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Diffstat (limited to 'source/blender/gpu/intern/gpu_draw.c')
-rw-r--r--source/blender/gpu/intern/gpu_draw.c297
1 files changed, 232 insertions, 65 deletions
diff --git a/source/blender/gpu/intern/gpu_draw.c b/source/blender/gpu/intern/gpu_draw.c
index 7902c5296aa..685b929ac93 100644
--- a/source/blender/gpu/intern/gpu_draw.c
+++ b/source/blender/gpu/intern/gpu_draw.c
@@ -62,7 +62,7 @@
#include "IMB_imbuf.h"
#include "IMB_imbuf_types.h"
-#include "BKE_bmfont.h"
+#include "BKE_colorband.h"
#include "BKE_global.h"
#include "BKE_image.h"
#include "BKE_main.h"
@@ -883,6 +883,192 @@ void GPU_paint_update_image(Image *ima, ImageUser *iuser, int x, int y, int w, i
BKE_image_release_ibuf(ima, ibuf, NULL);
}
+/* *************************** Transfer functions *************************** */
+
+enum {
+ TFUNC_FLAME_SPECTRUM = 0,
+ TFUNC_COLOR_RAMP = 1,
+};
+
+#define TFUNC_WIDTH 256
+
+#ifdef WITH_SMOKE
+static void create_flame_spectrum_texture(float *data)
+{
+#define FIRE_THRESH 7
+#define MAX_FIRE_ALPHA 0.06f
+#define FULL_ON_FIRE 100
+
+ float *spec_pixels = MEM_mallocN(TFUNC_WIDTH * 4 * 16 * 16 * sizeof(float), "spec_pixels");
+
+ blackbody_temperature_to_rgb_table(data, TFUNC_WIDTH, 1500, 3000);
+
+ for (int i = 0; i < 16; i++) {
+ for (int j = 0; j < 16; j++) {
+ for (int k = 0; k < TFUNC_WIDTH; k++) {
+ int index = (j * TFUNC_WIDTH * 16 + i * TFUNC_WIDTH + k) * 4;
+ if (k >= FIRE_THRESH) {
+ spec_pixels[index] = (data[k * 4]);
+ spec_pixels[index + 1] = (data[k * 4 + 1]);
+ spec_pixels[index + 2] = (data[k * 4 + 2]);
+ spec_pixels[index + 3] = MAX_FIRE_ALPHA * (
+ (k > FULL_ON_FIRE) ? 1.0f : (k - FIRE_THRESH) / ((float)FULL_ON_FIRE - FIRE_THRESH));
+ }
+ else {
+ zero_v4(&spec_pixels[index]);
+ }
+ }
+ }
+ }
+
+ memcpy(data, spec_pixels, sizeof(float) * 4 * TFUNC_WIDTH);
+
+ MEM_freeN(spec_pixels);
+
+#undef FIRE_THRESH
+#undef MAX_FIRE_ALPHA
+#undef FULL_ON_FIRE
+}
+
+static void create_color_ramp(const ColorBand *coba, float *data)
+{
+ for (int i = 0; i < TFUNC_WIDTH; i++) {
+ BKE_colorband_evaluate(coba, (float)i / TFUNC_WIDTH, &data[i * 4]);
+ }
+}
+
+static GPUTexture *create_transfer_function(int type, const ColorBand *coba)
+{
+ float *data = MEM_mallocN(sizeof(float) * 4 * TFUNC_WIDTH, __func__);
+
+ switch (type) {
+ case TFUNC_FLAME_SPECTRUM:
+ create_flame_spectrum_texture(data);
+ break;
+ case TFUNC_COLOR_RAMP:
+ create_color_ramp(coba, data);
+ break;
+ }
+
+ GPUTexture *tex = GPU_texture_create_1D(TFUNC_WIDTH, GPU_RGBA8, data, NULL);
+
+ MEM_freeN(data);
+
+ return tex;
+}
+
+static void swizzle_texture_channel_rrrr(GPUTexture *tex)
+{
+ GPU_texture_bind(tex, 0);
+ glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_SWIZZLE_R, GL_RED);
+ glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_SWIZZLE_G, GL_RED);
+ glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_SWIZZLE_B, GL_RED);
+ glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_SWIZZLE_A, GL_RED);
+ GPU_texture_unbind(tex);
+}
+
+static GPUTexture *create_field_texture(SmokeDomainSettings *sds)
+{
+ float *field = NULL;
+
+ switch (sds->coba_field) {
+ case FLUID_FIELD_DENSITY: field = smoke_get_density(sds->fluid); break;
+ case FLUID_FIELD_HEAT: field = smoke_get_heat(sds->fluid); break;
+ case FLUID_FIELD_FUEL: field = smoke_get_fuel(sds->fluid); break;
+ case FLUID_FIELD_REACT: field = smoke_get_react(sds->fluid); break;
+ case FLUID_FIELD_FLAME: field = smoke_get_flame(sds->fluid); break;
+ case FLUID_FIELD_VELOCITY_X: field = smoke_get_velocity_x(sds->fluid); break;
+ case FLUID_FIELD_VELOCITY_Y: field = smoke_get_velocity_y(sds->fluid); break;
+ case FLUID_FIELD_VELOCITY_Z: field = smoke_get_velocity_z(sds->fluid); break;
+ case FLUID_FIELD_COLOR_R: field = smoke_get_color_r(sds->fluid); break;
+ case FLUID_FIELD_COLOR_G: field = smoke_get_color_g(sds->fluid); break;
+ case FLUID_FIELD_COLOR_B: field = smoke_get_color_b(sds->fluid); break;
+ case FLUID_FIELD_FORCE_X: field = smoke_get_force_x(sds->fluid); break;
+ case FLUID_FIELD_FORCE_Y: field = smoke_get_force_y(sds->fluid); break;
