/** * $Id$ * * ***** 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, 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 #include #include "MEM_guardedalloc.h" #include "DNA_scene_types.h" #include "DNA_screen_types.h" #include "DNA_view3d_types.h" #include "BLI_blenlib.h" #include "BLI_math.h" #include "BLI_editVert.h" #include "BLI_edgehash.h" #include "BLI_rand.h" #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_utildefines.h" #include "smoke_API.h" #include "BIF_gl.h" #include "BIF_glutil.h" #include "GPU_extensions.h" #include "ED_mesh.h" #include "BLF_api.h" #include "view3d_intern.h" // own include #ifdef _WIN32 #include #include #include #include static LARGE_INTEGER liFrequency; static LARGE_INTEGER liStartTime; static LARGE_INTEGER liCurrentTime; static void tstart ( void ) { QueryPerformanceFrequency ( &liFrequency ); QueryPerformanceCounter ( &liStartTime ); } static void tend ( void ) { QueryPerformanceCounter ( &liCurrentTime ); } static double tval() { return ((double)( (liCurrentTime.QuadPart - liStartTime.QuadPart)* (double)1000.0/(double)liFrequency.QuadPart )); } #else #include static struct timeval _tstart, _tend; static struct timezone tz; static void tstart ( void ) { gettimeofday ( &_tstart, &tz ); } static void tend ( void ) { gettimeofday ( &_tend,&tz ); } static double tval() { double t1, t2; t1 = ( double ) _tstart.tv_sec*1000 + ( double ) _tstart.tv_usec/ ( 1000 ); t2 = ( double ) _tend.tv_sec*1000 + ( double ) _tend.tv_usec/ ( 1000 ); return t2-t1; } #endif struct GPUTexture; int intersect_edges(float *points, float a, float b, float c, float d, float edges[12][2][3]) { 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<1)) { 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); cross_v3_v3v3(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, float *min, float *max, int res[3], float dx, GPUTexture *tex_shadow) { RegionView3D *rv3d= ar->regiondata; float viewnormal[3]; int i, j, n, good_index; float d, d0, dd, ds; float *points = NULL; int numpoints = 0; float cor[3] = {1.,1.,1.}; int gl_depth = 0, gl_blend = 0; /* draw slices of smoke is adapted from c++ code authored by: Johannes Schmid and Ingemar Rask, 2006, johnny@grob.org */ 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] float edges[12][2][3] = { {{1.0f, 1.0f, -1.0f}, {0.0f, 0.0f, 2.0f}}, {{-1.0f, 1.0f, -1.0f}, {0.0f, 0.0f, 2.0f}}, {{-1.0f, -1.0f, -1.0f}, {0.0f, 0.0f, 2.0f}}, {{1.0f, -1.0f, -1.0f}, {0.0f, 0.0f, 2.0f}}, {{1.0f, -1.0f, 1.0f}, {0.0f, 2.0f, 0.0f}}, {{-1.0f, -1.0f, 1.0f}, {0.0f, 2.0f, 0.0f}}, {{-1.0f, -1.0f, -1.0f}, {0.0f, 2.0f, 0.0f}}, {{1.0f, -1.0f, -1.0f}, {0.0f, 2.0f, 0.0f}}, {{-1.0f, 1.0f, 1.0f}, {2.0f, 0.0f, 0.0f}}, {{-1.0f, -1.0f, 1.0f}, {2.0f, 0.0f, 0.0f}}, {{-1.0f, -1.0f, -1.0f}, {2.0f, 0.0f, 0.0f}}, {{-1.0f, 1.0f, -1.0f}, {2.0f, 0.0f, 0.0f}} }; /* Fragment program to calculate the view3d of smoke */ /* using 2 textures, density and shadow */ 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"; GLuint prog; float size[3]; if(!tex) { printf("Could not allocate 3D texture for 3D View smoke drawing.