854 lines
25 KiB
C
854 lines
25 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_colorband.h"
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#include "BKE_deform.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_shader.h"
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#include "GPU_texture.h"
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#include "GPU_state.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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/* *************************** Transfer functions *************************** */
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enum {
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TFUNC_FLAME_SPECTRUM = 0,
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TFUNC_COLOR_RAMP = 1,
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};
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#define TFUNC_WIDTH 256
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static void create_flame_spectrum_texture(float *data)
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{
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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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float *spec_pixels = MEM_mallocN(TFUNC_WIDTH * 4 * 16 * 16 * sizeof(float), "spec_pixels");
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blackbody_temperature_to_rgb_table(data, TFUNC_WIDTH, 1500, 3000);
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for (int i = 0; i < 16; i++) {
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for (int j = 0; j < 16; j++) {
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for (int k = 0; k < TFUNC_WIDTH; k++) {
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int index = (j * TFUNC_WIDTH * 16 + i * TFUNC_WIDTH + k) * 4;
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if (k >= FIRE_THRESH) {
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spec_pixels[index] = (data[k * 4]);
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spec_pixels[index + 1] = (data[k * 4 + 1]);
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spec_pixels[index + 2] = (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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memcpy(data, spec_pixels, sizeof(float) * 4 * TFUNC_WIDTH);
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MEM_freeN(spec_pixels);
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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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}
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static void create_color_ramp(const ColorBand *coba, float *data)
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{
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for (int i = 0; i < TFUNC_WIDTH; i++) {
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BKE_colorband_evaluate(coba, (float)i / TFUNC_WIDTH, &data[i * 4]);
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}
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}
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static GPUTexture *create_transfer_function(int type, const ColorBand *coba)
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{
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float *data = MEM_mallocN(sizeof(float) * 4 * TFUNC_WIDTH, __func__);
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switch (type) {
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case TFUNC_FLAME_SPECTRUM:
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create_flame_spectrum_texture(data);
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break;
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case TFUNC_COLOR_RAMP:
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create_color_ramp(coba, data);
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break;
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}
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GPUTexture *tex = GPU_texture_create_1D(TFUNC_WIDTH, GPU_RGBA8, data, NULL);
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MEM_freeN(data);
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return tex;
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}
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static GPUTexture *create_field_texture(SmokeDomainSettings *sds)
