/* SPDX-License-Identifier: GPL-2.0-or-later * Copyright 2018 Blender Foundation. */ /** \file * \ingroup draw_engine */ #include "workbench_private.h" #include "DNA_fluid_types.h" #include "DNA_modifier_types.h" #include "DNA_object_force_types.h" #include "DNA_volume_types.h" #include "BLI_dynstr.h" #include "BLI_listbase.h" #include "BLI_rand.h" #include "BLI_string_utils.h" #include "BKE_fluid.h" #include "BKE_global.h" #include "BKE_object.h" #include "BKE_volume.h" #include "BKE_volume_render.h" void workbench_volume_engine_init(WORKBENCH_Data *vedata) { WORKBENCH_TextureList *txl = vedata->txl; if (txl->dummy_volume_tx == NULL) { const float zero[4] = {0.0f, 0.0f, 0.0f, 0.0f}; const float one[4] = {1.0f, 1.0f, 1.0f, 1.0f}; txl->dummy_volume_tx = GPU_texture_create_3d( "dummy_volume", 1, 1, 1, 1, GPU_RGBA8, GPU_DATA_FLOAT, zero); txl->dummy_shadow_tx = GPU_texture_create_3d( "dummy_shadow", 1, 1, 1, 1, GPU_RGBA8, GPU_DATA_FLOAT, one); txl->dummy_coba_tx = GPU_texture_create_1d("dummy_coba", 1, 1, GPU_RGBA8, zero); } } void workbench_volume_cache_init(WORKBENCH_Data *vedata) { vedata->psl->volume_ps = DRW_pass_create( "Volumes", DRW_STATE_WRITE_COLOR | DRW_STATE_BLEND_ALPHA_PREMUL | DRW_STATE_CULL_FRONT); vedata->stl->wpd->volumes_do = false; } static void workbench_volume_modifier_cache_populate(WORKBENCH_Data *vedata, Object *ob, ModifierData *md) { FluidModifierData *fmd = (FluidModifierData *)md; FluidDomainSettings *fds = fmd->domain; WORKBENCH_PrivateData *wpd = vedata->stl->wpd; WORKBENCH_TextureList *txl = vedata->txl; DefaultTextureList *dtxl = DRW_viewport_texture_list_get(); DRWShadingGroup *grp = NULL; if (!fds->fluid) { return; } wpd->volumes_do = true; if (fds->use_coba) { DRW_smoke_ensure_coba_field(fmd); } else if (fds->type == FLUID_DOMAIN_TYPE_GAS) { DRW_smoke_ensure(fmd, fds->flags & FLUID_DOMAIN_USE_NOISE); } else { return; } if ((!fds->use_coba && (fds->tex_density == NULL && fds->tex_color == NULL)) || (fds->use_coba && fds->tex_field == NULL)) { return; } const bool use_slice = (fds->axis_slice_method == AXIS_SLICE_SINGLE); const bool show_phi = ELEM(fds->coba_field, FLUID_DOMAIN_FIELD_PHI, FLUID_DOMAIN_FIELD_PHI_IN, FLUID_DOMAIN_FIELD_PHI_OUT, FLUID_DOMAIN_FIELD_PHI_OBSTACLE); const bool show_flags = (fds->coba_field == FLUID_DOMAIN_FIELD_FLAGS); const bool show_pressure = (fds->coba_field == FLUID_DOMAIN_FIELD_PRESSURE); eWORKBENCH_VolumeInterpType interp_type = WORKBENCH_VOLUME_INTERP_LINEAR; switch ((FLUID_DisplayInterpolationMethod)fds->interp_method) { case FLUID_DISPLAY_INTERP_LINEAR: interp_type = WORKBENCH_VOLUME_INTERP_LINEAR; break; case FLUID_DISPLAY_INTERP_CUBIC: interp_type = WORKBENCH_VOLUME_INTERP_CUBIC; break; case FLUID_DISPLAY_INTERP_CLOSEST: interp_type = WORKBENCH_VOLUME_INTERP_CLOSEST; break; } GPUShader *sh = workbench_shader_volume_get(use_slice, fds->use_coba, interp_type, true); if (use_slice) { float invviewmat[4][4]; DRW_view_viewmat_get(NULL, invviewmat, true); const int axis = (fds->slice_axis == SLICE_AXIS_AUTO) ? axis_dominant_v3_single(invviewmat[2]) : fds->slice_axis - 1; float dim[3]; BKE_object_dimensions_get(ob, dim); /* 0.05f to achieve 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_ps); DRW_shgroup_uniform_block(grp, "world_data", wpd->world_ubo); DRW_shgroup_uniform_float_copy(grp, "slicePosition", fds->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, wpd->taa_sample, &noise_ofs); float