[Bf-blender-cvs] [dc59e0e2451] soc-2020-fluid-tools: Fluid: Minor UX improvements in Viewport Display
Sriharsha Kotcharlakot
noreply at git.blender.org
Tue Jun 30 18:17:57 CEST 2020
Commit: dc59e0e2451189353b94c73a7c68efa0826b01b0
Author: Sriharsha Kotcharlakot
Date: Tue Jun 30 21:47:50 2020 +0530
Branches: soc-2020-fluid-tools
https://developer.blender.org/rBdc59e0e2451189353b94c73a7c68efa0826b01b0
Fluid: Minor UX improvements in Viewport Display
* Changed defaults for interpolation and slicing
* Reduced the thickness of gridlines
===================================================================
M source/blender/blenkernel/intern/fluid.c
M source/blender/draw/engines/workbench/shaders/workbench_volume_frag.glsl
===================================================================
diff --git a/source/blender/blenkernel/intern/fluid.c b/source/blender/blenkernel/intern/fluid.c
index ddd51b015fe..669d196d4a3 100644
--- a/source/blender/blenkernel/intern/fluid.c
+++ b/source/blender/blenkernel/intern/fluid.c
@@ -4953,9 +4953,9 @@ void BKE_fluid_modifier_create_type_data(struct FluidModifierData *mmd)
mmd->domain->timesteps_maximum = 4;
/* display options */
- mmd->domain->axis_slice_method = AXIS_SLICE_FULL;
+ mmd->domain->axis_slice_method = AXIS_SLICE_SINGLE;
mmd->domain->slice_axis = 0;
- mmd->domain->interp_method = 0;
+ mmd->domain->interp_method = VOLUME_INTERP_RAW;
mmd->domain->draw_velocity = false;
mmd->domain->slice_per_voxel = 5.0f;
mmd->domain->slice_depth = 0.5f;
diff --git a/source/blender/draw/engines/workbench/shaders/workbench_volume_frag.glsl b/source/blender/draw/engines/workbench/shaders/workbench_volume_frag.glsl
index 2b1449aa82d..4f4544488c8 100644
--- a/source/blender/draw/engines/workbench/shaders/workbench_volume_frag.glsl
+++ b/source/blender/draw/engines/workbench/shaders/workbench_volume_frag.glsl
@@ -62,7 +62,7 @@ bool on_gridline(vec3 texture_size, vec3 co)
vec3 texel_size = 1.0 / texture_size;
vec3 offset = mod(co, texel_size);
offset = min(offset, texel_size - offset);
- vec3 gridline_thickness = 0.05 * texel_size;
+ vec3 gridline_thickness = 0.025 * texel_size;
if (((sliceAxis == 0) && (offset.y < gridline_thickness.y || offset.z < gridline_thickness.z)) ||
((sliceAxis == 1) && (offset.x < gridline_thickness.x || offset.z < gridline_thickness.z)) ||
((sliceAxis == 2) && (offset.x < gridline_thickness.x || offset.y < gridline_thickness.y))) {
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