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blender-archive/source/blender/render/intern/source/voxeldata.c
Diego Borghetti cfcd355c27 Update Makefile and missing include on voxeldata.c
Note that With libsndfile also need libflac and libogg here (Linux), right
now I just add this two librarys to the NAN_SNDFILELIBS, but maybe
it's better split this ? (NAN_FLAC/NAN_OGG)
2009-08-25 21:25:41 +00:00

343 lines
8.0 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*
* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
* All rights reserved.
*
* The Original Code is: all of this file.
*
* Contributor(s): Raul Fernandez Hernandez (Farsthary), Matt Ebb.
*
* ***** END GPL LICENSE BLOCK *****
*/
#include <math.h>
#include <stdlib.h>
#include <stdio.h>
#include "MEM_guardedalloc.h"
#include "BLI_arithb.h"
#include "BLI_blenlib.h"
#include "BLI_voxel.h"
#include "IMB_imbuf.h"
#include "IMB_imbuf_types.h"
#include "BKE_global.h"
#include "BKE_image.h"
#include "BKE_main.h"
#include "BKE_modifier.h"
#include "smoke_API.h"
#include "DNA_texture_types.h"
#include "DNA_object_types.h"
#include "DNA_modifier_types.h"
#include "DNA_smoke_types.h"
#include "render_types.h"
#include "renderdatabase.h"
#include "texture.h"
#include "voxeldata.h"
void load_frame_blendervoxel(FILE *fp, float *F, int size, int frame, int offset)
{
fseek(fp,frame*size*sizeof(float)+offset,0);
fread(F,sizeof(float),size,fp);
}
void load_frame_raw8(FILE *fp, float *F, int size, int frame)
{
char *tmp;
int i;
tmp = (char *)MEM_mallocN(sizeof(char)*size, "temporary voxel file reading storage");
fseek(fp,(frame-1)*size*sizeof(char),0);
fread(tmp, sizeof(char), size, fp);
for (i=0; i<size; i++) {
F[i] = (float)tmp[i] / 256.f;
}
MEM_freeN(tmp);
}
void load_frame_image_sequence(Render *re, VoxelData *vd, Tex *tex)
{
ImBuf *ibuf;
Image *ima = tex->ima;
ImageUser *iuser = &tex->iuser;
int x=0, y=0, z=0;
float *rf;
if (!ima || !iuser) return;
ima->source = IMA_SRC_SEQUENCE;
iuser->framenr = 1 + iuser->offset;
/* find the first valid ibuf and use it to initialise the resolution of the data set */
/* need to do this in advance so we know how much memory to allocate */
ibuf= BKE_image_get_ibuf(ima, iuser);
while (!ibuf && (iuser->framenr < iuser->frames)) {
iuser->framenr++;
ibuf= BKE_image_get_ibuf(ima, iuser);
}
if (!ibuf) return;
if (!ibuf->rect_float) IMB_float_from_rect(ibuf);
vd->flag |= TEX_VD_STILL;
vd->resol[0] = ibuf->x;
vd->resol[1] = ibuf->y;
vd->resol[2] = iuser->frames;
vd->dataset = MEM_mapallocN(sizeof(float)*(vd->resol[0])*(vd->resol[1])*(vd->resol[2]), "voxel dataset");
for (z=0; z < iuser->frames; z++)
{
/* get a new ibuf for each frame */
if (z > 0) {
iuser->framenr++;
ibuf= BKE_image_get_ibuf(ima, iuser);
if (!ibuf) break;
if (!ibuf->rect_float) IMB_float_from_rect(ibuf);
}
rf = ibuf->rect_float;
for (y=0; y < ibuf->y; y++)
{
for (x=0; x < ibuf->x; x++)
{
/* currently converted to monchrome */
vd->dataset[ V_I(x, y, z, vd->resol) ] = (rf[0] + rf[1] + rf[2])*0.333f;
rf +=4;
}
}
BKE_image_free_anim_ibufs(ima, iuser->framenr);
}
}
void write_voxeldata_header(struct VoxelDataHeader *h, FILE *fp)
{
fwrite(h,sizeof(struct VoxelDataHeader),1,fp);
}
void read_voxeldata_header(FILE *fp, struct VoxelData *vd)
{
VoxelDataHeader *h=(VoxelDataHeader *)MEM_mallocN(sizeof(VoxelDataHeader), "voxel data header");
rewind(fp);
fread(h,sizeof(VoxelDataHeader),1,fp);
vd->resol[0]=h->resolX;
vd->resol[1]=h->resolY;
vd->resol[2]=h->resolZ;
MEM_freeN(h);
}
void init_frame_smoke(Render *re, VoxelData *vd, Tex *tex)
{
Object *ob;
ModifierData *md;
vd->dataset = NULL;
if (vd->object == NULL) return;
ob= vd->object;
/* draw code for smoke */
