Blender V2.61 - r43446
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00001 /* 00002 * ***** BEGIN GPL LICENSE BLOCK ***** 00003 * 00004 * This program is free software; you can redistribute it and/or 00005 * modify it under the terms of the GNU General Public License 00006 * as published by the Free Software Foundation; either version 2 00007 * of the License, or (at your option) any later version. 00008 * 00009 * This program is distributed in the hope that it will be useful, 00010 * but WITHOUT ANY WARRANTY; without even the implied warranty of 00011 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 00012 * GNU General Public License for more details. 00013 * 00014 * You should have received a copy of the GNU General Public License 00015 * along with this program; if not, write to the Free Software Foundation, 00016 * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. 00017 * 00018 * The Original Code is Copyright (C) 2001-2002 by NaN Holding BV. 00019 * All rights reserved. 00020 * 00021 * Contributor(s): Daniel Genrich 00022 * 00023 * ***** END GPL LICENSE BLOCK ***** 00024 */ 00025 00032 #include <string.h> 00033 #include <math.h> 00034 00035 #include "MEM_guardedalloc.h" 00036 00037 #include "DNA_scene_types.h" 00038 #include "DNA_screen_types.h" 00039 #include "DNA_view3d_types.h" 00040 00041 #include "BLI_blenlib.h" 00042 #include "BLI_math.h" 00043 #include "BLI_editVert.h" 00044 #include "BLI_edgehash.h" 00045 #include "BLI_rand.h" 00046 #include "BLI_utildefines.h" 00047 00048 #include "BKE_curve.h" 00049 #include "BKE_constraint.h" // for the get_constraint_target function 00050 #include "BKE_DerivedMesh.h" 00051 #include "BKE_deform.h" 00052 #include "BKE_displist.h" 00053 #include "BKE_effect.h" 00054 #include "BKE_font.h" 00055 #include "BKE_global.h" 00056 #include "BKE_image.h" 00057 #include "BKE_key.h" 00058 #include "BKE_lattice.h" 00059 #include "BKE_mesh.h" 00060 #include "BKE_material.h" 00061 #include "BKE_mball.h" 00062 #include "BKE_modifier.h" 00063 #include "BKE_object.h" 00064 #include "BKE_paint.h" 00065 #include "BKE_particle.h" 00066 #include "BKE_property.h" 00067 #include "BKE_smoke.h" 00068 00069 #include "smoke_API.h" 00070 00071 #include "BIF_gl.h" 00072 00073 #include "GPU_extensions.h" 00074 00075 #include "ED_mesh.h" 00076 00077 00078 #include "BLF_api.h" 00079 00080 00081 #include "view3d_intern.h" // own include 00082 00083 00084 #ifdef _WIN32 00085 #include <time.h> 00086 #include <stdio.h> 00087 #include <conio.h> 00088 #include <windows.h> 00089 00090 static LARGE_INTEGER liFrequency; 00091 static LARGE_INTEGER liStartTime; 00092 static LARGE_INTEGER liCurrentTime; 00093 00094 static void tstart ( void ) 00095 { 00096 QueryPerformanceFrequency ( &liFrequency ); 00097 QueryPerformanceCounter ( &liStartTime ); 00098 } 00099 static void tend ( void ) 00100 { 00101 