Beside the obvious ARB -> GLSL change, the texture slicing algorithm had to be rewritten. Although this new algorithm has the same behaviour as the old one (view aligned slicing), it works with an arbitrary number of slices (which could eventually be set by the user), which means we can preallocate the buffer. The previous algorithm would slice from the begining to the end of the volume's bbox, and draw the slices as it generates them. Also support for ARB program was removed. Patch by myself, with some minor fixes by Brecht. Reviewers: brecht, #opengl_gfx Differential Revision: https://developer.blender.org/D1694
533 lines
16 KiB
C
533 lines
16 KiB
C
/*
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* ***** BEGIN GPL LICENSE BLOCK *****
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
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* All rights reserved.
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*
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* Contributor(s): Daniel Genrich
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*
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* ***** END GPL LICENSE BLOCK *****
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*/
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/** \file blender/editors/space_view3d/drawvolume.c
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* \ingroup spview3d
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*/
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#include <string.h>
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#include <math.h>
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#include "MEM_guardedalloc.h"
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#include "DNA_scene_types.h"
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#include "DNA_screen_types.h"
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#include "DNA_smoke_types.h"
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#include "DNA_view3d_types.h"
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#include "BLI_utildefines.h"
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#include "BLI_math.h"
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#include "BKE_particle.h"
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#include "smoke_API.h"
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#include "BIF_gl.h"
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#include "GPU_debug.h"
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#include "GPU_shader.h"
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#include "GPU_texture.h"
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#include "view3d_intern.h" // own include
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struct GPUTexture;
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// #define DEBUG_DRAW_TIME
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#ifdef DEBUG_DRAW_TIME
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# include "PIL_time.h"
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# include "PIL_time_utildefines.h"
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#endif
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static GPUTexture *create_flame_spectrum_texture(void)
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{
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#define SPEC_WIDTH 256
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#define FIRE_THRESH 7
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#define MAX_FIRE_ALPHA 0.06f
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#define FULL_ON_FIRE 100
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GPUTexture *tex;
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int i, j, k;
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float *spec_data = MEM_mallocN(SPEC_WIDTH * 4 * sizeof(float), "spec_data");
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float *spec_pixels = MEM_mallocN(SPEC_WIDTH * 4 * 16 * 16 * sizeof(float), "spec_pixels");
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blackbody_temperature_to_rgb_table(spec_data, SPEC_WIDTH, 1500, 3000);
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for (i = 0; i < 16; i++) {
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for (j = 0; j < 16; j++) {
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for (k = 0; k < SPEC_WIDTH; k++) {
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int index = (j * SPEC_WIDTH * 16 + i * SPEC_WIDTH + k) * 4;
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if (k >= FIRE_THRESH) {
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spec_pixels[index] = (spec_data[k * 4]);
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spec_pixels[index + 1] = (spec_data[k * 4 + 1]);
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spec_pixels[index + 2] = (spec_data[k * 4 + 2]);
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spec_pixels[index + 3] = MAX_FIRE_ALPHA * (
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(k > FULL_ON_FIRE) ? 1.0f : (k - FIRE_THRESH) / ((float)FULL_ON_FIRE - FIRE_THRESH));
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}
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else {
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zero_v4(&spec_pixels[index]);
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}
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}
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}
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}
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tex = GPU_texture_create_1D(SPEC_WIDTH, spec_pixels, NULL);
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MEM_freeN(spec_data);
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MEM_freeN(spec_pixels);
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#undef SPEC_WIDTH
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#undef FIRE_THRESH
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#undef MAX_FIRE_ALPHA
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#undef FULL_ON_FIRE
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return tex;
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}
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typedef struct VolumeSlicer {
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float size[3];
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float min[3];
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float max[3];
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float (*verts)[3];
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} VolumeSlicer;
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/* *************************** View Aligned Slicing ************************** */
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/* Code adapted from:
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* "GPU-based Volume Rendering, Real-time Volume Graphics", AK Peters/CRC Press
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*/
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static int create_view_aligned_slices(VolumeSlicer *slicer,
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const int num_slices,
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const float view_dir[3])
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{
