diff options
Diffstat (limited to 'source/blender/editors/space_view3d/drawvolume.c')
-rw-r--r-- | source/blender/editors/space_view3d/drawvolume.c | 304 |
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 |