*introducing unique ID's following brechts hint from ML Enhancements resulting from this: * multiple caches per modifier stack position
305 lines
7.7 KiB
C
305 lines
7.7 KiB
C
/**
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* $Id$
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*
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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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, 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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#include <string.h>
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#include <math.h>
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#ifdef HAVE_CONFIG_H
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#include <config.h>
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#endif
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#include "MEM_guardedalloc.h"
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#include "IMB_imbuf.h"
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#include "MTC_matrixops.h"
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#include "DNA_armature_types.h"
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#include "DNA_boid_types.h"
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#include "DNA_camera_types.h"
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#include "DNA_curve_types.h"
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#include "DNA_constraint_types.h" // for drawing constraint
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#include "DNA_effect_types.h"
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#include "DNA_lamp_types.h"
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#include "DNA_lattice_types.h"
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#include "DNA_material_types.h"
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#include "DNA_mesh_types.h"
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#include "DNA_meshdata_types.h"
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#include "DNA_meta_types.h"
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#include "DNA_modifier_types.h"
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#include "DNA_object_types.h"
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#include "DNA_object_force.h"
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#include "DNA_object_fluidsim.h"
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#include "DNA_particle_types.h"
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#include "DNA_space_types.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_userdef_types.h"
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#include "DNA_view3d_types.h"
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#include "DNA_world_types.h"
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#include "BLI_blenlib.h"
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#include "BLI_arithb.h"
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#include "BLI_editVert.h"
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#include "BLI_edgehash.h"
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#include "BLI_rand.h"
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#include "BKE_anim.h" //for the where_on_path function
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#include "BKE_curve.h"
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#include "BKE_constraint.h" // for the get_constraint_target function
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#include "BKE_DerivedMesh.h"
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#include "BKE_deform.h"
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#include "BKE_displist.h"
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#include "BKE_effect.h"
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#include "BKE_font.h"
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#include "BKE_global.h"
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#include "BKE_image.h"
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#include "BKE_key.h"
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#include "BKE_lattice.h"
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#include "BKE_mesh.h"
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#include "BKE_material.h"
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#include "BKE_mball.h"
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#include "BKE_modifier.h"
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#include "BKE_object.h"
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#include "BKE_paint.h"
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#include "BKE_particle.h"
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#include "BKE_property.h"
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#include "BKE_smoke.h"
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#include "BKE_unit.h"
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#include "BKE_utildefines.h"
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#include "smoke_API.h"
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#include "BIF_gl.h"
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#include "BIF_glutil.h"
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#include "GPU_draw.h"
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#include "GPU_material.h"
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#include "GPU_extensions.h"
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#include "ED_mesh.h"
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#include "ED_particle.h"
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#include "ED_screen.h"
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#include "ED_types.h"
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#include "ED_util.h"
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#include "UI_resources.h"
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#include "UI_interface_icons.h"
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#include "WM_api.h"
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#include "BLF_api.h"
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#include "GPU_extensions.h"
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#include "view3d_intern.h" // own include
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struct GPUTexture;
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/* draw slices of smoke is adapted from c++ code authored by: Johannes Schmid and Ingemar Rask, 2006, johnny@grob.org */
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static float cv[][3] = {
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{1.0f, 1.0f, 1.0f}, {-1.0f, 1.0f, 1.0f}, {-1.0f, -1.0f, 1.0f}, {1.0f, -1.0f, 1.0f},
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{1.0f, 1.0f, -1.0f}, {-1.0f, 1.0f, -1.0f}, {-1.0f, -1.0f, -1.0f}, {1.0f, -1.0f, -1.0f}
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};
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// edges have the form edges[n][0][xyz] + t*edges[n][1][xyz]
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static float edges[12][2][3] = {
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{{1.0f, 1.0f, -1.0f}, {0.0f, 0.0f, 1.0f}},
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{{-1.0f, 1.0f, -1.0f}, {0.0f, 0.0f, 1.0f}},
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{{-1.0f, -1.0f, -1.0f}, {0.0f, 0.0f, 1.0f}},
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{{1.0f, -1.0f, -1.0f}, {0.0f, 0.0f, 1.0f}},
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{{1.0f, -1.0f, 1.0f}, {0.0f, 1.0f, 0.0f}},
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{{-1.0f, -1.0f, 1.0f}, {0.0f, 1.0f, 0.0f}},
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{{-1.0f, -1.0f, -1.0f}, {0.0f, 1.0f, 0.0f}},
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{{1.0f, -1.0f, -1.0f}, {0.0f, 1.0f, 0.0f}},
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{{-1.0f, 1.0f, 1.0f}, {1.0f, 0.0f, 0.0f}},
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{{-1.0f, -1.0f, 1.0f}, {1.0f, 0.0f, 0.0f}},
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{{-1.0f, -1.0f, -1.0f}, {1.0f, 0.0f, 0.0f}},
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{{-1.0f, 1.0f, -1.0f}, {1.0f, 0.0f, 0.0f}}
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};
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int intersect_edges(float *points, float a, float b, float c, float d)
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{
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int i;
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float t;
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int numpoints = 0;
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for (i=0; i<12; i++) {
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t = -(a*edges[i][0][0] + b*edges[i][0][1] + c*edges[i][0][2] + d)
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/ (a*edges[i][1][0] + b*edges[i][1][1] + c*edges[i][1][2]);
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if ((t>0)&&(t<2)) {
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points[numpoints * 3 + 0] = edges[i][0][0] + edges[i][1][0]*t;
