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( (use_fire) ? GPU_SHADER_SMOKE_FIRE : GPU_SHADER_SMOKE); if (!shader) { fprintf(stderr, "Unable to create GLSL smoke 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 smoke shader */ int soot_location = GPU_shader_get_uniform(shader, "soot_texture"); int spec_location = GPU_shader_get_uniform(shader, "spectrum_texture"); int shadow_location = GPU_shader_get_uniform(shader, "shadow_texture"); int flame_location = GPU_shader_get_uniform(shader, "flame_texture"); int actcol_location = GPU_shader_get_uniform(shader, "active_color"); int stepsize_location = GPU_shader_get_uniform(shader, "step_size"); int densityscale_location = GPU_shader_get_uniform(shader, "density_scale"); 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"); GPU_shader_bind(shader); 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); GPUTexture *tex_spec = NULL; if (use_fire) { GPU_texture_bind(sds->tex_flame, 2); GPU_shader_uniform_texture(shader, flame_location, sds->tex_flame); tex_spec = create_flame_spectrum_texture(); GPU_texture_bind(tex_spec, 3); GPU_shader_uniform_texture(shader, spec_location, tex_spec); } float active_color[3] = { 0.9, 0.9, 0.9 }; float density_scale = 10.0f; 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, stepsize_location, 1, 1, &sds->dx); GPU_shader_uniform_vector(shader, densityscale_location, 1, 1, &density_scale); 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); /* setup slicing information */ const int max_slices = 256; const int max_points = max_slices * 12; 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"); const int num_points = create_view_aligned_slices(&slicer, max_slices, viewnormal); /* setup buffer and draw */ int gl_depth = 0, gl_blend = 0; glGetBooleanv(GL_BLEND, (GLboolean *)&gl_blend); glGetBooleanv(GL_DEPTH_TEST, (GLboolean *)&gl_depth); glEnable(GL_DEPTH_TEST); glEnable(GL_BLEND); glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA); 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); glEnableClientState(GL_VERTEX_ARRAY); glVertexPointer(3, GL_FLOAT, 0, NULL); glDrawArrays(GL_TRIANGLES, 0, num_points); glDisableClientState(GL_VERTEX_ARRAY); #ifdef DEBUG_DRAW_TIME printf("Draw Time: %f\n", (float)TIMEIT_VALUE(draw)); TIMEIT_END(draw); #endif /* cleanup */ glBindBuffer(GL_ARRAY_BUFFER, 0); glDeleteBuffers(1, &vertex_buffer); GPU_texture_unbind(sds->tex); GPU_texture_unbind(sds->tex_shadow); if (use_fire) { GPU_texture_unbind(sds->tex_flame); GPU_texture_unbind(tex_spec); GPU_texture_free(tex_spec); } MEM_freeN(slicer.verts); GPU_shader_unbind(); if (!gl_blend) { glDisable(GL_BLEND); } if (gl_depth) { glEnable(GL_DEPTH_TEST); } }