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authorDaniel Genrich <daniel.genrich@gmx.net>2012-10-10 17:18:07 +0400
committerDaniel Genrich <daniel.genrich@gmx.net>2012-10-10 17:18:07 +0400
commitcb634b910010c04543cb3361f7a16a261e5b9f89 (patch)
tree348403dcbd33baf2e6e9a7a5ef0bb57dd2e1b09d /source/blender/editors
parentf0a9b664694dacb0388a8e078d46753dc6a36352 (diff)
Google Summer of Code project: "Smoke Simulator Improvements & Fire".
Documentation & Test blend files: ------------------ http://wiki.blender.org/index.php/User:MiikaH/GSoC-2012-Smoke-Simulator-Improvements Credits: ------------------ Miika Hamalainen (MiikaH): Student / Main programmer Daniel Genrich (Genscher): Mentor / Programmer of merged patches from Smoke2 branch Google: For Google Summer of Code 2012
Diffstat (limited to 'source/blender/editors')
-rw-r--r--source/blender/editors/include/UI_icons.h2
-rw-r--r--source/blender/editors/object/object_add.c3
-rw-r--r--source/blender/editors/space_view3d/drawobject.c128
-rw-r--r--source/blender/editors/space_view3d/drawvolume.c263
-rw-r--r--source/blender/editors/space_view3d/view3d_intern.h11
5 files changed, 307 insertions, 100 deletions
diff --git a/source/blender/editors/include/UI_icons.h b/source/blender/editors/include/UI_icons.h
index ef7b8ed3a41..8f50edd1240 100644
--- a/source/blender/editors/include/UI_icons.h
+++ b/source/blender/editors/include/UI_icons.h
@@ -450,8 +450,8 @@ DEF_ICON(FORCE_CURVE)
DEF_ICON(FORCE_BOID)
DEF_ICON(FORCE_TURBULENCE)
DEF_ICON(FORCE_DRAG)
+DEF_ICON(FORCE_SMOKEFLOW)
#ifndef DEF_ICON_BLANK_SKIP
- DEF_ICON(BLANK672)
DEF_ICON(BLANK673)
DEF_ICON(BLANK674)
DEF_ICON(BLANK675)
diff --git a/source/blender/editors/object/object_add.c b/source/blender/editors/object/object_add.c
index 43a32cd662e..dc20e0d69cd 100644
--- a/source/blender/editors/object/object_add.c
+++ b/source/blender/editors/object/object_add.c
@@ -136,6 +136,7 @@ static EnumPropertyItem field_type_items[] = {
{PFIELD_BOID, "BOID", ICON_FORCE_BOID, "Boid", ""},
{PFIELD_TURBULENCE, "TURBULENCE", ICON_FORCE_TURBULENCE, "Turbulence", ""},
{PFIELD_DRAG, "DRAG", ICON_FORCE_DRAG, "Drag", ""},
+ {PFIELD_SMOKEFLOW, "SMOKE", ICON_FORCE_SMOKEFLOW, "Smoke Flow", ""},
{0, NULL, 0, NULL, NULL}
};
@@ -356,7 +357,7 @@ Object *ED_object_add_type(bContext *C, int type, const float loc[3], const floa
Scene *scene = CTX_data_scene(C);
Object *ob;
- /* For as long scene has editmode... */
+ /* for as long scene has editmode... */
if (CTX_data_edit_object(C))
ED_object_exit_editmode(C, EM_FREEDATA | EM_FREEUNDO | EM_WAITCURSOR | EM_DO_UNDO); /* freedata, and undo */
diff --git a/source/blender/editors/space_view3d/drawobject.c b/source/blender/editors/space_view3d/drawobject.c
index eb17aa2b8ce..dd3c7408511 100644
--- a/source/blender/editors/space_view3d/drawobject.c
+++ b/source/blender/editors/space_view3d/drawobject.c
@@ -6625,72 +6625,74 @@ void draw_object(Scene *scene, ARegion *ar, View3D *v3d, Base *base, const short
}
/* only draw domains */
- if (smd->domain && smd->domain->fluid) {
- if (CFRA < smd->domain->point_cache[0]->startframe) {
