Workbench: Smoke: Fix display

Includes the following fixes
- Fix smoke texture creation: data was interpreted as Byte instead of Floats.
- Fix Velocity texture not being free after draw: also was causing crashes.
- Fix display_thickness not being copied during COW.
- Fix Blending and general volume rendering algorithm.
- Add Volume Shadowing support.
This commit is contained in:
Clément Foucault 2018-10-08 11:25:24 +02:00
parent ba3ef44a6b
commit eea22dd5ef
6 changed files with 60 additions and 43 deletions

View File

@ -664,6 +664,7 @@ void smokeModifier_copy(const struct SmokeModifierData *smd, struct SmokeModifie
tsds->data_depth = sds->data_depth;
tsds->cache_file_format = sds->cache_file_format;
tsds->display_thickness = sds->display_thickness;
tsds->slice_method = sds->slice_method;
tsds->axis_slice_method = sds->axis_slice_method;
tsds->slice_per_voxel = sds->slice_per_voxel;

View File

@ -3,9 +3,11 @@ uniform mat4 ProjectionMatrix;
uniform mat4 ModelMatrixInverse;
uniform mat4 ModelViewMatrixInverse;
uniform mat4 ModelMatrix;
uniform vec3 OrcoTexCoFactors[2];
uniform sampler2D depthBuffer;
uniform sampler3D densityTexture;
uniform sampler3D shadowTexture;
uniform int samplesLen = 256;
uniform float stepLength; /* Step length in local space. */
@ -62,15 +64,23 @@ float line_unit_box_intersect_dist(vec3 lineorigin, vec3 linedirection)
void volume_properties(vec3 ls_pos, out vec3 scattering, out float extinction)
{
scattering = vec3(0.0);
extinction = 1e-8;
vec3 co = ls_pos * 0.5 + 0.5;
float shadows = texture(shadowTexture, co).r;
vec4 density = texture(densityTexture, co); /* rgb: color, a: density */
density.a *= densityScale;
vec4 density = texture(densityTexture, ls_pos * 0.5 + 0.5);
density.rgb /= density.a;
density *= densityScale;
scattering = density.rgb * density.a;
extinction = max(1e-4, dot(scattering, vec3(0.33333)));
scattering *= shadows * M_PI;
}
scattering = density.rgb;
extinction = max(1e-8, density.a);
void eval_volume_step(inout vec3 Lscat, float extinction, float step_len, out float Tr)
{
Lscat *= phase_function_isotropic();
/* Evaluate Scattering */
Tr = exp(-extinction * step_len);
/* integrate along the current step segment */
Lscat = (Lscat - Lscat * Tr) / extinction;
}
#define P(x) ((x + 0.5) * (1.0 / 16.0))
@ -96,18 +106,15 @@ vec4 volume_integration(
vec3 ls_pos = ray_ori + ray_dir * ray_len;
vec3 Lscat;
float s_extinction;
float s_extinction, Tr;
volume_properties(ls_pos, Lscat, s_extinction);
/* Evaluate Scattering */
float Tr = exp(-s_extinction * step_len);
/* integrate along the current step segment */
Lscat = (Lscat - Lscat * Tr) / s_extinction;
eval_volume_step(Lscat, s_extinction, step_len, Tr);
/* accumulate and also take into account the transmittance from previous steps */
final_scattering += final_transmittance * Lscat;
final_transmittance *= Tr;
}
return vec4(final_scattering, 1.0 - final_transmittance);
return vec4(final_scattering, final_transmittance);
}
void main()
@ -134,15 +141,11 @@ void main()
step_len = 1.0 / step_len;
vec3 Lscat;
float s_extinction;
float s_extinction, Tr;
volume_properties(localPos, Lscat, s_extinction);
/* Evaluate Scattering */
float Tr = exp(-s_extinction * step_len);
/* integrate along the current step segment */
Lscat = (Lscat - Lscat * Tr) / s_extinction;
fragColor = vec4(Lscat, 1.0 - Tr);
eval_volume_step(Lscat, s_extinction, step_len, Tr);
fragColor = vec4(Lscat, Tr);
#else
vec2 screen_uv = gl_FragCoord.xy / vec2(textureSize(depthBuffer, 0).xy);
bool is_persp = ProjectionMatrix[3][3] == 0.0;
@ -156,10 +159,13 @@ void main()
vec3 vs_ray_dir = (is_persp) ? (vs_ray_end - vs_ray_ori) : vec3(0.0, 0.0, -1.0);
vs_ray_dir /= abs(vs_ray_dir.z);
vec3 ls_ray_dir = mat3(ModelViewMatrixInverse) * vs_ray_dir;
vec3 ls_ray_dir = mat3(ModelViewMatrixInverse) * vs_ray_dir * OrcoTexCoFactors[1] * 2.0;
vec3 ls_ray_ori = (ModelViewMatrixInverse * vec4(vs_ray_ori, 1.0)).xyz;
vec3 ls_ray_end = (ModelViewMatrixInverse * vec4(vs_ray_end, 1.0)).xyz;
ls_ray_ori = (OrcoTexCoFactors[0] + ls_ray_ori * OrcoTexCoFactors[1]) * 2.0 - 1.0;
ls_ray_end = (OrcoTexCoFactors[0] + ls_ray_end * OrcoTexCoFactors[1]) * 2.0 - 1.0;
/* TODO: Align rays to volume center so that it mimics old behaviour of slicing the volume. */
float dist = line_unit_box_intersect_dist(ls_ray_ori, ls_ray_dir);