+ case FLUID_FIELD_FORCE_Z: field = smoke_get_force_z(sds->fluid); break;
+ default: return NULL;
+ }
+
+ GPUTexture *tex = GPU_texture_create_nD(
+ sds->res[0], sds->res[1], sds->res[2], 3,
+ field, GPU_R8, GPU_DATA_FLOAT, 0, true, NULL);
+
+ swizzle_texture_channel_rrrr(tex);
+ return tex;
+}
+
+static GPUTexture *create_density_texture(SmokeDomainSettings *sds, int highres)
+{
+ float *data = NULL, *source;
+ int cell_count = (highres) ? smoke_turbulence_get_cells(sds->wt) : sds->total_cells;
+ const bool has_color = (highres) ? smoke_turbulence_has_colors(sds->wt) : smoke_has_colors(sds->fluid);
+ int *dim = (highres) ? sds->res_wt : sds->res;
+ GPUTextureFormat format = (has_color) ? GPU_RGBA8 : GPU_R8;
+
+ if (has_color) {
+ data = MEM_callocN(sizeof(float) * cell_count * 4, "smokeColorTexture");
+ }
+
+ if (highres) {
+ if (has_color) {
+ smoke_turbulence_get_rgba(sds->wt, data, 0);
+ }
+ else {
+ source = smoke_turbulence_get_density(sds->wt);
+ }
+ }
+ else {
+ if (has_color) {
+ smoke_get_rgba(sds->fluid, data, 0);
+ }
+ else {
+ source = smoke_get_density(sds->fluid);
+ }
+ }
+
+ GPUTexture *tex = GPU_texture_create_nD(
+ dim[0], dim[1], dim[2], 3,
+ (data) ? data : source,
+ format, GPU_DATA_FLOAT, 0, true, NULL);
+ if (data) {
+ MEM_freeN(data);
+ }
+
+ if (format == GPU_R8) {
+ /* Swizzle the RGBA components to read the Red channel so
+ * that the shader stay the same for colored and non color
+ * density textures. */
+ swizzle_texture_channel_rrrr(tex);
+ }
+ return tex;
+}
+
+static GPUTexture *create_flame_texture(SmokeDomainSettings *sds, int highres)
+{
+ float *source = NULL;
+ const bool has_fuel = (highres) ? smoke_turbulence_has_fuel(sds->wt) : smoke_has_fuel(sds->fluid);
+ int *dim = (highres) ? sds->res_wt : sds->res;
+
+ if (!has_fuel)
+ return NULL;
+
+ if (highres) {
+ source = smoke_turbulence_get_flame(sds->wt);
+ }
+ else {
+ source = smoke_get_flame(sds->fluid);
+ }
+
+ GPUTexture *tex = GPU_texture_create_nD(
+ dim[0], dim[1], dim[2], 3,
+ source, GPU_R8, GPU_DATA_FLOAT, 0, true, NULL);
+
+ swizzle_texture_channel_rrrr(tex);
+
+ return tex;
+}
+#endif /* WITH_SMOKE */
+
void GPU_free_smoke(SmokeModifierData *smd)
{
if (smd->type & MOD_SMOKE_TYPE_DOMAIN && smd->domain) {
@@ -897,85 +1083,66 @@ void GPU_free_smoke(SmokeModifierData *smd)
if (smd->domain->tex_flame)
GPU_texture_free(smd->domain->tex_flame);
smd->domain->tex_flame = NULL;
+
+ if (smd->domain->tex_flame_coba)
+ GPU_texture_free(smd->domain->tex_flame_coba);
+ smd->domain->tex_flame_coba = NULL;
+
+ if (smd->domain->tex_coba)
+ GPU_texture_free(smd->domain->tex_coba);
+ smd->domain->tex_coba = NULL;
+
+ if (smd->domain->tex_field)
+ GPU_texture_free(smd->domain->tex_field);
+ smd->domain->tex_field = NULL;
}
}
-void GPU_create_smoke(SmokeModifierData *smd, int highres)
+void GPU_create_smoke_coba_field(SmokeModifierData *smd)
{
#ifdef WITH_SMOKE
if (smd->type & MOD_SMOKE_TYPE_DOMAIN) {
SmokeDomainSettings *sds = smd->domain;
- if (!sds->tex && !highres) {
- /* rgba texture for color + density */
- if (smoke_has_colors(sds->fluid)) {
- float *data = MEM_callocN(sizeof(float) * sds->total_cells * 4, "smokeColorTexture");
- smoke_get_rgba(sds->fluid, data, 0);
- sds->tex = GPU_texture_create_3D(sds->res[0], sds->res[1], sds->res[2], GPU_RGBA8, data, NULL);
- MEM_freeN(data);
- }
- /* density only */
- else {
- sds->tex = GPU_texture_create_3D(
- sds->res[0], sds->res[1], sds->res[2],
- GPU_R8, smoke_get_density(sds->fluid), NULL);
-
- /* Swizzle the RGBA components to read the Red channel so
- * that the shader stay the same for colored and non color
- * density textures. */
- GPU_texture_bind(sds->tex, 0);
- glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_SWIZZLE_R, GL_RED);
- glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_SWIZZLE_G, GL_RED);
- glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_SWIZZLE_B, GL_RED);
- glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_SWIZZLE_A, GL_RED);
- GPU_texture_unbind(sds->tex);
- }
- sds->tex_flame = (
- smoke_has_fuel(sds->fluid) ?