- /* don't show smoke before simulation starts, this could be made an option in the future */
- }
- else if (!smd->domain->wt || !(smd->domain->viewsettings & MOD_SMOKE_VIEW_SHOWBIG)) {
-// #if 0
- smd->domain->tex = NULL;
- GPU_create_smoke(smd, 0);
- draw_volume(ar, smd->domain->tex,
- smd->domain->p0, smd->domain->p1,
- smd->domain->res, smd->domain->dx,
- smd->domain->tex_shadow);
- GPU_free_smoke(smd);
-// #endif
-#if 0
- int x, y, z;
- float *density = smoke_get_density(smd->domain->fluid);
-
- glLoadMatrixf(rv3d->viewmat);
- // glMultMatrixf(ob->obmat);
+ if (smd->domain) {
+ SmokeDomainSettings *sds = smd->domain;
+ float p0[3], p1[3], viewnormal[3];
+ BoundBox bb;
- if (col || (ob->flag & SELECT)) cpack(0xFFFFFF);
- glDepthMask(GL_FALSE);
- glEnable(GL_BLEND);
-
-
- // glPointSize(3.0);
- bglBegin(GL_POINTS);
-
- for (x = 0; x < smd->domain->res[0]; x++) {
- for (y = 0; y < smd->domain->res[1]; y++) {
- for (z = 0; z < smd->domain->res[2]; z++) {
- float tmp[3];
- int index = smoke_get_index(x, smd->domain->res[0], y, smd->domain->res[1], z);
-
- if (density[index] > FLT_EPSILON) {
- float color[3];
- copy_v3_v3(tmp, smd->domain->p0);
- tmp[0] += smd->domain->dx * x + smd->domain->dx * 0.5;
- tmp[1] += smd->domain->dx * y + smd->domain->dx * 0.5;
- tmp[2] += smd->domain->dx * z + smd->domain->dx * 0.5;
- color[0] = color[1] = color[2] = density[index];
- glColor3fv(color);
- bglVertex3fv(tmp);
- }
- }
- }
+ glLoadMatrixf(rv3d->viewmat);
+ glMultMatrixf(ob->obmat);
+
+ /* draw adaptive domain bounds */
+ if (sds->flags & MOD_SMOKE_ADAPTIVE_DOMAIN) {
+ /* draw domain max bounds */
+ VECSUBFAC(p0, sds->p0, sds->cell_size, sds->adapt_res);
+ VECADDFAC(p1, sds->p1, sds->cell_size, sds->adapt_res);
+ BKE_boundbox_init_from_minmax(&bb, p0, p1);
+ draw_box(bb.vec);
+
+ /* draw base resolution bounds */
+ /*BKE_boundbox_init_from_minmax(&bb, sds->p0, sds->p1);
+ draw_box(bb.vec);*/
+ }
+
+ /* 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]);
+ mul_mat3_m4_v3(ob->imat, viewnormal);
+ normalize_v3(viewnormal);
+
+ /* set dynamic boundaries to draw the volume */
+ p0[0] = sds->p0[0] + sds->cell_size[0]*sds->res_min[0] + sds->obj_shift_f[0];
+ p0[1] = sds->p0[1] + sds->cell_size[1]*sds->res_min[1] + sds->obj_shift_f[1];
+ p0[2] = sds->p0[2] + sds->cell_size[2]*sds->res_min[2] + sds->obj_shift_f[2];
+ p1[0] = sds->p0[0] + sds->cell_size[0]*sds->res_max[0] + sds->obj_shift_f[0];
+ p1[1] = sds->p0[1] + sds->cell_size[1]*sds->res_max[1] + sds->obj_shift_f[1];
+ p1[2] = sds->p0[2] + sds->cell_size[2]*sds->res_max[2] + sds->obj_shift_f[2];
+
+ /* scale cube to global space to equalize volume slicing on all axises
+ * (its scaled back before drawing) */
+ mul_v3_v3(p0, ob->size);
+ mul_v3_v3(p1, ob->size);
+
+ if (!sds->wt || !(sds->viewsettings & MOD_SMOKE_VIEW_SHOWBIG)) {
+ smd->domain->tex = NULL;
+ GPU_create_smoke(smd, 0);
+ draw_smoke_volume(sds, ob, ar, sds->tex,
+ p0, p1,
+ sds->res, sds->dx, sds->scale*sds->maxres,
+ viewnormal, sds->tex_shadow, sds->tex_flame);
+ GPU_free_smoke(smd);
+ }
