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blender-archive/source/blender/draw/intern/draw_fluid.c

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/*
* 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) 2005 Blender Foundation.
* All rights reserved.
*/
/** \file
* \ingroup gpu
*
* GPU fluid drawing functions.
*/
#include <string.h>
#include "BLI_math.h"
#include "BLI_utildefines.h"
#include "DNA_fluid_types.h"
#include "DNA_modifier_types.h"
#include "MEM_guardedalloc.h"
#include "BKE_colorband.h"
#include "GPU_texture.h"
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#include "draw_common.h" /* Own include. */
#ifdef WITH_FLUID
# include "manta_fluid_API.h"
#endif
/* -------------------------------------------------------------------- */
/** \name Private API
* \{ */
#ifdef WITH_FLUID
enum {
TFUNC_FLAME_SPECTRUM = 0,
TFUNC_COLOR_RAMP = 1,
};
# define TFUNC_WIDTH 256
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 = (float *)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 struct ColorBand *coba, float *data)
{
for (int i = 0; i < TFUNC_WIDTH; i++) {
BKE_colorband_evaluate(coba, (float)i / TFUNC_WIDTH, &data[i * 4]);
straight_to_premul_v4(&data[i * 4]);
}
}
static GPUTexture *create_transfer_function(int type, const struct ColorBand *coba)
{
float *data = (float *)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_SRGB8_A8, data, NULL);
MEM_freeN(data);
return tex;
}
static void swizzle_texture_channel_single(GPUTexture *tex)
{
/* Swizzle texture channels so that we get useful RGBA values when sampling
* a texture with fewer channels, e.g. when using density as color. */
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GPU_texture_swizzle_set(tex, "rrr1");
}
static float *rescale_3d(const int dim[3],
const int final_dim[3],
int channels,
const float *fpixels)
{
const uint w = dim[0], h = dim[1], d = dim[2];
const uint fw = final_dim[0], fh = final_dim[1], fd = final_dim[2];
const uint xf = w / fw, yf = h / fh, zf = d / fd;
const uint pixel_count = fw * fh * fd;
float *nfpixels = (float *)MEM_mallocN(channels * sizeof(float) * pixel_count, __func__);
if (nfpixels) {
printf("Performance: You need to scale a 3D texture, feel the pain!\n");
for (uint k = 0; k < fd; k++) {
for (uint j = 0; j < fh; j++) {
for (uint i = 0; i < fw; i++) {
/* Obviously doing nearest filtering here,
* it's going to be slow in any case, let's not make it worse. */
float xb = i * xf;
float yb = j * yf;
float zb = k * zf;
uint offset = k * (fw * fh) + i * fh + j;
uint offset_orig = (zb) * (w * h) + (xb)*h + (yb);
if (channels == 4) {
nfpixels[offset * 4] = fpixels[offset_orig * 4];
nfpixels[offset * 4 + 1] = fpixels[offset_orig * 4 + 1];
nfpixels[offset * 4 + 2] = fpixels[offset_orig * 4 + 2];
nfpixels[offset * 4 + 3] = fpixels[offset_orig * 4 + 3];
}
else if (channels == 1) {
nfpixels[offset] = fpixels[offset_orig];
}
else {
BLI_assert(0);
}
}
}
}
}
return nfpixels;
}
/* Will resize input to fit GL system limits. */
static GPUTexture *create_volume_texture(const int dim[3],
eGPUTextureFormat format,
const float *data)
{
GPUTexture *tex = NULL;
int final_dim[3] = {UNPACK3(dim)};
while (1) {
tex = GPU_texture_create_3d(UNPACK3(final_dim), format, NULL, NULL);
if (tex != NULL) {
break;
}
if (final_dim[0] == 1 && final_dim[1] == 1 && final_dim[2] == 1) {
break;
}
for (int i = 0; i < 3; i++) {
final_dim[i] = max_ii(1, final_dim[i] / 2);
}
}
if (tex == NULL) {
printf("Error: Could not create 3D texture.\n");
