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Diffstat (limited to 'source/blender/editors/space_view3d/drawvolume.c')
-rw-r--r--source/blender/editors/space_view3d/drawvolume.c304
1 files changed, 253 insertions, 51 deletions
diff --git a/source/blender/editors/space_view3d/drawvolume.c b/source/blender/editors/space_view3d/drawvolume.c
index 45b57069dcc..f60c0ea6075 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"
@@ -133,7 +134,7 @@ static int intersect_edges(float *points, float a, float b, float c, float d, fl
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]);
@@ -157,12 +158,12 @@ 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,
+ GPUTexture *tex, float min[3], float max[3],
+ int res[3], float dx, float UNUSED(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;
@@ -194,28 +195,77 @@ 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 */
- static const char *text =
- "!!ARBfp1.0\n"
- "PARAM dx = program.local[0];\n"
- "PARAM darkness = program.local[1];\n"
- "PARAM f = {1.442695041, 1.442695041, 1.442695041, 0.01};\n"
- "TEMP temp, shadow, 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"
- "EX2 temp, -value.r;\n"
- "SUB temp.a, 1.0, temp.r;\n"
- "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"
- "END\n";
- static GLuint prog;
+ /* 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, 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"
+ /* 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"
+ /* 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"
+ "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";
+ static GLuint prog;
float size[3];
@@ -225,6 +275,33 @@ 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);
@@ -298,31 +375,17 @@ void draw_volume(ARegion *ar, GPUTexture *tex, float min[3], float max[3], int r
glGetBooleanv(GL_BLEND, (GLboolean *)&gl_blend);
glGetBooleanv(GL_DEPTH_TEST, (GLboolean *)&gl_depth);
- gpuLoadMatrix(rv3d->viewmat);
- // gpuMultMatrix(ob->obmat);
-
glDepthMask(GL_FALSE);
glDisable(GL_DEPTH_TEST);
glEnable(GL_BLEND);
-#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++) {
float x, y, z;
- x = cv[i][0] - viewnormal[0]*size[0]*0.5f;
- y = cv[i][1] - viewnormal[1]*size[1]*0.5f;
- z = cv[i][2] - viewnormal[2]*size[2]*0.5f;
+ x = cv[i][0] - viewnormal[0] * size[0] * 0.5f;
+ y = cv[i][1] - viewnormal[1] * size[1] * 0.5f;
+ z = cv[i][2] - viewnormal[2] * size[2] * 0.5f;
if ((x >= min[0]) && (x <= max[0]) &&
(y >= min[1]) && (y <= max[1]) &&
@@ -345,12 +408,19 @@ 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");
@@ -361,6 +431,11 @@ 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]);
@@ -374,7 +449,7 @@ 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;
@@ -417,7 +492,9 @@ 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); /* non-default blend function */
+ glProgramLocalParameter4fARB(GL_FRAGMENT_PROGRAM_ARB, 2, 1.0, 0.0, 0.0, 0.0);
gpuImmediateFormat_T3_C4_V3();
gpuBegin(GL_TRIANGLE_FAN);
gpuCurrentColor3x(CPACK_WHITE);
@@ -427,12 +504,26 @@ void draw_volume(ARegion *ar, GPUTexture *tex, float min[3], float max[3], int r
(points[i * 3 + 1] - min[1]) * cor[1] / size[1],
(points[i * 3 + 2] - min[2]) * cor[2] / size[2]);
gpuVertex3f(
- points[i * 3 + 0],
- points[i * 3 + 1],
- points[i * 3 + 2]);
+ points[i * 3 + 0] / ob->size[0],
+ points[i * 3 + 1] / ob->size[1],
+ points[i * 3 + 2] / ob->size[2]);
+ }
+ gpuEnd();
+
+ /* 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);
+ gpuBegin(GL_POLYGON);
+ gpuColor3f(1.0, 1.0, 1.0);
+ for (i = 0; i < numpoints; i++) {
+ gpuTexCoord3f((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]);
+ gpuVertex3f(points[i * 3 + 0] / ob->size[0], points[i * 3 + 1] / ob->size[1], points[i * 3 + 2] / ob->size[2]);
}
gpuEnd();
gpuImmediateUnformat();
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); /* return to default blend function */
}
n++;
}
@@ -443,6 +534,14 @@ 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);
@@ -457,6 +556,109 @@ void draw_volume(ARegion *ar, GPUTexture *tex, float min[3], float max[3], int r
if (gl_depth) {
glEnable(GL_DEPTH_TEST);
- glDepthMask(GL_TRUE);
+ 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