diff options
author | Bastien Montagne <montagne29@wanadoo.fr> | 2016-09-04 17:41:06 +0300 |
---|---|---|
committer | Bastien Montagne <montagne29@wanadoo.fr> | 2016-09-04 17:41:06 +0300 |
commit | 3c29aad787f636167319950636f1497442075df8 (patch) | |
tree | 3a993cc25296ce987893b9f58b7c794b51e77f85 /source/blender/editors/space_view3d/drawvolume.c | |
parent | 498583844fb7d0adbbc91d512f98885800cdf46e (diff) | |
parent | e76e8fcdcc53455a52a6a73495881eddd346472c (diff) |
Merge branch 'master' into blender2.8
Conflicts:
intern/cycles/blender/blender_particles.cpp
source/blender/blenkernel/intern/particle.c
source/blender/gpu/intern/gpu_shader.c
Diffstat (limited to 'source/blender/editors/space_view3d/drawvolume.c')
-rw-r--r-- | source/blender/editors/space_view3d/drawvolume.c | 193 |
1 files changed, 120 insertions, 73 deletions
diff --git a/source/blender/editors/space_view3d/drawvolume.c b/source/blender/editors/space_view3d/drawvolume.c index 29c06388cf6..75ba8bc15d9 100644 --- a/source/blender/editors/space_view3d/drawvolume.c +++ b/source/blender/editors/space_view3d/drawvolume.c @@ -287,6 +287,108 @@ 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]) @@ -298,14 +400,23 @@ 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]), @@ -319,50 +430,6 @@ 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; @@ -386,43 +453,23 @@ 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) { |