static float get_fluid_size_m(Scene *scene, Object *domainob, FluidsimSettings *fss) { if (!scene->unit.system) { return fss->realsize; } else { float dim[3]; float longest_axis; BKE_object_dimensions_get(domainob, dim); longest_axis = max_fff(dim[0], dim[1], dim[2]); return longest_axis * scene->unit.scale_length; } }
void ScreenLensDistortionOperation::updateVariables(float distortion, float dispersion) { m_k[1] = max_ff(min_ff(distortion, 1.0f), -0.999f); // smaller dispersion range for somewhat more control float d = 0.25f * max_ff(min_ff(dispersion, 1.0f), 0.0f); m_k[0] = max_ff(min_ff((m_k[1] + d), 1.0f), -0.999f); m_k[2] = max_ff(min_ff((m_k[1] - d), 1.0f), -0.999f); m_maxk = max_fff(m_k[0], m_k[1], m_k[2]); m_sc = (m_fit && (m_maxk > 0.0f)) ? (1.0f / (1.0f + 2.0f * m_maxk)) : (1.0f / (1.0f + m_maxk)); m_dk4[0] = 4.0f * (m_k[1] - m_k[0]); m_dk4[1] = 4.0f * (m_k[2] - m_k[1]); m_dk4[2] = 0.0f; /* unused */ mul_v3_v3fl(m_k4, m_k, 4.0f); }
static int apply_objects_internal(bContext *C, ReportList *reports, bool apply_loc, bool apply_rot, bool apply_scale) { Main *bmain = CTX_data_main(C); Scene *scene = CTX_data_scene(C); float rsmat[3][3], obmat[3][3], iobmat[3][3], mat[4][4], scale; bool changed = true; /* first check if we can execute */ CTX_DATA_BEGIN (C, Object *, ob, selected_editable_objects) { if (ELEM(ob->type, OB_MESH, OB_ARMATURE, OB_LATTICE, OB_MBALL, OB_CURVE, OB_SURF, OB_FONT)) { ID *obdata = ob->data; if (ID_REAL_USERS(obdata) > 1) { BKE_reportf(reports, RPT_ERROR, "Cannot apply to a multi user: Object \"%s\", %s \"%s\", aborting", ob->id.name + 2, BKE_idcode_to_name(GS(obdata->name)), obdata->name + 2); changed = false; } if (obdata->lib) { BKE_reportf(reports, RPT_ERROR, "Cannot apply to library data: Object \"%s\", %s \"%s\", aborting", ob->id.name + 2, BKE_idcode_to_name(GS(obdata->name)), obdata->name + 2); changed = false; } } if (ELEM(ob->type, OB_CURVE, OB_SURF)) { ID *obdata = ob->data; Curve *cu; cu = ob->data; if (((ob->type == OB_CURVE) && !(cu->flag & CU_3D)) && (apply_rot || apply_loc)) { BKE_reportf(reports, RPT_ERROR, "Rotation/Location can't apply to a 2D curve: Object \"%s\", %s \"%s\", aborting", ob->id.name + 2, BKE_idcode_to_name(GS(obdata->name)), obdata->name + 2); changed = false; } if (cu->key) { BKE_reportf(reports, RPT_ERROR, "Can't apply to a curve with shape-keys: Object \"%s\", %s \"%s\", aborting", ob->id.name + 2, BKE_idcode_to_name(GS(obdata->name)), obdata->name + 2); changed = false; } } if (ob->type == OB_FONT) { if (apply_rot || apply_loc) { BKE_reportf(reports, RPT_ERROR, "Font's can only have scale applied: \"%s\"", ob->id.name + 2); changed = false; } } } CTX_DATA_END; if (!changed) return OPERATOR_CANCELLED; changed = false; /* now execute */ CTX_DATA_BEGIN (C, Object *, ob, selected_editable_objects) { /* calculate rotation/scale matrix */ if (apply_scale && apply_rot) BKE_object_to_mat3(ob, rsmat); else if (apply_scale) BKE_object_scale_to_mat3(ob, rsmat); else if (apply_rot) { float tmat[3][3], timat[3][3]; /* simple rotation matrix */ BKE_object_rot_to_mat3(ob, rsmat, true); /* correct for scale, note mul_m3_m3m3 has swapped args! */ BKE_object_scale_to_mat3(ob, tmat); invert_m3_m3(timat, tmat); mul_m3_m3m3(rsmat, timat, rsmat); mul_m3_m3m3(rsmat, rsmat, tmat); } else unit_m3(rsmat); copy_m4_m3(mat, rsmat); /* calculate translation */ if (apply_loc) { copy_v3_v3(mat[3], ob->loc); if (!