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const int indices[] = { 0, 1, 2, 0, 2, 3, 0, 3, 4, 0, 4, 5 };
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const float vertices[8][3] = {
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{ slicer->min[0], slicer->min[1], slicer->min[2] },
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{ slicer->max[0], slicer->min[1], slicer->min[2] },
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{ slicer->max[0], slicer->max[1], slicer->min[2] },
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{ slicer->min[0], slicer->max[1], slicer->min[2] },
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{ slicer->min[0], slicer->min[1], slicer->max[2] },
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{ slicer->max[0], slicer->min[1], slicer->max[2] },
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{ slicer->max[0], slicer->max[1], slicer->max[2] },
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{ slicer->min[0], slicer->max[1], slicer->max[2] }
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};
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const int edges[12][2] = {
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{ 0, 1 }, { 1, 2 }, { 2, 3 },
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{ 3, 0 }, { 0, 4 }, { 1, 5 },
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{ 2, 6 }, { 3, 7 }, { 4, 5 },
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{ 5, 6 }, { 6, 7 }, { 7, 4 }
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};
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const int edge_list[8][12] = {
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{ 0, 1, 5, 6, 4, 8, 11, 9, 3, 7, 2, 10 },
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{ 0, 4, 3, 11, 1, 2, 6, 7, 5, 9, 8, 10 },
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{ 1, 5, 0, 8, 2, 3, 7, 4, 6, 10, 9, 11 },
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{ 7, 11, 10, 8, 2, 6, 1, 9, 3, 0, 4, 5 },
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{ 8, 5, 9, 1, 11, 10, 7, 6, 4, 3, 0, 2 },
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{ 9, 6, 10, 2, 8, 11, 4, 7, 5, 0, 1, 3 },
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{ 9, 8, 5, 4, 6, 1, 2, 0, 10, 7, 11, 3 },
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{ 10, 9, 6, 5, 7, 2, 3, 1, 11, 4, 8, 0 }
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};
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/* find vertex that is the furthest from the view plane */
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int max_index = 0;
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float max_dist, min_dist;
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min_dist = max_dist = dot_v3v3(view_dir, vertices[0]);
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for (int i = 1; i < 8; i++) {
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float dist = dot_v3v3(view_dir, vertices[i]);
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if (dist > max_dist) {
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max_dist = dist;
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max_index = i;
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}
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if (dist < min_dist) {
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min_dist = dist;
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}
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}
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max_dist -= FLT_EPSILON;
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min_dist += FLT_EPSILON;
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/* start and direction vectors */
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float vec_start[12][3], vec_dir[12][3];
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/* lambda intersection values */
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float lambda[12], lambda_inc[12];
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float denom = 0.0f;
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float plane_dist = min_dist;
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float plane_dist_inc = (max_dist - min_dist) / (float)num_slices;
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/* for all egdes */
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for (int i = 0; i < 12; i++) {
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copy_v3_v3(vec_start[i], vertices[edges[edge_list[max_index][i]][0]]);
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copy_v3_v3(vec_dir[i], vertices[edges[edge_list[max_index][i]][1]]);
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sub_v3_v3(vec_dir[i], vec_start[i]);
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denom = dot_v3v3(vec_dir[i], view_dir);
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if (1.0f + denom != 1.0f) {
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lambda_inc[i] = plane_dist_inc / denom;
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lambda[i] = (plane_dist - dot_v3v3(vec_start[i], view_dir)) / denom;
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}
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else {
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lambda[i] = -1.0f;
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lambda_inc[i] = 0.0f;
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}
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}
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float intersections[6][3];
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float dL[12];
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int num_points = 0;
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/* find intersections for each slice, process them in back to front order */
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for (int i = 0; i < num_slices; i++) {
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for (int e = 0; e < 12; e++) {
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dL[e] = lambda[e] + i * lambda_inc[e];
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}
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if ((dL[0] >= 0.0f) && (dL[0] < 1.0f)) {
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madd_v3_v3v3fl(intersections[0], vec_start[0], vec_dir[0], dL[0]);
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}
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else if ((dL[1] >= 0.0f) && (dL[1] < 1.0f)) {
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madd_v3_v3v3fl(intersections[0], vec_start[1], vec_dir[1], dL[1]);
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}
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else if ((dL[3] >= 0.0f) && (dL[3] < 1.0f)) {
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madd_v3_v3v3fl(intersections[0], vec_start[3], vec_dir[3], dL[3]);
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}
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else continue;
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if ((dL[2] >= 0.0f) && (dL[2] < 1.0f)) {
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madd_v3_v3v3fl(intersections[1], vec_start[2], vec_dir[2], dL[2]);
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}
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else if ((dL[0] >= 0.0f) && (dL[0] < 1.0f)) {
