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-rw-r--r--source/blender/draw/CMakeLists.txt4
-rw-r--r--source/blender/draw/engines/eevee/eevee_shaders.c4
-rw-r--r--source/blender/draw/engines/eevee/eevee_shaders_extra.cc20
-rw-r--r--source/blender/draw/engines/eevee/eevee_volumes.c238
-rw-r--r--source/blender/draw/engines/eevee/shaders/shadow_vert.glsl10
-rw-r--r--source/blender/draw/engines/eevee/shaders/surface_frag.glsl10
-rw-r--r--source/blender/draw/engines/eevee/shaders/surface_vert.glsl10
-rw-r--r--source/blender/draw/engines/eevee/shaders/volumetric_frag.glsl89
-rw-r--r--source/blender/draw/intern/DRW_gpu_wrapper.hh3
-rw-r--r--source/blender/draw/intern/draw_common.h17
-rw-r--r--source/blender/draw/intern/draw_manager.c8
-rw-r--r--source/blender/draw/intern/draw_manager.h2
-rw-r--r--source/blender/draw/intern/draw_manager_data.c12
-rw-r--r--source/blender/draw/intern/draw_shader_shared.h16
-rw-r--r--source/blender/draw/intern/draw_volume.cc266
-rw-r--r--source/blender/draw/intern/shaders/common_attribute_lib.glsl12
-rw-r--r--source/blender/draw/intern/shaders/draw_object_infos_info.hh4
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);