if(md = (ModifierData *)modifiers_findByType(ob, eModifierType_Smoke))
{
SmokeModifierData *smd = (SmokeModifierData *)md;
if(smd->domain && smd->domain->fluid) {
//int big = (smd->domain->flags & MOD_SMOKE_HIGHRES);
int big=0;
if (big) {
//smoke_turbulence_get_res(smd->domain->wt, vd->resol);
//vd->dataset = smoke_turbulence_get_density(smd->domain->wt);
} else {
VECCOPY(vd->resol, smd->domain->res);
vd->dataset = smoke_get_density(smd->domain->fluid);
}
}
}
}
void cache_voxeldata(struct Render *re,Tex *tex)
{
VoxelData *vd = tex->vd;
FILE *fp;
int size;
int curframe;
if (!vd) return;
/* image sequence gets special treatment */
if (vd->file_format == TEX_VD_IMAGE_SEQUENCE) {
load_frame_image_sequence(re, vd, tex);
return;
} else if (vd->file_format == TEX_VD_SMOKE) {
init_frame_smoke(re, vd, tex);
return;
}
if (!BLI_exists(vd->source_path)) return;
fp = fopen(vd->source_path,"rb");
if (!fp) return;
if (vd->file_format == TEX_VD_BLENDERVOXEL)
read_voxeldata_header(fp, vd);
size = (vd->resol[0])*(vd->resol[1])*(vd->resol[2]);
vd->dataset = MEM_mapallocN(sizeof(float)*size, "voxel dataset");
if (vd->flag & TEX_VD_STILL) curframe = vd->still_frame;
else curframe = re->r.cfra;
switch(vd->file_format) {
case TEX_VD_BLENDERVOXEL:
load_frame_blendervoxel(fp, vd->dataset, size, curframe-1, sizeof(VoxelDataHeader));
break;
case TEX_VD_RAW_8BIT:
load_frame_raw8(fp, vd->dataset, size, curframe);
break;
}
fclose(fp);
}
void make_voxeldata(struct Render *re)
{
Tex *tex;
if(re->scene->r.scemode & R_PREVIEWBUTS)
return;
re->i.infostr= "Loading voxel datasets";
re->stats_draw(re->sdh, &re->i);
/* XXX: should be doing only textures used in this render */
for (tex= G.main->tex.first; tex; tex= tex->id.next) {
if(tex->id.us && tex->type==TEX_VOXELDATA) {
cache_voxeldata(re, tex);
}
}
re->i.infostr= NULL;
re->stats_draw(re->sdh, &re->i);
}
static void free_voxeldata_one(Render *re, Tex *tex)
{
VoxelData *vd = tex->vd;
if (vd->dataset) {
MEM_freeN(vd->dataset);
vd->dataset = NULL;
}
}
void free_voxeldata(Render *re)
{
Tex *tex;
if(re->scene->r.scemode & R_PREVIEWBUTS)
return;
for (tex= G.main->tex.first; tex; tex= tex->id.next) {
if(tex->id.us && tex->type==TEX_VOXELDATA) {
free_voxeldata_one(re, tex);
}
}
}
int voxeldatatex(struct Tex *tex, float *texvec, struct TexResult *texres)
{
int retval = TEX_INT;
VoxelData *vd = tex->vd;
float co[3], offset[3] = {0.5, 0.5, 0.5};
if ((!vd) || (vd->dataset==NULL)) {
texres->tin = 0.0f;
return 0;
}
/* scale lookup from 0.0-1.0 (original location) to -1.0, 1.0, consistent with image texture tex coords */
/* in implementation this works backwards, bringing sample locations from -1.0, 1.0
* to the range 0.0, 1.0, before looking up in the voxel structure. */
VecCopyf(co, texvec);
VecMulf(co, 0.5f);
VecAddf(co, co, offset);
/* co is now in the range 0.0, 1.0 */
switch (tex->extend) {
case TEX_CLIP:
{
if ((co[0] < 0.f || co[0] > 1.f) || (co[1] < 0.f || co[1] > 1.f) || (co[2] < 0.f || co[2] > 1.f)) {
texres->tin = 0.f;
return retval;
}
break;
}
case TEX_REPEAT:
{
co[0] = co[0] - floor(co[0]);
co[1] = co[1] - floor(co[1]);
co[2] = co[2] - floor(co[2]);
break;
}
case TEX_EXTEND:
{
CLAMP(co[0], 0.f, 1.f);
CLAMP(co[1], 0.f, 1.f);
CLAMP(co[2], 0.f, 1.f);
break;
}
}
switch (vd->interp_type) {
case TEX_VD_NEARESTNEIGHBOR:
texres->tin = voxel_sample_nearest(vd->dataset, vd->resol, co);
break;
case TEX_VD_LINEAR:
texres->tin = voxel_sample_trilinear(vd->dataset, vd->resol, co);
break;
case TEX_VD_TRICUBIC:
texres->tin = voxel_sample_tricubic(vd->dataset, vd->resol, co);
break;
}
texres->tin *= vd->int_multiplier;
BRICONT;
texres->tr = texres->tin;
texres->tg = texres->tin;
texres->tb = texres->tin;
texres->ta = texres->tin;
BRICONTRGB;
return retval;
}