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madd_v3_v3v3fl(intersections[1], vec_start[0], vec_dir[0], dL[0]);
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}
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else if ((dL[1] >= 0.0f) && (dL[1] < 1.0f)) {
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madd_v3_v3v3fl(intersections[1], vec_start[1], vec_dir[1], dL[1]);
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}
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else {
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madd_v3_v3v3fl(intersections[1], vec_start[3], vec_dir[3], dL[3]);
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}
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if ((dL[4] >= 0.0f) && (dL[4] < 1.0f)) {
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madd_v3_v3v3fl(intersections[2], vec_start[4], vec_dir[4], dL[4]);
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}
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else if ((dL[5] >= 0.0f) && (dL[5] < 1.0f)) {
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madd_v3_v3v3fl(intersections[2], vec_start[5], vec_dir[5], dL[5]);
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}
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else {
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madd_v3_v3v3fl(intersections[2], vec_start[7], vec_dir[7], dL[7]);
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}
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if ((dL[6] >= 0.0f) && (dL[6] < 1.0f)) {
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madd_v3_v3v3fl(intersections[3], vec_start[6], vec_dir[6], dL[6]);
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}
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else if ((dL[4] >= 0.0f) && (dL[4] < 1.0f)) {
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madd_v3_v3v3fl(intersections[3], vec_start[4], vec_dir[4], dL[4]);
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}
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else if ((dL[5] >= 0.0f) && (dL[5] < 1.0f)) {
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madd_v3_v3v3fl(intersections[3], vec_start[5], vec_dir[5], dL[5]);
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}
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else {
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madd_v3_v3v3fl(intersections[3], vec_start[7], vec_dir[7], dL[7]);
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}
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if ((dL[8] >= 0.0f) && (dL[8] < 1.0f)) {
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madd_v3_v3v3fl(intersections[4], vec_start[8], vec_dir[8], dL[8]);
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}
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else if ((dL[9] >= 0.0f) && (dL[9] < 1.0f)) {
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madd_v3_v3v3fl(intersections[4], vec_start[9], vec_dir[9], dL[9]);
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}
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else {
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madd_v3_v3v3fl(intersections[4], vec_start[11], vec_dir[11], dL[11]);
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}
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if ((dL[10] >= 0.0f) && (dL[10] < 1.0f)) {
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madd_v3_v3v3fl(intersections[5], vec_start[10], vec_dir[10], dL[10]);
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}
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else if ((dL[8] >= 0.0f) && (dL[8] < 1.0f)) {
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madd_v3_v3v3fl(intersections[5], vec_start[8], vec_dir[8], dL[8]);
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}
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else if ((dL[9] >= 0.0f) && (dL[9] < 1.0f)) {
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madd_v3_v3v3fl(intersections[5], vec_start[9], vec_dir[9], dL[9]);
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}
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else {
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madd_v3_v3v3fl(intersections[5], vec_start[11], vec_dir[11], dL[11]);
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}
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for (int e = 0; e < 12; e++) {
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copy_v3_v3(slicer->verts[num_points++], intersections[indices[e]]);
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}
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}
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return num_points;
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}
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void draw_smoke_volume(SmokeDomainSettings *sds, Object *ob,
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const float min[3], const float max[3],
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const float viewnormal[3])
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{
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if (!sds->tex || !sds->tex_shadow) {
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fprintf(stderr, "Could not allocate 3D texture for volume rendering!\n");
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return;
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}
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const bool use_fire = (sds->active_fields & SM_ACTIVE_FIRE) != 0;
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GPUShader *shader = GPU_shader_get_builtin_shader(
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(use_fire) ? GPU_SHADER_SMOKE_FIRE : GPU_SHADER_SMOKE);
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if (!shader) {
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fprintf(stderr, "Unable to create GLSL smoke shader.\n");
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return;
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}
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const float ob_sizei[3] = {
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1.0f / fabsf(ob->size[0]),
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1.0f / fabsf(ob->size[1]),
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1.0f / fabsf(ob->size[2])
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};
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const float size[3] = { max[0] - min[0], max[1] - min[1], max[2] - min[2] };
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const float invsize[3] = { 1.0f / size[0], 1.0f / size[1], 1.0f / size[2] };
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#ifdef DEBUG_DRAW_TIME
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TIMEIT_START(draw);
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#endif
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/* setup smoke shader */
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int soot_location = GPU_shader_get_uniform(shader, "soot_texture");
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int spec_location = GPU_shader_get_uniform(shader, "spectrum_texture");
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int shadow_location = GPU_shader_get_uniform(shader, "shadow_texture");
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int flame_location = GPU_shader_get_uniform(shader, "flame_texture");
