OpenGL Smoke: fix color issue, and clarify meaning of variables in the shader.

This commit is contained in:
Brecht Van Lommel 2016-01-10 17:53:08 +01:00
parent f1e8204f5a
commit 82049cbe7e
Notes: blender-bot 2023-02-14 08:07:50 +01:00
Referenced by issue #47697, Smoke simulation doesn't work in viewport
2 changed files with 25 additions and 28 deletions

View File

@ -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);

View File

@ -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;