tex = GPU_texture_create_error(3, false);
}
else if (equals_v3v3_int(dim, final_dim)) {
/* No need to resize, just upload the data. */
GPU_texture_update_sub(tex, GPU_DATA_FLOAT, data, 0, 0, 0, UNPACK3(final_dim));
}
else {
/* We need to resize the input. */
int channels = (format == GPU_R8) ? 1 : 4;
float *rescaled_data = rescale_3d(dim, final_dim, channels, data);
if (rescaled_data) {
GPU_texture_update_sub(tex, GPU_DATA_FLOAT, rescaled_data, 0, 0, 0, UNPACK3(final_dim));
MEM_freeN(rescaled_data);
}
else {
printf("Error: Could not allocate rescaled 3d texture!\n");
GPU_texture_free(tex);
tex = GPU_texture_create_error(3, false);
}
}
return tex;
}
static GPUTexture *create_field_texture(FluidDomainSettings *fds)
{
float *field = NULL;
switch (fds->coba_field) {
case FLUID_DOMAIN_FIELD_DENSITY:
field = manta_smoke_get_density(fds->fluid);
break;
case FLUID_DOMAIN_FIELD_HEAT:
field = manta_smoke_get_heat(fds->fluid);
break;
case FLUID_DOMAIN_FIELD_FUEL:
field = manta_smoke_get_fuel(fds->fluid);
break;
case FLUID_DOMAIN_FIELD_REACT:
field = manta_smoke_get_react(fds->fluid);
break;
case FLUID_DOMAIN_FIELD_FLAME:
field = manta_smoke_get_flame(fds->fluid);
break;
case FLUID_DOMAIN_FIELD_VELOCITY_X:
field = manta_get_velocity_x(fds->fluid);
break;
case FLUID_DOMAIN_FIELD_VELOCITY_Y:
field = manta_get_velocity_y(fds->fluid);
break;
case FLUID_DOMAIN_FIELD_VELOCITY_Z:
field = manta_get_velocity_z(fds->fluid);
break;
case FLUID_DOMAIN_FIELD_COLOR_R:
field = manta_smoke_get_color_r(fds->fluid);
break;
case FLUID_DOMAIN_FIELD_COLOR_G:
field = manta_smoke_get_color_g(fds->fluid);
break;
case FLUID_DOMAIN_FIELD_COLOR_B:
field = manta_smoke_get_color_b(fds->fluid);
break;
case FLUID_DOMAIN_FIELD_FORCE_X:
field = manta_get_force_x(fds->fluid);
break;
case FLUID_DOMAIN_FIELD_FORCE_Y:
field = manta_get_force_y(fds->fluid);
break;
case FLUID_DOMAIN_FIELD_FORCE_Z:
field = manta_get_force_z(fds->fluid);
break;
default:
return NULL;
}
GPUTexture *tex = create_volume_texture(fds->res, GPU_R8, field);
swizzle_texture_channel_single(tex);
return tex;
}
static GPUTexture *create_density_texture(FluidDomainSettings *fds, int highres)
{
int *dim = (highres) ? fds->res_noise : fds->res;
float *data;
if (highres) {
data = manta_noise_get_density(fds->fluid);
}
else {
data = manta_smoke_get_density(fds->fluid);
}
GPUTexture *tex = create_volume_texture(dim, GPU_R8, data);
swizzle_texture_channel_single(tex);
return tex;
}
static GPUTexture *create_color_texture(FluidDomainSettings *fds, int highres)
{
const bool has_color = (highres) ? manta_noise_has_colors(fds->fluid) :
manta_smoke_has_colors(fds->fluid);
if (!has_color) {
return NULL;
}
int cell_count = (highres) ? manta_noise_get_cells(fds->fluid) : fds->total_cells;
int *dim = (highres) ? fds->res_noise : fds->res;
float *data = (float *)MEM_callocN(sizeof(float) * cell_count * 4, "smokeColorTexture");
if (data == NULL) {
return NULL;
}
if (highres) {
manta_noise_get_rgba(fds->fluid, data, 0);
}
else {
manta_smoke_get_rgba(fds->fluid, data, 0);
}
GPUTexture *tex = create_volume_texture(dim, GPU_RGBA8, data);
MEM_freeN(data);
return tex;
}
static GPUTexture *create_flame_texture(FluidDomainSettings *fds, int highres)
{
float *source = NULL;
const bool has_fuel = (highres) ? manta_noise_has_fuel(fds->fluid) :
manta_smoke_has_fuel(fds->fluid);
int *dim = (highres) ? fds->res_noise : fds->res;
if (!has_fuel) {
return NULL;
}
if (highres) {
source = manta_noise_get_flame(fds->fluid);
}