(apply_scale && apply_rot)) { float tmat[3][3]; /* correct for scale and rotation that is still applied */ BKE_object_to_mat3(ob, obmat); invert_m3_m3(iobmat, obmat); mul_m3_m3m3(tmat, rsmat, iobmat); mul_m3_v3(tmat, mat[3]); } } /* apply to object data */ if (ob->type == OB_MESH) { Mesh *me = ob->data; if (apply_scale) multiresModifier_scale_disp(scene, ob); /* adjust data */ BKE_mesh_transform(me, mat, true); /* update normals */ BKE_mesh_calc_normals(me); } else if (ob->type == OB_ARMATURE) { ED_armature_apply_transform(ob, mat); } else if (ob->type == OB_LATTICE) { Lattice *lt = ob->data; BKE_lattice_transform(lt, mat, true); } else if (ob->type == OB_MBALL) { MetaBall *mb = ob->data; BKE_mball_transform(mb, mat); } else if (ELEM(ob->type, OB_CURVE, OB_SURF)) { Curve *cu = ob->data; scale = mat3_to_scale(rsmat); BKE_curve_transform_ex(cu, mat, true, scale); } else if (ob->type == OB_FONT) { Curve *cu = ob->data; int i; scale = mat3_to_scale(rsmat); for (i = 0; i < cu->totbox; i++) { TextBox *tb = &cu->tb[i]; tb->x *= scale; tb->y *= scale; tb->w *= scale; tb->h *= scale; } cu->fsize *= scale; } else if (ob->type == OB_CAMERA) { MovieClip *clip = BKE_object_movieclip_get(scene, ob, false); /* applying scale on camera actually scales clip's reconstruction. * of there's clip assigned to camera nothing to do actually. */ if (!clip) continue; if (apply_scale) BKE_tracking_reconstruction_scale(&clip->tracking, ob->size); } else if (ob->type == OB_EMPTY) { /* It's possible for empties too, even though they don't * really have obdata, since we can simply apply the maximum * scaling to the empty's drawsize. * * Core Assumptions: * 1) Most scaled empties have uniform scaling * (i.e. for visibility reasons), AND/OR * 2) Preserving non-uniform scaling is not that important, * and is something that many users would be willing to * sacrifice for having an easy way to do this. */ if ((apply_loc == false) && (apply_rot == false) && (apply_scale == true)) { float max_scale = max_fff(fabsf(ob->size[0]), fabsf(ob->size[1]), fabsf(ob->size[2])); ob->empty_drawsize *= max_scale; } } else { continue; } if (apply_loc) zero_v3(ob->loc); if (apply_scale) ob->size[0] = ob->size[1] = ob->size[2] = 1.0f; if (apply_rot) { zero_v3(ob->rot); unit_qt(ob->quat); unit_axis_angle(ob->rotAxis, &ob->rotAngle); } BKE_object_where_is_calc(scene, ob); if (ob->type == OB_ARMATURE) { BKE_pose_where_is(scene, ob); /* needed for bone parents */ } ignore_parent_tx(bmain, scene, ob); DAG_id_tag_update(&ob->id, OB_RECALC_OB | OB_RECALC_DATA); changed = true; } CTX_DATA_END; if (!changed) { BKE_report(reports, RPT_WARNING, "Objects have no data to transform"); return OPERATOR_CANCELLED; } WM_event_add_notifier(C, NC_OBJECT | ND_TRANSFORM, NULL); return OPERATOR_FINISHED; }
static bool view3d_localview_init( wmWindowManager *wm, wmWindow *win, Main *bmain, Scene *scene, ScrArea *sa, const int smooth_viewtx, ReportList *reports) { View3D *v3d = sa->spacedata.first; Base *base; float min[3], max[3], box[3], mid[3]; float size = 0.0f, size_persp = 0.0f, size_ortho = 0.0f; unsigned int locallay; bool ok = false; if (v3d->localvd) { return ok; } INIT_MINMAX(min, max); locallay = free_localbit(bmain); if (locallay == 0) { BKE_report(reports, RPT_ERROR, "No more than 8 local views"); ok = false; } else { if (scene->obedit) { BKE_object_minmax(scene->obedit, min, max, false); ok = true; BASACT->lay |= locallay; scene->obedit->lay = BASACT->lay; } else { for (base = FIRSTBASE; base; base = base->next) { if (TESTBASE(v3d, base)) { BKE_object_minmax(base->object, min, max, false); base->lay |= locallay; base->object->lay = base->lay; ok = true; } } } sub_v3_v3v3(box, max, min); size = max_fff(box[0], box[1], box[2]); /* do not zoom closer than the near clipping plane */ size = max_ff(size, v3d->near * 1.5f); /* perspective size (we always switch out of camera view so no need to use its lens size) */ size_persp = ED_view3d_radius_to_persp_dist(focallength_to_fov(v3d->lens, DEFAULT_SENSOR_WIDTH), size / 2.0f) * VIEW3D_MARGIN; size_ortho = ED_view3d_radius_to_ortho_dist(v3d->lens, size / 2.0f) * VIEW3D_MARGIN; } if (ok == true) { ARegion *ar; v3d->localvd = MEM_mallocN(sizeof(View3D), "localview"); memcpy(v3d->localvd, v3d, sizeof(View3D)); mid_v3_v3v3(mid, min, max); copy_v3_v3(v3d->cursor, mid); for (ar = sa->regionbase.first; ar; ar = ar->next) { if (ar->regiontype == RGN_TYPE_WINDOW) { RegionView3D *rv3d = ar->regiondata; /* new view values */ Object *camera_old = NULL; float dist_new, ofs_new[3]; rv3d->localvd = MEM_mallocN(sizeof(RegionView3D), "localview region"); memcpy(rv3d->localvd, rv3d, sizeof(RegionView3D)); negate_v3_v3(ofs_new, mid); if (rv3d->persp == RV3D_CAMOB) { rv3d->persp = RV3D_PERSP; camera_old = v3d->camera; } /* perspective should be a bit farther away to look nice */ if (rv3d->persp != RV3D_ORTHO) { dist_new = size_persp; } else { dist_new = size_ortho; } /* correction for window aspect ratio */ if (ar->winy > 2 && ar->winx > 2) { float asp = (float)ar->winx / (float)ar->winy; if (asp < 1.0f) asp = 1.0f / asp; dist_new *= asp; } ED_view3d_smooth_view_ex( wm, win, sa, v3d, ar, camera_old, NULL, ofs_new, NULL, &dist_new, NULL, smooth_viewtx); } } v3d->lay = locallay; } else { /* clear flags */ for (base = FIRSTBASE; base; base = base->next) { if (base->lay & locallay) { base->lay -= locallay; if (base->lay == 0) base->lay = v3d->layact; if (base->object != scene->obedit) base->flag |= SELECT; base->object->lay = base->lay; } } } return ok; }
/* assumes *dst is type RGBA */ static void lensDistort(CompBuf *dst, CompBuf *src, float kr, float kg, float kb, int jit, int proj, int fit) { int x, y, z; const float cx = 0.5f*(float)dst->x, cy = 0.5f*(float)dst->y; if (proj) { // shift CompBuf *tsrc = dupalloc_compbuf(src); for (z=0; z<tsrc->type; ++z) IIR_gauss(tsrc, (kr+0.5f)*(kr+0.5f), z, 1); kr *= 20.f; for (y=0; y<dst->y; y++) { fRGB *colp = (fRGB*)&dst->rect[y*dst->x*dst->type]; const float v = (y + 0.5f)/(float)dst->y; for (x=0; x<dst->x; x++) { const float u = (x + 0.5f)/(float)dst->x; qd_getPixelLerpChan(tsrc, (u*dst->x + kr) - 0.5f, v*dst->y - 0.5f, 0, colp[x]); if (tsrc->type == CB_VAL) colp[x][1] = tsrc->rect[x + y*tsrc->x]; else colp[x][1] = tsrc->rect[(x + y*tsrc->x)*tsrc->type + 1]; qd_getPixelLerpChan(tsrc, (u*dst->x - kr) - 0.5f, v*dst->y - 0.5f, 2, colp[x]+2); /* set alpha */ colp[x][3] = 1.0f; } } free_compbuf(tsrc); } else { // Spherical // Scale factor to make bottom/top & right/left sides fit in window after deform // so in the case of pincushion (kn < 0), corners will be outside window. // Now also optionally scales image such that black areas are not visible when distort factor is positive // (makes distorted corners match window corners, but really only valid if mk<=0.5) const float mk = max_fff(kr, kg, kb); const float sc = (fit && (mk > 0.f)) ? (1.f/(1.f + 2.f*mk)) : (1.f/(1.f + mk)); const float drg = 4.f*(kg - kr), dgb = 4.f*(kb - kg); kr *= 4.f, kg *= 4.f, kb *= 4.f; for (y=0; y<dst->y; y++) { fRGB *colp = (fRGB*)&dst->rect[y*dst->x*dst->type]; const float v = sc*((y + 0.5f) - cy)/cy; for (x=0; x<dst->x; x++) { int dr = 0, dg = 0, db = 0; float d, t, ln[6] = {0, 0, 0, 0, 0, 0}; fRGB c1, tc = {0, 0, 0, 0}; const float u = sc*((x + 0.5f) - cx)/cx; const float uv_dot = u * u + v * v; int sta = 0, mid = 0, end = 0; if ((t = 1.f - kr*uv_dot) >= 0.f) { d = 1.f/(1.f + sqrtf(t)); ln[0] = (u*d + 0.5f)*dst->x - 0.5f, ln[1] = (v*d + 0.5f)*dst->y - 0.5f; sta = 1; } if ((t = 1.f - kg*uv_dot) >= 0.f) { d = 1.f/(1.f + sqrtf(t)); ln[2] = (u*d + 0.5f)*dst->x - 0.5f, ln[3] = (v*d + 0.5f)*dst->y - 0.5f; mid = 1; } if ((t = 1.f - kb*uv_dot) >= 0.f) { d = 1.f/(1.f + sqrtf(t)); ln[4] = (u*d + 0.5f)*dst->x - 0.5f, ln[5] = (v*d + 0.5f)*dst->y - 0.5f; end = 1; } if (sta && mid && end) { // RG const int dx = ln[2] - ln[0], dy = ln[3] - ln[1]; const float dsf = sqrtf(dx*dx + dy*dy) + 1.f; const int ds = (int)(jit ? ((dsf < 4.f) ? 2.f : sqrtf(dsf)) : dsf); const float sd = 1.f/(float)ds; for (z=0; z<ds; ++z) { const float tz = ((float)z + (jit ? BLI_frand() : 0.5f))*sd; t = 1.f - (kr + tz*drg)*uv_dot; d = 1.f / (1.f + sqrtf(t)); qd_getPixelLerp(src, (u*d + 0.5f)*dst->x - 0.5f, (v*d + 0.5f)*dst->y - 0.5f, c1); if (src->type == CB_VAL) c1[1] = c1[2] = c1[0]; tc[0] += (1.f-tz)*c1[0], tc[1] += tz*c1[1]; dr++, dg++; } // GB { const int dx = ln[4] - ln[2], dy = ln[5] - ln[3]; const float dsf = sqrtf(dx*dx + dy*dy) + 1.f; const int ds = (int)(jit ? ((dsf < 4.f) ? 