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authorKévin Dietrich <kevin.dietrich@mailoo.org>2016-08-28 17:50:49 +0300
committerKévin Dietrich <kevin.dietrich@mailoo.org>2016-08-28 17:50:59 +0300
commit116bab702e009ce8043b976b4a9c4afa4c7ff5b0 (patch)
treef8e6744eb82e9c5b1804b2f4d8cbf7c89bad430c
parenta5261e06a309982a47e207faf59194c59408dbad (diff)
Fix T47639: OpenGL render with smoke and fire incorrect when using
transparency. The issue is that we are rendering to a 0..1 clamped sRGB buffer with unpremultiplied alpha, where the correct thing to do would be to render to an unclamped linear premultiplied alpha buffer. Then we would just make fire purely emissive without affecting the alpha channel at all, but that doesn't work here. So for now, draw fire and smoke separately using different shaders and blend modes, like it used to before the smoke programs were rewritten (see rB0372b642).
-rw-r--r--source/blender/editors/space_view3d/drawvolume.c193
-rw-r--r--source/blender/gpu/CMakeLists.txt2
-rw-r--r--source/blender/gpu/intern/gpu_shader.c5
-rw-r--r--source/blender/gpu/shaders/gpu_shader_fire_frag.glsl17
-rw-r--r--source/blender/gpu/shaders/gpu_shader_smoke_frag.glsl12
5 files changed, 142 insertions, 87 deletions
diff --git a/source/blender/editors/space_view3d/drawvolume.c b/source/blender/editors/space_view3d/drawvolume.c
index 8dbc2788744..06677ef4476 100644
--- a/source/blender/editors/space_view3d/drawvolume.c
+++ b/source/blender/editors/space_view3d/drawvolume.c
@@ -288,6 +288,108 @@ static int create_view_aligned_slices(VolumeSlicer *slicer,
return num_points;
}
+static void bind_shader(SmokeDomainSettings *sds, GPUShader *shader, GPUTexture *tex_spec,
+ bool use_fire, const float min[3],
+ const float ob_sizei[3], const float invsize[3])
+{
+ int invsize_location = GPU_shader_get_uniform(shader, "invsize");
+ int ob_sizei_location = GPU_shader_get_uniform(shader, "ob_sizei");
+ int min_location = GPU_shader_get_uniform(shader, "min_location");
+
+ int soot_location;
+ int stepsize_location;
+ int densityscale_location;
+ int spec_location, flame_location;
+ int shadow_location, actcol_location;
+
+ if (use_fire) {
+ spec_location = GPU_shader_get_uniform(shader, "spectrum_texture");
+ flame_location = GPU_shader_get_uniform(shader, "flame_texture");
+ }
+ else {
+ shadow_location = GPU_shader_get_uniform(shader, "shadow_texture");
+ actcol_location = GPU_shader_get_uniform(shader, "active_color");
+ soot_location = GPU_shader_get_uniform(shader, "soot_texture");
+ stepsize_location = GPU_shader_get_uniform(shader, "step_size");
+ densityscale_location = GPU_shader_get_uniform(shader, "density_scale");
+ }
+
+ GPU_shader_bind(shader);
+
+ if (use_fire) {
+ GPU_texture_bind(sds->tex_flame, 2);
+ GPU_shader_uniform_texture(shader, flame_location, sds->tex_flame);
+
+ GPU_texture_bind(tex_spec, 3);
+ GPU_shader_uniform_texture(shader, spec_location, tex_spec);
+ }
+ else {
+ float density_scale = 10.0f;
+
+ GPU_shader_uniform_vector(shader, stepsize_location, 1, 1, &sds->dx);
+ GPU_shader_uniform_vector(shader, densityscale_location, 1, 1, &density_scale);
+
