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authorClément Foucault <foucault.clem@gmail.com>2018-10-09 12:13:00 +0300
committerClément Foucault <foucault.clem@gmail.com>2018-10-09 13:12:38 +0300
commitd4d6cbe0a77452cf828adeba0f796abd077b89e1 (patch)
tree04959f62e5b8ece7d1e9eed2bdaaa6c01146080c /source/blender/gpu/intern/gpu_draw.c
parent2471b9c528b291a7b373d6c94d2beb45980b0afe (diff)
GPUDraw: Smoke: Cleanup/Refactor
Diffstat (limited to 'source/blender/gpu/intern/gpu_draw.c')
-rw-r--r--source/blender/gpu/intern/gpu_draw.c172
1 files changed, 99 insertions, 73 deletions
diff --git a/source/blender/gpu/intern/gpu_draw.c b/source/blender/gpu/intern/gpu_draw.c
index 735d8460e16..911af3601d2 100644
--- a/source/blender/gpu/intern/gpu_draw.c
+++ b/source/blender/gpu/intern/gpu_draw.c
@@ -958,6 +958,16 @@ static GPUTexture *create_transfer_function(int type, const ColorBand *coba)
return tex;
}
+static void swizzle_texture_channel_rrrr(GPUTexture *tex)
+{
+ GPU_texture_bind(tex, 0);
+ glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_SWIZZLE_R, GL_RED);
+ glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_SWIZZLE_G, GL_RED);
+ glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_SWIZZLE_B, GL_RED);
+ glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_SWIZZLE_A, GL_RED);
+ GPU_texture_unbind(tex);
+}
+
static GPUTexture *create_field_texture(SmokeDomainSettings *sds)
{
float *field = NULL;
@@ -980,7 +990,83 @@ static GPUTexture *create_field_texture(SmokeDomainSettings *sds)
default: return NULL;
}
- return GPU_texture_create_3D(sds->res[0], sds->res[1], sds->res[2], GPU_R8, field, NULL);
+ GPUTexture *tex = GPU_texture_create_nD(
+ sds->res[0], sds->res[1], sds->res[2], 3,
+ field, GPU_R8, GPU_DATA_FLOAT, 0, true, NULL);
+
+ swizzle_texture_channel_rrrr(tex);
+ return tex;
+}
+
+static GPUTexture *create_density_texture(SmokeDomainSettings *sds, int highres)
+{
+ float *data = NULL, *source;
+ int cell_count = (highres) ? smoke_turbulence_get_cells(sds->wt) : sds->total_cells;
+ const bool has_color = (highres) ? smoke_turbulence_has_colors(sds->wt) : smoke_has_colors(sds->fluid);
+ int *dim = (highres) ? sds->res_wt : sds->res;
+ GPUTextureFormat format = (has_color) ? GPU_RGBA8 : GPU_R8;
+
+ if (has_color) {
+ data = MEM_callocN(sizeof(float) * cell_count * 4, "smokeColorTexture");
+ }
+
+ if (highres) {
+ if (has_color) {
+ smoke_turbulence_get_rgba(sds->wt, data, 0);
+ }
+ else {
+ source = smoke_turbulence_get_density(sds->wt);
+ }
+ }
+ else {
+ if (has_color) {
+ smoke_get_rgba(sds->fluid, data, 0);
+ }
+ else {
+ source = smoke_get_density(sds->fluid);
+ }
+ }
+
+ GPUTexture *tex = GPU_texture_create_nD(
+ dim[0], dim[1], dim[2], 3,
+ (data) ? data : source,
+ format, GPU_DATA_FLOAT, 0, true, NULL);
+ if (data) {
+ MEM_freeN(data);
+ }
+
+ if (format == GPU_R8) {
+ /* Swizzle the RGBA components to read the Red channel so
+ * that the shader stay the same for colored and non color
+ * density textures. */
+ swizzle_texture_channel_rrrr(tex);
+ }
+ return tex;
+}
+
+static GPUTexture *create_flame_texture(SmokeDomainSettings *sds, int highres)
+{
+ float *source = NULL;