2.f : sqrtf(dsf)) : dsf); const float sd = 1.f/(float)ds; for (z=0; z<ds; ++z) { const float tz = ((float)z + (jit ? BLI_frand() : 0.5f))*sd; t = 1.f - (kg + tz*dgb)*uv_dot; d = 1.f / (1.f + sqrtf(t)); qd_getPixelLerp(src, (u*d + 0.5f)*dst->x - 0.5f, (v*d + 0.5f)*dst->y - 0.5f, c1); if (src->type == CB_VAL) c1[1] = c1[2] = c1[0]; tc[1] += (1.f-tz)*c1[1], tc[2] += tz*c1[2]; dg++, db++; } } } if (dr) colp[x][0] = 2.f*tc[0] / (float)dr; if (dg) colp[x][1] = 2.f*tc[1] / (float)dg; if (db) colp[x][2] = 2.f*tc[2] / (float)db; /* set alpha */ colp[x][3] = 1.0f; } } } }
static bool view3d_localview_init( wmWindowManager *wm, wmWindow *win, Main *bmain, Scene *scene, ScrArea *sa, const int smooth_viewtx, ReportList *reports) { View3D *v3d = sa->spacedata.first; Base *base; float min[3], max[3], box[3], mid[3]; float size = 0.0f; unsigned int locallay; bool ok = false; if (v3d->localvd) { return ok; } INIT_MINMAX(min, max); locallay = free_localbit(bmain); if (locallay == 0) { BKE_report(reports, RPT_ERROR, "No more than 8 local views"); ok = false; } else { if (scene->obedit) { BKE_object_minmax(scene->obedit, min, max, false); ok = true; BASACT->lay |= locallay; scene->obedit->lay = BASACT->lay; } else { for (base = FIRSTBASE; base; base = base->next) { if (TESTBASE(v3d, base)) { BKE_object_minmax(base->object, min, max, false); base->lay |= locallay; base->object->lay = base->lay; ok = true; } } } sub_v3_v3v3(box, max, min); size = max_fff(box[0], box[1], box[2]); } if (ok == true) { ARegion *ar; v3d->localvd = MEM_mallocN(sizeof(View3D), "localview"); memcpy(v3d->localvd, v3d, sizeof(View3D)); mid_v3_v3v3(mid, min, max); copy_v3_v3(v3d->cursor, mid); for (ar = sa->regionbase.first; ar; ar = ar->next) { if (ar->regiontype == RGN_TYPE_WINDOW) { RegionView3D *rv3d = ar->regiondata; bool ok_dist = true; /* new view values */ Object *camera_old = NULL; float dist_new, ofs_new[3]; rv3d->localvd = MEM_mallocN(sizeof(RegionView3D), "localview region"); memcpy(rv3d->localvd, rv3d, sizeof(RegionView3D)); negate_v3_v3(ofs_new, mid); if (rv3d->persp == RV3D_CAMOB) { rv3d->persp = RV3D_PERSP; camera_old = v3d->camera; } if (rv3d->persp == RV3D_ORTHO) { if (size < 0.0001f) { ok_dist = false; } } if (ok_dist) { dist_new = ED_view3d_radius_to_dist(v3d, ar, rv3d->persp, true, (size / 2) * VIEW3D_MARGIN); if (rv3d->persp == RV3D_PERSP) { /* don't zoom closer than the near clipping plane */ dist_new = max_ff(dist_new, v3d->near * 1.5f); } } ED_view3d_smooth_view_ex( wm, win, sa, v3d, ar, camera_old, NULL, ofs_new, NULL, ok_dist ? &dist_new : NULL, NULL, smooth_viewtx); } } v3d->lay = locallay; } else { /* clear flags */ for (base = FIRSTBASE; base; base = base->next) { if (base->lay & locallay) { base->lay -= locallay; if (base->lay == 0) base->lay = v3d->layact; if (base->object != scene->obedit) base->flag |= SELECT; base->object->lay = base->lay; } } } return ok; }
void draw_smoke_volume(SmokeDomainSettings *sds, Object *ob, GPUTexture *tex, float min[3], float max[3], int res[3], float dx, float UNUSED(base_scale), float viewnormal[3], GPUTexture *tex_shadow, GPUTexture *tex_flame) { int i, j, k, n, good_index; float d /*, d0 */ /* UNUSED */, dd, ds; float *points = NULL; int numpoints = 0; float cor[3] = {1.0f, 1.0f, 1.0f}; int gl_depth = 0, gl_blend = 0; /* draw slices of smoke is adapted from c++ code authored * by: Johannes Schmid and Ingemar Rask, 2006, [email protected] */ float cv[][3] = { {1.0f, 1.0f, 1.0f}, {-1.0f, 1.0f, 1.0f}, {-1.0f, -1.0f, 1.0f}, {1.0f, -1.0f, 1.0f}, {1.0f, 1.0f, -1.0f}, {-1.0f, 1.0f, -1.0f}, {-1.0f, -1.0f, -1.0f}, {1.0f, -1.0f, -1.0f} }; /* edges have the form edges[n][0][xyz] + t*edges[n][1][xyz] */ float edges[12][2][3] = { {{1.0f, 1.0f, -1.0f}, {0.0f, 0.0f, 