This repository has been archived on 2023-10-09. You can view files and clone it. You cannot open issues or pull requests or push a commit.
Files
blender-archive/source/blender/editors/space_view3d/drawvolume.c
Bastien Montagne 8cff9c20ff Merge branch 'master' into blender2.8
WARNING! Full build is broken, alembic has not been merged in correctly and has some references to particle stuff.
Don't have time to tackle this now (and probably would be better if someone knowing what he's doing does it anyway).

Conflicts:
	release/scripts/startup/bl_ui/properties_particle.py
	source/blender/blenkernel/intern/library_remap.c
	source/blender/blenkernel/intern/smoke.c
	source/blender/editors/physics/particle_object.c
	source/blender/editors/physics/physics_intern.h
	source/blender/editors/physics/physics_ops.c
	source/blender/editors/space_outliner/outliner_intern.h
	source/blender/editors/space_view3d/drawvolume.c
	source/blender/makesrna/intern/rna_smoke.c
2016-09-26 17:19:03 +02:00

809 lines
24 KiB
C

/*
* ***** BEGIN GPL LICENSE BLOCK *****
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
* All rights reserved.
*
* Contributor(s): Daniel Genrich
*
* ***** END GPL LICENSE BLOCK *****
*/
/** \file blender/editors/space_view3d/drawvolume.c
* \ingroup spview3d
*/
#include <string.h>
#include <math.h>
#include "MEM_guardedalloc.h"
#include "DNA_object_types.h"
#include "DNA_scene_types.h"
#include "DNA_screen_types.h"
#include "DNA_smoke_types.h"
#include "DNA_view3d_types.h"
#include "BLI_utildefines.h"
#include "BLI_math.h"
#include "BKE_DerivedMesh.h"
#include "smoke_API.h"
#include "BIF_gl.h"
#include "GPU_debug.h"
#include "GPU_shader.h"
#include "GPU_texture.h"
#include "view3d_intern.h" // own include
struct GPUTexture;
// #define DEBUG_DRAW_TIME
#ifdef DEBUG_DRAW_TIME
# include "PIL_time.h"
# include "PIL_time_utildefines.h"
#endif
static GPUTexture *create_flame_spectrum_texture(void)
{
#define SPEC_WIDTH 256
#define FIRE_THRESH 7
#define MAX_FIRE_ALPHA 0.06f
#define FULL_ON_FIRE 100
GPUTexture *tex;
int i, j, k;
float *spec_data = MEM_mallocN(SPEC_WIDTH * 4 * sizeof(float), "spec_data");
float *spec_pixels = MEM_mallocN(SPEC_WIDTH * 4 * 16 * 16 * sizeof(float), "spec_pixels");
blackbody_temperature_to_rgb_table(spec_data, SPEC_WIDTH, 1500, 3000);
for (i = 0; i < 16; i++) {
for (j = 0; j < 16; j++) {
for (k = 0; k < SPEC_WIDTH; k++) {
int index = (j * SPEC_WIDTH * 16 + i * SPEC_WIDTH + k) * 4;
if (k >= FIRE_THRESH) {
spec_pixels[index] = (spec_data[k * 4]);
spec_pixels[index + 1] = (spec_data[k * 4 + 1]);
spec_pixels[index + 2] = (spec_data[k * 4 + 2]);
spec_pixels[index + 3] = MAX_FIRE_ALPHA * (
(k > FULL_ON_FIRE) ? 1.0f : (k - FIRE_THRESH) / ((float)FULL_ON_FIRE - FIRE_THRESH));
}
else {
zero_v4(&spec_pixels[index]);
}
}
}
}
tex = GPU_texture_create_1D(SPEC_WIDTH, spec_pixels, NULL);
MEM_freeN(spec_data);
MEM_freeN(spec_pixels);
#undef SPEC_WIDTH
#undef FIRE_THRESH
#undef MAX_FIRE_ALPHA
#undef FULL_ON_FIRE
return tex;
}
typedef struct VolumeSlicer {
float size[3];
float min[3];
float max[3];
float (*verts)[3];
} VolumeSlicer;
/* *************************** Axis Aligned Slicing ************************** */
static void create_single_slice(VolumeSlicer *slicer, const float depth,
const int axis, const int idx)
{
const float vertices[3][4][3] = {
{