+ else if (sds->wt && (sds->viewsettings & MOD_SMOKE_VIEW_SHOWBIG)) {
+ sds->tex = NULL;
+ GPU_create_smoke(smd, 1);
+ draw_smoke_volume(sds, ob, ar, sds->tex,
+ p0, p1,
+ sds->res_wt, sds->dx, sds->scale*sds->maxres,
+ viewnormal, sds->tex_shadow, sds->tex_flame);
+ GPU_free_smoke(smd);
}
- bglEnd();
- glPointSize(1.0);
-
- glMultMatrixf(ob->obmat);
- glDisable(GL_BLEND);
- glDepthMask(GL_TRUE);
- if (col) cpack(col);
-#endif
- }
- else if (smd->domain->wt && (smd->domain->viewsettings & MOD_SMOKE_VIEW_SHOWBIG)) {
- smd->domain->tex = NULL;
- GPU_create_smoke(smd, 1);
- draw_volume(ar, smd->domain->tex,
- smd->domain->p0, smd->domain->p1,
- smd->domain->res_wt, smd->domain->dx_wt,
- smd->domain->tex_shadow);
- GPU_free_smoke(smd);
+ /* smoke debug render */
+ #ifdef SMOKE_DEBUG_VELOCITY
+ draw_smoke_velocity(smd->domain, ob);
+ #endif
+ #ifdef SMOKE_DEBUG_HEAT
+ draw_smoke_heat(smd->domain, ob);
+ #endif
}
}
}
diff --git a/source/blender/editors/space_view3d/drawvolume.c b/source/blender/editors/space_view3d/drawvolume.c
index 2c2d4039225..7215e8ec6b4 100644
--- a/source/blender/editors/space_view3d/drawvolume.c
+++ b/source/blender/editors/space_view3d/drawvolume.c
@@ -36,6 +36,7 @@
#include "DNA_scene_types.h"
#include "DNA_screen_types.h"
+#include "DNA_smoke_types.h"
#include "DNA_view3d_types.h"
#include "BLI_utildefines.h"
@@ -156,12 +157,9 @@ static int convex(const float p0[3], const float up[3], const float a[3], const
return dot_v3v3(up, tmp) >= 0;
}
-void draw_volume(ARegion *ar, GPUTexture *tex, float min[3], float max[3], int res[3], float dx, GPUTexture *tex_shadow)
+void draw_smoke_volume(SmokeDomainSettings *sds, Object *ob, ARegion *ar, GPUTexture *tex, float min[3], float max[3], int res[3], float dx, float base_scale, float viewnormal[3], GPUTexture *tex_shadow, GPUTexture *tex_flame)
{
- RegionView3D *rv3d = ar->regiondata;
-
- float viewnormal[3];
- int i, j, n, good_index;
+ int i, j, k, n, good_index;
float d /*, d0 */ /* UNUSED */, dd, ds;
float *points = NULL;
int numpoints = 0;
@@ -193,24 +191,72 @@ void draw_volume(ARegion *ar, GPUTexture *tex, float min[3], float max[3], int r
{{-1.0f, 1.0f, -1.0f}, {2.0f, 0.0f, 0.0f}}
};
+ unsigned char *spec_data;
+ float *spec_pixels;
+ GPUTexture *tex_spec;
+
/* Fragment program to calculate the view3d of smoke */
- /* using 2 textures, density and shadow */
- const char *text = "!!ARBfp1.0\n"
+ /* using 4 textures, density, shadow, flame and flame spectrum */
+ const char *shader_basic = "!!ARBfp1.0\n"
"PARAM dx = program.local[0];\n"
"PARAM darkness = program.local[1];\n"
+ "PARAM render = program.local[2];\n"
"PARAM f = {1.442695041, 1.442695041, 1.442695041, 0.01};\n"
- "TEMP temp, shadow, value;\n"
+ "TEMP temp, shadow, flame, spec, value;\n"
"TEX temp, fragment.texcoord[0], texture[0], 3D;\n"
"TEX shadow, fragment.texcoord[0], texture[1], 3D;\n"
- "MUL value, temp, darkness;\n"
- "MUL value, value, dx;\n"
- "MUL value, value, f;\n"
+ "TEX flame, fragment.texcoord[0], texture[2], 3D;\n"
+ "TEX spec, flame.r, texture[3], 1D;\n"
+ /* calculate shading factor from density */
+ "MUL value.r, temp.a, darkness.a;\n"