2.0f}}, {{-1.0f, 1.0f, -1.0f}, {0.0f, 0.0f, 2.0f}}, {{-1.0f, -1.0f, -1.0f}, {0.0f, 0.0f, 2.0f}}, {{1.0f, -1.0f, -1.0f}, {0.0f, 0.0f, 2.0f}}, {{1.0f, -1.0f, 1.0f}, {0.0f, 2.0f, 0.0f}}, {{-1.0f, -1.0f, 1.0f}, {0.0f, 2.0f, 0.0f}}, {{-1.0f, -1.0f, -1.0f}, {0.0f, 2.0f, 0.0f}}, {{1.0f, -1.0f, -1.0f}, {0.0f, 2.0f, 0.0f}}, {{-1.0f, 1.0f, 1.0f}, {2.0f, 0.0f, 0.0f}}, {{-1.0f, -1.0f, 1.0f}, {2.0f, 0.0f, 0.0f}}, {{-1.0f, -1.0f, -1.0f}, {2.0f, 0.0f, 0.0f}}, {{-1.0f, 1.0f, -1.0f}, {2.0f, 0.0f, 0.0f}} }; unsigned char *spec_data; float *spec_pixels; GPUTexture *tex_spec; /* Fragment program to calculate the view3d of smoke */ /* using 4 textures, density, shadow, flame and flame spectrum */ const char *shader_basic = "!!ARBfp1.0\n" "PARAM dx = program.local[0];\n" "PARAM darkness = program.local[1];\n" "PARAM render = program.local[2];\n" "PARAM f = {1.442695041, 1.442695041, 1.442695041, 0.01};\n" "TEMP temp, shadow, flame, spec, value;\n" "TEX temp, fragment.texcoord[0], texture[0], 3D;\n" "TEX shadow, fragment.texcoord[0], texture[1], 3D;\n" "TEX flame, fragment.texcoord[0], texture[2], 3D;\n" "TEX spec, flame.r, texture[3], 1D;\n" /* calculate shading factor from density */ "MUL value.r, temp.a, darkness.a;\n" "MUL value.r, value.r, dx.r;\n" "MUL value.r, value.r, f.r;\n" "EX2 temp, -value.r;\n" /* alpha */ "SUB temp.a, 1.0, temp.r;\n" /* shade colors */ "MUL temp.r, temp.r, shadow.r;\n" "MUL temp.g, temp.g, shadow.r;\n" "MUL temp.b, temp.b, shadow.r;\n" "MUL temp.r, temp.r, darkness.r;\n" "MUL temp.g, temp.g, darkness.g;\n" "MUL temp.b, temp.b, darkness.b;\n" /* for now this just replace smoke shading if rendering fire */ "CMP result.color, render.r, temp, spec;\n" "END\n"; /* color shader */ const char *shader_color = "!!ARBfp1.0\n" "PARAM dx = program.local[0];\n" "PARAM darkness = program.local[1];\n" "PARAM render = program.local[2];\n" "PARAM f = {1.442695041, 1.442695041, 1.442695041, 1.442695041};\n" "TEMP temp, shadow, flame, spec, value;\n" "TEX temp, fragment.texcoord[0], texture[0], 3D;\n" "TEX shadow, fragment.texcoord[0], texture[1], 3D;\n" "TEX flame, fragment.texcoord[0], texture[2], 3D;\n" "TEX spec, flame.r, texture[3], 1D;\n" /* unpremultiply volume texture */ "RCP value.r, temp.a;\n" "MUL temp.r, temp.r, value.r;\n" "MUL temp.g, temp.g, value.r;\n" "MUL temp.b, temp.b, value.r;\n" /* calculate shading factor from density */ "MUL value.r, temp.a, darkness.a;\n" "MUL value.r, value.r, dx.r;\n" "MUL value.r, value.r, f.r;\n" "EX2 value.r, -value.r;\n" /* alpha */ "SUB temp.a, 1.0, value.r;\n" /* shade colors */ "MUL temp.r, temp.r, shadow.r;\n" "MUL temp.g, temp.g, shadow.r;\n" "MUL temp.b, temp.b, shadow.r;\n" "MUL temp.r, temp.r, value.r;\n" "MUL temp.g, temp.g, value.r;\n" "MUL temp.b, temp.b, value.r;\n" /* for now this just replace smoke shading if rendering fire */ "CMP result.color, render.r, temp, spec;\n" "END\n"; GLuint prog; float size[3]; if (!tex) { printf("Could not allocate 3D texture for 3D View smoke drawing.\n"); return; } #ifdef DEBUG_DRAW_TIME TIMEIT_START(draw); #endif /* generate flame spectrum texture */ #define SPEC_WIDTH 256 #define FIRE_THRESH 7 #define MAX_FIRE_ALPHA 0.06f #define FULL_ON_FIRE 100 spec_data = malloc(SPEC_WIDTH * 4 * sizeof(unsigned char)); flame_get_spectrum(spec_data, SPEC_WIDTH, 1500, 3000); spec_pixels = malloc(SPEC_WIDTH * 4 * 16 * 16 * sizeof(float)); 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] = ((float)spec_data[k * 4]) / 255.0f; spec_pixels[index + 1] = ((float)spec_data[k * 4 + 1]) / 255.0f; spec_pixels[index + 2] = ((float)spec_data[k * 4 + 2]) / 255.0f; spec_pixels[index + 3] = MAX_FIRE_ALPHA * ( (k > FULL_ON_FIRE) ? 