{ depth, slicer->min[1], slicer->min[2] },
{ depth, slicer->max[1], slicer->min[2] },
{ depth, slicer->max[1], slicer->max[2] },
{ depth, slicer->min[1], slicer->max[2] }
},
{
{ slicer->min[0], depth, slicer->min[2] },
{ slicer->min[0], depth, slicer->max[2] },
{ slicer->max[0], depth, slicer->max[2] },
{ slicer->max[0], depth, slicer->min[2] }
},
{
{ slicer->min[0], slicer->min[1], depth },
{ slicer->min[0], slicer->max[1], depth },
{ slicer->max[0], slicer->max[1], depth },
{ slicer->max[0], slicer->min[1], depth }
}
};
copy_v3_v3(slicer->verts[idx + 0], vertices[axis][0]);
copy_v3_v3(slicer->verts[idx + 1], vertices[axis][1]);
copy_v3_v3(slicer->verts[idx + 2], vertices[axis][2]);
copy_v3_v3(slicer->verts[idx + 3], vertices[axis][0]);
copy_v3_v3(slicer->verts[idx + 4], vertices[axis][2]);
copy_v3_v3(slicer->verts[idx + 5], vertices[axis][3]);
}
static void create_axis_aligned_slices(VolumeSlicer *slicer, const int num_slices,
const float view_dir[3], const int axis)
{
float depth, slice_size = slicer->size[axis] / num_slices;
/* always process slices in back to front order! */
if (view_dir[axis] > 0.0f) {
depth = slicer->min[axis];
}
else {
depth = slicer->max[axis];
slice_size = -slice_size;
}
int count = 0;
for (int slice = 0; slice < num_slices; slice++) {
create_single_slice(slicer, depth, axis, count);
count += 6;
depth += slice_size;
}
}
/* *************************** View Aligned Slicing ************************** */
/* Code adapted from:
* "GPU-based Volume Rendering, Real-time Volume Graphics", AK Peters/CRC Press
*/
static int create_view_aligned_slices(VolumeSlicer *slicer,
const int num_slices,
const float view_dir[3])
{
const int indices[] = { 0, 1, 2, 0, 2, 3, 0, 3, 4, 0, 4, 5 };
const float vertices[8][3] = {
{ slicer->min[0], slicer->min[1], slicer->min[2] },
{ slicer->max[0], slicer->min[1], slicer->min[2] },
{ slicer->max[0], slicer->max[1], slicer->min[2] },
{ slicer->min[0], slicer->max[1], slicer->min[2] },
{ slicer->min[0], slicer->min[1], slicer->max[2] },
{ slicer->max[0], slicer->min[1], slicer->max[2] },
{ slicer->max[0], slicer->max[1], slicer->max[2] },
{ slicer->min[0], slicer->max[1], slicer->max[2] }
};
const int edges[12][2] = {
{ 0, 1 }, { 1, 2 }, { 2, 3 },
{ 3, 0 }, { 0, 4 }, { 1, 5 },
{ 2, 6 }, { 3, 7 }, { 4, 5 },
{ 5, 6 }, { 6, 7 }, { 7, 4 }
};
const int edge_list[8][12] = {
{ 0, 1, 5, 6, 4, 8, 11, 9, 3, 7, 2, 10 },
{ 0, 4, 3, 11, 1, 2, 6, 7, 5, 9, 8, 10 },
{ 1, 5, 0, 8, 2, 3, 7, 4, 6, 10, 9, 11 },
{ 7, 11, 10, 8, 2, 6, 1, 9, 3, 0, 4, 5 },
{ 8, 5, 9, 1, 11, 10, 7, 6, 4, 3, 0, 2 },
{ 9, 6, 10, 2, 8, 11, 4, 7, 5, 0, 1, 3 },
{ 9, 8, 5, 4, 6, 1, 2, 0, 10, 7, 11, 3 },
{ 10, 9, 6, 5, 7, 2, 3, 1, 11, 4, 8, 0 }
};
/* find vertex that is the furthest from the view plane */
int max_index = 0;
float max_dist, min_dist;
min_dist = max_dist = dot_v3v3(view_dir, vertices[0]);
for (int i = 1; i < 8; i++) {
float dist = dot_v3v3(view_dir, vertices[i]);
if (dist > max_dist) {
max_dist = dist;
max_index = i;
}
if (dist < min_dist) {
min_dist = dist;
}
}
max_dist -= FLT_EPSILON;
min_dist += FLT_EPSILON;
/* start and direction vectors */
float vec_start[12][3], vec_dir[12][3];
/* lambda intersection values */
float lambda[12], lambda_inc[12];
float denom = 0.0f;
float plane_dist = min_dist;
float plane_dist_inc = (max_dist - min_dist) / (float)num_slices;