- GPU_texture_create_3D(
- sds->res[0], sds->res[1], sds->res[2],
- GPU_R8, smoke_get_flame(sds->fluid), NULL) :
- NULL);
+
+ if (!sds->tex_field) {
+ sds->tex_field = create_field_texture(sds);
}
- else if (!sds->tex && highres) {
- /* rgba texture for color + density */
- if (smoke_turbulence_has_colors(sds->wt)) {
- float *data = MEM_callocN(sizeof(float) * smoke_turbulence_get_cells(sds->wt) * 4, "smokeColorTexture");
- smoke_turbulence_get_rgba(sds->wt, data, 0);
- sds->tex = GPU_texture_create_3D(sds->res_wt[0], sds->res_wt[1], sds->res_wt[2], GPU_RGBA8, data, NULL);
- MEM_freeN(data);
- }
- /* density only */
- else {
- sds->tex = GPU_texture_create_3D(
- sds->res_wt[0], sds->res_wt[1], sds->res_wt[2],
- GPU_R8, smoke_turbulence_get_density(sds->wt), NULL);
-
- /* Swizzle the RGBA components to read the Red channel so
- * that the shader stay the same for colored and non color
- * density textures. */
- GPU_texture_bind(sds->tex, 0);
- glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_SWIZZLE_R, GL_RED);
- glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_SWIZZLE_G, GL_RED);
- glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_SWIZZLE_B, GL_RED);
- glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_SWIZZLE_A, GL_RED);
- GPU_texture_unbind(sds->tex);
- }
- sds->tex_flame = (
- smoke_turbulence_has_fuel(sds->wt) ?
- GPU_texture_create_3D(
- sds->res_wt[0], sds->res_wt[1], sds->res_wt[2],
- GPU_R8, smoke_turbulence_get_flame(sds->wt), NULL) :
- NULL);
+ if (!sds->tex_coba) {
+ sds->tex_coba = create_transfer_function(TFUNC_COLOR_RAMP, sds->coba);
}
+ }
+#else // WITH_SMOKE
+ smd->domain->tex_field = NULL;
+#endif // WITH_SMOKE
+}
- sds->tex_shadow = GPU_texture_create_3D(
- sds->res[0], sds->res[1], sds->res[2],
- GPU_R8, sds->shadow, NULL);
+void GPU_create_smoke(SmokeModifierData *smd, int highres)
+{
+#ifdef WITH_SMOKE
+ if (smd->type & MOD_SMOKE_TYPE_DOMAIN) {
+ SmokeDomainSettings *sds = smd->domain;
+
+ if (!sds->tex) {
+ sds->tex = create_density_texture(sds, highres);
+ }
+ if (!sds->tex_flame) {
+ sds->tex_flame = create_flame_texture(sds, highres);
+ }
+ if (!sds->tex_flame_coba && sds->tex_flame) {
+ sds->tex_flame_coba = create_transfer_function(TFUNC_FLAME_SPECTRUM, NULL);
+ }
+ if (!sds->tex_shadow) {
+ sds->tex_shadow = GPU_texture_create_nD(
+ sds->res[0], sds->res[1], sds->res[2], 3,
+ sds->shadow,
+ GPU_R8, GPU_DATA_FLOAT, 0, true, NULL);
+ }
}
#else // WITH_SMOKE
(void)highres;
smd->domain->tex = NULL;
smd->domain->tex_flame = NULL;
+ smd->domain->tex_flame_coba = NULL;
smd->domain->tex_shadow = NULL;
#endif // WITH_SMOKE
}