QueryPerformanceCounter ( &liCurrentTime ); 00102 } 00103 static double tval( void ) 00104 { 00105 return ((double)( (liCurrentTime.QuadPart - liStartTime.QuadPart)* (double)1000.0/(double)liFrequency.QuadPart )); 00106 } 00107 #else 00108 #include <sys/time.h> 00109 static struct timeval _tstart, _tend; 00110 static struct timezone tz; 00111 static void tstart ( void ) 00112 { 00113 gettimeofday ( &_tstart, &tz ); 00114 } 00115 static void tend ( void ) 00116 { 00117 gettimeofday ( &_tend,&tz ); 00118 } 00119 #if 0 00120 static double tval() 00121 { 00122 double t1, t2; 00123 t1 = ( double ) _tstart.tv_sec*1000 + ( double ) _tstart.tv_usec/ ( 1000 ); 00124 t2 = ( double ) _tend.tv_sec*1000 + ( double ) _tend.tv_usec/ ( 1000 ); 00125 return t2-t1; 00126 } 00127 #endif 00128 #endif 00129 00130 struct GPUTexture; 00131 00132 static int intersect_edges(float *points, float a, float b, float c, float d, float edges[12][2][3]) 00133 { 00134 int i; 00135 float t; 00136 int numpoints = 0; 00137 00138 for (i=0; i<12; i++) { 00139 t = -(a*edges[i][0][0] + b*edges[i][0][1] + c*edges[i][0][2] + d) 00140 / (a*edges[i][1][0] + b*edges[i][1][1] + c*edges[i][1][2]); 00141 if ((t>0)&&(t<1)) { 00142 points[numpoints * 3 + 0] = edges[i][0][0] + edges[i][1][0]*t; 00143 points[numpoints * 3 + 1] = edges[i][0][1] + edges[i][1][1]*t; 00144 points[numpoints * 3 + 2] = edges[i][0][2] + edges[i][1][2]*t; 00145 numpoints++; 00146 } 00147 } 00148 return numpoints; 00149 } 00150 00151 static int convex(float *p0, float *up, float *a, float *b) 00152 { 00153 // Vec3 va = a-p0, vb = b-p0; 00154 float va[3], vb[3], tmp[3]; 00155 sub_v3_v3v3(va, a, p0); 00156 sub_v3_v3v3(vb, b, p0); 00157 cross_v3_v3v3(tmp, va, vb); 00158 return dot_v3v3(up, tmp) >= 0; 00159 } 00160 00161 void draw_volume(ARegion *ar, GPUTexture *tex, float *min, float *max, int res[3], float dx, GPUTexture *tex_shadow) 00162 { 00163 RegionView3D *rv3d= ar->regiondata; 00164 00165 float viewnormal[3]; 00166 int i, j, n, good_index; 00167 float d /*, d0 */ /* UNUSED */, dd, ds; 00168 float *points = NULL; 00169 int numpoints = 0; 00170 float cor[3] = {1.,1.,1.}; 00171 int gl_depth = 0, gl_blend = 0; 00172 00173 /* draw slices of smoke is adapted from c++ code authored by: Johannes Schmid and Ingemar Rask, 2006, johnny@grob.org */ 00174 float cv[][3] = { 00175 {1.0f, 1.0f, 1.0f}, {-1.0f, 1.0f, 1.0f}, {-1.0f, -1.0f, 1.0f}, {1.0f, -1.0f, 1.0f}, 00176 {1.0f, 1.0f, -1.0f}, {-1.0f, 1.0f, -1.0f}, {-1.0f, -1.0f, -1.0f}, {1.0f, -1.0f, -1.0f} 00177 }; 00178 00179 // edges have the form edges[n][0][xyz] + t*edges[n][1][xyz] 00180 float edges[12][2][3] = { 00181 {{1.0f, 1.0f, -1.0f}, {0.0f, 0.0f, 2.0f}}, 00182 {{-1.0f, 1.0f, -1.0f}, {0.0f, 0.0f, 2.0f}}, 00183 {{-1.0f, -1.0f, -1.0f}, {0.0f, 0.0f, 2.0f}}, 00184 {{1.0f, -1.0f, -1.0f}, {0.0f, 0.0f, 2.0f}}, 00185 00186 {{1.0f, -1.0f, 1.0f}, {0.0f, 2.0f, 0.0f}}, 00187 {{-1.0f, -1.0f, 1.0f}, {0.0f, 2.0f, 0.0f}}, 00188 {{-1.0f, -1.0f, -1.0f}, {0.0f, 2.0f, 0.0f}}, 00189 {{1.0f, -1.0f, -1.0f}, {0.0f, 2.0f, 0.0f}}, 00190 00191 {{-1.0f, 1.0f, 1.0f}, {2.0f, 0.0f, 0.0f}}, 00192 {{-1.0f, -1.0f, 1.0f}, {2.0f, 0.0f, 0.0f}}, 00193 {{-1.0f, -1.0f, -1.0f}, {2.0f, 0.0f, 0.0f}}, 00194 {{-1.0f, 1.0f, -1.0f}, {2.0f, 0.0f, 0.0f}} 00195 }; 00196 00197 /* Fragment program to calculate the view3d of smoke */ 00198 /* using 2 textures, density and shadow */ 00199 const char *text = "!!ARBfp1.0\n" 00200 "PARAM dx = program.local[0];\n" 00201 "PARAM darkness = program.local[1];\n" 00202 "PARAM f = {1.442695041, 1.442695041, 1.442695041, 0.01};\n" 00203 "TEMP temp, shadow, value;\n" 00204 "TEX temp, fragment.texcoord[0], texture[0], 3D;\n" 00205 "TEX shadow, fragment.texcoord[0], texture[1], 3D;\n" 00206 "MUL value, temp, darkness;\n" 00207 "MUL value, value, dx;\n" 00208 "MUL value, value, f;\n" 00209 "EX2 temp, -value.r;\n" 00210 "SUB temp.a, 1.0, temp.r;\n" 00211 "MUL temp.r, temp.r, shadow.r;\n" 00212 "MUL temp.g, temp.g, shadow.r;\n" 00213 "MUL temp.b, temp.b, shadow.r;\n" 00214 "MOV result.color, temp;\n" 00215 "END\n"; 00216 GLuint prog; 00217 00218 00219 float size[3]; 00220 00221 if(!tex) { 00222 printf("Could not allocate 3D texture for 3D View smoke drawing.\n"); 00223 return; 00224 } 00225 00226 tstart(); 00227 00228 sub_v3_v3v3(size, max, min); 00229 00230 // maxx, maxy, maxz 00231 cv[0][0] = max[0]; 00232 cv[0][1] = max[1]; 00233 cv[0][2] = max[2]; 00234 // minx, maxy, maxz 00235 cv[1][0] = min[0]; 00236 cv[1][1] = max[1]; 00237 cv[1][2] = max[2]; 00238 // minx, miny, maxz 00239 cv[2][0] = min[0]; 00240 cv[2][1] = min[1]; 00241 cv[2][2] = max[2]; 00242 // maxx, miny, maxz 00243 cv[3][0] = max[0]; 00244 cv[3][1] = min[1]; 00245 cv[3][2] = max[2]; 00246 00247 // maxx, maxy, minz 00248 cv[4][0] = max[0]; 00249 cv[4][1] = max[1]; 00250 cv[4][2] = min[2]; 00251 // minx, maxy, minz 00252 cv[5][0] = min[0]; 00253 cv[5][1] = max[1]; 00254 cv[5][2] = min[2]; 00255 // minx, miny, minz 00256 cv[6][0] = min[0]; 00257 cv[6][1] = min[1]; 00258 cv[6][2] = min[2]; 00259 // maxx, miny, minz 00260 cv[7][0] = max[0]; 00261 cv[7][1] = min[1]; 00262 cv[7][2] = min[2]; 00263 00264 copy_v3_v3(edges[0][0], cv[4]); // maxx, maxy, minz 00265 copy_v3_v3(edges[1][0], cv[5]); // minx, maxy, minz 00266 copy_v3_v3(edges[2][0], cv[6]); // minx, miny, minz 00267 copy_v3_v3(edges[3][0], cv[7]); // maxx, miny, minz 00268 00269 copy_v3_v3(edges[4][0], cv[3]); // maxx, miny, maxz 00270 copy_v3_v3(edges[5][0], cv[2]); // minx, miny, maxz 00271 copy_v3_v3(edges[6][0], cv[6]); // minx, miny, minz 00272 copy_v3_v3(edges[7][0], cv[7]); // maxx, miny, minz 00273 00274 copy_v3_v3(edges[8][0], cv[1]); // minx, maxy, maxz 00275 copy_v3_v3(edges[9][0], cv[2]); // minx, miny, maxz 00276 copy_v3_v3(edges[10][0], cv[6]); // minx, miny, minz 00277 