+ "MUL value.r, value.r, dx.r;\n"
+ "MUL value.r, value.r, f.r;\n"
"EX2 temp, -value.r;\n"
- "SUB temp.a, 1.0, temp.r;\n"
+ /* alpha */
+ "SUB temp.a, 1.0, temp.r;\n"
+ /* shade colors */
+ "MUL temp.r, temp.r, shadow.r;\n"
+ "MUL temp.g, temp.g, shadow.r;\n"
+ "MUL temp.b, temp.b, shadow.r;\n"
+ "MUL temp.r, temp.r, darkness.r;\n"
+ "MUL temp.g, temp.g, darkness.g;\n"
+ "MUL temp.b, temp.b, darkness.b;\n"
+ /* for now this just replace smoke shading if rendering fire */
+ "CMP result.color, render.r, temp, spec;\n"
+ "END\n";
+
+ /* color shader */
+ const char *shader_color = "!!ARBfp1.0\n"
+ "PARAM dx = program.local[0];\n"
+ "PARAM darkness = program.local[1];\n"
+ "PARAM render = program.local[2];\n"
+ "PARAM f = {1.442695041, 1.442695041, 1.442695041, 1.442695041};\n"
+ "TEMP temp, shadow, flame, spec, value;\n"
+ "TEX temp, fragment.texcoord[0], texture[0], 3D;\n"
+ "TEX shadow, fragment.texcoord[0], texture[1], 3D;\n"
+ "TEX flame, fragment.texcoord[0], texture[2], 3D;\n"
+ "TEX spec, flame.r, texture[3], 1D;\n"
+ /* unpremultiply volume texture */
+ "RCP value.r, temp.a;\n"
+ "MUL temp.r, temp.r, value.r;\n"
+ "MUL temp.g, temp.g, value.r;\n"
+ "MUL temp.b, temp.b, value.r;\n"
+ /* calculate shading factor from density */
+ "MUL value.r, temp.a, darkness.a;\n"
+ "MUL value.r, value.r, dx.r;\n"
+ "MUL value.r, value.r, f.r;\n"
+ "EX2 value.r, -value.r;\n"
+ /* alpha */
+ "SUB temp.a, 1.0, value.r;\n"
+ /* shade colors */
"MUL temp.r, temp.r, shadow.r;\n"
"MUL temp.g, temp.g, shadow.r;\n"
"MUL temp.b, temp.b, shadow.r;\n"
- "MOV result.color, temp;\n"
+ "MUL temp.r, temp.r, value.r;\n"
+ "MUL temp.g, temp.g, value.r;\n"
+ "MUL temp.b, temp.b, value.r;\n"
+ /* for now this just replace smoke shading if rendering fire */
+ "CMP result.color, render.r, temp, spec;\n"
"END\n";
GLuint prog;
@@ -223,6 +269,32 @@ void draw_volume(ARegion *ar, GPUTexture *tex, float min[3], float max[3], int r
}
tstart();
+ /* generate flame spectrum texture */
+ #define SPEC_WIDTH 256
+ #define FIRE_THRESH 7
+ #define MAX_FIRE_ALPHA 0.06f
+ #define FULL_ON_FIRE 100
+ spec_data = malloc(SPEC_WIDTH*4 * sizeof(unsigned char));
+ flame_get_spectrum(spec_data, SPEC_WIDTH, 1500, 3000);
+ spec_pixels = malloc(SPEC_WIDTH*4*16*16 * sizeof(float));
+ for (i=0;i<16;i++){
+ for (j=0;j<16;j++) {
+ for (k=0;k<SPEC_WIDTH;k++) {
+ int index = (j*SPEC_WIDTH*16+i*SPEC_WIDTH+k)*4;
+ if (k>=FIRE_THRESH) {
+ spec_pixels[index] = ((float)spec_data[k*4])/255.0f;
+ spec_pixels[index+1] = ((float)spec_data[k*4+1])/255.0f;
+ spec_pixels[index+2] = ((float)spec_data[k*4+2])/255.0f;
+ spec_pixels[index+3] = MAX_FIRE_ALPHA*(
+ (k>FULL_ON_FIRE) ? 1.0f : (k-FIRE_THRESH)/((float)FULL_ON_FIRE-FIRE_THRESH));
+ } else {
+ spec_pixels[index] = spec_pixels[index+1] = spec_pixels[index+2] = spec_pixels[index+3] = 0.0f;
+ }
+ }
+ }
+ }
+
+ tex_spec = GPU_texture_create_1D(SPEC_WIDTH, spec_pixels, NULL);
sub_v3_v3v3(size, max, min);
@@ -294,26 +366,11 @@ void draw_volume(ARegion *ar, GPUTexture *tex, float min[3], float max[3], int r
edges[11][1][0] = size[0];