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{
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float *field = NULL;
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switch (sds->coba_field) {
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#ifdef WITH_SMOKE
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case FLUID_FIELD_DENSITY: field = smoke_get_density(sds->fluid); break;
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case FLUID_FIELD_HEAT: field = smoke_get_heat(sds->fluid); break;
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case FLUID_FIELD_FUEL: field = smoke_get_fuel(sds->fluid); break;
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case FLUID_FIELD_REACT: field = smoke_get_react(sds->fluid); break;
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case FLUID_FIELD_FLAME: field = smoke_get_flame(sds->fluid); break;
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case FLUID_FIELD_VELOCITY_X: field = smoke_get_velocity_x(sds->fluid); break;
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case FLUID_FIELD_VELOCITY_Y: field = smoke_get_velocity_y(sds->fluid); break;
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case FLUID_FIELD_VELOCITY_Z: field = smoke_get_velocity_z(sds->fluid); break;
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case FLUID_FIELD_COLOR_R: field = smoke_get_color_r(sds->fluid); break;
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case FLUID_FIELD_COLOR_G: field = smoke_get_color_g(sds->fluid); break;
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case FLUID_FIELD_COLOR_B: field = smoke_get_color_b(sds->fluid); break;
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case FLUID_FIELD_FORCE_X: field = smoke_get_force_x(sds->fluid); break;
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case FLUID_FIELD_FORCE_Y: field = smoke_get_force_y(sds->fluid); break;
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case FLUID_FIELD_FORCE_Z: field = smoke_get_force_z(sds->fluid); break;
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#endif
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default: return NULL;
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}
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return GPU_texture_create_3D(sds->res[0], sds->res[1], sds->res[2], GPU_R8, field, NULL);
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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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/* *************************** Axis Aligned Slicing ************************** */
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static void create_single_slice(VolumeSlicer *slicer, const float depth,
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const int axis, const int idx)
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{
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const float vertices[3][4][3] = {
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{
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{ depth, slicer->min[1], slicer->min[2] },
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{ depth, slicer->max[1], slicer->min[2] },
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{ depth, slicer->max[1], slicer->max[2] },
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{ depth, slicer->min[1], slicer->max[2] }
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},
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{
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{ slicer->min[0], depth, slicer->min[2] },
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{ slicer->min[0], depth, slicer->max[2] },
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{ slicer->max[0], depth, slicer->max[2] },
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{ slicer->max[0], depth, slicer->min[2] }
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},
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{
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{ slicer->min[0], slicer->min[1], depth },
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{ slicer->min[0], slicer->max[1], depth },
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{ slicer->max[0], slicer->max[1], depth },
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{ slicer->max[0], slicer->min[1], depth }
