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authorDaniel Genrich <daniel.genrich@gmx.net>2009-08-20 04:33:59 +0400
committerDaniel Genrich <daniel.genrich@gmx.net>2009-08-20 04:33:59 +0400
commit286c2ca80be4ae46dc220ada2fcc5bf636d5ff49 (patch)
tree91492852f1b0f8d6bc70d8b88113325e218e7f9d /source/blender/editors/space_view3d/drawvolume.c
parentc21627e31b0e82f28e35af51cec681897285ff78 (diff)
Smoke:
* cache for low res (deactivating high res for now) * new way of view3d rendering of smoke (no longer 3 axes) -using 3dtexture now (introduced into gpu/intern) * introducing LZO and LZMA libs into extern (makefiles missing for now) * reducing memory usage after simulating for the frame ended (freeing temporary buffers) * splitting smoke into 2 modifier for the cache-sake (it cannot handle more than 1 cache on the same modifier-index) * no color on gui anymore * fixing non-power-of-2 resolutions (hopefully) * fixing select-deselect of domain drawing bug * fixing drawobject.c coding style (making Ton happy) ;-) HINT #1: If scons doesn't work -> cmakefiles are up-to-date, couldn't test scons (but i tried to mantain them, too) CODERS HINT #1: we really need a way to disable adding all modifiers through "Add Modifiers" dropdown! WARNING #1: before applying this commit, deactivate your SMOKE DOMAIN in your old files and save them then. You can open them then savely after that. WARNING #2: File and cache format of smoke can be changed, this is not final!
Diffstat (limited to 'source/blender/editors/space_view3d/drawvolume.c')
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1 files changed, 304 insertions, 0 deletions
diff --git a/source/blender/editors/space_view3d/drawvolume.c b/source/blender/editors/space_view3d/drawvolume.c
new file mode 100644
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+++ b/source/blender/editors/space_view3d/drawvolume.c
@@ -0,0 +1,304 @@
+/**
+ * $Id$
+ *
+ * ***** BEGIN GPL LICENSE BLOCK *****
+ *
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software Foundation,
+ * Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
+ *
+ * The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
+ * All rights reserved.
+ *
+ * Contributor(s): Daniel Genrich
+ *
+ * ***** END GPL LICENSE BLOCK *****
+ */
+
+
+#include <string.h>
+#include <math.h>
+
+#ifdef HAVE_CONFIG_H
+#include <config.h>
+#endif
+
+#include "MEM_guardedalloc.h"
+
+#include "IMB_imbuf.h"
+
+
+#include "MTC_matrixops.h"
+
+#include "DNA_armature_types.h"
+#include "DNA_boid_types.h"
+#include "DNA_camera_types.h"
+#include "DNA_curve_types.h"
+#include "DNA_constraint_types.h" // for drawing constraint
+#include "DNA_effect_types.h"
+#include "DNA_lamp_types.h"
+#include "DNA_lattice_types.h"
+#include "DNA_material_types.h"
+#include "DNA_mesh_types.h"
+#include "DNA_meshdata_types.h"
+#include "DNA_meta_types.h"
+#include "DNA_modifier_types.h"
+#include "DNA_object_types.h"
+#include "DNA_object_force.h"
+#include "DNA_object_fluidsim.h"
+#include "DNA_particle_types.h"
+#include "DNA_space_types.h"
+#include "DNA_scene_types.h"
+#include "DNA_screen_types.h"
+#include "DNA_smoke_types.h"
+#include "DNA_userdef_types.h"
+#include "DNA_view3d_types.h"
+#include "DNA_world_types.h"
+
+#include "BLI_blenlib.h"
+#include "BLI_arithb.h"
+#include "BLI_editVert.h"
+#include "BLI_edgehash.h"
+#include "BLI_rand.h"
+
+#include "BKE_anim.h" //for the where_on_path function
+#include "BKE_curve.h"
+#include "BKE_constraint.h" // for the get_constraint_target function
+#include "BKE_DerivedMesh.h"
+#include "BKE_deform.h"
+#include "BKE_displist.h"
+#include "BKE_effect.h"
+#include "BKE_font.h"
+#include "BKE_global.h"
+#include "BKE_image.h"
+#include "BKE_key.h"
+#include "BKE_lattice.h"
+#include "BKE_mesh.h"
+#include "BKE_material.h"
+#include "BKE_mball.h"
+#include "BKE_modifier.h"
+#include "BKE_object.h"
+#include "BKE_paint.h"
+#include "BKE_particle.h"
+#include "BKE_property.h"
+#include "BKE_smoke.h"
+#include "BKE_unit.h"
+#include "BKE_utildefines.h"
+#include "smoke_API.h"
+
+#include "BIF_gl.h"
+#include "BIF_glutil.h"