glGetBooleanv(GL_BLEND, (GLboolean *)&gl_blend);
- glGetBooleanv(GL_DEPTH_TEST, (GLboolean *)&gl_depth);
-
- glLoadMatrixf(rv3d->viewmat);
- // glMultMatrixf(ob->obmat);
+ glGetBooleanv(GL_DEPTH_TEST, (GLboolean *)&gl_depth);
glDepthMask(GL_FALSE);
glDisable(GL_DEPTH_TEST);
glEnable(GL_BLEND);
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
-
-#if 0
- printf("Viewinv:\n");
- printf("%f, %f, %f\n", rv3d->viewinv[0][0], rv3d->viewinv[0][1], rv3d->viewinv[0][2]);
- printf("%f, %f, %f\n", rv3d->viewinv[1][0], rv3d->viewinv[1][1], rv3d->viewinv[1][2]);
- printf("%f, %f, %f\n", rv3d->viewinv[2][0], rv3d->viewinv[2][1], rv3d->viewinv[2][2]);
-#endif
-
- /* get view vector */
- copy_v3_v3(viewnormal, rv3d->viewinv[2]);
- normalize_v3(viewnormal);
/* find cube vertex that is closest to the viewer */
for (i = 0; i < 8; i++) {
@@ -344,12 +401,19 @@ void draw_volume(ARegion *ar, GPUTexture *tex, float min[3], float max[3], int r
glGenProgramsARB(1, &prog);
glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, prog);
- glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, (GLsizei)strlen(text), text);
+ /* set shader */
+ if (sds->active_fields & SM_ACTIVE_COLORS)
+ glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, (GLsizei)strlen(shader_color), shader_color);
+ else
+ glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, (GLsizei)strlen(shader_basic), shader_basic);
/* cell spacing */
glProgramLocalParameter4fARB(GL_FRAGMENT_PROGRAM_ARB, 0, dx, dx, dx, 1.0);
/* custom parameter for smoke style (higher = thicker) */
- glProgramLocalParameter4fARB(GL_FRAGMENT_PROGRAM_ARB, 1, 7.0, 7.0, 7.0, 1.0);
+ if (sds->active_fields & SM_ACTIVE_COLORS)
+ glProgramLocalParameter4fARB(GL_FRAGMENT_PROGRAM_ARB, 1, 1.0, 1.0, 1.0, 10.0);
+ else
+ glProgramLocalParameter4fARB(GL_FRAGMENT_PROGRAM_ARB, 1, sds->active_color[0], sds->active_color[1], sds->active_color[2], 10.0);
}
else
printf("Your gfx card does not support 3D View smoke drawing.\n");
@@ -360,6 +424,11 @@ void draw_volume(ARegion *ar, GPUTexture *tex, float min[3], float max[3], int r
else
printf("No volume shadow\n");
+ if (tex_flame) {
+ GPU_texture_bind(tex_flame, 2);
+ GPU_texture_bind(tex_spec, 3);
+ }
+
if (!GPU_non_power_of_two_support()) {
cor[0] = (float)res[0] / (float)power_of_2_max_i(res[0]);
cor[1] = (float)res[1] / (float)power_of_2_max_i(res[1]);
@@ -373,7 +442,7 @@ void draw_volume(ARegion *ar, GPUTexture *tex, float min[3], float max[3], int r
/* d0 = (viewnormal[0]*cv[i][0] + viewnormal[1]*cv[i][1] + viewnormal[2]*cv[i][2]); */ /* UNUSED */
ds = (ABS(viewnormal[0]) * size[0] + ABS(viewnormal[1]) * size[1] + ABS(viewnormal[2]) * size[2]);
- dd = ds / 96.f;
+ dd = MAX3(sds->global_size[0],sds->global_size[1],sds->global_size[2])/128.f;
n = 0;
good_index = i;
@@ -416,14 +485,29 @@ void draw_volume(ARegion *ar, GPUTexture *tex, float min[3], float max[3], int r
}
}
- // printf("numpoints: %d\n", numpoints);
+ /* render fire slice */
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE);
+ glProgramLocalParameter4fARB(GL_FRAGMENT_PROGRAM_ARB, 2, 1.0, 0.0, 0.0, 0.0);