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}
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};
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copy_v3_v3(slicer->verts[idx + 0], vertices[axis][0]);
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copy_v3_v3(slicer->verts[idx + 1], vertices[axis][1]);
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copy_v3_v3(slicer->verts[idx + 2], vertices[axis][2]);
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copy_v3_v3(slicer->verts[idx + 3], vertices[axis][0]);
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copy_v3_v3(slicer->verts[idx + 4], vertices[axis][2]);
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copy_v3_v3(slicer->verts[idx + 5], vertices[axis][3]);
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}
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static void create_axis_aligned_slices(VolumeSlicer *slicer, const int num_slices,
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const float view_dir[3], const int axis)
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{
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float depth, slice_size = slicer->size[axis] / num_slices;
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/* always process slices in back to front order! */
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if (view_dir[axis] > 0.0f) {
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depth = slicer->min[axis];
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}
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else {
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depth = slicer->max[axis];
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slice_size = -slice_size;
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}
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int count = 0;
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for (int slice = 0; slice < num_slices; slice++) {
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create_single_slice(slicer, depth, axis, count);
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count += 6;
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depth += slice_size;
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}
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}
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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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static void bind_shader(SmokeDomainSettings *sds, GPUShader *shader, GPUTexture *tex_spec,
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GPUTexture *tex_tfunc, GPUTexture *tex_coba,
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bool use_fire, const float min[3],
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const float ob_sizei[3], const float invsize[3])
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{
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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_location");
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int soot_location;
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int stepsize_location;
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int densityscale_location;
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int spec_location, flame_location;
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int shadow_location, actcol_location;
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int tfunc_location = 0;
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int coba_location = 0;
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if (use_fire) {
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spec_location = GPU_shader_get_uniform(shader, "spectrum_texture");
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flame_location = GPU_shader_get_uniform(shader, "flame_texture");
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}
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else {
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shadow_location = GPU_shader_get_uniform(shader, "shadow_texture");
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actcol_location = GPU_shader_get_uniform(shader, "active_color");
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soot_location = GPU_shader_get_uniform(shader, "soot_texture");
