Welcome to mirror list, hosted at ThFree Co, Russian Federation.

workbench_volume.c « workbench « engines « draw « blender « source - git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
blob: 8e345f8275b95d2b98e8e93876b6d04adc2909bb (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
/*
 * 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 "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"

#include "GPU_draw.h"

void workbench_volume_engine_init(WORKBENCH_Data *vedata)
{
  WORKBENCH_TextureList *txl = vedata->txl;

  if (txl->dummy_volume_tx == NULL) {
    float zero[4] = {0.0f, 0.0f, 0.0f, 0.0f};
    float one[4] = {1.0f, 1.0f, 1.0f, 1.0f};
    txl->dummy_volume_tx = GPU_texture_create_3d(1, 1, 1, GPU_RGBA8, zero, NULL);
    txl->dummy_shadow_tx = GPU_texture_create_3d(1, 1, 1, GPU_RGBA8, one, NULL);
    txl->dummy_coba_tx = GPU_texture_create_1d(1, GPU_RGBA8, zero, 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;
}

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;

  /* Don't try to show liquid domains here */
  if (!fds->fluid || !(fds->type == FLUID_DOMAIN_TYPE_GAS)) {
    return;
  }

  wpd->volumes_do = true;
  if (fds->use_coba) {
    GPU_create_smoke_coba_field(fmd);
  }
  else if (!(fds->flags & FLUID_DOMAIN_USE_NOISE)) {
    GPU_create_smoke(fmd, 0);
  }
  else if (fds->flags & FLUID_DOMAIN_USE_NOISE) {
    GPU_create_smoke(fmd, 1);
  }

  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->slice_method == FLUID_DOMAIN_SLICE_AXIS_ALIGNED &&
                          fds->axis_slice_method == AXIS_SLICE_SINGLE);
  const bool cubic_interp = (fds->interp_method == VOLUME_INTERP_CUBIC);
  GPUShader *sh = workbench_shader_volume_get(use_slice, fds->use_coba, cubic_interp, 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_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_ct[3] = {fds->res[0], fds->res[1], fds->res[2]};
    mul_v3_fl(slice_ct, max_ff(0.001f, fds->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 (fds->use_coba) {
    DRW_shgroup_uniform_texture(grp, "densityTexture", fds->tex_field);
    DRW_shgroup_uniform_texture(grp, "transferTexture", fds->tex_coba);
  }
  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);
  }

  BLI_addtail(&wpd->smoke_domains, BLI_genericNodeN(fmd));
}

static void workbench_volume_material_color(WORKBENCH_PrivateData *wpd,
                                            Object *ob,
                                            eV3DShadingColorType color_type,
                                            float color[3])
{
  Material *ma = BKE_object_material_get(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);
  VolumeGrid *volume_grid = BKE_volume_grid_active_get(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();

  wpd->volumes_do = true;

  /* Create shader. */
  GPUShader *sh = workbench_shader_volume_get(false, false, false, 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->obmat, grid->texture_to_object);

  /* 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_ct[3] = {resolution[0], resolution[1], resolution[2]};
  mul_v3_fl(slice_ct, max_ff(0.001f, 5.0f));
  max_slice = max_fff(slice_ct[0], slice_ct[1], slice_ct[2]);
  invert_v3(slice_ct);
  mul_v3_v3(slice_ct, world_size);
  step_length = len_v3(slice_ct);

  /* Compute density scale. */
  const float density_scale = volume->display.density *
                              BKE_volume_density_scale(volume, ob->obmat);

  /* Set uniforms. */
  DRWShadingGroup *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);

  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);
  }
}

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. */
  LISTBASE_FOREACH (LinkData *, link, &wpd->smoke_domains) {
    FluidModifierData *fmd = (FluidModifierData *)link->data;
    GPU_free_smoke(fmd);
  }
  BLI_freelistN(&wpd->smoke_domains);
}