[Bf-blender-cvs] [484a2803e61] fluid-mantaflow: Mantaflow: Fix more names, ie fluid instead of smoke
Sebastián Barschkis
noreply at git.blender.org
Sun Dec 15 21:45:58 CET 2019
Commit: 484a2803e61d7ee7ae8996306816b373981955ec
Author: Sebastián Barschkis
Date: Sun Dec 15 21:45:50 2019 +0100
Branches: fluid-mantaflow
https://developer.blender.org/rB484a2803e61d7ee7ae8996306816b373981955ec
Mantaflow: Fix more names, ie fluid instead of smoke
===================================================================
M source/blender/draw/engines/overlay/overlay_extra.c
M source/blender/draw/engines/overlay/shaders/volume_velocity_vert.glsl
===================================================================
diff --git a/source/blender/draw/engines/overlay/overlay_extra.c b/source/blender/draw/engines/overlay/overlay_extra.c
index 8ab245a3fdd..022737eba27 100644
--- a/source/blender/draw/engines/overlay/overlay_extra.c
+++ b/source/blender/draw/engines/overlay/overlay_extra.c
@@ -1410,22 +1410,22 @@ static void OVERLAY_volume_extra(OVERLAY_ExtraCallBuffers *cb,
Scene *scene,
float *color)
{
- SmokeModifierData *smd = (SmokeModifierData *)md;
- SmokeDomainSettings *sds = smd->domain;
+ FluidModifierData *mmd = (FluidModifierData *)md;
+ FluidDomainSettings *mds = mmd->domain;
/* Don't show smoke before simulation starts, this could be made an option in the future. */
- const bool draw_velocity = (sds->draw_velocity && sds->fluid &&
- CFRA >= sds->point_cache[0]->startframe);
+ const bool draw_velocity = (mds->draw_velocity && mds->fluid &&
+ CFRA >= mds->point_cache[0]->startframe);
/* Small cube showing voxel size. */
{
float min[3];
- madd_v3fl_v3fl_v3fl_v3i(min, sds->p0, sds->cell_size, sds->res_min);
+ madd_v3fl_v3fl_v3fl_v3i(min, mds->p0, mds->cell_size, mds->res_min);
float voxel_cubemat[4][4] = {{0.0f}};
/* scale small cube to voxel size */
- voxel_cubemat[0][0] = 1.0f / (float)sds->base_res[0];
- voxel_cubemat[1][1] = 1.0f / (float)sds->base_res[1];
- voxel_cubemat[2][2] = 1.0f / (float)sds->base_res[2];
+ voxel_cubemat[0][0] = 1.0f / (float)mds->base_res[0];
+ voxel_cubemat[1][1] = 1.0f / (float)mds->base_res[1];
+ voxel_cubemat[2][2] = 1.0f / (float)mds->base_res[2];
voxel_cubemat[3][3] = 1.0f;
/* translate small cube to corner */
copy_v3_v3(voxel_cubemat[3], min);
@@ -1437,38 +1437,38 @@ static void OVERLAY_volume_extra(OVERLAY_ExtraCallBuffers *cb,
}
if (draw_velocity) {
- const bool use_needle = (sds->vector_draw_type == VECTOR_DRAW_NEEDLE);
+ const bool use_needle = (mds->vector_draw_type == VECTOR_DRAW_NEEDLE);
int line_count = (use_needle) ? 6 : 1;
int slice_axis = -1;
- line_count *= sds->res[0] * sds->res[1] * sds->res[2];
+ line_count *= mds->res[0] * mds->res[1] * mds->res[2];
- if (sds->slice_method == MOD_SMOKE_SLICE_AXIS_ALIGNED &&
- sds->axis_slice_method == AXIS_SLICE_SINGLE) {
+ if (mds->slice_method == MOD_SMOKE_SLICE_AXIS_ALIGNED &&
+ mds->axis_slice_method == AXIS_SLICE_SINGLE) {
float viewinv[4][4];
DRW_view_viewmat_get(NULL, viewinv, true);
- const int axis = (sds->slice_axis == SLICE_AXIS_AUTO) ? axis_dominant_v3_single(viewinv[2]) :
- sds->slice_axis - 1;
+ const int axis = (mds->slice_axis == SLICE_AXIS_AUTO) ? axis_dominant_v3_single(viewinv[2]) :
+ mds->slice_axis - 1;
slice_axis = axis;
- line_count /= sds->res[axis];
+ line_count /= mds->res[axis];
}