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stepsize_location = GPU_shader_get_uniform(shader, "step_size");
|
|
densityscale_location = GPU_shader_get_uniform(shader, "density_scale");
|
|
|
|
if (sds->use_coba) {
|
|
tfunc_location = GPU_shader_get_uniform(shader, "transfer_texture");
|
|
coba_location = GPU_shader_get_uniform(shader, "color_band_texture");
|
|
}
|
|
}
|
|
|
|
GPU_shader_bind(shader);
|
|
|
|
if (use_fire) {
|
|
GPU_texture_bind(sds->tex_flame, 2);
|
|
GPU_shader_uniform_texture(shader, flame_location, sds->tex_flame);
|
|
|
|
GPU_texture_bind(tex_spec, 3);
|
|
GPU_shader_uniform_texture(shader, spec_location, tex_spec);
|
|
}
|
|
else {
|
|
float density_scale = 10.0f * sds->display_thickness;
|
|
|
|
GPU_shader_uniform_vector(shader, stepsize_location, 1, 1, &sds->dx);
|
|
GPU_shader_uniform_vector(shader, densityscale_location, 1, 1, &density_scale);
|
|
|
|
GPU_texture_bind(sds->tex, 0);
|
|
GPU_shader_uniform_texture(shader, soot_location, sds->tex);
|
|
|
|
GPU_texture_bind(sds->tex_shadow, 1);
|
|
GPU_shader_uniform_texture(shader, shadow_location, sds->tex_shadow);
|
|
|
|
float active_color[3] = { 0.9, 0.9, 0.9 };
|
|
if ((sds->active_fields & SM_ACTIVE_COLORS) == 0)
|
|
mul_v3_v3(active_color, sds->active_color);
|
|
GPU_shader_uniform_vector(shader, actcol_location, 3, 1, active_color);
|
|
|
|
if (sds->use_coba) {
|
|
GPU_texture_bind(tex_tfunc, 4);
|
|
GPU_shader_uniform_texture(shader, tfunc_location, tex_tfunc);
|
|
|
|
GPU_texture_bind(tex_coba, 5);
|
|
GPU_shader_uniform_texture(shader, coba_location, tex_coba);
|
|
}
|
|
}
|
|
|
|
GPU_shader_uniform_vector(shader, min_location, 3, 1, min);
|
|
GPU_shader_uniform_vector(shader, ob_sizei_location, 3, 1, ob_sizei);
|
|
GPU_shader_uniform_vector(shader, invsize_location, 3, 1, invsize);
|
|
}
|
|
|
|
static void unbind_shader(SmokeDomainSettings *sds, GPUTexture *tex_spec,
|
|
GPUTexture *tex_tfunc, GPUTexture *tex_coba, bool use_fire)
|
|
{
|
|
GPU_shader_unbind();
|
|
|
|
GPU_texture_unbind(sds->tex);
|
|
|
|
if (use_fire) {
|
|
GPU_texture_unbind(sds->tex_flame);
|
|
GPU_texture_unbind(tex_spec);
|
|
GPU_texture_free(tex_spec);
|
|
}
|
|
else {
|
|
GPU_texture_unbind(sds->tex_shadow);
|
|
|
|
if (sds->use_coba) {
|
|
GPU_texture_unbind(tex_tfunc);
|
|
GPU_texture_free(tex_tfunc);
|
|
|
|
GPU_texture_unbind(tex_coba);
|
|
GPU_texture_free(tex_coba);
|
|
}
|
|
}
|
|
}
|
|
|
|
static void draw_buffer(SmokeDomainSettings *sds, GPUShader *shader, const VolumeSlicer *slicer,
|
|
const float ob_sizei[3], const float invsize[3], const int num_points, const bool do_fire)
|
|
{
|
|
GPUTexture *tex_spec = (do_fire) ? create_transfer_function(TFUNC_FLAME_SPECTRUM, NULL) : NULL;
|
|
GPUTexture *tex_tfunc = (sds->use_coba) ? create_transfer_function(TFUNC_COLOR_RAMP, sds->coba) : NULL;
|
|
GPUTexture *tex_coba = (sds->use_coba) ? create_field_texture(sds) : NULL;
|
|
|
|
GLuint vertex_buffer;
|
|
glGenBuffers(1, &vertex_buffer);
|
|
glBindBuffer(GL_ARRAY_BUFFER, vertex_buffer);
|
|
glBufferData(GL_ARRAY_BUFFER, sizeof(float) * 3 * num_points, &slicer->verts[0][0], GL_STATIC_DRAW);
|
|
|
|
bind_shader(sds, shader, tex_spec, tex_tfunc, tex_coba, do_fire, slicer->min, ob_sizei, invsize);
|
|
|
|
glEnableClientState(GL_VERTEX_ARRAY);
|
|
glVertexPointer(3, GL_FLOAT, 0, NULL);
|
|
|
|
glDrawArrays(GL_TRIANGLES, 0, num_points);
|
|
|
|
glDisableClientState(GL_VERTEX_ARRAY);
|
|
|
|
unbind_shader(sds, tex_spec, tex_tfunc, tex_coba, do_fire);
|
|
|
|
/* cleanup */
|
|
|
|
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
|
|
|
glDeleteBuffers(1, &vertex_buffer);
|
|
}
|
|
|
|
void draw_smoke_volume(SmokeDomainSettings *sds, Object *ob,
|
|
const float min[3], const float max[3],
|
|
const float viewnormal[3])
|
|
{
|
|
if (!sds->tex || !sds->tex_shadow) {
|
|
fprintf(stderr, "Could not allocate 3D texture for volume rendering!\n");
|
|
return;
|
|
}
|
|
|
|
const bool use_fire = (sds->active_fields & SM_ACTIVE_FIRE) && sds->tex_flame;
|
|
|
|
GPUBuiltinShader builtin_shader;
|
|
|
|
if (sds->use_coba) {
|
|
builtin_shader = GPU_SHADER_SMOKE_COBA;
|
|
}
|
|
else {
|
|
builtin_shader = GPU_SHADER_SMOKE;
|
|
}
|
|
|
|
GPUShader *shader = GPU_shader_get_builtin_shader(builtin_shader);
|
|
|
|
if (!shader) {
|
|
fprintf(stderr, "Unable to create GLSL smoke shader.\n");
|
|
return;
|
|
}
|
|
|
|