/* for all egdes */
for (int i = 0; i < 12; i++) {
copy_v3_v3(vec_start[i], vertices[edges[edge_list[max_index][i]][0]]);
copy_v3_v3(vec_dir[i], vertices[edges[edge_list[max_index][i]][1]]);
sub_v3_v3(vec_dir[i], vec_start[i]);
denom = dot_v3v3(vec_dir[i], view_dir);
if (1.0f + denom != 1.0f) {
lambda_inc[i] = plane_dist_inc / denom;
lambda[i] = (plane_dist - dot_v3v3(vec_start[i], view_dir)) / denom;
}
else {
lambda[i] = -1.0f;
lambda_inc[i] = 0.0f;
}
}
float intersections[6][3];
float dL[12];
int num_points = 0;
/* find intersections for each slice, process them in back to front order */
for (int i = 0; i < num_slices; i++) {
for (int e = 0; e < 12; e++) {
dL[e] = lambda[e] + i * lambda_inc[e];
}
if ((dL[0] >= 0.0f) && (dL[0] < 1.0f)) {
madd_v3_v3v3fl(intersections[0], vec_start[0], vec_dir[0], dL[0]);
}
else if ((dL[1] >= 0.0f) && (dL[1] < 1.0f)) {
madd_v3_v3v3fl(intersections[0], vec_start[1], vec_dir[1], dL[1]);
}
else if ((dL[3] >= 0.0f) && (dL[3] < 1.0f)) {
madd_v3_v3v3fl(intersections[0], vec_start[3], vec_dir[3], dL[3]);
}
else continue;
if ((dL[2] >= 0.0f) && (dL[2] < 1.0f)) {
madd_v3_v3v3fl(intersections[1], vec_start[2], vec_dir[2], dL[2]);
}
else if ((dL[0] >= 0.0f) && (dL[0] < 1.0f)) {
madd_v3_v3v3fl(intersections[1], vec_start[0], vec_dir[0], dL[0]);
}
else if ((dL[1] >= 0.0f) && (dL[1] < 1.0f)) {
madd_v3_v3v3fl(intersections[1], vec_start[1], vec_dir[1], dL[1]);
}
else {
madd_v3_v3v3fl(intersections[1], vec_start[3], vec_dir[3], dL[3]);
}
if ((dL[4] >= 0.0f) && (dL[4] < 1.0f)) {
madd_v3_v3v3fl(intersections[2], vec_start[4], vec_dir[4], dL[4]);
}
else if ((dL[5] >= 0.0f) && (dL[5] < 1.0f)) {
madd_v3_v3v3fl(intersections[2], vec_start[5], vec_dir[5], dL[5]);
}
else {
madd_v3_v3v3fl(intersections[2], vec_start[7], vec_dir[7], dL[7]);
}
if ((dL[6] >= 0.0f) && (dL[6] < 1.0f)) {
madd_v3_v3v3fl(intersections[3], vec_start[6], vec_dir[6], dL[6]);
}
else if ((dL[4] >= 0.0f) && (dL[4] < 1.0f)) {
madd_v3_v3v3fl(intersections[3], vec_start[4], vec_dir[4], dL[4]);
}
else if ((dL[5] >= 0.0f) && (dL[5] < 1.0f)) {
madd_v3_v3v3fl(intersections[3], vec_start[5], vec_dir[5], dL[5]);
}
else {
madd_v3_v3v3fl(intersections[3], vec_start[7], vec_dir[7], dL[7]);
}
if ((dL[8] >= 0.0f) && (dL[8] < 1.0f)) {
madd_v3_v3v3fl(intersections[4], vec_start[8], vec_dir[8], dL[8]);
}
else if ((dL[9] >= 0.0f) && (dL[9] < 1.0f)) {
madd_v3_v3v3fl(intersections[4], vec_start[9], vec_dir[9], dL[9]);
}
else {
madd_v3_v3v3fl(intersections[4], vec_start[11], vec_dir[11], dL[11]);
}
if ((dL[10] >= 0.0f) && (dL[10] < 1.0f)) {
madd_v3_v3v3fl(intersections[5], vec_start[10], vec_dir[10], dL[10]);
}
else if ((dL[8] >= 0.0f) && (dL[8] < 1.0f)) {
madd_v3_v3v3fl(intersections[5], vec_start[8], vec_dir[8], dL[8]);
}
else if ((dL[9] >= 0.0f) && (dL[9] < 1.0f)) {
madd_v3_v3v3fl(intersections[5], vec_start[9], vec_dir[9], dL[9]);
}
else {
madd_v3_v3v3fl(intersections[5], vec_start[11], vec_dir[11], dL[11]);
}
for (int e = 0; e < 12; e++) {
copy_v3_v3(slicer->verts[num_points++], intersections[indices[e]]);
}
}
return num_points;
}
static void bind_shader(SmokeDomainSettings *sds, GPUShader *shader, GPUTexture *tex_spec,
bool use_fire, const float min[3],
const float ob_sizei[3], const float invsize[3])
{
int invsize_location = GPU_shader_get_uniform(shader, "invsize");