dim[3], step_length, max_slice; float slice_count[3] = {fds->res[0], fds->res[1], fds->res[2]}; mul_v3_fl(slice_count, max_ff(0.001f, fds->slice_per_voxel)); max_slice = max_fff(slice_count[0], slice_count[1], slice_count[2]); BKE_object_dimensions_get(ob, dim); invert_v3(slice_count); mul_v3_v3(dim, slice_count); step_length = len_v3(dim); grp = DRW_shgroup_create(sh, vedata->psl->volume_ps); DRW_shgroup_uniform_block(grp, "world_data", wpd->world_ubo); 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 (fds->use_coba) { if (show_flags) { DRW_shgroup_uniform_texture(grp, "flagTexture", fds->tex_field); } else { DRW_shgroup_uniform_texture(grp, "densityTexture", fds->tex_field); } if (!show_phi && !show_flags && !show_pressure) { DRW_shgroup_uniform_texture(grp, "transferTexture", fds->tex_coba); } DRW_shgroup_uniform_float_copy(grp, "gridScale", fds->grid_scale); DRW_shgroup_uniform_bool_copy(grp, "showPhi", show_phi); DRW_shgroup_uniform_bool_copy(grp, "showFlags", show_flags); DRW_shgroup_uniform_bool_copy(grp, "showPressure", show_pressure); } else { static float white[3] = {1.0f, 1.0f, 1.0f}; bool use_constant_color = ((fds->active_fields & FLUID_DOMAIN_ACTIVE_COLORS) == 0 && (fds->active_fields & FLUID_DOMAIN_ACTIVE_COLOR_SET) != 0); DRW_shgroup_uniform_texture( grp, "densityTexture", (fds->tex_color) ? fds->tex_color : fds->tex_density); DRW_shgroup_uniform_texture(grp, "shadowTexture", fds->tex_shadow); DRW_shgroup_uniform_texture( grp, "flameTexture", (fds->tex_flame) ? fds->tex_flame : txl->dummy_volume_tx); DRW_shgroup_uniform_texture( grp, "flameColorTexture", (fds->tex_flame) ? fds->tex_flame_coba : txl->dummy_coba_tx); DRW_shgroup_uniform_vec3( grp, "activeColor", (use_constant_color) ? fds->active_color : white, 1); } DRW_shgroup_uniform_texture_ref(grp, "depthBuffer", &dtxl->depth); DRW_shgroup_uniform_float_copy(grp, "densityScale", 10.0f * fds->display_thickness); if (use_slice) { DRW_shgroup_call(grp, DRW_cache_quad_get(), ob); } else { DRW_shgroup_call(grp, DRW_cache_cube_get(), ob); } } static void workbench_volume_material_color(WORKBENCH_PrivateData *wpd, Object *ob, eV3DShadingColorType color_type, float color[3]) { Material *ma = BKE_object_material_get_eval(ob, VOLUME_MATERIAL_NR); WORKBENCH_UBO_Material ubo_data; workbench_material_ubo_data(wpd, ob, ma, &ubo_data, color_type); copy_v3_v3(color, ubo_data.base_color); } static void workbench_volume_object_cache_populate(WORKBENCH_Data *vedata, Object *ob, eV3DShadingColorType color_type) { /* Create 3D textures. */ Volume *volume = ob->data; BKE_volume_load(volume, G.main); const VolumeGrid *volume_grid = BKE_volume_grid_active_get_for_read(volume); if (volume_grid == NULL) { return; } DRWVolumeGrid *grid = DRW_volume_batch_cache_get_grid(volume, volume_grid); if (grid == NULL) { return; } WORKBENCH_PrivateData *wpd = vedata->stl->wpd; WORKBENCH_TextureList *txl = vedata->txl; DefaultTextureList *dtxl = DRW_viewport_texture_list_get(); DRWShadingGroup *grp = NULL; wpd->volumes_do = true; const bool use_slice = (volume->display.axis_slice_method == AXIS_SLICE_SINGLE); eWORKBENCH_VolumeInterpType interp_type = WORKBENCH_VOLUME_INTERP_LINEAR; switch ((VolumeDisplayInterpMethod)volume->display.interpolation_method) { case VOLUME_DISPLAY_INTERP_LINEAR: interp_type = WORKBENCH_VOLUME_INTERP_LINEAR; break; case VOLUME_DISPLAY_INTERP_CUBIC: