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