Draw smoke domain in transparent pass. Should composite smoke domains

correctly in scene - with known limitations of blending between
transparent objects.
This commit is contained in:
Antony Riakiotakis 2015-04-16 13:01:57 +02:00
parent eced87b2d6
commit 69b33b6ed3
2 changed files with 27 additions and 12 deletions

@ -7501,7 +7501,8 @@ void draw_object(Scene *scene, ARegion *ar, View3D *v3d, Base *base, const short
const bool render_override = (v3d->flag2 & V3D_RENDER_OVERRIDE) != 0;
const bool is_picking = (G.f & G_PICKSEL) != 0;
const bool has_particles = (ob->particlesystem.first != NULL);
bool particle_skip_object = false; /* Draw particles but not their emitter object. */
bool skip_object = false; /* Draw particles but not their emitter object. */
SmokeModifierData *smd = NULL;
if (ob != scene->obedit) {
if (ob->restrictflag & OB_RESTRICT_VIEW)
@ -7525,17 +7526,37 @@ void draw_object(Scene *scene, ARegion *ar, View3D *v3d, Base *base, const short
if (ob->mode == OB_MODE_OBJECT) {
ParticleSystem *psys;
particle_skip_object = render_override;
skip_object = render_override;
for (psys = ob->particlesystem.first; psys; psys = psys->next) {
/* Once we have found a psys which renders its emitter object, we are done. */
if (psys->part->draw & PART_DRAW_EMITTER) {
particle_skip_object = false;
skip_object = false;
break;
}
}
}
}
if ((md = modifiers_findByType(ob, eModifierType_Smoke)) && (modifier_isEnabled(scene, md, eModifierMode_Realtime))) {
smd = (SmokeModifierData *)md;
if (smd->domain) {
if (!v3d->transp && (dflag & DRAW_PICKING) == 0) {
if (!v3d->xray && !(ob->dtx & OB_DRAWXRAY)) {
/* object has already been drawn so skip drawing it */
ED_view3d_after_add(&v3d->afterdraw_transp, base, dflag);
return;
}
else if (v3d->xray) {
/* object has already been drawn so skip drawing it */
ED_view3d_after_add(&v3d->afterdraw_xraytransp, base, dflag);
return;
}
}
}
}
/* xray delay? */
if ((dflag & DRAW_PICKING) == 0 && (base->flag & OB_FROMDUPLI) == 0 && (v3d->flag2 & V3D_RENDER_SHADOW) == 0) {
/* don't do xray in particle mode, need the z-buffer */
@ -7639,7 +7660,7 @@ void draw_object(Scene *scene, ARegion *ar, View3D *v3d, Base *base, const short
}
}
if (!particle_skip_object) {
if (!skip_object) {
/* draw outline for selected objects, mesh does itself */
if ((v3d->flag & V3D_SELECT_OUTLINE) && !render_override && ob->type != OB_MESH) {
if (dt > OB_WIRE && (ob->mode & OB_MODE_EDIT) == 0 && (dflag & DRAW_SCENESET) == 0) {
@ -7858,9 +7879,7 @@ void draw_object(Scene *scene, ARegion *ar, View3D *v3d, Base *base, const short
}
/* draw code for smoke */
if ((md = modifiers_findByType(ob, eModifierType_Smoke)) && (modifier_isEnabled(scene, md, eModifierMode_Realtime))) {
SmokeModifierData *smd = (SmokeModifierData *)md;
if (smd) {
#if 0
/* draw collision objects */
if ((smd->type & MOD_SMOKE_TYPE_COLL) && smd->coll) {
@ -7920,7 +7939,6 @@ void draw_object(Scene *scene, ARegion *ar, View3D *v3d, Base *base, const short
/* don't show smoke before simulation starts, this could be made an option in the future */
if (smd->domain->fluid && CFRA >= smd->domain->point_cache[0]->startframe) {
/* get view vector */
copy_v3_v3(viewnormal, rv3d->viewinv[2]);
invert_m4_m4(ob->imat, ob->obmat);

@ -253,8 +253,7 @@ void draw_smoke_volume(SmokeDomainSettings *sds, Object *ob,
glGetBooleanv(GL_BLEND, (GLboolean *)&gl_blend);
glGetBooleanv(GL_DEPTH_TEST, (GLboolean *)&gl_depth);
glDepthMask(GL_FALSE);
glDisable(GL_DEPTH_TEST);
glEnable(GL_DEPTH_TEST);
glEnable(GL_BLEND);
/* find cube vertex that is closest to the viewer */
@ -437,8 +436,6 @@ void draw_smoke_volume(SmokeDomainSettings *sds, Object *ob,
if (gl_depth) {
glEnable(GL_DEPTH_TEST);
}
glDepthMask(GL_TRUE);
}
#ifdef SMOKE_DEBUG_VELOCITY