interp_type = WORKBENCH_VOLUME_INTERP_CUBIC; break; case VOLUME_DISPLAY_INTERP_CLOSEST: interp_type = WORKBENCH_VOLUME_INTERP_CLOSEST; break; } /* Create shader. */ GPUShader *sh = workbench_shader_volume_get(use_slice, false, interp_type, false); /* Compute color. */ float color[3]; workbench_volume_material_color(wpd, ob, color_type, color); /* Combined texture to object, and object to world transform. */ float texture_to_world[4][4]; mul_m4_m4m4(texture_to_world, ob->object_to_world, grid->texture_to_object); if (use_slice) { float invviewmat[4][4]; DRW_view_viewmat_get(NULL, invviewmat, true); const int axis = (volume->display.slice_axis == SLICE_AXIS_AUTO) ? axis_dominant_v3_single(invviewmat[2]) : volume->display.slice_axis - 1; float dim[3]; BKE_object_dimensions_get(ob, dim); /* 0.05f to achieve somewhat the same opacity as the full view. */ float step_length = max_ff(1e-16f, dim[axis] * 0.05f); const float slice_position = volume->display.slice_depth; grp = DRW_shgroup_create(sh, vedata->psl->volume_ps); DRW_shgroup_uniform_block(grp, "world_data", wpd->world_ubo); DRW_shgroup_uniform_float_copy(grp, "slicePosition", slice_position); 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 { /* Compute world space dimensions for step size. */ float world_size[3]; mat4_to_size(world_size, texture_to_world); abs_v3(world_size); /* Compute step parameters. */ double noise_ofs; BLI_halton_1d(3, 0.0, wpd->taa_sample, &noise_ofs); float step_length, max_slice; int resolution[3]; GPU_texture_get_mipmap_size(grid->texture, 0, resolution); float slice_count[3] = {resolution[0], resolution[1], resolution[2]}; mul_v3_fl(slice_count, max_ff(0.001f, 5.0f)); max_slice = max_fff(slice_count[0], slice_count[1], slice_count[2]); invert_v3(slice_count); mul_v3_v3(slice_count, world_size); step_length = len_v3(slice_count); /* Set uniforms. */ grp = DRW_shgroup_create(sh, vedata->psl->volume_ps); DRW_shgroup_uniform_block(grp, "world_data", wpd->world_ubo); 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); } /* Compute density scale. */ const float density_scale = volume->display.density * BKE_volume_density_scale(volume, ob->object_to_world); DRW_shgroup_uniform_texture(grp, "densityTexture", grid->texture); /* TODO: implement shadow texture, see manta_smoke_calc_transparency. */ DRW_shgroup_uniform_texture(grp, "shadowTexture", txl->dummy_shadow_tx); DRW_shgroup_uniform_vec3_copy(grp, "activeColor", color); DRW_shgroup_uniform_texture_ref(grp, "depthBuffer", &dtxl->depth); DRW_shgroup_uniform_float_copy(grp, "densityScale", density_scale); DRW_shgroup_uniform_mat4(grp, "volumeObjectToTexture", grid->object_to_texture); DRW_shgroup_uniform_mat4(grp, "volumeTextureToObject", grid->texture_to_object); DRW_shgroup_call(grp, DRW_cache_cube_get(), ob); } void workbench_volume_cache_populate(WORKBENCH_Data *vedata, Scene *UNUSED(scene), Object *ob, ModifierData *md, eV3DShadingColorType color_type) { if (md == NULL) { workbench_volume_object_cache_populate(vedata, ob, color_type); } else { workbench_volume_modifier_cache_populate(vedata, ob, md); } } void workbench_volume_draw_pass(WORKBENCH_Data *vedata) { WORKBENCH_PassList *psl = vedata->psl; WORKBENCH_PrivateData *wpd = vedata->stl->wpd; DefaultFramebufferList *dfbl = DRW_viewport_framebuffer_list_get(); if (wpd->volumes_do) { GPU_framebuffer_bind(dfbl->color_only_fb); DRW_draw_pass(psl->volume_ps); } }