GPUShader *fire_shader = NULL;
|
|
if (use_fire) {
|
|
fire_shader = GPU_shader_get_builtin_shader(GPU_SHADER_SMOKE_FIRE);
|
|
|
|
if (!fire_shader) {
|
|
fprintf(stderr, "Unable to create GLSL fire shader.\n");
|
|
return;
|
|
}
|
|
}
|
|
|
|
const float ob_sizei[3] = {
|
|
1.0f / fabsf(ob->size[0]),
|
|
1.0f / fabsf(ob->size[1]),
|
|
1.0f / fabsf(ob->size[2])
|
|
};
|
|
|
|
const float size[3] = { max[0] - min[0], max[1] - min[1], max[2] - min[2] };
|
|
const float invsize[3] = { 1.0f / size[0], 1.0f / size[1], 1.0f / size[2] };
|
|
|
|
#ifdef DEBUG_DRAW_TIME
|
|
TIMEIT_START(draw);
|
|
#endif
|
|
|
|
/* setup slicing information */
|
|
|
|
const bool view_aligned = (sds->slice_method == MOD_SMOKE_SLICE_VIEW_ALIGNED);
|
|
int max_slices, max_points, axis = 0;
|
|
|
|
if (view_aligned) {
|
|
max_slices = max_iii(sds->res[0], sds->res[1], sds->res[2]) * sds->slice_per_voxel;
|
|
max_points = max_slices * 12;
|
|
}
|
|
else {
|
|
if (sds->axis_slice_method == AXIS_SLICE_FULL) {
|
|
axis = axis_dominant_v3_single(viewnormal);
|
|
max_slices = sds->res[axis] * sds->slice_per_voxel;
|
|
}
|
|
else {
|
|
axis = (sds->slice_axis == SLICE_AXIS_AUTO) ? axis_dominant_v3_single(viewnormal) : sds->slice_axis - 1;
|
|
max_slices = 1;
|
|
}
|
|
|
|
max_points = max_slices * 6;
|
|
}
|
|
|
|
VolumeSlicer slicer;
|
|
copy_v3_v3(slicer.min, min);
|
|
copy_v3_v3(slicer.max, max);
|
|
copy_v3_v3(slicer.size, size);
|
|
slicer.verts = MEM_mallocN(sizeof(float) * 3 * max_points, "smoke_slice_vertices");
|
|
|
|
int num_points;
|
|
|
|
if (view_aligned) {
|
|
num_points = create_view_aligned_slices(&slicer, max_slices, viewnormal);
|
|
}
|
|
else {
|
|
num_points = max_points;
|
|
|
|
if (sds->axis_slice_method == AXIS_SLICE_FULL) {
|
|
create_axis_aligned_slices(&slicer, max_slices, viewnormal, axis);
|
|
}
|
|
else {
|
|
const float depth = (sds->slice_depth - 0.5f) * size[axis];
|
|
create_single_slice(&slicer, depth, axis, 0);
|
|
}
|
|
}
|
|
|
|
/* setup buffer and draw */
|
|
|
|
int gl_depth = 0, gl_blend = 0, gl_depth_write = 0;
|
|
glGetBooleanv(GL_BLEND, (GLboolean *)&gl_blend);
|
|
glGetBooleanv(GL_DEPTH_TEST, (GLboolean *)&gl_depth);
|
|
glGetBooleanv(GL_DEPTH_WRITEMASK, (GLboolean *)&gl_depth_write);
|
|
|
|
GPU_depth_test(true);
|
|
glDepthMask(GL_FALSE);
|
|
GPU_blend(true);
|
|
|
|
GPU_blend_set_func(GPU_ONE, GPU_ONE_MINUS_SRC_ALPHA);
|
|
draw_buffer(sds, shader, &slicer, ob_sizei, invsize, num_points, false);
|
|
|
|
/* Draw fire separately (T47639). */
|
|
if (use_fire && !sds->use_coba) {
|
|
glBlendFunc(GL_ONE, GL_ONE);
|
|
draw_buffer(sds, fire_shader, &slicer, ob_sizei, invsize, num_points, true);
|
|
}
|
|
|
|
#ifdef DEBUG_DRAW_TIME
|
|
printf("Draw Time: %f\n", (float)TIMEIT_VALUE(draw));
|
|
TIMEIT_END(draw);
|
|
#endif
|
|
|
|
MEM_freeN(slicer.verts);
|
|
|
|
glDepthMask(gl_depth_write);
|
|
|
|
if (!gl_blend) {
|
|
GPU_blend(false);
|
|
}
|
|
|
|
if (gl_depth) {
|
|
GPU_depth_test(true);
|
|
}
|
|
}
|
|
|
|
#ifdef WITH_SMOKE
|
|
static void add_tri(float (*verts)[3], float(*colors)[3], int *offset,
|
|
float p1[3], float p2[3], float p3[3], float rgb[3])
|
|
{
|
|
copy_v3_v3(verts[*offset + 0], p1);
|
|
copy_v3_v3(verts[*offset + 1], p2);
|
|
copy_v3_v3(verts[*offset + 2], p3);
|
|
|
|
copy_v3_v3(colors[*offset + 0], rgb);
|
|
copy_v3_v3(colors[*offset + 1], rgb);
|
|
copy_v3_v3(colors[*offset + 2], rgb);
|
|
|
|
*offset += 3;
|
|
}
|
|
|
|
static void add_needle(float (*verts)[3], float (*colors)[3], float center[3],
|
|
float dir[3], float scale, float voxel_size, int *offset)
|
|
{
|
|
float len = len_v3(dir);
|
|
|
|
float rgb[3];
|
|
BKE_defvert_weight_to_rgb(rgb, len);
|
|
|
|
if (len != 0.0f) {
|
|
mul_v3_fl(dir, 1.0f / len);
|
|
len *= scale;
|
|
}
|
|
|
|
len *= voxel_size;
|
|
|
|
float corners[4][3] = {
|
|
{ 0.0f, 0.2f, -0.5f },
|
|
{ -0.2f * 0.866f, -0.2f * 0.5f, -0.5f },
|
|
{ 0.2f * 0.866f, -0.2f * 0.5f, -0.5f },
|
|
{ 0.0f, 0.0f, 0.5f }
|
|
};
|
|
|
|
const float up[3] = { 0.0f, 0.0f, 1.0f };
|
|
float rot[3][3];
|
|
|
|
rotation_between_vecs_to_mat3(rot, up, dir);
|
|
transpose_m3(rot);
|
|
|
|
for (int i = 0; i < 4; i++) {
|
|
mul_m3_v3(rot, corners[i]);
|
|
mul_v3_fl(corners[i], len);
|
|
add_v3_v3(corners[i], center);
|
|
}
|
|
|
|
add_tri(verts, colors, offset, corners[0], corners[1], corners[2], rgb);
|
|
add_tri(verts, colors, offset, corners[0], corners[1], corners[3], rgb);