1.0f : (k - FIRE_THRESH) / ((float)FULL_ON_FIRE - FIRE_THRESH)); } else { spec_pixels[index] = spec_pixels[index + 1] = spec_pixels[index + 2] = spec_pixels[index + 3] = 0.0f; } } } } tex_spec = GPU_texture_create_1D(SPEC_WIDTH, spec_pixels, NULL); sub_v3_v3v3(size, max, min); /* maxx, maxy, maxz */ cv[0][0] = max[0]; cv[0][1] = max[1]; cv[0][2] = max[2]; /* minx, maxy, maxz */ cv[1][0] = min[0]; cv[1][1] = max[1]; cv[1][2] = max[2]; /* minx, miny, maxz */ cv[2][0] = min[0]; cv[2][1] = min[1]; cv[2][2] = max[2]; /* maxx, miny, maxz */ cv[3][0] = max[0]; cv[3][1] = min[1]; cv[3][2] = max[2]; /* maxx, maxy, minz */ cv[4][0] = max[0]; cv[4][1] = max[1]; cv[4][2] = min[2]; /* minx, maxy, minz */ cv[5][0] = min[0]; cv[5][1] = max[1]; cv[5][2] = min[2]; /* minx, miny, minz */ cv[6][0] = min[0]; cv[6][1] = min[1]; cv[6][2] = min[2]; /* maxx, miny, minz */ cv[7][0] = max[0]; cv[7][1] = min[1]; cv[7][2] = min[2]; copy_v3_v3(edges[0][0], cv[4]); /* maxx, maxy, minz */ copy_v3_v3(edges[1][0], cv[5]); /* minx, maxy, minz */ copy_v3_v3(edges[2][0], cv[6]); /* minx, miny, minz */ copy_v3_v3(edges[3][0], cv[7]); /* maxx, miny, minz */ copy_v3_v3(edges[4][0], cv[3]); /* maxx, miny, maxz */ copy_v3_v3(edges[5][0], cv[2]); /* minx, miny, maxz */ copy_v3_v3(edges[6][0], cv[6]); /* minx, miny, minz */ copy_v3_v3(edges[7][0], cv[7]); /* maxx, miny, minz */ copy_v3_v3(edges[8][0], cv[1]); /* minx, maxy, maxz */ copy_v3_v3(edges[9][0], cv[2]); /* minx, miny, maxz */ copy_v3_v3(edges[10][0], cv[6]); /* minx, miny, minz */ copy_v3_v3(edges[11][0], cv[5]); /* minx, maxy, minz */ // printf("size x: %f, y: %f, z: %f\n", size[0], size[1], size[2]); // printf("min[2]: %f, max[2]: %f\n", min[2], max[2]); edges[0][1][2] = size[2]; edges[1][1][2] = size[2]; edges[2][1][2] = size[2]; edges[3][1][2] = size[2]; edges[4][1][1] = size[1]; edges[5][1][1] = size[1]; edges[6][1][1] = size[1]; edges[7][1][1] = size[1]; edges[8][1][0] = size[0]; edges[9][1][0] = size[0]; edges[10][1][0] = size[0]; edges[11][1][0] = size[0]; glGetBooleanv(GL_BLEND, (GLboolean *)&gl_blend); glGetBooleanv(GL_DEPTH_TEST, (GLboolean *)&gl_depth); glDepthMask(GL_FALSE); glDisable(GL_DEPTH_TEST); glEnable(GL_BLEND); /* find cube vertex that is closest to the viewer */ for (i = 0; i < 8; i++) { float x, y, z; x = cv[i][0] - viewnormal[0] * size[0] * 0.5f; y = cv[i][1] - viewnormal[1] * size[1] * 0.5f; z = cv[i][2] - viewnormal[2] * size[2] * 0.5f; if ((x >= min[0]) && (x <= max[0]) && (y >= min[1]) && (y <= max[1]) && (z >= min[2]) && (z <= max[2])) { break; } } if (i >= 8) { /* fallback, avoid using buffer over-run */ i = 0; } // printf("i: %d\n", i); // printf("point %f, %f, %f\n", cv[i][0], cv[i][1], cv[i][2]); if (GL_TRUE == glewIsSupported("GL_ARB_fragment_program")) { glEnable(GL_FRAGMENT_PROGRAM_ARB); glGenProgramsARB(1, &prog); glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, prog); /* set shader */ if (sds->active_fields & SM_ACTIVE_COLORS) glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, (GLsizei)strlen(shader_color), shader_color); else glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, (GLsizei)strlen(shader_basic), shader_basic); /* cell spacing */ glProgramLocalParameter4fARB(GL_FRAGMENT_PROGRAM_ARB, 0, dx, dx, dx, 1.0); /* custom parameter for smoke style (higher = thicker) */ if (sds->active_fields & SM_ACTIVE_COLORS) glProgramLocalParameter4fARB(GL_FRAGMENT_PROGRAM_ARB, 1, 1.0, 1.0, 1.0, 10.0); else glProgramLocalParameter4fARB(GL_FRAGMENT_PROGRAM_ARB, 1, sds->active_color[0], sds->active_color[1], sds->active_color[2], 10.0); } else printf("Your gfx card does not support 3D View smoke drawing.