+ GPU_texture_bind(sds->tex, 0);
+ GPU_shader_uniform_texture(shader, soot_location, sds->tex);
+
+ GPU_texture_bind(sds->tex_shadow, 1);
+ GPU_shader_uniform_texture(shader, shadow_location, sds->tex_shadow);
+
+ float active_color[3] = { 0.9, 0.9, 0.9 };
+ if ((sds->active_fields & SM_ACTIVE_COLORS) == 0)
+ mul_v3_v3(active_color, sds->active_color);
+ GPU_shader_uniform_vector(shader, actcol_location, 3, 1, active_color);
+ }
+
+ GPU_shader_uniform_vector(shader, min_location, 3, 1, min);
+ GPU_shader_uniform_vector(shader, ob_sizei_location, 3, 1, ob_sizei);
+ GPU_shader_uniform_vector(shader, invsize_location, 3, 1, invsize);
+}
+
+static void unbind_shader(SmokeDomainSettings *sds, GPUTexture *tex_spec, bool use_fire)
+{
+ GPU_shader_unbind();
+
+ GPU_texture_unbind(sds->tex);
+
+ if (use_fire) {
+ GPU_texture_unbind(sds->tex_flame);
+ GPU_texture_unbind(tex_spec);
+ GPU_texture_free(tex_spec);
+ }
+ else {
+ GPU_texture_unbind(sds->tex_shadow);
+ }
+}
+
+static void draw_buffer(SmokeDomainSettings *sds, GPUShader *shader, const VolumeSlicer *slicer,
+ const float ob_sizei[3], const float invsize[3], const int num_points, const bool do_fire)
+{
+ GPUTexture *tex_spec = (do_fire) ? create_flame_spectrum_texture() : NULL;
+
+ GLuint vertex_buffer;
+ glGenBuffers(1, &vertex_buffer);
+ glBindBuffer(GL_ARRAY_BUFFER, vertex_buffer);
+ glBufferData(GL_ARRAY_BUFFER, sizeof(float) * 3 * num_points, &slicer->verts[0][0], GL_STATIC_DRAW);
+
+ bind_shader(sds, shader, tex_spec, do_fire, slicer->min, ob_sizei, invsize);
+
+ glEnableClientState(GL_VERTEX_ARRAY);
+ glVertexPointer(3, GL_FLOAT, 0, NULL);
+
+ glDrawArrays(GL_TRIANGLES, 0, num_points);
+
+ glDisableClientState(GL_VERTEX_ARRAY);
+
+ unbind_shader(sds, tex_spec, do_fire);
+
+ /* cleanup */
+
+ glBindBuffer(GL_ARRAY_BUFFER, 0);
+
+ glDeleteBuffers(1, &vertex_buffer);
+}
+
void draw_smoke_volume(SmokeDomainSettings *sds, Object *ob,
const float min[3], const float max[3],
const float viewnormal[3])
@@ -299,14 +401,23 @@ void draw_smoke_volume(SmokeDomainSettings *sds, Object *ob,
const bool use_fire = (sds->active_fields & SM_ACTIVE_FIRE) && sds->tex_flame;
- GPUShader *shader = GPU_shader_get_builtin_shader(
- (use_fire) ? GPU_SHADER_SMOKE_FIRE : GPU_SHADER_SMOKE);
+ GPUShader *shader = GPU_shader_get_builtin_shader(GPU_SHADER_SMOKE);
if (!shader) {
fprintf(stderr, "Unable to create GLSL smoke shader.\n");
return;
}
+ GPUShader *fire_shader = NULL;
+ if (use_fire) {
+ fire_shader = GPU_shader_get_builtin_shader(GPU_SHADER_SMOKE_FIRE);
+
+ if (!fire_shader) {
+ fprintf(stderr, "Unable to create GLSL fire shader.\n");
+ return;
+ }
+ }
+
const float ob_sizei[3] = {
1.0f / fabsf(ob->size[0]),
1.0f / fabsf(ob->size[1]),
@@ -320,50 +431,6 @@ void draw_smoke_volume(SmokeDomainSettings *sds, Object *ob,
TIMEIT_START(draw);
#endif
- /* setup smoke shader */
-
- int soot_location = GPU_shader_get_uniform(shader, "soot_texture");
- int spec_location = GPU_shader_get_uniform(shader, "spectrum_texture");
- int shadow_location = GPU_shader_get_uniform(shader, "shadow_texture");
- int flame_location = GPU_shader_get_uniform(shader, "flame_texture");
