Smoke: 2 preview fixes

a) take first position lamp into accountn for smoke ligthning (still no realtime shading when you move the lamp - you have to simulate another frame for now)
b) fix front/back "looking throurgh" issue by reordering the billboards
This commit is contained in:
Daniel Genrich 2009-08-02 19:40:25 +00:00
parent dc75023f6f
commit ee11ca62bd

@ -5344,7 +5344,7 @@ void draw_object(Scene *scene, ARegion *ar, View3D *v3d, Base *base, int flag)
int x, y, z, i; int x, y, z, i;
float viewnormal[3]; float viewnormal[3];
int mainaxis[3] = {0,0,0}; int mainaxis[3] = {0,0,0};
float align = 0; float align = 0, signed_align = 0;
int max_textures = 0, counter_textures = 0; int max_textures = 0, counter_textures = 0;
float *buffer = NULL; float *buffer = NULL;
int res[3]; int res[3];
@ -5386,6 +5386,7 @@ void draw_object(Scene *scene, ARegion *ar, View3D *v3d, Base *base, int flag)
{ {
mainaxis[0] = i; mainaxis[0] = i;
align = ABS(viewnormal[i]); align = ABS(viewnormal[i]);
signed_align = viewnormal[i];
} }
} }
mainaxis[1] = (mainaxis[0] + 1) % 3; mainaxis[1] = (mainaxis[0] + 1) % 3;
@ -5438,8 +5439,23 @@ void draw_object(Scene *scene, ARegion *ar, View3D *v3d, Base *base, int flag)
if(new > 1) if(new > 1)
{ {
float light[3] = {0.0,0.0,2.0}; float light[3] = {0.0,0.0,2.0}; // TODO: take real LAMP coordinates - dg
Base *base_tmp = NULL;
for(base_tmp = scene->base.first; base_tmp; base_tmp= base_tmp->next)
{
if(base_tmp->object->type == OB_LAMP)
{
Lamp *la = (Lamp *)base_tmp->object->data;
if(la->type == LA_LOCAL)
{
VECCOPY(light, base_tmp->object->obmat[3]);
break;
}
}
}
if(!big && !(smd->domain->viewsettings & MOD_SMOKE_VIEW_SMALL)) if(!big && !(smd->domain->viewsettings & MOD_SMOKE_VIEW_SMALL))
{ {
smoke_prepare_View(smd, light); smoke_prepare_View(smd, light);
@ -5486,7 +5502,17 @@ void draw_object(Scene *scene, ARegion *ar, View3D *v3d, Base *base, int flag)
mod_texture = MAX3(1, smd->domain->visibility, (int)(res[mainaxis[0]] / smd->domain->max_textures )); mod_texture = MAX3(1, smd->domain->visibility, (int)(res[mainaxis[0]] / smd->domain->max_textures ));
for (z = 0; z < res[mainaxis[0]]; z++) // 2 // align order of billboards to be front or backview (e.g. +x or -x axis)
if(signed_align < 0)
{
z = res[mainaxis[0]] - 1;
}
else
{
z = 0;
}
for (; signed_align > 0 ? (z < res[mainaxis[0]]) : (z >= 0); signed_align > 0 ? z++ : z--) // 2
{ {
float quad[4][3]; float quad[4][3];