else {
source = manta_smoke_get_flame(fds->fluid);
}
GPUTexture *tex = create_volume_texture(dim, GPU_R8, source);
swizzle_texture_channel_single(tex);
return tex;
}
#endif /* WITH_FLUID */
/** \} */
/* -------------------------------------------------------------------- */
/** \name Public API
* \{ */
void DRW_smoke_free(FluidModifierData *fmd)
{
if (fmd->type & MOD_FLUID_TYPE_DOMAIN && fmd->domain) {
if (fmd->domain->tex_density) {
GPU_texture_free(fmd->domain->tex_density);
fmd->domain->tex_density = NULL;
}
if (fmd->domain->tex_color) {
GPU_texture_free(fmd->domain->tex_color);
fmd->domain->tex_color = NULL;
}
if (fmd->domain->tex_shadow) {
GPU_texture_free(fmd->domain->tex_shadow);
fmd->domain->tex_shadow = NULL;
}
if (fmd->domain->tex_flame) {
GPU_texture_free(fmd->domain->tex_flame);
fmd->domain->tex_flame = NULL;
}
if (fmd->domain->tex_flame_coba) {
GPU_texture_free(fmd->domain->tex_flame_coba);
fmd->domain->tex_flame_coba = NULL;
}
if (fmd->domain->tex_coba) {
GPU_texture_free(fmd->domain->tex_coba);
fmd->domain->tex_coba = NULL;
}
if (fmd->domain->tex_field) {
GPU_texture_free(fmd->domain->tex_field);
fmd->domain->tex_field = NULL;
}
}
}
void DRW_smoke_ensure_coba_field(FluidModifierData *fmd)
{
#ifndef WITH_FLUID
UNUSED_VARS(fmd);
#else
if (fmd->type & MOD_FLUID_TYPE_DOMAIN) {
FluidDomainSettings *fds = fmd->domain;
if (!fds->tex_field) {
fds->tex_field = create_field_texture(fds);
}
if (!fds->tex_coba) {
fds->tex_coba = create_transfer_function(TFUNC_COLOR_RAMP, fds->coba);
}
}
#endif
}
void DRW_smoke_ensure(FluidModifierData *fmd, int highres)
{
#ifndef WITH_FLUID
UNUSED_VARS(fmd, highres);
#else
if (fmd->type & MOD_FLUID_TYPE_DOMAIN) {
FluidDomainSettings *fds = fmd->domain;
if (!fds->tex_density) {
fds->tex_density = create_density_texture(fds, highres);
}
if (!fds->tex_color) {
fds->tex_color = create_color_texture(fds, highres);
}
if (!fds->tex_flame) {
fds->tex_flame = create_flame_texture(fds, highres);
}
if (!fds->tex_flame_coba && fds->tex_flame) {
fds->tex_flame_coba = create_transfer_function(TFUNC_FLAME_SPECTRUM, NULL);
}
if (!fds->tex_shadow) {
fds->tex_shadow = create_volume_texture(
fds->res, GPU_R8, manta_smoke_get_shadow(fds->fluid));
}
}
#endif /* WITH_FLUID */
}
void DRW_smoke_ensure_velocity(FluidModifierData *fmd)
{
#ifndef WITH_FLUID
UNUSED_VARS(fmd);
#else
if (fmd->type & MOD_FLUID_TYPE_DOMAIN) {
FluidDomainSettings *fds = fmd->domain;
const float *vel_x = manta_get_velocity_x(fds->fluid);
const float *vel_y = manta_get_velocity_y(fds->fluid);
const float *vel_z = manta_get_velocity_z(fds->fluid);
if (ELEM(NULL, vel_x, vel_y, vel_z)) {
return;
}
if (!fds->tex_velocity_x) {
fds->tex_velocity_x = GPU_texture_create_3d(UNPACK3(fds->res), GPU_R16F, vel_x, NULL);
fds->tex_velocity_y = GPU_texture_create_3d(UNPACK3(fds->res), GPU_R16F, vel_y, NULL);
fds->tex_velocity_z = GPU_texture_create_3d(UNPACK3(fds->res), GPU_R16F, vel_z, NULL);
}
}
#endif /* WITH_FLUID */
}
/* TODO Unify with the other DRW_smoke_free. */
void DRW_smoke_free_velocity(FluidModifierData *fmd)
{
if (fmd->type & MOD_FLUID_TYPE_DOMAIN && fmd->domain) {
if (fmd->domain->tex_velocity_x) {
GPU_texture_free(fmd->domain->tex_velocity_x);
}
if (fmd->domain->tex_velocity_y) {
GPU_texture_free(fmd->domain->tex_velocity_y);
}
if (fmd->domain->tex_velocity_z) {
GPU_texture_free(fmd->domain->tex_velocity_z);
}
fmd->domain->tex_velocity_x = NULL;
fmd->domain->tex_velocity_y = NULL;
fmd->domain->tex_velocity_z = NULL;
}
}
/** \} */