- int actcol_location = GPU_shader_get_uniform(shader, "active_color");
- int stepsize_location = GPU_shader_get_uniform(shader, "step_size");
- int densityscale_location = GPU_shader_get_uniform(shader, "density_scale");
- int invsize_location = GPU_shader_get_uniform(shader, "invsize");
- int ob_sizei_location = GPU_shader_get_uniform(shader, "ob_sizei");
- int min_location = GPU_shader_get_uniform(shader, "min_location");
-
- GPU_shader_bind(shader);
-
- GPU_texture_bind(sds->tex, 0);
- GPU_shader_uniform_texture(shader, soot_location, sds->tex);
-
- GPU_texture_bind(sds->tex_shadow, 1);
- GPU_shader_uniform_texture(shader, shadow_location, sds->tex_shadow);
-
- GPUTexture *tex_spec = NULL;
-
- if (use_fire) {
- GPU_texture_bind(sds->tex_flame, 2);
- GPU_shader_uniform_texture(shader, flame_location, sds->tex_flame);
-
- tex_spec = create_flame_spectrum_texture();
- GPU_texture_bind(tex_spec, 3);
- GPU_shader_uniform_texture(shader, spec_location, tex_spec);
- }
-
- float active_color[3] = { 0.9, 0.9, 0.9 };
- float density_scale = 10.0f;
- if ((sds->active_fields & SM_ACTIVE_COLORS) == 0)
- mul_v3_v3(active_color, sds->active_color);
-
- GPU_shader_uniform_vector(shader, actcol_location, 3, 1, active_color);
- GPU_shader_uniform_vector(shader, stepsize_location, 1, 1, &sds->dx);
- GPU_shader_uniform_vector(shader, densityscale_location, 1, 1, &density_scale);
- GPU_shader_uniform_vector(shader, min_location, 3, 1, min);
- GPU_shader_uniform_vector(shader, ob_sizei_location, 3, 1, ob_sizei);
- GPU_shader_uniform_vector(shader, invsize_location, 3, 1, invsize);
-
/* setup slicing information */
const int max_slices = 256;
@@ -387,43 +454,23 @@ void draw_smoke_volume(SmokeDomainSettings *sds, Object *ob,
glEnable(GL_DEPTH_TEST);
glDepthMask(GL_FALSE);
glEnable(GL_BLEND);
- glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
-
- GLuint vertex_buffer;
- glGenBuffers(1, &vertex_buffer);
- glBindBuffer(GL_ARRAY_BUFFER, vertex_buffer);
- glBufferData(GL_ARRAY_BUFFER, sizeof(float) * 3 * num_points, &slicer.verts[0][0], GL_STATIC_DRAW);
- glEnableClientState(GL_VERTEX_ARRAY);
- glVertexPointer(3, GL_FLOAT, 0, NULL);
-
- glDrawArrays(GL_TRIANGLES, 0, num_points);
+ glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
+ draw_buffer(sds, shader, &slicer, ob_sizei, invsize, num_points, false);
- glDisableClientState(GL_VERTEX_ARRAY);
+ /* Draw fire separately (T47639). */
+ if (use_fire) {
+ glBlendFunc(GL_ONE, GL_ONE);
+ draw_buffer(sds, fire_shader, &slicer, ob_sizei, invsize, num_points, true);
+ }
#ifdef DEBUG_DRAW_TIME
printf("Draw Time: %f\n", (float)TIMEIT_VALUE(draw));
TIMEIT_END(draw);
#endif
- /* cleanup */
-
- glBindBuffer(GL_ARRAY_BUFFER, 0);
- glDeleteBuffers(1, &vertex_buffer);
-
- GPU_texture_unbind(sds->tex);
- GPU_texture_unbind(sds->tex_shadow);
-
- if (use_fire) {
- GPU_texture_unbind(sds->tex_flame);
- GPU_texture_unbind(tex_spec);
- GPU_texture_free(tex_spec);
- }
-
MEM_freeN(slicer.verts);
- GPU_shader_unbind();
-
glDepthMask(gl_depth_write);
if (!gl_blend) {
diff --git a/source/blender/gpu/CMakeLists.txt b/source/blender/gpu/CMakeLists.txt
