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authorDaniel Genrich <daniel.genrich@gmx.net>2009-09-13 16:32:57 +0400
committerDaniel Genrich <daniel.genrich@gmx.net>2009-09-13 16:32:57 +0400
commit16a7fe1314bb82850a2d410089b6665eb8154f26 (patch)
tree2098f4007bd9b18d7593e5bb90823e6eec798c80 /source/blender/editors/space_view3d/drawvolume.c
parent78bb6ce0347234d9103453d1242ec8e397d3eb7f (diff)
Smoke:
* Bugfix for drawing issues when having the domain transformed (editmode + object mode, both were buggy)
Diffstat (limited to 'source/blender/editors/space_view3d/drawvolume.c')
-rw-r--r--source/blender/editors/space_view3d/drawvolume.c115
1 files changed, 94 insertions, 21 deletions
diff --git a/source/blender/editors/space_view3d/drawvolume.c b/source/blender/editors/space_view3d/drawvolume.c
index c8eda10566c..2c2ab2cbdec 100644
--- a/source/blender/editors/space_view3d/drawvolume.c
+++ b/source/blender/editors/space_view3d/drawvolume.c
@@ -129,20 +129,20 @@ static float cv[][3] = {
// edges have the form edges[n][0][xyz] + t*edges[n][1][xyz]
static float edges[12][2][3] = {
- {{1.0f, 1.0f, -1.0f}, {0.0f, 0.0f, 1.0f}},
- {{-1.0f, 1.0f, -1.0f}, {0.0f, 0.0f, 1.0f}},
- {{-1.0f, -1.0f, -1.0f}, {0.0f, 0.0f, 1.0f}},
- {{1.0f, -1.0f, -1.0f}, {0.0f, 0.0f, 1.0f}},
-
- {{1.0f, -1.0f, 1.0f}, {0.0f, 1.0f, 0.0f}},
- {{-1.0f, -1.0f, 1.0f}, {0.0f, 1.0f, 0.0f}},
- {{-1.0f, -1.0f, -1.0f}, {0.0f, 1.0f, 0.0f}},
- {{1.0f, -1.0f, -1.0f}, {0.0f, 1.0f, 0.0f}},
-
- {{-1.0f, 1.0f, 1.0f}, {1.0f, 0.0f, 0.0f}},
- {{-1.0f, -1.0f, 1.0f}, {1.0f, 0.0f, 0.0f}},
- {{-1.0f, -1.0f, -1.0f}, {1.0f, 0.0f, 0.0f}},
- {{-1.0f, 1.0f, -1.0f}, {1.0f, 0.0f, 0.0f}}
+ {{1.0f, 1.0f, -1.0f}, {0.0f, 0.0f, 2.0f}},
+ {{-1.0f, 1.0f, -1.0f}, {0.0f, 0.0f, 2.0f}},
+ {{-1.0f, -1.0f, -1.0f}, {0.0f, 0.0f, 2.0f}},
+ {{1.0f, -1.0f, -1.0f}, {0.0f, 0.0f, 2.0f}},
+
+ {{1.0f, -1.0f, 1.0f}, {0.0f, 2.0f, 0.0f}},
+ {{-1.0f, -1.0f, 1.0f}, {0.0f, 2.0f, 0.0f}},
+ {{-1.0f, -1.0f, -1.0f}, {0.0f, 2.0f, 0.0f}},
+ {{1.0f, -1.0f, -1.0f}, {0.0f, 2.0f, 0.0f}},
+
+ {{-1.0f, 1.0f, 1.0f}, {2.0f, 0.0f, 0.0f}},
+ {{-1.0f, -1.0f, 1.0f}, {2.0f, 0.0f, 0.0f}},
+ {{-1.0f, -1.0f, -1.0f}, {2.0f, 0.0f, 0.0f}},
+ {{-1.0f, 1.0f, -1.0f}, {2.0f, 0.0f, 0.0f}}
};
int intersect_edges(float *points, float a, float b, float c, float d)
@@ -154,7 +154,7 @@ int intersect_edges(float *points, float a, float b, float c, float d)
for (i=0; i<12; i++) {
t = -(a*edges[i][0][0] + b*edges[i][0][1] + c*edges[i][0][2] + d)
/ (a*edges[i][1][0] + b*edges[i][1][1] + c*edges[i][1][2]);
- if ((t>0)&&(t<2)) {
+ if ((t>0)&&(t<1)) {
points[numpoints * 3 + 0] = edges[i][0][0] + edges[i][1][0]*t;
points[numpoints * 3 + 1] = edges[i][0][1] + edges[i][1][1]*t;
points[numpoints * 3 + 2] = edges[i][0][2] + edges[i][1][2]*t;
@@ -191,7 +191,7 @@ static int larger_pow2(int n)
return n*2;
}
-void draw_volume(Scene *scene, ARegion *ar, View3D *v3d, Base *base, GPUTexture *tex, int res[3], float dx, GPUTexture *tex_shadow)
+void draw_volume(Scene *scene, ARegion *ar, View3D *v3d, Base *base, GPUTexture *tex, float *min, float *max, int res[3], float dx, GPUTexture *tex_shadow)
{
Object *ob = base->object;
