Avoid access on global DRWShapeCache and still share the code for batch creation. Each module is then responsible owner of their own batch.
254 lines
8.9 KiB
C++
254 lines
8.9 KiB
C++
/* SPDX-FileCopyrightText: 2023 Blender Authors
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*
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* SPDX-License-Identifier: GPL-2.0-or-later */
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#include "draw_cache.hh"
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#include "draw_common_c.hh"
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#include "workbench_private.hh"
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#include "BKE_volume.hh"
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#include "BKE_volume_render.hh"
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#include "BLI_math_geom.h"
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#include "BLI_rand.h"
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#include "DNA_fluid_types.h"
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#include "DNA_modifier_types.h"
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namespace blender::workbench {
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void VolumePass::sync(SceneResources &resources)
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{
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active_ = false;
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ps_.init();
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ps_.bind_ubo(WB_WORLD_SLOT, resources.world_buf);
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dummy_shadow_tx_.ensure_3d(GPU_RGBA8, int3(1), GPU_TEXTURE_USAGE_SHADER_READ, float4(1));
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dummy_volume_tx_.ensure_3d(GPU_RGBA8, int3(1), GPU_TEXTURE_USAGE_SHADER_READ, float4(0));
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dummy_coba_tx_.ensure_1d(GPU_RGBA8, 1, GPU_TEXTURE_USAGE_SHADER_READ, float4(0));
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}
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void VolumePass::object_sync_volume(Manager &manager,
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SceneResources &resources,
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const SceneState &scene_state,
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ObjectRef &ob_ref,
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float3 color)
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{
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Object *ob = ob_ref.object;
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/* Create 3D textures. */
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Volume *volume = static_cast<Volume *>(ob->data);
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BKE_volume_load(volume, G.main);
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const bke::VolumeGridData *volume_grid = BKE_volume_grid_active_get_for_read(volume);
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if (volume_grid == nullptr) {
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return;
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}
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DRWVolumeGrid *grid = DRW_volume_batch_cache_get_grid(volume, volume_grid);
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if (grid == nullptr) {
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return;
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}
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active_ = true;
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PassMain::Sub &sub_ps = ps_.sub("Volume Object SubPass");
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const bool use_slice = (volume->display.axis_slice_method == AXIS_SLICE_SINGLE);
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sub_ps.shader_set(ShaderCache::get().volume_get(
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false, volume->display.interpolation_method, false, use_slice));
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sub_ps.push_constant("do_depth_test", scene_state.shading.type >= OB_SOLID);
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const float density_scale = volume->display.density *
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BKE_volume_density_scale(volume, ob->object_to_world().ptr());
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sub_ps.bind_texture("depthBuffer", &resources.depth_tx);
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sub_ps.bind_texture("stencil_tx", &stencil_tx_);
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sub_ps.bind_texture("densityTexture", grid->texture);
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/* TODO: implement shadow texture, see manta_smoke_calc_transparency. */
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sub_ps.bind_texture("shadowTexture", dummy_shadow_tx_);
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sub_ps.push_constant("activeColor", color);
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sub_ps.push_constant("densityScale", density_scale);
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sub_ps.push_constant("volumeObjectToTexture", float4x4(grid->object_to_texture));
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sub_ps.push_constant("volumeTextureToObject", float4x4(grid->texture_to_object));
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if (use_slice) {
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draw_slice_ps(manager,
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resources,
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sub_ps,
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ob_ref,
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volume->display.slice_axis,
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volume->display.slice_depth);
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}
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else {
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float4x4 texture_to_world = ob->object_to_world() * float4x4(grid->texture_to_object);
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float3 world_size = math::to_scale(texture_to_world);
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int3 resolution;
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GPU_texture_get_mipmap_size(grid->texture, 0, resolution);
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float3 slice_count = float3(resolution) * 5.0f;
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draw_volume_ps(
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manager, resources, sub_ps, ob_ref, scene_state.sample, slice_count, world_size);
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}
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}
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void VolumePass::object_sync_modifier(Manager &manager,
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SceneResources &resources,
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const SceneState &scene_state,
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ObjectRef &ob_ref,
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ModifierData *md)
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{
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Object *ob = ob_ref.object;
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FluidModifierData *modifier = reinterpret_cast<FluidModifierData *>(md);
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FluidDomainSettings &settings = *modifier->domain;
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if (!settings.fluid) {
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return;
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}
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bool can_load = false;
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if (settings.use_coba) {
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DRW_smoke_ensure_coba_field(modifier);
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can_load = settings.tex_field != nullptr;
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}
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else if (settings.type == FLUID_DOMAIN_TYPE_GAS) {
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DRW_smoke_ensure(modifier, settings.flags & FLUID_DOMAIN_USE_NOISE);
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can_load = settings.tex_density != nullptr || settings.tex_color != nullptr;
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}
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if (!can_load) {
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return;
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}
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active_ = true;
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PassMain::Sub &sub_ps = ps_.sub("Volume Modifier SubPass");
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const bool use_slice = settings.axis_slice_method == AXIS_SLICE_SINGLE;
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sub_ps.shader_set(
