diff --git a/source/blender/draw/modes/object_mode.c b/source/blender/draw/modes/object_mode.c index 11cef92c63c..70bccb4849c 100644 --- a/source/blender/draw/modes/object_mode.c +++ b/source/blender/draw/modes/object_mode.c @@ -2668,12 +2668,21 @@ static void DRW_shgroup_volume_extra(OBJECT_ShadingGroupList *sgl, DRW_object_wire_theme_get(ob, view_layer, &color); /* Small cube showing voxel size. */ + float min[3]; + madd_v3fl_v3fl_v3fl_v3i(min, sds->p0, sds->cell_size, sds->res_min); float voxel_cubemat[4][4] = {{0.0f}}; - voxel_cubemat[0][0] = 1.0f / (float)sds->res[0]; - voxel_cubemat[1][1] = 1.0f / (float)sds->res[1]; - voxel_cubemat[2][2] = 1.0f / (float)sds->res[2]; + /* scale small cube to voxel size */ + voxel_cubemat[0][0] = 1.0f / (float)sds->base_res[0]; + voxel_cubemat[1][1] = 1.0f / (float)sds->base_res[1]; + voxel_cubemat[2][2] = 1.0f / (float)sds->base_res[2]; voxel_cubemat[3][0] = voxel_cubemat[3][1] = voxel_cubemat[3][2] = -1.0f; voxel_cubemat[3][3] = 1.0f; + /* translate small cube to corner */ + voxel_cubemat[3][0] = min[0]; + voxel_cubemat[3][1] = min[1]; + voxel_cubemat[3][2] = min[2]; + voxel_cubemat[3][3] = 1.0f; + /* move small cube into the domain (otherwise its centered on vertex of domain object) */ translate_m4(voxel_cubemat, 1.0f, 1.0f, 1.0f); mul_m4_m4m4(voxel_cubemat, ob->obmat, voxel_cubemat); @@ -2709,6 +2718,9 @@ static void DRW_shgroup_volume_extra(OBJECT_ShadingGroupList *sgl, DRW_shgroup_uniform_texture(grp, "velocityZ", sds->tex_velocity_z); DRW_shgroup_uniform_float_copy(grp, "displaySize", sds->vector_scale); DRW_shgroup_uniform_float_copy(grp, "slicePosition", sds->slice_depth); + DRW_shgroup_uniform_vec3_copy(grp, "cellSize", sds->cell_size); + DRW_shgroup_uniform_vec3_copy(grp, "domainOriginOffset", sds->p0); + DRW_shgroup_uniform_ivec3_copy(grp, "adaptiveCellOffset", sds->res_min); DRW_shgroup_uniform_int_copy(grp, "sliceAxis", slice_axis); DRW_shgroup_call_procedural_lines(grp, ob, line_count); diff --git a/source/blender/draw/modes/shaders/volume_velocity_vert.glsl b/source/blender/draw/modes/shaders/volume_velocity_vert.glsl index e96a789b8b1..64f88bd74fa 100644 --- a/source/blender/draw/modes/shaders/volume_velocity_vert.glsl +++ b/source/blender/draw/modes/shaders/volume_velocity_vert.glsl @@ -6,6 +6,13 @@ uniform float displaySize = 1.0; uniform float slicePosition; uniform int sliceAxis; /* -1 is no slice, 0 is X, 1 is Y, 2 is Z. */ +/* SmokeDomainSettings.cell_size */ +uniform vec3 cellSize; +/* SmokeDomainSettings.p0 */ +uniform vec3 domainOriginOffset; +/* SmokeDomainSettings.res_min */ +uniform ivec3 adaptiveCellOffset; + flat out vec4 finalColor; const vec3 corners[4] = vec3[4](vec3(0.0, 0.2, -0.5), @@ -66,7 +73,6 @@ void main() #endif ivec3 volume_size = textureSize(velocityX, 0); - float voxel_size = 1.0 / float(max(max(volume_size.x, volume_size.y), volume_size.z)); ivec3 cell_ofs = ivec3(0); ivec3 cell_div = volume_size; @@ -89,8 +95,7 @@ void main() cell_co.z = cell / (cell_div.x * cell_div.y); cell_co += cell_ofs; - vec3 pos = (vec3(cell_co) + 0.5) / vec3(volume_size); - pos = pos * 2.0 - 1.0; + vec3 pos = domainOriginOffset + cellSize * (vec3(cell_co + adaptiveCellOffset) + 0.5); vec3 velocity; velocity.x = texelFetch(velocityX, cell_co, 0).r; @@ -102,9 +107,9 @@ void main() #ifdef USE_NEEDLE mat3 rot_mat = rotation_from_vector(velocity); vec3 rotated_pos = rot_mat * corners[indices[gl_VertexID % 12]]; - pos += rotated_pos * length(velocity) * displaySize * voxel_size; + pos += rotated_pos * length(velocity) * displaySize * cellSize; #else - pos += (((gl_VertexID % 2) == 1) ? velocity : vec3(0.0)) * displaySize * voxel_size; + pos += ((gl_VertexID % 2) == 1) ? velocity * displaySize * cellSize : vec3(0.0); #endif vec3 world_pos = point_object_to_world(pos);