+ const bool has_fuel = (highres) ? smoke_turbulence_has_fuel(sds->wt) : smoke_has_fuel(sds->fluid);
+ int *dim = (highres) ? sds->res_wt : sds->res;
+
+ if (!has_fuel)
+ return NULL;
+
+ if (highres) {
+ source = smoke_turbulence_get_flame(sds->wt);
+ }
+ else {
+ source = smoke_get_flame(sds->fluid);
+ }
+
+ GPUTexture *tex = GPU_texture_create_nD(
+ dim[0], dim[1], dim[2], 3,
+ source, GPU_R8, GPU_DATA_FLOAT, 0, true, NULL);
+
+ swizzle_texture_channel_rrrr(tex);
+
+ return tex;
}
#endif /* WITH_SMOKE */
@@ -1010,82 +1096,22 @@ void GPU_create_smoke(SmokeModifierData *smd, int highres)
#ifdef WITH_SMOKE
if (smd->type & MOD_SMOKE_TYPE_DOMAIN) {
SmokeDomainSettings *sds = smd->domain;
- if (!sds->tex && !highres) {
- /* rgba texture for color + density */
- if (smoke_has_colors(sds->fluid)) {
- float *data = MEM_callocN(sizeof(float) * sds->total_cells * 4, "smokeColorTexture");
- smoke_get_rgba(sds->fluid, data, 0);
- sds->tex = GPU_texture_create_3D(sds->res[0], sds->res[1], sds->res[2], GPU_RGBA8, data, NULL);
- MEM_freeN(data);
- }
- /* density only */
- else {
- 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
- * density textures. */
- GPU_texture_bind(sds->tex, 0);
- glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_SWIZZLE_R, GL_RED);
- glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_SWIZZLE_G, GL_RED);
- glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_SWIZZLE_B, GL_RED);
- glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_SWIZZLE_A, GL_RED);
- GPU_texture_unbind(sds->tex);
- }
- sds->tex_flame = (
- smoke_has_fuel(sds->fluid) ?
- 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);
+
+ if (!sds->tex) {
+ sds->tex = create_density_texture(sds, highres);
}
- else if (!sds->tex && highres) {
- /* rgba texture for color + density */
- if (smoke_turbulence_has_colors(sds->wt)) {
- float *data = MEM_callocN(sizeof(float) * smoke_turbulence_get_cells(sds->wt) * 4, "smokeColorTexture");
- smoke_turbulence_get_rgba(sds->wt, data, 0);
- sds->tex = GPU_texture_create_3D(sds->res_wt[0], sds->res_wt[1], sds->res_wt[2], GPU_RGBA8, data, NULL);
- MEM_freeN(data);
- }
- /* density only */
- else {
- 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
- * density textures. */
- GPU_texture_bind(sds->tex, 0);
- glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_SWIZZLE_R, GL_RED);
- glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_SWIZZLE_G, GL_RED);
- glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_SWIZZLE_B, GL_RED);
- glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_SWIZZLE_A, GL_RED);
- GPU_texture_unbind(sds->tex);
- }
- sds->tex_flame = (
- smoke_turbulence_has_fuel(sds->wt) ?
- GPU_texture_create_nD(
- sds->res_wt[0], sds->res_wt[1], sds->res_wt[2], 3,
- smoke_turbulence_get_flame(sds->wt),
- GPU_R8, GPU_DATA_FLOAT, 0, true, NULL) :
- NULL);
+ if (!sds->tex_flame) {
+ sds->tex_flame = create_flame_texture(sds, highres);
}
-
- if (sds->tex_flame) {
+ if (!sds->tex_flame_coba && sds->tex_flame) {
sds->tex_flame_coba = create_transfer_function(TFUNC_FLAME_SPECTRUM, 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);
-
+ if (!sds->tex_shadow) {
+ 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;