View File

@ -1,5 +1,6 @@
uniform mat4 ModelViewProjectionMatrix;
uniform vec3 OrcoTexCoFactors[2];
uniform float slicePosition;
uniform int sliceAxis; /* -1 is no slice, 0 is X, 1 is Y, 2 is Z. */
@ -23,9 +24,10 @@ void main()
else {
localPos = vec3(pos.xy, slicePosition * 2.0 - 1.0);
}
gl_Position = ModelViewProjectionMatrix * vec4(localPos, 1.0);
vec3 final_pos = localPos;
#else
gl_Position = ModelViewProjectionMatrix * vec4(pos, 1.0);
vec3 final_pos = pos;
#endif
final_pos = ((final_pos * 0.5 + 0.5) - OrcoTexCoFactors[0]) / OrcoTexCoFactors[1];
gl_Position = ModelViewProjectionMatrix * vec4(final_pos, 1.0);
}

View File

@ -61,7 +61,7 @@ void workbench_volume_engine_free(void)
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);
vedata->psl->volume_pass = DRW_pass_create("Volumes", DRW_STATE_WRITE_COLOR | DRW_STATE_TRANSMISSION | DRW_STATE_CULL_FRONT);
}
void workbench_volume_cache_populate(WORKBENCH_Data *vedata, Scene *scene, Object *ob, ModifierData *md)
@ -101,6 +101,7 @@ void workbench_volume_cache_populate(WORKBENCH_Data *vedata, Scene *scene, Objec
DRWShadingGroup *grp = DRW_shgroup_create(e_data.volume_slice_sh, vedata->psl->volume_pass);
DRW_shgroup_uniform_texture(grp, "densityTexture", sds->tex);
DRW_shgroup_uniform_texture(grp, "shadowTexture", sds->tex_shadow);
DRW_shgroup_uniform_texture_ref(grp, "depthBuffer", &dtxl->depth);
DRW_shgroup_uniform_float_copy(grp, "densityScale", 10.0f * sds->display_thickness);
DRW_shgroup_uniform_float_copy(grp, "slicePosition", sds->slice_depth);
@ -120,6 +121,7 @@ void workbench_volume_cache_populate(WORKBENCH_Data *vedata, Scene *scene, Objec
DRW_shgroup_uniform_vec4(grp, "viewvecs[0]", (float *)wpd->viewvecs, 3);
DRW_shgroup_uniform_texture_ref(grp, "depthBuffer", &dtxl->depth);
DRW_shgroup_uniform_texture(grp, "densityTexture", sds->tex);
DRW_shgroup_uniform_texture(grp, "shadowTexture", sds->tex_shadow);
DRW_shgroup_uniform_float_copy(grp, "densityScale", 10.0f * sds->display_thickness);
DRW_shgroup_uniform_int_copy(grp, "samplesLen", max_slices);
/* TODO FIXME : This step size is in object space but the ray itself