\n"); GPU_texture_bind(tex, 0); if (tex_shadow) GPU_texture_bind(tex_shadow, 1); else printf("No volume shadow\n"); if (tex_flame) { GPU_texture_bind(tex_flame, 2); GPU_texture_bind(tex_spec, 3); } if (!GPU_non_power_of_two_support()) { cor[0] = (float)res[0] / (float)power_of_2_max_i(res[0]); cor[1] = (float)res[1] / (float)power_of_2_max_i(res[1]); cor[2] = (float)res[2] / (float)power_of_2_max_i(res[2]); } /* our slices are defined by the plane equation a*x + b*y +c*z + d = 0 * (a,b,c), the plane normal, are given by viewdir * d is the parameter along the view direction. the first d is given by * inserting previously found vertex into the plane equation */ /* d0 = (viewnormal[0]*cv[i][0] + viewnormal[1]*cv[i][1] + viewnormal[2]*cv[i][2]); */ /* UNUSED */ ds = (fabsf(viewnormal[0]) * size[0] + fabsf(viewnormal[1]) * size[1] + fabsf(viewnormal[2]) * size[2]); dd = max_fff(sds->global_size[0], sds->global_size[1], sds->global_size[2]) / 128.f; n = 0; good_index = i; // printf("d0: %f, dd: %f, ds: %f\n\n", d0, dd, ds); points = MEM_callocN(sizeof(float) * 12 * 3, "smoke_points_preview"); while (1) { float p0[3]; float tmp_point[3], tmp_point2[3]; if (dd * (float)n > ds) break; copy_v3_v3(tmp_point, viewnormal); mul_v3_fl(tmp_point, -dd * ((ds / dd) - (float)n)); add_v3_v3v3(tmp_point2, cv[good_index], tmp_point); d = dot_v3v3(tmp_point2, viewnormal); // printf("my d: %f\n", d); /* intersect_edges returns the intersection points of all cube edges with * the given plane that lie within the cube */ numpoints = intersect_edges(points, viewnormal[0], viewnormal[1], viewnormal[2], -d, edges); // printf("points: %d\n", numpoints); if (numpoints > 2) { copy_v3_v3(p0, points); /* sort points to get a convex polygon */ for (i = 1; i < numpoints - 1; i++) { for (j = i + 1; j < numpoints; j++) { if (!convex(p0, viewnormal, &points[j * 3], &points[i * 3])) { float tmp2[3]; copy_v3_v3(tmp2, &points[j * 3]); copy_v3_v3(&points[j * 3], &points[i * 3]); copy_v3_v3(&points[i * 3], tmp2); } } } /* render fire slice */ glBlendFunc(GL_SRC_ALPHA, GL_ONE); glProgramLocalParameter4fARB(GL_FRAGMENT_PROGRAM_ARB, 2, 1.0, 0.0, 0.0, 0.0); glBegin(GL_POLYGON); glColor3f(1.0, 1.0, 1.0); for (i = 0; i < numpoints; i++) { 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]); glVertex3f(points[i * 3 + 0] / fabsf(ob->size[0]), points[i * 3 + 1] / fabsf(ob->size[1]), points[i * 3 + 2] / fabsf(ob->size[2])); } glEnd(); /* render smoke slice */ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glProgramLocalParameter4fARB(GL_FRAGMENT_PROGRAM_ARB, 2, -1.0, 0.0, 0.0, 0.0); glBegin(GL_POLYGON); glColor3f(1.0, 1.0, 1.0); for (i = 0; i < numpoints; i++) { 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]); glVertex3f(points[i * 3 + 0] / fabsf(ob->size[0]), points[i * 3 + 1] / fabsf(ob->size[1]), points[i * 3 + 2] / fabsf(ob->size[2])); } glEnd(); } n++; } #ifdef DEBUG_DRAW_TIME printf("Draw Time: %f\n", (float)TIMEIT_VALUE(draw)); TIMEIT_END(draw); #endif if (tex_shadow) GPU_texture_unbind(tex_shadow); GPU_texture_unbind(tex); if (tex_flame) { GPU_texture_unbind(tex_flame); GPU_texture_unbind(tex_spec); } GPU_texture_free(tex_spec); free(spec_data); free(spec_pixels); if (GLEW_ARB_fragment_program) { glDisable(GL_FRAGMENT_PROGRAM_ARB); glDeleteProgramsARB(1, &prog); } MEM_freeN(points); if (!gl_blend) { glDisable(GL_BLEND); } if (gl_depth) { glEnable(GL_DEPTH_TEST); glDepthMask(GL_TRUE); } }
static int imagewraposa_aniso(Tex *tex, Image *ima, ImBuf *ibuf, const float texvec[3], float dxt[2], float dyt[2], TexResult *texres, struct ImagePool *pool, const bool skip_load_image) { TexResult texr; float fx, fy, minx, maxx, miny, maxy; float maxd, val1, val2, val3; int curmap, retval, intpol, extflag = 0; afdata_t AFD; void (*filterfunc)(TexResult*, ImBuf*, float, float, afdata_t*); switch (tex->texfilter) { case TXF_EWA: filterfunc = ewa_eval; break; case TXF_FELINE: filterfunc = feline_eval; break; case TXF_AREA: default: filterfunc = area_sample; } texres->tin = texres->ta = texres->tr = texres->tg = texres->tb = 0.f; /* we need to set retval OK, otherwise texture code generates normals itself... */ retval = texres->nor ? 