f; + volume_infos.temperature_bias = 0.0f; + + /* Bind volume grid textures. */ + int grid_id = 0; + LISTBASE_FOREACH (GPUMaterialAttribute *, attr, attrs) { + const VolumeGrid *volume_grid = BKE_volume_grid_find_for_read(volume, attr->name); + DRWVolumeGrid *drw_grid = (volume_grid) ? + DRW_volume_batch_cache_get_grid(volume, volume_grid) : + NULL; + + /* Handle 3 cases here: + * - Grid exists and texture was loaded -> use texture. + * - Grid exists but has zero size or failed to load -> use zero. + * - Grid does not exist -> use default value. */ + GPUTexture *grid_tex = (drw_grid) ? drw_grid->texture : + (volume_grid) ? g_data.dummy_zero : + grid_default_texture(attr->default_value); + DRW_shgroup_uniform_texture(grp, attr->input_name, grid_tex); + + copy_m4_m4(volume_infos.grids_xform[grid_id++].ptr(), drw_grid->object_to_texture); + } + + volume_infos.push_update(); + + DRW_shgroup_uniform_block(grp, "drw_volume", volume_infos); + + return grp; +} + +static DRWShadingGroup *drw_volume_object_mesh_init(Scene *scene, + Object *ob, + ListBase *attrs, + DRWShadingGroup *grp) +{ + VolumeUniformBufPool *pool = (VolumeUniformBufPool *)DST.vmempool->volume_grids_ubos; + VolumeInfosBuf &volume_infos = *pool->alloc(); + + ModifierData *md = NULL; + + volume_infos.density_scale = 1.0f; + volume_infos.color_mul = float4(1.0f); + volume_infos.temperature_mul = 1.0f; + volume_infos.temperature_bias = 0.0f; + + /* Smoke Simulation */ + if ((md = BKE_modifiers_findby_type(ob, eModifierType_Fluid)) && + (BKE_modifier_is_enabled(scene, md, eModifierMode_Realtime)) && + ((FluidModifierData *)md)->domain != NULL) { + FluidModifierData *fmd = (FluidModifierData *)md; + FluidDomainSettings *fds = fmd->domain; + + /* Don't try to show liquid domains here. */ + if (!fds->fluid || !(fds->type == FLUID_DOMAIN_TYPE_GAS)) { + return nullptr; + } + + if (fds->fluid && (fds->type == FLUID_DOMAIN_TYPE_GAS)) { + DRW_smoke_ensure(fmd, fds->flags & FLUID_DOMAIN_USE_NOISE); + } + + grp = DRW_shgroup_create_sub(grp); + + int grid_id = 0; + LISTBASE_FOREACH (GPUMaterialAttribute *, attr, attrs) { + if (STREQ(attr->name, "density")) { + DRW_shgroup_uniform_texture_ref( + grp, attr->input_name, fds->tex_density ? &fds->tex_density : &g_data.dummy_one); + } + else if (STREQ(attr->name, "color")) { + DRW_shgroup_uniform_texture_ref( + grp, attr->input_name, fds->tex_color ? &fds->tex_color : &g_data.dummy_one); + } + else if (STR_ELEM(attr->name, "flame", "temperature")) { + DRW_shgroup_uniform_texture_ref( + grp, attr->input_name, fds->tex_flame ? &fds->tex_flame : &g_data.dummy_zero); + } + else { + DRW_shgroup_uniform_texture( + grp, attr->input_name, grid_default_texture(attr->default_value)); + } + copy_m4_m4(volume_infos.grids_xform[grid_id++].ptr(), g_data.dummy_grid_mat); + } + + bool use_constant_color = ((fds->active_fields & FLUID_DOMAIN_ACTIVE_COLORS) == 0 && + (fds->active_fields & FLUID_DOMAIN_ACTIVE_COLOR_SET) != 0); + if (use_constant_color) { + volume_infos.color_mul = float4(UNPACK3(fds->active_color), 1.0f); + } + + /* Output is such that 0..1 maps to 0..1000K */ + volume_infos.temperature_mul = fds->flame_max_temp - fds->flame_ignition; + volume_infos.temperature_bias = fds->flame_ignition; + } + else { + grp = DRW_shgroup_create_sub(grp); + + int grid_id = 0; + LISTBASE_FOREACH (GPUMaterialAttribute *, attr, attrs) { + DRW_shgroup_uniform_texture( + grp, attr->input_name, grid_default_texture(attr->default_value)); + copy_m4_m4(volume_infos.grids_xform[grid_id++].ptr(), g_data.dummy_grid_mat); + } + } + + volume_infos.push_update(); + + DRW_shgroup_uniform_block(grp, "drw_volume", volume_infos); + + return grp; +} + +static DRWShadingGroup *drw_volume_world_grids_init(ListBase *attrs, DRWShadingGroup *grp) +{ + /* Bind default volume grid textures. */ + int grid_id = 0; + LISTBASE_FOREACH (GPUMaterialAttribute *, attr, attrs) { + DRW_shgroup_uniform_texture(grp, attr->input_name, grid_default_texture(attr->default_value)); + } + return grp; +} + +DRWShadingGroup *DRW_shgroup_volume_create_sub(Scene *scene, + Object *ob, + DRWShadingGroup *shgrp, + GPUMaterial *gpu_material) +{ + ListBase attrs = GPU_material_attributes(gpu_material); + + if (ob == nullptr) { + return drw_volume_world_grids_init(&attrs, shgrp); + } + else if (ob->type == OB_VOLUME) { + return drw_volume_object_grids_init(ob, &attrs, shgrp); + } + else { + return drw_volume_object_mesh_init(scene, ob, &attrs, shgrp); + } +} diff --git a/source/blender/draw/intern/shaders/common_attribute_lib.glsl b/source/blender/draw/intern/shaders/common_attribute_lib.glsl index 99db2929a13..30239a84c0c 100644 --- a/source/blender/draw/intern/shaders/common_attribute_lib.glsl +++ b/source/blender/draw/intern/shaders/common_attribute_lib.glsl @@ -19,3 +19,15 @@ vec4 attr_load_vec4(samplerBuffer attr); vec3 attr_load_vec3(samplerBuffer attr); vec2 attr_load_vec2(samplerBuffer attr); float attr_load_float(samplerBuffer attr); + +vec3 attr_load_orco(sampler3D orco); +vec4 attr_load_tangent(sampler3D tangent); +vec3 attr_load_uv(sampler3D attr); +vec4 attr_load_color(sampler3D tex); +vec4 attr_load_vec4(sampler3D tex); +vec3 attr_load_vec3(sampler3D tex); +vec2 attr_load_vec2(sampler3D tex); +float attr_load_float(sampler3D tex); + +float attr_load_temperature_post(float attr); +vec4 attr_load_color_post(vec4 attr); diff --git a/source/blender/draw/intern/shaders/draw_object_infos_info.hh b/source/blender/draw/intern/shaders/draw_object_infos_info.hh index 392b016fc3b..c74a043ec97 100644 --- a/source/blender/draw/intern/shaders/draw_object_infos_info.hh +++ b/source/blender/draw/intern/shaders/draw_object_infos_info.hh @@ -6,3 +6,7 @@ GPU_SHADER_CREATE_INFO(draw_object_infos) .typedef_source("draw_shader_shared.h") .define("OBINFO_LIB") .uniform_buf(1, "ObjectInfos", "drw_infos[DRW_RESOURCE_CHUNK_LEN]", Frequency::BATCH); + +GPU_SHADER_CREATE_INFO(draw_volume_infos) + .typedef_source("draw_shader_shared.h") + .uniform_buf(2, "VolumeInfos", "drw_volume", Frequency::BATCH); |