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authorBrecht Van Lommel <brechtvanlommel@gmail.com>2016-01-10 19:53:08 +0300
committerBrecht Van Lommel <brechtvanlommel@gmail.com>2016-01-10 21:05:10 +0300
commit82049cbe7e6003cf9941008a155af4ec08504009 (patch)
tree1ca391828f32df89f0902cc61539df6a4a940a6e /source
parentf1e8204f5afc88903edff5719d0bb159a5f483ba (diff)
OpenGL Smoke: fix color issue, and clarify meaning of variables in the shader.
Diffstat (limited to 'source')
-rw-r--r--source/blender/editors/space_view3d/drawvolume.c15
-rw-r--r--source/blender/gpu/shaders/gpu_shader_smoke_frag.glsl38
2 files changed, 25 insertions, 28 deletions
diff --git a/source/blender/editors/space_view3d/drawvolume.c b/source/blender/editors/space_view3d/drawvolume.c
index 801419b81c0..58142d7ee4a 100644
--- a/source/blender/editors/space_view3d/drawvolume.c
+++ b/source/blender/editors/space_view3d/drawvolume.c
@@ -327,7 +327,8 @@ void draw_smoke_volume(SmokeDomainSettings *sds, Object *ob,
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 cellspace_location = GPU_shader_get_uniform(shader, "cell_spacing");
+ 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");
@@ -351,12 +352,14 @@ void draw_smoke_volume(SmokeDomainSettings *sds, Object *ob,
GPU_shader_uniform_texture(shader, spec_location, tex_spec);
}
- float active_color[4] = { 0.7, 0.7, 0.7, 10.0 };
- if ((sds->active_fields & SM_ACTIVE_COLORS) != 0)
- copy_v3_v3(active_color, sds->active_color);
+ 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, 4, 1, active_color);
- GPU_shader_uniform_vector(shader, cellspace_location, 1, 1, &sds->dx);
+ 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);
diff --git a/source/blender/gpu/shaders/gpu_shader_smoke_frag.glsl b/source/blender/gpu/shaders/gpu_shader_smoke_frag.glsl
index c467925725d..7bee7ef47a7 100644
--- a/source/blender/gpu/shaders/gpu_shader_smoke_frag.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_smoke_frag.glsl
@@ -1,8 +1,9 @@
varying vec3 coords;
-uniform vec4 active_color;
-uniform float cell_spacing;
+uniform vec3 active_color;
+uniform float step_size;
+uniform float density_scale;
uniform sampler3D soot_texture;
uniform sampler3D shadow_texture;
@@ -14,34 +15,27 @@ uniform sampler1D spectrum_texture;
void main()
{
+ /* compute color and density from volume texture */
vec4 soot = texture3D(soot_texture, coords);
+ vec3 soot_color = active_color * soot.rgb / soot.a;
+ float soot_density = density_scale * soot.a;
- /* unpremultiply volume texture */
- float value = 1.0f / soot.a;
- soot.xyz *= vec3(value);
+ /* compute transmittance and alpha */
+ float soot_transmittance = pow(2.71828182846, -soot_density * step_size);
+ float soot_alpha = 1.0 - soot_transmittance;
- /* calculate shading factor from soot */
- value = soot.a * active_color.a;
- value *= cell_spacing;
- value *= 1.442695041;
- soot = vec4(pow(2.0, -value));
-
- /* alpha */
- soot.a = 1.0 - soot.r;
-
- /* shade colors */
- vec3 shadow = texture3D(shadow_texture, coords).rrr;
- soot.xyz *= shadow;
- soot.xyz *= active_color.xyz;
+ /* shade */
+ float shadow = texture3D(shadow_texture, coords).r;
+ soot_color *= soot_transmittance * shadow;
/* premultiply alpha */
- vec4 color = vec4(soot.a * soot.rgb, soot.a);
+ vec4 color = vec4(soot_alpha * soot_color, soot_alpha);
#ifdef USE_FIRE
- /* blend in fire */
+ /* fire */
float flame = texture3D(flame_texture, coords).r;
- vec4 spec = texture1D(spectrum_texture, flame);
- color = vec4(color.rgb + (1 - color.a) * spec.a * spec.rgb, color.a);
+ vec4 emission = texture1D(spectrum_texture, flame);
+ color.rgb += (1 - color.a) * emission.a * emission.rgb;
#endif
gl_FragColor = color;