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authorDaniel Genrich <daniel.genrich@gmx.net>2009-09-09 22:39:40 +0400
committerDaniel Genrich <daniel.genrich@gmx.net>2009-09-09 22:39:40 +0400
commit8e2d86169599d652170ebe8b2564650f00f70077 (patch)
tree2989704f3a877b652453bdbcc566417c11d75575 /source/blender/gpu
parentace94617c73651e78a8d65cbca83400f867a961e (diff)
Smoke:
* Enable cache for high res + new preview * Bugfix for smoke banding (in cooperation with N_T) Hint: Work-in-progress regarding collision objects so can be broken, didn't test Hint2: jahka enabled a general particle panel but * bake button doesn't work * step is not supported for cloth * several other things there ;)
Diffstat (limited to 'source/blender/gpu')
-rw-r--r--source/blender/gpu/CMakeLists.txt2
-rw-r--r--source/blender/gpu/GPU_draw.h2
-rw-r--r--source/blender/gpu/intern/gpu_draw.c16
-rw-r--r--source/blender/gpu/intern/gpu_extensions.c12
4 files changed, 21 insertions, 11 deletions
diff --git a/source/blender/gpu/CMakeLists.txt b/source/blender/gpu/CMakeLists.txt
index 85f4233a251..279596e5ad7 100644
--- a/source/blender/gpu/CMakeLists.txt
+++ b/source/blender/gpu/CMakeLists.txt
@@ -28,7 +28,7 @@ FILE(GLOB SRC intern/*.c)
SET(INC
. ../blenlib ../blenkernel ../makesdna ../include
- ../../../extern/glew/include ../../../intern/guardedalloc ../imbuf)
+ ../../../extern/glew/include ../../../intern/guardedalloc ../../../intern/smoke/extern ../imbuf)
BLENDERLIB(bf_gpu "${SRC}" "${INC}")
diff --git a/source/blender/gpu/GPU_draw.h b/source/blender/gpu/GPU_draw.h
index 00d0e3131e5..fabe1420e83 100644
--- a/source/blender/gpu/GPU_draw.h
+++ b/source/blender/gpu/GPU_draw.h
@@ -115,7 +115,7 @@ void GPU_free_images(void);
/* smoke drawing functions */
void GPU_free_smoke(struct SmokeModifierData *smd);
-void GPU_create_smoke(struct SmokeModifierData *smd);
+void GPU_create_smoke(struct SmokeModifierData *smd, int highres);
#ifdef __cplusplus
}
diff --git a/source/blender/gpu/intern/gpu_draw.c b/source/blender/gpu/intern/gpu_draw.c
index a81c7e03455..75e8073aafd 100644
--- a/source/blender/gpu/intern/gpu_draw.c
+++ b/source/blender/gpu/intern/gpu_draw.c
@@ -64,6 +64,8 @@
#include "GPU_material.h"
#include "GPU_draw.h"
+#include "smoke_API.h"
+
/* These are some obscure rendering functions shared between the
* game engine and the blender, in this module to avoid duplicaten
* and abstract them away from the rest a bit */
@@ -754,13 +756,21 @@ void GPU_free_smoke(SmokeModifierData *smd)
if(smd->domain->tex)
GPU_texture_free(smd->domain->tex);
smd->domain->tex = NULL;
+
+ if(smd->domain->tex_shadow)
+ GPU_texture_free(smd->domain->tex_shadow);
+ smd->domain->tex_shadow = NULL;
}
}
-void GPU_create_smoke(SmokeModifierData *smd)
+void GPU_create_smoke(SmokeModifierData *smd, int highres)
{
- if(smd->type & MOD_SMOKE_TYPE_DOMAIN && smd->domain && !smd->domain->tex)
- smd->domain->tex = GPU_texture_create_3D(smd->domain->res[0], smd->domain->res[1], smd->domain->res[2], smd->domain->view3d);
+ if(smd->type & MOD_SMOKE_TYPE_DOMAIN && smd->domain && !smd->domain->tex && !highres)
+ smd->domain->tex = GPU_texture_create_3D(smd->domain->res[0], smd->domain->res[1], smd->domain->res[2], smoke_get_density(smd->domain->fluid));
+ else if(smd->type & MOD_SMOKE_TYPE_DOMAIN && smd->domain && !smd->domain->tex && highres)
+ smd->domain->tex = GPU_texture_create_3D(smd->domain->res_wt[0], smd->domain->res_wt[1], smd->domain->res_wt[2], smoke_turbulence_get_density(smd->domain->wt));
+
+ smd->domain->tex_shadow = GPU_texture_create_3D(smd->domain->res[0], smd->domain->res[1], smd->domain->res[2], smd->domain->shadow);
}
void GPU_free_image(Image *ima)
diff --git a/source/blender/gpu/intern/gpu_extensions.c b/source/blender/gpu/intern/gpu_extensions.c
index 850b46dc28c..d7b54e425fd 100644
--- a/source/blender/gpu/intern/gpu_extensions.c
+++ b/source/blender/gpu/intern/gpu_extensions.c
@@ -346,17 +346,17 @@ GPUTexture *GPU_texture_create_3D(int w, int h, int depth, float *fpixels)
tex->number = 0;
glBindTexture(tex->target, tex->bindcode);
- type = GL_UNSIGNED_BYTE;
- format = GL_RGBA;
- internalformat = GL_RGBA8;
+ type = GL_FLOAT; // GL_UNSIGNED_BYTE
+ format = GL_RED;
+ internalformat = GL_RED;
- if (fpixels)
- pixels = GPU_texture_convert_pixels(w*h*depth, fpixels);
+ //if (fpixels)
+ // pixels = GPU_texture_convert_pixels(w*h*depth, fpixels);
glTexImage3D(tex->target, 0, internalformat, tex->w, tex->h, tex->depth, 0, format, type, 0);
if (fpixels) {
- glTexSubImage3D(tex->target, 0, 0, 0, 0, w, h, depth, format, type, pixels);
+ glTexSubImage3D(tex->target, 0, 0, 0, 0, w, h, depth, format, type, fpixels);
}
glTexParameterfv(GL_TEXTURE_3D, GL_TEXTURE_BORDER_COLOR, vfBorderColor);