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authorClément Foucault <foucault.clem@gmail.com>2018-07-16 16:01:44 +0300
committerClément Foucault <foucault.clem@gmail.com>2018-07-16 21:08:09 +0300
commit7a693626d63a52acd12e80209b634711154a2f9d (patch)
tree96bc9529b14b369292d40425dc22e0a50800a1f4 /source/blender/draw/intern/draw_common.c
parent43593e846bbed183a54ee1dae1b76f3f8c4be9bf (diff)
Smoke: Port display to Workbench + object mode
This does not fix the smokesim. It only port the drawing method. The Object mode engine is in charge of rendering the velocity debugging. Things left to do: - Flame rendering. - Color Ramp coloring of volume data. - View facing slicing (for now it's only doing sampling starting from the volume bounds which gives a squarish look) - Add option to enable dithering (currently on by default.
Diffstat (limited to 'source/blender/draw/intern/draw_common.c')
-rw-r--r--source/blender/draw/intern/draw_common.c25
1 files changed, 25 insertions, 0 deletions
diff --git a/source/blender/draw/intern/draw_common.c b/source/blender/draw/intern/draw_common.c
index a1c60be4742..df80300417e 100644
--- a/source/blender/draw/intern/draw_common.c
+++ b/source/blender/draw/intern/draw_common.c
@@ -162,6 +162,8 @@ extern char datatoc_animviz_mpath_lines_vert_glsl[];
extern char datatoc_animviz_mpath_lines_geom_glsl[];
extern char datatoc_animviz_mpath_points_vert_glsl[];
+extern char datatoc_volume_velocity_vert_glsl[];
+
extern char datatoc_armature_axes_vert_glsl[];
extern char datatoc_armature_sphere_solid_vert_glsl[];
extern char datatoc_armature_sphere_solid_frag_glsl[];
@@ -199,6 +201,9 @@ static struct {
struct GPUShader *mpath_line_sh;
struct GPUShader *mpath_points_sh;
+ struct GPUShader *volume_velocity_needle_sh;
+ struct GPUShader *volume_velocity_sh;
+
struct GPUShader *mball_handles;
} g_shaders = {NULL};
@@ -736,6 +741,26 @@ struct GPUShader *mpath_points_shader_get(void)
return g_shaders.mpath_points_sh;
}
+struct GPUShader *volume_velocity_shader_get(bool use_needle)
+{
+ if (use_needle) {
+ if (g_shaders.volume_velocity_needle_sh == NULL) {
+ g_shaders.volume_velocity_needle_sh = DRW_shader_create(
+ datatoc_volume_velocity_vert_glsl, NULL,
+ datatoc_gpu_shader_flat_color_frag_glsl, "#define USE_NEEDLE");
+ }
+ return g_shaders.volume_velocity_needle_sh;
+ }
+ else {
+ if (g_shaders.volume_velocity_sh == NULL) {
+ g_shaders.volume_velocity_sh = DRW_shader_create(
+ datatoc_volume_velocity_vert_glsl, NULL,
+ datatoc_gpu_shader_flat_color_frag_glsl, NULL);
+ }
+ return g_shaders.volume_velocity_sh;
+ }
+}
+
/* ******************************************** COLOR UTILS *********************************************** */
/* TODO FINISH */