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ShaderCache::get().volume_get(true, settings.interp_method, settings.use_coba, use_slice));
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sub_ps.push_constant("do_depth_test", scene_state.shading.type >= OB_SOLID);
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if (settings.use_coba) {
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const bool show_flags = settings.coba_field == FLUID_DOMAIN_FIELD_FLAGS;
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const bool show_pressure = settings.coba_field == FLUID_DOMAIN_FIELD_PRESSURE;
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const bool show_phi = ELEM(settings.coba_field,
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FLUID_DOMAIN_FIELD_PHI,
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FLUID_DOMAIN_FIELD_PHI_IN,
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FLUID_DOMAIN_FIELD_PHI_OUT,
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FLUID_DOMAIN_FIELD_PHI_OBSTACLE);
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sub_ps.push_constant("showFlags", show_flags);
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sub_ps.push_constant("showPressure", show_pressure);
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sub_ps.push_constant("showPhi", show_phi);
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sub_ps.push_constant("gridScale", settings.grid_scale);
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if (show_flags) {
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sub_ps.bind_texture("flagTexture", settings.tex_field);
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}
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else {
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sub_ps.bind_texture("densityTexture", settings.tex_field);
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}
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if (!show_flags && !show_pressure && !show_phi) {
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sub_ps.bind_texture("transferTexture", settings.tex_coba);
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}
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}
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else {
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bool use_constant_color = ((settings.active_fields & FLUID_DOMAIN_ACTIVE_COLORS) == 0 &&
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(settings.active_fields & FLUID_DOMAIN_ACTIVE_COLOR_SET) != 0);
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sub_ps.push_constant("activeColor",
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use_constant_color ? float3(settings.active_color) : float3(1));
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sub_ps.bind_texture("densityTexture",
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settings.tex_color ? settings.tex_color : settings.tex_density);
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sub_ps.bind_texture("flameTexture",
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settings.tex_flame ? settings.tex_flame : dummy_volume_tx_);
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sub_ps.bind_texture("flameColorTexture",
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settings.tex_flame ? settings.tex_flame_coba : dummy_coba_tx_);
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sub_ps.bind_texture("shadowTexture", settings.tex_shadow);
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}
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sub_ps.push_constant("densityScale", 10.0f * settings.display_thickness);
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sub_ps.bind_texture("depthBuffer", &resources.depth_tx);
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sub_ps.bind_texture("stencil_tx", &stencil_tx_);
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if (use_slice) {
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draw_slice_ps(manager, resources, sub_ps, ob_ref, settings.slice_axis, settings.slice_depth);
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}
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else {
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float3 world_size;
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BKE_object_dimensions_get(ob, world_size);
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float3 slice_count = float3(settings.res) * std::max(0.001f, settings.slice_per_voxel);
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draw_volume_ps(
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manager, resources, sub_ps, ob_ref, scene_state.sample, slice_count, world_size);
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}
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}
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void VolumePass::draw(Manager &manager, View &view, SceneResources &resources)
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{
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if (!active_) {
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return;
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}
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stencil_tx_ = resources.stencil_view.extract(manager, resources.depth_tx);
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fb_.ensure(GPU_ATTACHMENT_NONE, GPU_ATTACHMENT_TEXTURE(resources.color_tx));
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fb_.bind();
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manager.submit(ps_, view);
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}
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void VolumePass::draw_slice_ps(Manager &manager,
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SceneResources &resources,
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PassMain::Sub &ps,
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ObjectRef &ob_ref,
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int slice_axis_enum,
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float slice_depth)
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{
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float4x4 view_mat_inv = blender::draw::View::default_get().viewinv();
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const int axis = (slice_axis_enum == SLICE_AXIS_AUTO) ?
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axis_dominant_v3_single(view_mat_inv[2]) :
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slice_axis_enum - 1;
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float3 dimensions;
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BKE_object_dimensions_get(ob_ref.object, dimensions);
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/* 0.05f to achieve somewhat the same opacity as the full view. */
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float step_length = std::max(1e-16f, dimensions[axis] * 0.05f);
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ps.state_set(DRW_STATE_WRITE_COLOR | DRW_STATE_BLEND_ALPHA_PREMUL | DRW_STATE_CULL_FRONT);
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ps.push_constant("slicePosition", slice_depth);
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ps.push_constant("sliceAxis", axis);
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ps.push_constant("stepLength", step_length);
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ps.draw(resources.volume_cube_batch, manager.resource_handle(ob_ref));
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}
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void VolumePass::draw_volume_ps(Manager &manager,
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SceneResources &resources,
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PassMain::Sub &ps,
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ObjectRef &ob_ref,
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int taa_sample,
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float3 slice_count,
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float3 world_size)
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{
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double noise_offset;
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BLI_halton_1d(3, 0.0, taa_sample, &noise_offset);
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int max_slice = std::max({UNPACK3(slice_count)});
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float step_length = math::length((1.0f / slice_count) * world_size);
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ps.state_set(DRW_STATE_WRITE_COLOR | DRW_STATE_BLEND_ALPHA_PREMUL | DRW_STATE_CULL_FRONT);
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ps.push_constant("samplesLen", max_slice);
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ps.push_constant("stepLength", step_length);
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ps.push_constant("noiseOfs", float(noise_offset));
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ps.draw(resources.volume_cube_batch, manager.resource_handle(ob_ref));
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}
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} // namespace blender::workbench
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