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author | Clément Foucault <foucault.clem@gmail.com> | 2018-07-16 16:01:44 +0300 |
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committer | Clément Foucault <foucault.clem@gmail.com> | 2018-07-16 21:08:09 +0300 |
commit | 7a693626d63a52acd12e80209b634711154a2f9d (patch) | |
tree | 96bc9529b14b369292d40425dc22e0a50800a1f4 /source/blender/draw/intern/draw_common.h | |
parent | 43593e846bbed183a54ee1dae1b76f3f8c4be9bf (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.h')
-rw-r--r-- | source/blender/draw/intern/draw_common.h | 2 |
1 files changed, 2 insertions, 0 deletions
diff --git a/source/blender/draw/intern/draw_common.h b/source/blender/draw/intern/draw_common.h index 6227130fb05..b4ae0600f02 100644 --- a/source/blender/draw/intern/draw_common.h +++ b/source/blender/draw/intern/draw_common.h @@ -138,6 +138,8 @@ struct DRWShadingGroup *shgroup_instance_bone_stick(struct DRWPass *pass); struct GPUShader *mpath_line_shader_get(void); struct GPUShader *mpath_points_shader_get(void); +struct GPUShader *volume_velocity_shader_get(bool use_needle); + int DRW_object_wire_theme_get( struct Object *ob, struct ViewLayer *view_layer, float **r_color); float *DRW_color_background_blend_get(int theme_id); |