/* * 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. * * Copyright 2018, Blender Foundation. */ /** \file * \ingroup draw_engine */ #include "workbench_private.h" #include "BKE_object.h" #include "BKE_fluid.h" #include "BLI_rand.h" #include "BLI_dynstr.h" #include "BLI_string_utils.h" #include "DNA_modifier_types.h" #include "DNA_object_force_types.h" #include "DNA_fluid_types.h" #include "GPU_draw.h" void workbench_volume_engine_init(WORKBENCH_Data *vedata) { WORKBENCH_TextureList *txl = vedata->txl; if (txl->dummy_volume_tx == NULL) { float pixel[4] = {0.0f, 0.0f, 0.0f, 0.0f}; txl->dummy_volume_tx = GPU_texture_create_3d(1, 1, 1, GPU_RGBA8, pixel, NULL); txl->dummy_coba_tx = GPU_texture_create_1d(1, GPU_RGBA8, pixel, NULL); } } 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; } void workbench_volume_cache_populate(WORKBENCH_Data *vedata, Scene *UNUSED(scene), Object *ob, ModifierData *md) { FluidModifierData *mmd = (FluidModifierData *)md; FluidDomainSettings *mds = mmd->domain; WORKBENCH_PrivateData *wpd = vedata->stl->wpd; WORKBENCH_TextureList *txl = vedata->txl; DefaultTextureList *dtxl = DRW_viewport_texture_list_get(); DRWShadingGroup *grp = NULL; /* Don't try to show liquid domains here */ if (!mds->fluid || !(mds->type == FLUID_DOMAIN_TYPE_GAS)) { return; } wpd->volumes_do = true; if (mds->use_coba) { GPU_create_smoke_coba_field(mmd); } else if (!(mds->flags & FLUID_DOMAIN_USE_NOISE)) { GPU_create_smoke(mmd, 0); } else if (mds->flags & FLUID_DOMAIN_USE_NOISE) { GPU_create_smoke(mmd, 1); } if ((!mds->use_coba && (mds->tex_density == NULL && mds->tex_color == NULL)) || (mds->use_coba && mds->tex_field == NULL)) { return; } const bool use_slice = (mds->slice_method == FLUID_DOMAIN_SLICE_AXIS_ALIGNED && mds->axis_slice_method == AXIS_SLICE_SINGLE); const bool cubic_interp = (mds->interp_method == VOLUME_INTERP_CUBIC); GPUShader *sh = workbench_shader_volume_get(use_slice, mds->use_coba, cubic_interp); if (use_slice) { float invviewmat[4][4]; DRW_view_viewmat_get(NULL, invviewmat, true); const int axis = (mds->slice_axis == SLICE_AXIS_AUTO) ? axis_dominant_v3_single(invviewmat[2]) : mds->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_float_copy(grp, "slicePosition", mds->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_ct[3] = {mds->res[0], mds->res[1], mds->res[2]}; mul_v3_fl(slice_ct, max_ff(0.001f, mds->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_ps); DRW_shgroup_uniform_block(grp, "world_block", 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 (mds->use_coba) { DRW_shgroup_uniform_texture(grp, "densityTexture", mds->tex_field); DRW_shgroup_uniform_texture(grp, "transferTexture", mds->tex_coba); } else { static float white[3] = {1.0f, 1.0f, 1.0f}; bool use_constant_color = ((mds->active_fields & FLUID_DOMAIN_ACTIVE_COLORS) == 0 && (mds->active_fields & FLUID_DOMAIN_ACTIVE_COLOR_SET) != 0); DRW_shgroup_uniform_texture( grp, "densityTexture", (mds->tex_color) ? mds->tex_color : mds->tex_density); DRW_shgroup_uniform_texture(grp, "shadowTexture", mds->tex_shadow); DRW_shgroup_uniform_texture( grp, "flameTexture", (mds->tex_flame) ? mds->tex_flame : txl->dummy_volume_tx); DRW_shgroup_uniform_texture( grp, "flameColorTexture", (mds->tex_flame) ? mds->tex_flame_coba : txl->dummy_coba_tx); DRW_shgroup_uniform_vec3( grp, "activeColor", (use_constant_color) ? mds->active_color : white, 1); } DRW_shgroup_uniform_texture_ref(grp, "depthBuffer", &dtxl->depth); DRW_shgroup_uniform_float_copy(grp, "densityScale", 10.0f * mds->display_thickness); if (use_slice) { DRW_shgroup_call(grp, DRW_cache_quad_get(), ob); } else { DRW_shgroup_call(grp, DRW_cache_cube_get(), ob); } BLI_addtail(&wpd->smoke_domains, BLI_genericNodeN(mmd)); } 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); } } void workbench_volume_draw_finish(WORKBENCH_Data *vedata) { WORKBENCH_PrivateData *wpd = vedata->stl->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) { FluidModifierData *mmd = (FluidModifierData *)link->data; GPU_free_smoke(mmd); } BLI_freelistN(&wpd->smoke_domains); }