glBegin(GL_POLYGON);
glColor3f(1.0, 1.0, 1.0);
for (i = 0; i < numpoints; i++) {
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]);
+ glVertex3f(points[i * 3 + 0]/ob->size[0], points[i * 3 + 1]/ob->size[1], points[i * 3 + 2]/ob->size[2]);
+ }
+ glEnd();
+
+ /* render smoke slice */
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ glProgramLocalParameter4fARB(GL_FRAGMENT_PROGRAM_ARB, 2, -1.0, 0.0, 0.0, 0.0);
+ glBegin(GL_POLYGON);
+ glColor3f(1.0, 1.0, 1.0);
+ for (i = 0; i < numpoints; i++) {
+ 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]/ob->size[0], points[i * 3 + 1]/ob->size[1], points[i * 3 + 2]/ob->size[2]);
}
glEnd();
}
@@ -436,6 +520,14 @@ void draw_volume(ARegion *ar, GPUTexture *tex, float min[3], float max[3], int r
if (tex_shadow)
GPU_texture_unbind(tex_shadow);
GPU_texture_unbind(tex);
+ if (tex_flame) {
+ GPU_texture_unbind(tex_flame);
+ GPU_texture_unbind(tex_spec);
+ }
+ GPU_texture_free(tex_spec);
+
+ free(spec_data);
+ free(spec_pixels);
if (GLEW_ARB_fragment_program) {
glDisable(GL_FRAGMENT_PROGRAM_ARB);
@@ -454,3 +546,106 @@ void draw_volume(ARegion *ar, GPUTexture *tex, float min[3], float max[3], int r
glDepthMask(GL_TRUE);
}
}
+
+#ifdef SMOKE_DEBUG_VELOCITY
+void draw_smoke_velocity(SmokeDomainSettings *domain, Object *ob)
+{
+ float x,y,z;
+ float x0,y0,z0;
+ int *base_res = domain->base_res;
+ int *res = domain->res;
+ int *res_min = domain->res_min;
+ int *res_max = domain->res_max;
+ float *vel_x = smoke_get_velocity_x(domain->fluid);
+ float *vel_y = smoke_get_velocity_y(domain->fluid);
+ float *vel_z = smoke_get_velocity_z(domain->fluid);
+
+ float min[3];
+ float *cell_size = domain->cell_size;
+ float step_size = ((float)MAX3(base_res[0], base_res[1], base_res[2]))/16.f;
+ float vf = domain->scale / 16.f * 2.f; /* velocity factor */
+
+ glLineWidth(1.0f);
+
+ /* set first position so that it doesn't jump when domain moves */
+ x0 = res_min[0] + fmod(-(float)domain->shift[0]+res_min[0],step_size);
+ y0 = res_min[1] + fmod(-(float)domain->shift[1]+res_min[1],step_size);
+ z0 = res_min[2] + fmod(-(float)domain->shift[2]+res_min[2],step_size);
+ if (x0<res_min[0]) x0+=step_size;
+ if (y0<res_min[1]) y0+=step_size;
+ if (z0<res_min[2]) z0+=step_size;
+ add_v3_v3v3(min, domain->p0, domain->obj_shift_f);
+
+ for (x=floor(x0); x<res_max[0]; x+=step_size)
+ for (y=floor(y0); y<res_max[1]; y+=step_size)
+ for (z=floor(z0); z<res_max[2]; z+=step_size) {
+ int index = (floor(x)-res_min[0]) + (floor(y)-res_min[1])*res[0] + (floor(z)-res_min[2])*res[0]*res[1];
+
+ float pos[3] = {min[0]+((float)x + 0.5f)*cell_size[0], min[1]+((float)y + 0.5f)*cell_size[1], min[2]+((float)z + 0.5f)*cell_size[2]};
+ float vel = sqrtf(vel_x[index]*vel_x[index] + vel_y[index]*vel_y[index] + vel_z[index]*vel_z[index]);
+
+ /* draw heat as scaled "arrows" */
+ if (vel >= 0.01f) {
+ float col_g = 1.0f - vel;
+ CLAMP(col_g, 0.0f, 1.0f);
+ glColor3f(1.0f, col_g, 0.0f);
+ glPointSize(10.0f * vel);
+
+ glBegin(GL_LINES);
+ glVertex3f(pos[0], pos[1], pos[2]);
+ glVertex3f(pos[0]+vel_x[index]*vf, pos[1]+vel_y[index]*vf, pos[2]+vel_z[index]*vf);