View File

@ -2040,7 +2040,7 @@ static void volumes_free_smoke_textures(void)
* all viewport in a redraw at least. */
for (LinkData *link = e_data.smoke_domains.first; link; link = link->next) {
SmokeModifierData *smd = (SmokeModifierData *)link->data;
GPU_free_smoke(smd);
GPU_free_smoke_velocity(smd);
}
BLI_freelistN(&e_data.smoke_domains);
}

View File

@ -915,9 +915,10 @@ void GPU_create_smoke(SmokeModifierData *smd, int highres)
}
/* density only */
else {
sds->tex = GPU_texture_create_3D(
sds->res[0], sds->res[1], sds->res[2],
GPU_R8, smoke_get_density(sds->fluid), NULL);
sds->tex = GPU_texture_create_nD(
sds->res[0], sds->res[1], sds->res[2], 3,
smoke_get_density(sds->fluid),
GPU_R8, GPU_DATA_FLOAT, 0, true, NULL);
/* Swizzle the RGBA components to read the Red channel so
* that the shader stay the same for colored and non color
@ -931,10 +932,11 @@ void GPU_create_smoke(SmokeModifierData *smd, int highres)
}
sds->tex_flame = (
smoke_has_fuel(sds->fluid) ?
GPU_texture_create_3D(
sds->res[0], sds->res[1], sds->res[2],
GPU_R8, smoke_get_flame(sds->fluid), NULL) :
NULL);
GPU_texture_create_nD(
sds->res[0], sds->res[1], sds->res[2], 3,
smoke_get_flame(sds->fluid),
GPU_R8, GPU_DATA_FLOAT, 0, true, NULL) :
NULL);
}
else if (!sds->tex && highres) {
/* rgba texture for color + density */
@ -946,9 +948,10 @@ void GPU_create_smoke(SmokeModifierData *smd, int highres)
}
/* density only */
else {
sds->tex = GPU_texture_create_3D(
sds->res_wt[0], sds->res_wt[1], sds->res_wt[2],
GPU_R8, smoke_turbulence_get_density(sds->wt), NULL);
sds->tex = GPU_texture_create_nD(
sds->res_wt[0], sds->res_wt[1], sds->res_wt[2], 3,
smoke_turbulence_get_density(sds->wt),
GPU_R8, GPU_DATA_FLOAT, 0, true, NULL);
/* Swizzle the RGBA components to read the Red channel so
* that the shader stay the same for colored and non color
@ -962,15 +965,18 @@ void GPU_create_smoke(SmokeModifierData *smd, int highres)
}
sds->tex_flame = (
smoke_turbulence_has_fuel(sds->wt) ?
GPU_texture_create_3D(
sds->res_wt[0], sds->res_wt[1], sds->res_wt[2],
GPU_R8, smoke_turbulence_get_flame(sds->wt), NULL) :
NULL);
GPU_texture_create_nD(
sds->res[0], sds->res[1], sds->res[2], 3,
smoke_turbulence_get_flame(sds->wt),
GPU_R8, GPU_DATA_FLOAT, 0, true, NULL) :
NULL);
}
sds->tex_shadow = GPU_texture_create_3D(
sds->res[0], sds->res[1], sds->res[2],
GPU_R8, sds->shadow, NULL);
sds->tex_shadow = GPU_texture_create_nD(
sds->res[0], sds->res[1], sds->res[2], 3,
sds->shadow,
GPU_R8, GPU_DATA_FLOAT, 0, true, NULL);
}
#else // WITH_SMOKE
(void)highres;