|
|
add_tri(verts, colors, offset, corners[1], corners[2], corners[3], rgb);
|
|
add_tri(verts, colors, offset, corners[2], corners[0], corners[3], rgb);
|
|
}
|
|
|
|
static void add_streamline(float (*verts)[3], float(*colors)[3], float center[3],
|
|
float dir[3], float scale, float voxel_size, int *offset)
|
|
{
|
|
const float len = len_v3(dir);
|
|
|
|
float rgb[3];
|
|
BKE_defvert_weight_to_rgb(rgb, len);
|
|
|
|
copy_v3_v3(colors[(*offset)], rgb);
|
|
copy_v3_v3(verts[(*offset)++], center);
|
|
|
|
mul_v3_fl(dir, scale * voxel_size);
|
|
add_v3_v3(center, dir);
|
|
|
|
copy_v3_v3(colors[(*offset)], rgb);
|
|
copy_v3_v3(verts[(*offset)++], center);
|
|
}
|
|
|
|
typedef void (*vector_draw_func)(float(*)[3], float(*)[3], float *, float *, float, float, int *);
|
|
#endif /* WITH_SMOKE */
|
|
|
|
void draw_smoke_velocity(SmokeDomainSettings *domain, float viewnormal[3])
|
|
{
|
|
#ifdef WITH_SMOKE
|
|
const float *vel_x = smoke_get_velocity_x(domain->fluid);
|
|
const float *vel_y = smoke_get_velocity_y(domain->fluid);
|
|
const float *vel_z = smoke_get_velocity_z(domain->fluid);
|
|
|
|
if (ELEM(NULL, vel_x, vel_y, vel_z)) {
|
|
return;
|
|
}
|
|
|
|
const int *base_res = domain->base_res;
|
|
const int *res = domain->res;
|
|
const int *res_min = domain->res_min;
|
|
|
|
int res_max[3];
|
|
copy_v3_v3_int(res_max, domain->res_max);
|
|
|
|
const float *cell_size = domain->cell_size;
|
|
const float step_size = ((float)max_iii(base_res[0], base_res[1], base_res[2])) / 16.0f;
|
|
|
|
/* set first position so that it doesn't jump when domain moves */
|
|
float xyz[3] = {
|
|
res_min[0] + fmod(-(float)domain->shift[0] + res_min[0], step_size),
|
|
res_min[1] + fmod(-(float)domain->shift[1] + res_min[1], step_size),
|
|
res_min[2] + fmod(-(float)domain->shift[2] + res_min[2], step_size)
|
|
};
|
|
|
|
if (xyz[0] < res_min[0]) xyz[0] += step_size;
|
|
if (xyz[1] < res_min[1]) xyz[1] += step_size;
|
|
if (xyz[2] < res_min[2]) xyz[2] += step_size;
|
|
|
|
float min[3] = {
|
|
domain->p0[0] - domain->cell_size[0] * domain->adapt_res,
|
|
domain->p0[1] - domain->cell_size[1] * domain->adapt_res,
|
|
domain->p0[2] - domain->cell_size[2] * domain->adapt_res,
|
|
};
|
|
|
|
int num_points_v[3] = {
|
|
((float)(res_max[0] - floor(xyz[0])) / step_size) + 0.5f,
|
|
((float)(res_max[1] - floor(xyz[1])) / step_size) + 0.5f,
|
|
((float)(res_max[2] - floor(xyz[2])) / step_size) + 0.5f
|
|
};
|
|
|
|
if (domain->slice_method == MOD_SMOKE_SLICE_AXIS_ALIGNED &&
|
|
domain->axis_slice_method == AXIS_SLICE_SINGLE)
|
|
{
|
|
const int axis = (domain->slice_axis == SLICE_AXIS_AUTO) ?
|
|
axis_dominant_v3_single(viewnormal) : domain->slice_axis - 1;
|
|
|
|
xyz[axis] = (float)base_res[axis] * domain->slice_depth;
|
|
num_points_v[axis] = 1;
|
|
res_max[axis] = xyz[axis] + 1;
|
|
}
|
|
|
|
vector_draw_func func;
|
|
int max_points;
|
|
|
|
if (domain->vector_draw_type == VECTOR_DRAW_NEEDLE) {
|
|
func = add_needle;
|
|
max_points = (num_points_v[0] * num_points_v[1] * num_points_v[2]) * 4 * 3;
|
|
}
|
|
else {
|
|
func = add_streamline;
|
|
max_points = (num_points_v[0] * num_points_v[1] * num_points_v[2]) * 2;
|
|
}
|
|
|
|
float (*verts)[3] = MEM_mallocN(sizeof(float) * 3 * max_points, "");
|
|
float (*colors)[3] = MEM_mallocN(sizeof(float) * 3 * max_points, "");
|
|
|
|
int num_points = 0;
|
|
|
|
for (float x = floor(xyz[0]); x < res_max[0]; x += step_size) {
|
|
for (float y = floor(xyz[1]); y < res_max[1]; y += step_size) {
|
|
for (float z = floor(xyz[2]); z < res_max[2]; z += step_size) {
|
|
int index = (floor(x) - res_min[0]) + (floor(y) - res_min[1]) * res[0] + (floor(z) - res_min[2]) * res[0] * res[1];
|
|
|
|
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]
|
|
};
|
|
|
|
float vel[3] = {
|
|
vel_x[index], vel_y[index], vel_z[index]
|
|
};
|
|
|
|
func(verts, colors, pos, vel, domain->vector_scale, cell_size[0], &num_points);
|
|
}
|
|
}
|
|
}
|
|
|
|
GPU_line_width(1.0f);
|
|
|
|
glEnableClientState(GL_VERTEX_ARRAY);
|
|
glVertexPointer(3, GL_FLOAT, 0, verts);
|
|
|
|
glEnableClientState(GL_COLOR_ARRAY);
|
|
glColorPointer(3, GL_FLOAT, 0, colors);
|
|
|
|
glDrawArrays(GL_LINES, 0, num_points);
|
|
|
|
glDisableClientState(GL_VERTEX_ARRAY);
|
|
glDisableClientState(GL_COLOR_ARRAY);
|
|
|
|
MEM_freeN(verts);
|
|
MEM_freeN(colors);
|
|
#else
|
|
UNUSED_VARS(domain, viewnormal);
|
|
#endif
|
|
}
|