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int actcol_location = GPU_shader_get_uniform(shader, "active_color");
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int cellspace_location = GPU_shader_get_uniform(shader, "cell_spacing");
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int invsize_location = GPU_shader_get_uniform(shader, "invsize");
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int ob_sizei_location = GPU_shader_get_uniform(shader, "ob_sizei");
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int min_location = GPU_shader_get_uniform(shader, "min");
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GPU_shader_bind(shader);
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GPU_texture_bind(sds->tex, 0);
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GPU_shader_uniform_texture(shader, soot_location, sds->tex);
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GPU_texture_bind(sds->tex_shadow, 1);
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GPU_shader_uniform_texture(shader, shadow_location, sds->tex_shadow);
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GPUTexture *tex_spec = NULL;
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if (sds->tex_flame) {
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GPU_texture_bind(sds->tex_flame, 2);
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GPU_shader_uniform_texture(shader, flame_location, sds->tex_flame);
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tex_spec = create_flame_spectrum_texture();
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GPU_texture_bind(tex_spec, 3);
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GPU_shader_uniform_texture(shader, spec_location, tex_spec);
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}
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float active_color[4] = { 1.0, 1.0, 1.0, 10.0 };
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if ((sds->active_fields & SM_ACTIVE_COLORS) == 0)
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copy_v3_v3(active_color, sds->active_color);
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GPU_shader_uniform_vector(shader, actcol_location, 4, 1, active_color);
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GPU_shader_uniform_vector(shader, cellspace_location, 1, 1, &sds->dx);
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GPU_shader_uniform_vector(shader, min_location, 3, 1, min);
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GPU_shader_uniform_vector(shader, ob_sizei_location, 3, 1, ob_sizei);
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GPU_shader_uniform_vector(shader, invsize_location, 3, 1, invsize);
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/* setup slicing information */
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const int max_slices = 256;
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const int max_points = max_slices * 12;
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VolumeSlicer slicer;
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copy_v3_v3(slicer.min, min);
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copy_v3_v3(slicer.max, max);
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copy_v3_v3(slicer.size, size);
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slicer.verts = MEM_mallocN(sizeof(float) * 3 * max_points, "smoke_slice_vertices");
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const int num_points = create_view_aligned_slices(&slicer, max_slices, viewnormal);
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/* setup buffer and draw */
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int gl_depth = 0, gl_blend = 0;
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glGetBooleanv(GL_BLEND, (GLboolean *)&gl_blend);
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glGetBooleanv(GL_DEPTH_TEST, (GLboolean *)&gl_depth);
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glEnable(GL_DEPTH_TEST);
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glEnable(GL_BLEND);
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glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
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GLuint vertex_buffer;
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glGenBuffers(1, &vertex_buffer);
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glBindBuffer(GL_ARRAY_BUFFER, vertex_buffer);
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glBufferData(GL_ARRAY_BUFFER, sizeof(float) * 3 * num_points, &slicer.verts[0][0], GL_STATIC_DRAW);
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glEnableClientState(GL_VERTEX_ARRAY);
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glVertexPointer(3, GL_FLOAT, 0, NULL);
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glDrawArrays(GL_TRIANGLES, 0, num_points);
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glDisableClientState(GL_VERTEX_ARRAY);
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#ifdef DEBUG_DRAW_TIME
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printf("Draw Time: %f\n", (float)TIMEIT_VALUE(draw));
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TIMEIT_END(draw);
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#endif
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/* cleanup */
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glDeleteBuffers(1, &vertex_buffer);
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GPU_texture_unbind(sds->tex);
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GPU_texture_unbind(sds->tex_shadow);
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if (sds->tex_flame) {
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GPU_texture_unbind(sds->tex_flame);
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GPU_texture_unbind(tex_spec);
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GPU_texture_free(tex_spec);
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}
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MEM_freeN(slicer.verts);
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GPU_shader_unbind();
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if (!gl_blend) {
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glDisable(GL_BLEND);
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}
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if (gl_depth) {
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glEnable(GL_DEPTH_TEST);
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}
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}
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#ifdef SMOKE_DEBUG_VELOCITY
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void draw_smoke_velocity(SmokeDomainSettings *domain, Object *ob)
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{
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float x, y, z;
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float x0, y0, z0;
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int *base_res = domain->base_res;
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int *res = domain->res;
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int *res_min = domain->res_min;
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int *res_max = domain->res_max;
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float *vel_x = smoke_get_velocity_x(domain->fluid);