RegionView3D *rv3d= ar->regiondata;
@@ -225,11 +225,82 @@ void draw_volume(Scene *scene, ARegion *ar, View3D *v3d, Base *base, GPUTexture
"END\n";
unsigned int prog;
+
+ float size[3];
+
+ VECSUB(size, max, min);
+
+ // maxx, maxy, maxz
+ cv[0][0] = max[0];
+ cv[0][1] = max[1];
+ cv[0][2] = max[2];
+ // minx, maxy, maxz
+ cv[1][0] = min[0];
+ cv[1][1] = max[1];
+ cv[1][2] = max[2];
+ // minx, miny, maxz
+ cv[2][0] = min[0];
+ cv[2][1] = min[1];
+ cv[2][2] = max[2];
+ // maxx, miny, maxz
+ cv[3][0] = max[0];
+ cv[3][1] = min[1];
+ cv[3][2] = max[2];
+
+ // maxx, maxy, minz
+ cv[4][0] = max[0];
+ cv[4][1] = max[1];
+ cv[4][2] = min[2];
+ // minx, maxy, minz
+ cv[5][0] = min[0];
+ cv[5][1] = max[1];
+ cv[5][2] = min[2];
+ // minx, miny, minz
+ cv[6][0] = min[0];
+ cv[6][1] = min[1];
+ cv[6][2] = min[2];
+ // maxx, miny, minz
+ cv[7][0] = max[0];
+ cv[7][1] = min[1];
+ cv[7][2] = min[2];
+
+ VECCOPY(edges[0][0], cv[4]); // maxx, maxy, minz
+ VECCOPY(edges[1][0], cv[5]); // minx, maxy, minz
+ VECCOPY(edges[2][0], cv[6]); // minx, miny, minz
+ VECCOPY(edges[3][0], cv[7]); // maxx, miny, minz
+
+ VECCOPY(edges[4][0], cv[3]); // maxx, miny, maxz
+ VECCOPY(edges[5][0], cv[2]); // minx, miny, maxz
+ VECCOPY(edges[6][0], cv[6]); // minx, miny, minz
+ VECCOPY(edges[7][0], cv[7]); // maxx, miny, minz
+
+ VECCOPY(edges[8][0], cv[1]); // minx, maxy, maxz
+ VECCOPY(edges[9][0], cv[2]); // minx, miny, maxz
+ VECCOPY(edges[10][0], cv[6]); // minx, miny, minz
+ VECCOPY(edges[11][0], cv[5]); // minx, maxy, minz
+
+ // printf("size x: %f, y: %f, z: %f\n", size[0], size[1], size[2]);
+
+ edges[0][1][2] = size[2];
+ edges[1][1][2] = size[2];
+ edges[2][1][2] = size[2];
+ edges[3][1][2] = size[2];
+
+ edges[4][1][1] = size[1];
+ edges[5][1][1] = size[1];
+ edges[6][1][1] = size[1];
+ edges[7][1][1] = size[1];
+
+ edges[8][1][0] = size[0];
+ edges[9][1][0] = size[0];
+ edges[10][1][0] = size[0];
+ edges[11][1][0] = size[0];
+
glGetBooleanv(GL_BLEND, (GLboolean *)&gl_blend);
glGetBooleanv(GL_DEPTH_TEST, (GLboolean *)&gl_depth);
wmLoadMatrix(rv3d->viewmat);
- wmMultMatrix(ob->obmat);
+ // wmMultMatrix(ob->obmat);
glDepthMask(GL_FALSE);
glDisable(GL_DEPTH_TEST);
@@ -248,13 +319,15 @@ void draw_volume(Scene *scene, ARegion *ar, View3D *v3d, Base *base, GPUTexture
y = cv[i][1] + viewnormal[1];
z = cv[i][2] + viewnormal[2];
- if ((x>=-1.0f)&&(x<=1.0f)
- &&(y>=-1.0f)&&(y<=1.0f)
- &&(z>=-1.0f)&&(z<=1.0f)) {
+ if ((x>=min[0])&&(x<=max[0])
+ &&(y>=min[1])&&(y<=max[1])
+ &&(z>=min[2])&&(z<=max[2])) {
break;
}
}
+ // printf("i: %d\n", i);
+
if(GLEW_ARB_fragment_program)
{
glGenProgramsARB(1, &prog);
@@ -318,7 +391,7 @@ void draw_volume(Scene *scene, ARegion *ar, View3D *v3d, Base *base, GPUTexture
glBegin(GL_POLYGON);
for (i = 0; i < numpoints; i++) {
glColor3f(1.0, 1.0, 1.0);
- glTexCoord3d((points[i * 3 + 0] + 1.0)*cor[0]/2.0, (points[i * 3 + 1] + 1)*cor[1]/2.0, (points[i * 3 + 2] + 1.0)*cor[2]/2.0);
+ glTexCoord3d((points[i * 3 + 0] - min[0] )*cor[0]/size[0], (points[i * 3 + 1] - min[1])*cor[1]/size[1], (points[i * 3 + 2] - min[2])*cor[2]/size[2]);
glVertex3f(points[i * 3 + 0], points[i * 3 + 1], points[i * 3 + 2]);
}
glEnd();