copy_v3_v3(edges[11][0], cv[5]); // minx, maxy, minz 00278 00279 // printf("size x: %f, y: %f, z: %f\n", size[0], size[1], size[2]); 00280 // printf("min[2]: %f, max[2]: %f\n", min[2], max[2]); 00281 00282 edges[0][1][2] = size[2]; 00283 edges[1][1][2] = size[2]; 00284 edges[2][1][2] = size[2]; 00285 edges[3][1][2] = size[2]; 00286 00287 edges[4][1][1] = size[1]; 00288 edges[5][1][1] = size[1]; 00289 edges[6][1][1] = size[1]; 00290 edges[7][1][1] = size[1]; 00291 00292 edges[8][1][0] = size[0]; 00293 edges[9][1][0] = size[0]; 00294 edges[10][1][0] = size[0]; 00295 edges[11][1][0] = size[0]; 00296 00297 glGetBooleanv(GL_BLEND, (GLboolean *)&gl_blend); 00298 glGetBooleanv(GL_DEPTH_TEST, (GLboolean *)&gl_depth); 00299 00300 glLoadMatrixf(rv3d->viewmat); 00301 // glMultMatrixf(ob->obmat); 00302 00303 glDepthMask(GL_FALSE); 00304 glDisable(GL_DEPTH_TEST); 00305 glEnable(GL_BLEND); 00306 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); 00307 00308 /* 00309 printf("Viewinv:\n"); 00310 printf("%f, %f, %f\n", rv3d->viewinv[0][0], rv3d->viewinv[0][1], rv3d->viewinv[0][2]); 00311 printf("%f, %f, %f\n", rv3d->viewinv[1][0], rv3d->viewinv[1][1], rv3d->viewinv[1][2]); 00312 printf("%f, %f, %f\n", rv3d->viewinv[2][0], rv3d->viewinv[2][1], rv3d->viewinv[2][2]); 00313 */ 00314 00315 // get view vector 00316 copy_v3_v3(viewnormal, rv3d->viewinv[2]); 00317 normalize_v3(viewnormal); 00318 00319 // find cube vertex that is closest to the viewer 00320 for (i=0; i<8; i++) { 00321 float x,y,z; 00322 00323 x = cv[i][0] - viewnormal[0]; 00324 y = cv[i][1] - viewnormal[1]; 00325 z = cv[i][2] - viewnormal[2]; 00326 00327 if ((x>=min[0])&&(x<=max[0]) 00328 &&(y>=min[1])&&(y<=max[1]) 00329 &&(z>=min[2])&&(z<=max[2])) { 00330 break; 00331 } 00332 } 00333 00334 if(i >= 8) { 00335 /* fallback, avoid using buffer over-run */ 00336 i= 0; 00337 } 00338 00339 // printf("i: %d\n", i); 00340 // printf("point %f, %f, %f\n", cv[i][0], cv[i][1], cv[i][2]); 00341 00342 if (GL_TRUE == glewIsSupported("GL_ARB_fragment_program")) 00343 { 00344 glEnable(GL_FRAGMENT_PROGRAM_ARB); 00345 glGenProgramsARB(1, &prog); 00346 00347 glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, prog); 00348 glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, (GLsizei)strlen(text), text); 00349 00350 // cell spacing 00351 glProgramLocalParameter4fARB (GL_FRAGMENT_PROGRAM_ARB, 0, dx, dx, dx, 1.0); 00352 // custom parameter for smoke style (higher = thicker) 00353 glProgramLocalParameter4fARB (GL_FRAGMENT_PROGRAM_ARB, 1, 7.0, 7.0, 7.0, 1.0); 00354 } 00355 else 00356 printf("Your gfx card does not support 3D View smoke drawing.