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float *vel_y = smoke_get_velocity_y(domain->fluid);
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float *vel_z = smoke_get_velocity_z(domain->fluid);
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float min[3];
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float *cell_size = domain->cell_size;
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float step_size = ((float)max_iii(base_res[0], base_res[1], base_res[2])) / 16.f;
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float vf = domain->scale / 16.f * 2.f; /* velocity factor */
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glLineWidth(1.0f);
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/* set first position so that it doesn't jump when domain moves */
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x0 = res_min[0] + fmod(-(float)domain->shift[0] + res_min[0], step_size);
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y0 = res_min[1] + fmod(-(float)domain->shift[1] + res_min[1], step_size);
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z0 = res_min[2] + fmod(-(float)domain->shift[2] + res_min[2], step_size);
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if (x0 < res_min[0]) x0 += step_size;
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if (y0 < res_min[1]) y0 += step_size;
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if (z0 < res_min[2]) z0 += step_size;
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add_v3_v3v3(min, domain->p0, domain->obj_shift_f);
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for (x = floor(x0); x < res_max[0]; x += step_size)
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for (y = floor(y0); y < res_max[1]; y += step_size)
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for (z = floor(z0); z < res_max[2]; z += step_size) {
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int index = (floor(x) - res_min[0]) + (floor(y) - res_min[1]) * res[0] + (floor(z) - res_min[2]) * res[0] * res[1];
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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]};
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float vel = sqrtf(vel_x[index] * vel_x[index] + vel_y[index] * vel_y[index] + vel_z[index] * vel_z[index]);
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/* draw heat as scaled "arrows" */
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if (vel >= 0.01f) {
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float col_g = 1.0f - vel;
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CLAMP(col_g, 0.0f, 1.0f);
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glColor3f(1.0f, col_g, 0.0f);
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glPointSize(10.0f * vel);
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glBegin(GL_LINES);
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glVertex3f(pos[0], pos[1], pos[2]);
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glVertex3f(pos[0] + vel_x[index] * vf, pos[1] + vel_y[index] * vf, pos[2] + vel_z[index] * vf);
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glEnd();
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glBegin(GL_POINTS);
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glVertex3f(pos[0] + vel_x[index] * vf, pos[1] + vel_y[index] * vf, pos[2] + vel_z[index] * vf);
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glEnd();
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}
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}
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}
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#endif
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#ifdef SMOKE_DEBUG_HEAT
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void draw_smoke_heat(SmokeDomainSettings *domain, Object *ob)
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{
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float x, y, z;
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float x0, y0, z0;
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int *base_res = domain->base_res;
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int *res = domain->res;
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int *res_min = domain->res_min;
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int *res_max = domain->res_max;
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float *heat = smoke_get_heat(domain->fluid);
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float min[3];
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float *cell_size = domain->cell_size;
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float step_size = ((float)max_iii(base_res[0], base_res[1], base_res[2])) / 16.f;
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float vf = domain->scale / 16.f * 2.f; /* velocity factor */
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/* set first position so that it doesn't jump when domain moves */
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x0 = res_min[0] + fmod(-(float)domain->shift[0] + res_min[0], step_size);
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y0 = res_min[1] + fmod(-(float)domain->shift[1] + res_min[1], step_size);
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z0 = res_min[2] + fmod(-(float)domain->shift[2] + res_min[2], step_size);
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if (x0 < res_min[0]) x0 += step_size;
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if (y0 < res_min[1]) y0 += step_size;
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if (z0 < res_min[2]) z0 += step_size;
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add_v3_v3v3(min, domain->p0, domain->obj_shift_f);
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for (x = floor(x0); x < res_max[0]; x += step_size)
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for (y = floor(y0); y < res_max[1]; y += step_size)
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for (z = floor(z0); z < res_max[2]; z += step_size) {
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int index = (floor(x) - res_min[0]) + (floor(y) - res_min[1]) * res[0] + (floor(z) - res_min[2]) * res[0] * res[1];
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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]};
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/* draw heat as different sized points */
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if (heat[index] >= 0.01f) {
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float col_gb = 1.0f - heat[index];
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CLAMP(col_gb, 0.0f, 1.0f);
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glColor3f(1.0f, col_gb, col_gb);
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glPointSize(24.0f * heat[index]);
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glBegin(GL_POINTS);
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glVertex3f(pos[0], pos[1], pos[2]);
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glEnd();
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}
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}
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}
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#endif
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