+
+#include "GPU_draw.h"
+#include "GPU_material.h"
+#include "GPU_extensions.h"
+
+#include "ED_mesh.h"
+#include "ED_particle.h"
+#include "ED_screen.h"
+#include "ED_types.h"
+#include "ED_util.h"
+
+#include "UI_resources.h"
+#include "UI_interface_icons.h"
+
+#include "WM_api.h"
+#include "BLF_api.h"
+
+#include "GPU_extensions.h"
+
+#include "view3d_intern.h" // own include
+
+struct GPUTexture;
+
+/* draw slices of smoke is adapted from c++ code authored by: Johannes Schmid and Ingemar Rask, 2006, johnny@grob.org */
+static float cv[][3] = {
+ {1.0f, 1.0f, 1.0f}, {-1.0f, 1.0f, 1.0f}, {-1.0f, -1.0f, 1.0f}, {1.0f, -1.0f, 1.0f},
+ {1.0f, 1.0f, -1.0f}, {-1.0f, 1.0f, -1.0f}, {-1.0f, -1.0f, -1.0f}, {1.0f, -1.0f, -1.0f}
+};
+
+// 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}}
+};
+
+int intersect_edges(float *points, float a, float b, float c, float d)
+{
+ int i;
+ float t;
+ int numpoints = 0;
+
+ 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)) {
+ 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;
+ numpoints++;
+ }
+ }
+ return numpoints;
+}
+
+static int convex(float *p0, float *up, float *a, float *b)
+{
+ // Vec3 va = a-p0, vb = b-p0;
+ float va[3], vb[3], tmp[3];
+ VECSUB(va, a, p0);
+ VECSUB(vb, b, p0);
+ Crossf(tmp, va, vb);
+ return INPR(up, tmp) >= 0;
+}
+
+// copied from gpu_extension.c
+static int is_pow2(int n)
+{
+ return ((n)&(n-1))==0;
+}
+
+static int larger_pow2(int n)
+{
+ if (is_pow2(n))
+ return n;
+
+ while(!is_pow2(n))
+ n= n&(n-1);
+
+ return n*2;
+}
+
+void draw_volume(Scene *scene, ARegion *ar, View3D *v3d, Base *base, GPUTexture *tex, int res[3])
+{
+ Object *ob = base->object;
+ RegionView3D *rv3d= ar->regiondata;
+
+ float viewnormal[3];
+ // int res[3];
+ int i, j, n;
+ float d, d0, dd;
+ float *points = NULL;
+ int numpoints = 0;
+ float cor[3] = {1.,1.,1.};
+
+ /*
+ res[0] = smd->domain->res[0];
+ res[1] = smd->domain->res[1];
+ res[2] = smd->domain->res[2];
+ */
+
+ wmLoadMatrix(rv3d->viewmat);
+
+ glDepthMask(GL_FALSE);
+ glEnable(GL_TEXTURE_3D);
+ glDisable(GL_DEPTH_TEST);
+ glEnable(GL_BLEND);
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+
+ // get view vector
+ VECCOPY(viewnormal, rv3d->viewinv[2]);
+ Normalize(viewnormal);
+
+ // find cube vertex that is closest to the viewer
+ for (i=0; i<8; i++) {
+ float x,y,z;
+
+ x = cv[i][0] + viewnormal[0];
+ 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)) {
+ break;
+ }
+ }
+
+ GPU_texture_bind(tex, 0);
+
+ cor[0] = (float)res[0]/(float)larger_pow2(res[0]);
+ cor[1] = (float)res[1]/(float)larger_pow2(res[1]);
+ cor[2] = (float)res[2]/(float)larger_pow2(res[2]);
+
+ // our slices are defined by the plane equation a*x + b*y +c*z + d = 0
+ // (a,b,c), the plane normal, are given by viewdir
+ // d is the parameter along the view direction. the first d is given by
+ // inserting previously found vertex into the plane equation
+ d0 = -(viewnormal[0]*cv[i][0] + viewnormal[1]*cv[i][1] + viewnormal[2]*cv[i][2]);
+ dd = 2.0*d0/64.0f;
+ n = 0;
+
+ // printf("d0: %f, dd: %f\n", d0, dd);
+
+ points = MEM_callocN(sizeof(float)*12*3, "smoke_points_preview");
+
+ for (d = d0; d > -d0; d -= dd) {
+ float p0[3];
+ // intersect_edges returns the intersection points of all cube edges with
+ // the given plane that lie within the cube
+ numpoints = intersect_edges(points, viewnormal[0], viewnormal[1], viewnormal[2], d);
+
+ if (numpoints > 2) {
+ VECCOPY(p0, points);
+
+ // sort points to get a convex polygon
+ for(i = 1; i < numpoints - 1; i++)
+ {
+ for(j = i + 1; j < numpoints; j++)
+ {
+ if(convex(p0, viewnormal, &points[j * 3], &points[i * 3]))
+ {
+ float tmp2[3];
+ VECCOPY(tmp2, &points[i * 3]);
+ VECCOPY(&points[i * 3], &points[j * 3]);
+ VECCOPY(&points[j * 3], tmp2);
+ }
+ }
+ }
+
+ 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);
+ glVertex3f(points[i * 3 + 0], points[i * 3 + 1], points[i * 3 + 2]);
+ }
+ glEnd();
+ }
+ n++;
+ }
+
+ GPU_texture_unbind(tex);
+
+ MEM_freeN(points);
+
+ wmMultMatrix(ob->obmat);
+
+ glDisable(GL_TEXTURE_3D);
+ glDisable(GL_BLEND);
+ glEnable(GL_DEPTH_TEST);
+ glDepthMask(GL_TRUE);
+}
+