\n"); return; } tstart(); VECSUB(size, max, min); // maxx, maxy, maxz cv[0][0] = max[0]; cv[0][1] = max[1]; cv[0][2] = max[2]; // minx, maxy, maxz cv[1][0] = min[0]; cv[1][1] = max[1]; cv[1][2] = max[2]; // minx, miny, maxz cv[2][0] = min[0]; cv[2][1] = min[1]; cv[2][2] = max[2]; // maxx, miny, maxz cv[3][0] = max[0]; cv[3][1] = min[1]; cv[3][2] = max[2]; // maxx, maxy, minz cv[4][0] = max[0]; cv[4][1] = max[1]; cv[4][2] = min[2]; // minx, maxy, minz cv[5][0] = min[0]; cv[5][1] = max[1]; cv[5][2] = min[2]; // minx, miny, minz cv[6][0] = min[0]; cv[6][1] = min[1]; cv[6][2] = min[2]; // maxx, miny, minz cv[7][0] = max[0]; cv[7][1] = min[1]; cv[7][2] = min[2]; VECCOPY(edges[0][0], cv[4]); // maxx, maxy, minz VECCOPY(edges[1][0], cv[5]); // minx, maxy, minz VECCOPY(edges[2][0], cv[6]); // minx, miny, minz VECCOPY(edges[3][0], cv[7]); // maxx, miny, minz VECCOPY(edges[4][0], cv[3]); // maxx, miny, maxz VECCOPY(edges[5][0], cv[2]); // minx, miny, maxz VECCOPY(edges[6][0], cv[6]); // minx, miny, minz VECCOPY(edges[7][0], cv[7]); // maxx, miny, minz VECCOPY(edges[8][0], cv[1]); // minx, maxy, maxz VECCOPY(edges[9][0], cv[2]); // minx, miny, maxz VECCOPY(edges[10][0], cv[6]); // minx, miny, minz VECCOPY(edges[11][0], cv[5]); // minx, maxy, minz // printf("size x: %f, y: %f, z: %f\n", size[0], size[1], size[2]); // printf("min[2]: %f, max[2]: %f\n", min[2], max[2]); edges[0][1][2] = size[2]; edges[1][1][2] = size[2]; edges[2][1][2] = size[2]; edges[3][1][2] = size[2]; edges[4][1][1] = size[1]; edges[5][1][1] = size[1]; edges[6][1][1] = size[1]; edges[7][1][1] = size[1]; edges[8][1][0] = size[0]; edges[9][1][0] = size[0]; edges[10][1][0] = size[0]; 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); glDepthMask(GL_FALSE); glDisable(GL_DEPTH_TEST); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); /* 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]); */ // get view vector VECCOPY(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]; y = cv[i][1] - viewnormal[1]; z = cv[i][2] - viewnormal[2]; if ((x>=min[0])&&(x<=max[0]) &&(y>=min[1])&&(y<=max[1]) &&(z>=min[2])&&(z<=max[2])) { break; } } if(i >= 8) { /* fallback, avoid using buffer over-run */ i= 0; } // printf("i: %d\n", i); // printf("point %f, %f, %f\n", cv[i][0], cv[i][1], cv[i][2]); if (GL_TRUE == glewIsSupported("GL_ARB_fragment_program")) { glEnable(GL_FRAGMENT_PROGRAM_ARB); glGenProgramsARB(1, &prog); glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, prog); glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, (GLsizei)strlen(text), text); // 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); } else printf("Your gfx card does not support 3D View smoke drawing.\n"); GPU_texture_bind(tex, 0); if(tex_shadow) GPU_texture_bind(tex_shadow, 1); else printf("No volume shadow\n"); if (!GPU_non_power_of_two_support()) { 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]); ds = (ABS(viewnormal[0])*size[0] + ABS(viewnormal[1])*size[1] + ABS(viewnormal[2])*size[2]); dd = 0.05; // ds/512.0f; n = 0; good_index = i; // printf("d0: %f, dd: %f, ds: %f\n\n", d0, dd, ds); points = MEM_callocN(sizeof(float)*12*3, "smoke_points_preview"); while(1) { float p0[3]; float tmp_point[3], tmp_point2[3]; if(dd*(float)n > ds) break; VECCOPY(tmp_point, viewnormal); mul_v3_fl(tmp_point, -dd*((ds/dd)-(float)n)); VECADD(tmp_point2, cv[good_index], tmp_point); d = INPR(tmp_point2, viewnormal); // printf("my d: %f\n", d); // 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, edges); // printf("points: %d\n", numpoints); 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[j * 3]); VECCOPY(&points[j * 3], &points[i * 3]); VECCOPY(&points[i * 3], tmp2); } } } // printf("numpoints: %d\n", numpoints); 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]); } glEnd(); } n++; } tend(); // printf ( "Draw Time: %f\n",( float ) tval() ); if(tex_shadow) GPU_texture_unbind(tex_shadow); GPU_texture_unbind(tex); if(GLEW_ARB_fragment_program) { glDisable(GL_FRAGMENT_PROGRAM_ARB); glDeleteProgramsARB(1, &prog); } MEM_freeN(points); if(!gl_blend) glDisable(GL_BLEND); if(gl_depth) { glEnable(GL_DEPTH_TEST); glDepthMask(GL_TRUE); } }