int ob_sizei_location = GPU_shader_get_uniform(shader, "ob_sizei");
int min_location = GPU_shader_get_uniform(shader, "min_location");
int soot_location;
int stepsize_location;
int densityscale_location;
int spec_location, flame_location;
int shadow_location, actcol_location;
if (use_fire) {
spec_location = GPU_shader_get_uniform(shader, "spectrum_texture");
flame_location = GPU_shader_get_uniform(shader, "flame_texture");
}
else {
shadow_location = GPU_shader_get_uniform(shader, "shadow_texture");
actcol_location = GPU_shader_get_uniform(shader, "active_color");
soot_location = GPU_shader_get_uniform(shader, "soot_texture");
stepsize_location = GPU_shader_get_uniform(shader, "step_size");
densityscale_location = GPU_shader_get_uniform(shader, "density_scale");
}
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);
}
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, 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);
}
}
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_flame_spectrum_texture() : 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, 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, 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;
GPUShader *shader = GPU_shader_get_builtin_shader(GPU_SHADER_SMOKE);
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);
glEnable(GL_DEPTH_TEST);
glDepthMask(GL_FALSE);
glEnable(GL_BLEND);
glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
draw_buffer(sds, shader, &slicer, ob_sizei, invsize, num_points, false);
/* Draw fire separately (T47639). */
if (use_fire) {
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) {
glDisable(GL_BLEND);
}
if (gl_depth) {
glEnable(GL_DEPTH_TEST);
}
}
#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];
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];
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);
}
}
}
glLineWidth(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
}
#ifdef SMOKE_DEBUG_HEAT
void draw_smoke_heat(SmokeDomainSettings *domain, Object *ob)
{
float x, y, z;
float x0, y0, z0;
int *base_res = domain->base_res;
int *res = domain->res;
int *res_min = domain->res_min;
int *res_max = domain->res_max;
float *heat = smoke_get_heat(domain->fluid);
float min[3];
float *cell_size = domain->cell_size;
float step_size = ((float)max_iii(base_res[0], base_res[1], base_res[2])) / 16.f;
float vf = domain->scale / 16.f * 2.f; /* velocity factor */
/* set first position so that it doesn't jump when domain moves */
x0 = res_min[0] + fmod(-(float)domain->shift[0] + res_min[0], step_size);
y0 = res_min[1] + fmod(-(float)domain->shift[1] + res_min[1], step_size);
z0 = res_min[2] + fmod(-(float)domain->shift[2] + res_min[2], step_size);
if (x0 < res_min[0]) x0 += step_size;
if (y0 < res_min[1]) y0 += step_size;
if (z0 < res_min[2]) z0 += step_size;
add_v3_v3v3(min, domain->p0, domain->obj_shift_f);
for (x = floor(x0); x < res_max[0]; x += step_size)
for (y = floor(y0); y < res_max[1]; y += step_size)
for (z = floor(z0); 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]};
/* draw heat as different sized points */
if (heat[index] >= 0.01f) {
float col_gb = 1.0f - heat[index];
CLAMP(col_gb, 0.0f, 1.0f);
glColor3f(1.0f, col_gb, col_gb);
glPointSize(24.0f * heat[index]);
glBegin(GL_POINTS);
glVertex3f(pos[0], pos[1], pos[2]);
glEnd();
}
}
}
#endif