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points[numpoints * 3 + 1] = edges[i][0][1] + edges[i][1][1]*t;
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points[numpoints * 3 + 2] = edges[i][0][2] + edges[i][1][2]*t;
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numpoints++;
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}
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}
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return numpoints;
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}
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static int convex(float *p0, float *up, float *a, float *b)
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{
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// Vec3 va = a-p0, vb = b-p0;
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float va[3], vb[3], tmp[3];
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VECSUB(va, a, p0);
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VECSUB(vb, b, p0);
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Crossf(tmp, va, vb);
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return INPR(up, tmp) >= 0;
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}
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// copied from gpu_extension.c
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static int is_pow2(int n)
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{
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return ((n)&(n-1))==0;
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}
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static int larger_pow2(int n)
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{
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if (is_pow2(n))
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return n;
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while(!is_pow2(n))
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n= n&(n-1);
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return n*2;
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}
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void draw_volume(Scene *scene, ARegion *ar, View3D *v3d, Base *base, GPUTexture *tex, int res[3])
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{
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Object *ob = base->object;
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RegionView3D *rv3d= ar->regiondata;
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float viewnormal[3];
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int i, j, n;
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float d, d0, dd;
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float *points = NULL;
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int numpoints = 0;
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float cor[3] = {1.,1.,1.};
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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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wmLoadMatrix(rv3d->viewmat);
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wmMultMatrix(ob->obmat);
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glDepthMask(GL_FALSE);
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glDisable(GL_DEPTH_TEST);
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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// get view vector
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VECCOPY(viewnormal, rv3d->viewinv[2]);
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Normalize(viewnormal);
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// find cube vertex that is closest to the viewer
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for (i=0; i<8; i++) {
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float x,y,z;
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x = cv[i][0] + viewnormal[0];
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y = cv[i][1] + viewnormal[1];
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z = cv[i][2] + viewnormal[2];
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if ((x>=-1.0f)&&(x<=1.0f)
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&&(y>=-1.0f)&&(y<=1.0f)
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&&(z>=-1.0f)&&(z<=1.0f)) {
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break;
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}
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}
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GPU_texture_bind(tex, 0);
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if (!GLEW_ARB_texture_non_power_of_two) {
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cor[0] = (float)res[0]/(float)larger_pow2(res[0]);
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cor[1] = (float)res[1]/(float)larger_pow2(res[1]);
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cor[2] = (float)res[2]/(float)larger_pow2(res[2]);
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}
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// our slices are defined by the plane equation a*x + b*y +c*z + d = 0
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// (a,b,c), the plane normal, are given by viewdir
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// d is the parameter along the view direction. the first d is given by
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// inserting previously found vertex into the plane equation
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d0 = -(viewnormal[0]*cv[i][0] + viewnormal[1]*cv[i][1] + viewnormal[2]*cv[i][2]);
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dd = 2.0*d0/64.0f;
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n = 0;
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// printf("d0: %f, dd: %f\n", d0, dd);
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points = MEM_callocN(sizeof(float)*12*3, "smoke_points_preview");
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for (d = d0; d > -d0; d -= dd) {
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float p0[3];
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// intersect_edges returns the intersection points of all cube edges with
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// the given plane that lie within the cube
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numpoints = intersect_edges(points, viewnormal[0], viewnormal[1], viewnormal[2], d);
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if (numpoints > 2) {
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VECCOPY(p0, points);
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// sort points to get a convex polygon
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for(i = 1; i < numpoints - 1; i++)
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{
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for(j = i + 1; j < numpoints; j++)
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{
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if(convex(p0, viewnormal, &points[j * 3], &points[i * 3]))
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{
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float tmp2[3];
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VECCOPY(tmp2, &points[i * 3]);
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VECCOPY(&points[i * 3], &points[j * 3]);
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VECCOPY(&points[j * 3], tmp2);
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}
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}
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}
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glBegin(GL_POLYGON);
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for (i = 0; i < numpoints; i++) {
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glColor3f(1.0, 1.0, 1.0);
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glTexCoord3d((points[i * 3 + 0] + 1.0)*cor[0]/2.0, (points[i * 3 + 1] + 1)*cor[1]/2.0, (points[i * 3 + 2] + 1.0)*cor[2]/2.0);
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glVertex3f(points[i * 3 + 0], points[i * 3 + 1], points[i * 3 + 2]);
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}
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glEnd();
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}
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n++;
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}
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GPU_texture_unbind(tex);
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MEM_freeN(points);
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if(!gl_blend)
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glDisable(GL_BLEND);
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if(gl_depth)
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{
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glEnable(GL_DEPTH_TEST);
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glDepthMask(GL_TRUE);
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}
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}
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