\n"); 00357 00358 GPU_texture_bind(tex, 0); 00359 if(tex_shadow) 00360 GPU_texture_bind(tex_shadow, 1); 00361 else 00362 printf("No volume shadow\n"); 00363 00364 if (!GPU_non_power_of_two_support()) { 00365 cor[0] = (float)res[0]/(float)power_of_2_max_i(res[0]); 00366 cor[1] = (float)res[1]/(float)power_of_2_max_i(res[1]); 00367 cor[2] = (float)res[2]/(float)power_of_2_max_i(res[2]); 00368 } 00369 00370 // our slices are defined by the plane equation a*x + b*y +c*z + d = 0 00371 // (a,b,c), the plane normal, are given by viewdir 00372 // d is the parameter along the view direction. the first d is given by 00373 // inserting previously found vertex into the plane equation 00374 00375 /* d0 = (viewnormal[0]*cv[i][0] + viewnormal[1]*cv[i][1] + viewnormal[2]*cv[i][2]); */ /* UNUSED */ 00376 ds = (ABS(viewnormal[0])*size[0] + ABS(viewnormal[1])*size[1] + ABS(viewnormal[2])*size[2]); 00377 dd = 0.05; // ds/512.0f; 00378 n = 0; 00379 good_index = i; 00380 00381 // printf("d0: %f, dd: %f, ds: %f\n\n", d0, dd, ds); 00382 00383 points = MEM_callocN(sizeof(float)*12*3, "smoke_points_preview"); 00384 00385 while(1) { 00386 float p0[3]; 00387 float tmp_point[3], tmp_point2[3]; 00388 00389 if(dd*(float)n > ds) 00390 break; 00391 00392 copy_v3_v3(tmp_point, viewnormal); 00393 mul_v3_fl(tmp_point, -dd*((ds/dd)-(float)n)); 00394 add_v3_v3v3(tmp_point2, cv[good_index], tmp_point); 00395 d = dot_v3v3(tmp_point2, viewnormal); 00396 00397 // printf("my d: %f\n", d); 00398 00399 // intersect_edges returns the intersection points of all cube edges with 00400 // the given plane that lie within the cube 00401 numpoints = intersect_edges(points, viewnormal[0], viewnormal[1], viewnormal[2], -d, edges); 00402 00403 // printf("points: %d\n", numpoints); 00404 00405 if (numpoints > 2) { 00406 copy_v3_v3(p0, points); 00407 00408 // sort points to get a convex polygon 00409 for(i = 1; i < numpoints - 1; i++) 00410 { 00411 for(j = i + 1; j < numpoints; j++) 00412 { 00413 if(!convex(p0, viewnormal, &points[j * 3], &points[i * 3])) 00414 { 00415 float tmp2[3]; 00416 copy_v3_v3(tmp2, &points[j * 3]); 00417 copy_v3_v3(&points[j * 3], &points[i * 3]); 00418 copy_v3_v3(&points[i * 3], tmp2); 00419 } 00420 } 00421 } 00422 00423 // printf("numpoints: %d\n", numpoints); 00424 glBegin(GL_POLYGON); 00425 glColor3f(1.0, 1.0, 1.0); 00426 for (i = 0; i < numpoints; i++) { 00427 glTexCoord3d((points[i * 3 + 0] - min[0] )*cor[0]/size[0], (points[i * 3 + 1] - min[1])*cor[1]/size[1], (points[i * 3 + 2] - min[2])*cor[2]/size[2]); 00428 glVertex3f(points[i * 3 + 0], points[i * 3 + 1], points[i * 3 + 2]); 00429 } 00430 glEnd(); 00431 } 00432 n++; 00433 } 00434 00435 tend(); 00436 // printf ( "Draw Time: %f\n",( float ) tval() ); 00437 00438 if(tex_shadow) 00439 GPU_texture_unbind(tex_shadow); 00440 GPU_texture_unbind(tex); 00441 00442 if(GLEW_ARB_fragment_program) 00443 { 00444 glDisable(GL_FRAGMENT_PROGRAM_ARB); 00445 glDeleteProgramsARB(1, &prog); 00446 } 00447 00448 00449 MEM_freeN(points); 00450 00451 if(!gl_blend) 00452 glDisable(GL_BLEND); 00453 if(gl_depth) 00454 { 00455 glEnable(GL_DEPTH_TEST); 00456 glDepthMask(GL_TRUE); 00457 } 00458 } 00459