index cfa083116f2..8885209ce01 100644
--- a/source/blender/gpu/CMakeLists.txt
+++ b/source/blender/gpu/CMakeLists.txt
@@ -78,6 +78,7 @@ set(SRC
shaders/gpu_shader_vsm_store_frag.glsl
shaders/gpu_shader_vsm_store_vert.glsl
shaders/gpu_shader_fx_depth_resolve.glsl
+ shaders/gpu_shader_fire_frag.glsl
shaders/gpu_shader_smoke_frag.glsl
shaders/gpu_shader_smoke_vert.glsl
@@ -99,6 +100,7 @@ set(SRC
)
data_to_c_simple(shaders/gpu_shader_geometry.glsl SRC)
+data_to_c_simple(shaders/gpu_shader_fire_frag.glsl SRC)
data_to_c_simple(shaders/gpu_shader_smoke_frag.glsl SRC)
data_to_c_simple(shaders/gpu_shader_smoke_vert.glsl SRC)
data_to_c_simple(shaders/gpu_shader_material.glsl SRC)
diff --git a/source/blender/gpu/intern/gpu_shader.c b/source/blender/gpu/intern/gpu_shader.c
index df1213b01e2..5cfb323bc4b 100644
--- a/source/blender/gpu/intern/gpu_shader.c
+++ b/source/blender/gpu/intern/gpu_shader.c
@@ -45,6 +45,7 @@
#define MAX_EXT_DEFINE_LENGTH 1024
/* Non-generated shaders */
+extern char datatoc_gpu_shader_fire_frag_glsl[];
extern char datatoc_gpu_shader_smoke_vert_glsl[];
extern char datatoc_gpu_shader_smoke_frag_glsl[];
extern char datatoc_gpu_shader_vsm_store_vert_glsl[];
@@ -618,8 +619,8 @@ GPUShader *GPU_shader_get_builtin_shader(GPUBuiltinShader shader)
case GPU_SHADER_SMOKE_FIRE:
if (!GG.shaders.smoke_fire)
GG.shaders.smoke_fire = GPU_shader_create(
- datatoc_gpu_shader_smoke_vert_glsl, datatoc_gpu_shader_smoke_frag_glsl,
- NULL, NULL, "#define USE_FIRE;\n", 0, 0, 0);
+ datatoc_gpu_shader_smoke_vert_glsl, datatoc_gpu_shader_fire_frag_glsl,
+ NULL, NULL, NULL, 0, 0, 0);
retval = GG.shaders.smoke_fire;
break;
}
diff --git a/source/blender/gpu/shaders/gpu_shader_fire_frag.glsl b/source/blender/gpu/shaders/gpu_shader_fire_frag.glsl
new file mode 100644
index 00000000000..3819203bcd9
--- /dev/null
+++ b/source/blender/gpu/shaders/gpu_shader_fire_frag.glsl
@@ -0,0 +1,17 @@
+
+varying vec3 coords;
+
+uniform sampler3D flame_texture;
+uniform sampler1D spectrum_texture;
+
+void main()
+{
+ float flame = texture3D(flame_texture, coords).r;
+ vec4 emission = texture1D(spectrum_texture, flame);
+
+ vec4 color;
+ color.rgb = emission.a * emission.rgb;
+ color.a = emission.a;
+
+ gl_FragColor = color;
+}
diff --git a/source/blender/gpu/shaders/gpu_shader_smoke_frag.glsl b/source/blender/gpu/shaders/gpu_shader_smoke_frag.glsl
index 4d1feb5c83e..fd790009e02 100644
--- a/source/blender/gpu/shaders/gpu_shader_smoke_frag.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_smoke_frag.glsl
@@ -8,11 +8,6 @@ uniform float density_scale;
uniform sampler3D soot_texture;
uniform sampler3D shadow_texture;
-#ifdef USE_FIRE
-uniform sampler3D flame_texture;
-uniform sampler1D spectrum_texture;
-#endif
-
void main()
{
/* compute color and density from volume texture */
@@ -37,12 +32,5 @@ void main()
/* premultiply alpha */
vec4 color = vec4(soot_alpha * soot_color, soot_alpha);
-#ifdef USE_FIRE
- /* fire */
- float flame = texture3D(flame_texture, coords).r;
- vec4 emission = texture1D(spectrum_texture, flame);
- color.rgb += (1 - color.a) * emission.a * emission.rgb;
-#endif
-
gl_FragColor = color;
}