- GPU_create_smoke_velocity(smd);
+ GPU_create_smoke_velocity(mmd);
GPUShader *sh = OVERLAY_shader_volume_velocity(use_needle);
DRWShadingGroup *grp = DRW_shgroup_create(sh, data->psl->extra_ps[0]);
- DRW_shgroup_uniform_texture(grp, "velocityX", sds->tex_velocity_x);
- DRW_shgroup_uniform_texture(grp, "velocityY", sds->tex_velocity_y);
- DRW_shgroup_uniform_texture(grp, "velocityZ", sds->tex_velocity_z);
- DRW_shgroup_uniform_float_copy(grp, "displaySize", sds->vector_scale);
- DRW_shgroup_uniform_float_copy(grp, "slicePosition", sds->slice_depth);
- DRW_shgroup_uniform_vec3_copy(grp, "cellSize", sds->cell_size);
- DRW_shgroup_uniform_vec3_copy(grp, "domainOriginOffset", sds->p0);
- DRW_shgroup_uniform_ivec3_copy(grp, "adaptiveCellOffset", sds->res_min);
+ DRW_shgroup_uniform_texture(grp, "velocityX", mds->tex_velocity_x);
+ DRW_shgroup_uniform_texture(grp, "velocityY", mds->tex_velocity_y);
+ DRW_shgroup_uniform_texture(grp, "velocityZ", mds->tex_velocity_z);
+ DRW_shgroup_uniform_float_copy(grp, "displaySize", mds->vector_scale);
+ DRW_shgroup_uniform_float_copy(grp, "slicePosition", mds->slice_depth);
+ DRW_shgroup_uniform_vec3_copy(grp, "cellSize", mds->cell_size);
+ DRW_shgroup_uniform_vec3_copy(grp, "domainOriginOffset", mds->p0);
+ DRW_shgroup_uniform_ivec3_copy(grp, "adaptiveCellOffset", mds->res_min);
DRW_shgroup_uniform_int_copy(grp, "sliceAxis", slice_axis);
DRW_shgroup_call_procedural_lines(grp, ob, line_count);
- BLI_addtail(&data->stl->pd->smoke_domains, BLI_genericNodeN(smd));
+ BLI_addtail(&data->stl->pd->smoke_domains, BLI_genericNodeN(mmd));
}
}
@@ -1482,8 +1482,8 @@ static void OVERLAY_volume_free_smoke_textures(OVERLAY_Data *data)
* all viewport in a redraw at least. */
LinkData *link;
while ((link = BLI_pophead(&data->stl->pd->smoke_domains))) {
- SmokeModifierData *smd = (SmokeModifierData *)link->data;
- GPU_free_smoke_velocity(smd);
+ FluidModifierData *mmd = (FluidModifierData *)link->data;
+ GPU_free_smoke_velocity(mmd);
MEM_freeN(link);
}
}
@@ -1557,7 +1557,7 @@ void OVERLAY_extra_cache_populate(OVERLAY_Data *vedata, Object *ob)
(ob->base_flag & BASE_SELECTED) && !is_select_mode;
const bool draw_volume = !from_dupli && (md = modifiers_findByType(ob, eModifierType_Smoke)) &&
(modifier_isEnabled(scene, md, eModifierMode_Realtime)) &&
- (((SmokeModifierData *)md)->domain != NULL);
+ (((FluidModifierData *)md)->domain != NULL);
float *color;
int theme_id = DRW_object_wire_theme_get(ob, view_layer, &color);
diff --git a/source/blender/draw/engines/overlay/shaders/volume_velocity_vert.glsl b/source/blender/draw/engines/overlay/shaders/volume_velocity_vert.glsl
index 64f88bd74fa..752694301f7 100644
--- a/source/blender/draw/engines/overlay/shaders/volume_velocity_vert.glsl
+++ b/source/blender/draw/engines/overlay/shaders/volume_velocity_vert.glsl
@@ -6,11 +6,11 @@ uniform float displaySize = 1.0;
uniform float slicePosition;
uniform int sliceAxis; /* -1 is no slice, 0 is X, 1 is Y, 2 is Z. */
-/* SmokeDomainSettings.cell_size */
+/* FluidDomainSettings.cell_size */
uniform vec3 cellSize;
-/* SmokeDomainSettings.p0 */
+/* FluidDomainSettings.p0 */
uniform vec3 domainOriginOffset;
-/* SmokeDomainSettings.res_min */
+/* FluidDomainSettings.res_min */
uniform ivec3 adaptiveCellOffset;
flat out vec4 finalColor;
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