+ glEnd();
+ glBegin(GL_POINTS);
+ glVertex3f(pos[0]+vel_x[index]*vf, pos[1]+vel_y[index]*vf, pos[2]+vel_z[index]*vf);
+ glEnd();
+ }
+ }
+}
+#endif
+
+#ifdef SMOKE_DEBUG_HEAT
+void draw_smoke_heat(SmokeDomainSettings *domain, Object *ob)
+{
+ float x,y,z;
+ float x0,y0,z0;
+ int *base_res = domain->base_res;
+ int *res = domain->res;
+ int *res_min = domain->res_min;
+ int *res_max = domain->res_max;
+ float *heat = smoke_get_heat(domain->fluid);
+
+ float min[3];
+ float *cell_size = domain->cell_size;
+ float step_size = ((float)MAX3(base_res[0], base_res[1], base_res[2]))/16.f;
+ float vf = domain->scale / 16.f * 2.f; /* velocity factor */
+
+ /* set first position so that it doesn't jump when domain moves */
+ x0 = res_min[0] + fmod(-(float)domain->shift[0]+res_min[0],step_size);
+ y0 = res_min[1] + fmod(-(float)domain->shift[1]+res_min[1],step_size);
+ z0 = res_min[2] + fmod(-(float)domain->shift[2]+res_min[2],step_size);
+ if (x0<res_min[0]) x0+=step_size;
+ if (y0<res_min[1]) y0+=step_size;
+ if (z0<res_min[2]) z0+=step_size;
+ add_v3_v3v3(min, domain->p0, domain->obj_shift_f);
+
+ for (x=floor(x0); x<res_max[0]; x+=step_size)
+ for (y=floor(y0); y<res_max[1]; y+=step_size)
+ for (z=floor(z0); z<res_max[2]; z+=step_size) {
+ int index = (floor(x)-res_min[0]) + (floor(y)-res_min[1])*res[0] + (floor(z)-res_min[2])*res[0]*res[1];
+
+ float pos[3] = {min[0]+((float)x + 0.5f)*cell_size[0], min[1]+((float)y + 0.5f)*cell_size[1], min[2]+((float)z + 0.5f)*cell_size[2]};
+
+ /* draw heat as different sized points */
+ if (heat[index] >= 0.01f) {
+ float col_gb = 1.0f - heat[index];
+ CLAMP(col_gb, 0.0f, 1.0f);
+ glColor3f(1.0f, col_gb, col_gb);
+ glPointSize(24.0f * heat[index]);
+
+ glBegin(GL_POINTS);
+ glVertex3f(pos[0], pos[1], pos[2]);
+ glEnd();
+ }
+ }
+}
+#endif
diff --git a/source/blender/editors/space_view3d/view3d_intern.h b/source/blender/editors/space_view3d/view3d_intern.h
index 5bfabf4fc4a..8d7a6421a34 100644
--- a/source/blender/editors/space_view3d/view3d_intern.h
+++ b/source/blender/editors/space_view3d/view3d_intern.h
@@ -212,7 +212,16 @@ ARegion *view3d_has_tools_region(ScrArea *sa);
extern const char *view3d_context_dir[]; /* doc access */
/* draw_volume.c */
-void draw_volume(struct ARegion *ar, struct GPUTexture *tex, float min[3], float max[3], int res[3], float dx, struct GPUTexture *tex_shadow);
+void draw_smoke_volume(struct SmokeDomainSettings *sds, struct Object *ob, struct ARegion *ar, struct GPUTexture *tex, float min[3], float max[3], int res[3], float dx, float base_scale, float viewnormal[3], struct GPUTexture *tex_shadow, struct GPUTexture *tex_flame);
+//#define SMOKE_DEBUG_VELOCITY
+//#define SMOKE_DEBUG_HEAT
+
+#ifdef SMOKE_DEBUG_VELOCITY
+void draw_smoke_velocity(struct SmokeDomainSettings *domain, struct Object *ob);
+#endif
+#ifdef SMOKE_DEBUG_HEAT
+void draw_smoke_heat(struct SmokeDomainSettings *domain, struct Object *ob);
+#endif
/* workaround for trivial but noticeable camera bug caused by imprecision
* between view border calculation in 2D/3D space, workaround for bug [#28037].