/* * ***** BEGIN GPL LICENSE BLOCK ***** * * 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. * Contributor(s): Blender Institute * * ***** END GPL LICENSE BLOCK ***** * */ /** \file workbench_volume.c * \ingroup draw_engine */ #include "workbench_private.h" #include "BKE_object.h" #include "BLI_rand.h" #include "BLI_dynstr.h" #include "DNA_modifier_types.h" #include "DNA_object_force_types.h" #include "DNA_smoke_types.h" #include "GPU_draw.h" enum { VOLUME_SH_SLICE = 0, VOLUME_SH_COBA, VOLUME_SH_CUBIC, }; #define VOLUME_SH_MAX (1 << (VOLUME_SH_CUBIC + 1)) static struct { struct GPUShader *volume_sh[VOLUME_SH_MAX]; struct GPUShader *volume_coba_sh; struct GPUShader *volume_slice_sh; struct GPUShader *volume_slice_coba_sh; struct GPUTexture *dummy_tex; struct GPUTexture *dummy_coba_tex; } e_data = {{NULL}}; extern char datatoc_workbench_volume_vert_glsl[]; extern char datatoc_workbench_volume_frag_glsl[]; static GPUShader *volume_shader_get(bool slice, bool coba, bool cubic) { int id = 0; id += (slice) ? (1 << VOLUME_SH_SLICE) : 0; id += (coba) ? (1 << VOLUME_SH_COBA) : 0; id += (cubic) ? (1 << VOLUME_SH_CUBIC) : 0; if (!e_data.volume_sh[id]) { DynStr *ds = BLI_dynstr_new(); if (slice) { BLI_dynstr_append(ds, "#define VOLUME_SLICE\n"); } if (coba) { BLI_dynstr_append(ds, "#define USE_COBA\n"); } if (cubic) { BLI_dynstr_append(ds, "#define USE_TRICUBIC\n"); } char *defines = BLI_dynstr_get_cstring(ds); BLI_dynstr_free(ds); e_data.volume_sh[id] = DRW_shader_create( datatoc_workbench_volume_vert_glsl, NULL, datatoc_workbench_volume_frag_glsl, defines); MEM_freeN(defines); } return e_data.volume_sh[id]; } void workbench_volume_engine_init(void) { if (!e_data.dummy_tex) { float pixel[4] = {0.0f, 0.0f, 0.0f, 0.0f}; e_data.dummy_tex = GPU_texture_create_3D(1, 1, 1, GPU_RGBA8, pixel, NULL); e_data.dummy_coba_tex = GPU_texture_create_1D(1, GPU_RGBA8, pixel, NULL); } } void workbench_volume_engine_free(void) { for (int i = 0; i < VOLUME_SH_MAX; ++i) { DRW_SHADER_FREE_SAFE(e_data.volume_sh[i]); } DRW_TEXTURE_FREE_SAFE(e_data.dummy_tex); DRW_TEXTURE_FREE_SAFE(e_data.dummy_coba_tex); } 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; WORKBENCH_EffectInfo *effect_info = vedata->stl->effects; DefaultTextureList *dtxl = DRW_viewport_texture_list_get(); DRWShadingGroup *grp = NULL; /* 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->use_coba) { GPU_create_smoke_coba_field(smd); } else 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->use_coba && sds->tex == NULL) || (sds->use_coba && sds->tex_field == NULL)) { return; } const bool use_slice = (sds->slice_method == MOD_SMOKE_SLICE_AXIS_ALIGNED && sds->axis_slice_method == AXIS_SLICE_SINGLE); const bool cubic_interp = (sds->interp_method == VOLUME_INTERP_CUBIC); GPUShader *sh = volume_shader_get(use_slice, sds->use_coba, cubic_interp); if (use_slice) { 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; float dim[3]; BKE_object_dimensions_get(ob, dim); /* 0.05f to acheive 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_pass); DRW_shgroup_uniform_float_copy(grp, "slicePosition", sds->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, effect_info->jitter_index, &noise_ofs); float dim[3], step_length, max_slice; float slice_ct[3] = {sds->res[0], sds->res[1], sds->res[2]}; mul_v3_fl(slice_ct, max_ff(0.001f, sds->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_pass); DRW_shgroup_uniform_vec4(grp, "viewvecs[0]", (float *)wpd->viewvecs, 3); 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 (sds->use_coba) { DRW_shgroup_uniform_texture(grp, "densityTexture", sds->tex_field); DRW_shgroup_uniform_texture(grp, "transferTexture", sds->tex_coba); } else { DRW_shgroup_uniform_texture(grp, "densityTexture", sds->tex); DRW_shgroup_uniform_texture(grp, "shadowTexture", sds->tex_shadow); DRW_shgroup_uniform_texture(grp, "flameTexture", (sds->tex_flame) ? sds->tex_flame : e_data.dummy_tex); DRW_shgroup_uniform_texture(grp, "flameColorTexture", (sds->tex_flame) ? sds->tex_flame_coba : e_data.dummy_coba_tex); } DRW_shgroup_uniform_texture_ref(grp, "depthBuffer", &dtxl->depth); DRW_shgroup_uniform_float_copy(grp, "densityScale", 10.0f * sds->display_thickness); if (use_slice) { DRW_shgroup_call_object_add(grp, DRW_cache_quad_get(), ob); } else { DRW_shgroup_call_object_add(grp, DRW_cache_cube_get(), ob); } BLI_addtail(&wpd->smoke_domains, BLI_genericNodeN(smd)); } 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); }