3 : 1; /* quick tests */ if (ibuf==NULL && ima==NULL) return retval; if (ima) { /* hack for icon render */ if (skip_load_image && !BKE_image_has_loaded_ibuf(ima)) { return retval; } ibuf = BKE_image_pool_acquire_ibuf(ima, &tex->iuser, pool); } if ((ibuf == NULL) || ((ibuf->rect == NULL) && (ibuf->rect_float == NULL))) { if (ima) BKE_image_pool_release_ibuf(ima, ibuf, pool); return retval; } if (ima) { ima->flag |= IMA_USED_FOR_RENDER; } /* mipmap test */ image_mipmap_test(tex, ibuf); if (ima) { if ((tex->imaflag & TEX_USEALPHA) && (ima->flag & IMA_IGNORE_ALPHA) == 0) { if ((tex->imaflag & TEX_CALCALPHA) == 0) { texres->talpha = 1; } } } texr.talpha = texres->talpha; if (tex->imaflag & TEX_IMAROT) { fy = texvec[0]; fx = texvec[1]; } else { fx = texvec[0]; fy = texvec[1]; } if (ibuf->flags & IB_fields) { if (R.r.mode & R_FIELDS) { /* field render */ if (R.flag & R_SEC_FIELD) { /* correction for 2nd field */ /* fac1= 0.5/( (float)ibuf->y ); */ /* fy-= fac1; */ } else /* first field */ fy += 0.5f/( (float)ibuf->y ); } } /* pixel coordinates */ minx = min_fff(dxt[0], dyt[0], dxt[0] + dyt[0]); maxx = max_fff(dxt[0], dyt[0], dxt[0] + dyt[0]); miny = min_fff(dxt[1], dyt[1], dxt[1] + dyt[1]); maxy = max_fff(dxt[1], dyt[1], dxt[1] + dyt[1]); /* tex_sharper has been removed */ minx = (maxx - minx)*0.5f; miny = (maxy - miny)*0.5f; if (tex->imaflag & TEX_FILTER_MIN) { /* make sure the filtersize is minimal in pixels (normal, ref map can have miniature pixel dx/dy) */ const float addval = (0.5f * tex->filtersize) / (float)MIN2(ibuf->x, ibuf->y); if (addval > minx) minx = addval; if (addval > miny) miny = addval; } else if (tex->filtersize != 1.f) { minx *= tex->filtersize; miny *= tex->filtersize; dxt[0] *= tex->filtersize; dxt[1] *= tex->filtersize; dyt[0] *= tex->filtersize; dyt[1] *= tex->filtersize; } if (tex->imaflag & TEX_IMAROT) { float t; SWAP(float, minx, miny); /* must rotate dxt/dyt 90 deg * yet another blender problem is that swapping X/Y axes (or any tex proj switches) should do something similar, * but it doesn't, it only swaps coords, so filter area will be incorrect in those cases. */ t = dxt[0]; dxt[0] = dxt[1]; dxt[1] = -t; t = dyt[0]; dyt[0] = dyt[1]; dyt[1] = -t; } /* side faces of unit-cube */ minx = (minx > 0.25f) ? 0.25f : ((minx < 1e-5f) ? 1e-5f : minx); miny = (miny > 0.25f) ? 0.25f : ((miny < 1e-5f) ? 1e-5f : miny); /* repeat and clip */ if (tex->extend == TEX_REPEAT) { if ((tex->flag & (TEX_REPEAT_XMIR | TEX_REPEAT_YMIR)) == (TEX_REPEAT_XMIR | TEX_REPEAT_YMIR)) extflag = TXC_EXTD; else if (tex->flag & TEX_REPEAT_XMIR) extflag = TXC_XMIR; else if (tex->flag & TEX_REPEAT_YMIR) extflag = TXC_YMIR; else extflag = TXC_REPT; } else if (tex->extend == TEX_EXTEND) extflag = TXC_EXTD; if (tex->extend == TEX_CHECKER) { int xs = (int)floorf(fx), ys = (int)floorf(fy); /* both checkers available, no boundary exceptions, checkerdist will eat aliasing */ if ((tex->flag & TEX_CHECKER_ODD) && (tex->flag & TEX_CHECKER_EVEN)) { fx -= xs; fy -= ys; } else if ((tex->flag & TEX_CHECKER_ODD) == 0 && (tex->flag & TEX_CHECKER_EVEN) == 0) { if (ima) BKE_image_pool_release_ibuf(ima, ibuf, pool); return retval; } else { int xs1 = (int)floorf(fx - minx); int ys1 = (int)floorf(fy - miny); int xs2 = (int)floorf(fx + minx); int ys2 = (int)floorf(fy + miny); if ((xs1 != xs2) || (ys1 != ys2)) { if (tex->flag & TEX_CHECKER_ODD) { fx -= ((xs1 + ys) & 1) ? xs2 : xs1; fy -= ((ys1 + xs) & 1) ? ys2 : ys1; } if (tex->flag & TEX_CHECKER_EVEN) { fx -= ((xs1 + ys) & 1) ? xs1 : xs2; fy -= ((ys1 + xs) & 1) ? ys1 : ys2; } } else { if ((tex->flag & TEX_CHECKER_ODD) == 0 && ((xs + ys) & 1) == 0) { if (ima) BKE_image_pool_release_ibuf(ima, ibuf, pool); return retval; } if ((tex->flag & TEX_CHECKER_EVEN) == 0 && (xs + ys) & 1) { if (ima) BKE_image_pool_release_ibuf(ima, ibuf, pool); return retval; } fx -= xs; fy -= ys; } } /* scale around center, (0.5, 0.5) */ if (tex->checkerdist < 1.f) { const float omcd = 1.f / (1.f - tex->checkerdist); fx = (fx - 0.5f)*omcd + 0.5f; fy = (fy - 0.5f)*omcd + 0.5f; minx *= omcd; miny *= omcd; } } if (tex->extend == TEX_CLIPCUBE) { if ((fx + minx) < 0.f || (fy + miny) < 0.f || (fx - minx) > 1.f || (fy - miny) > 1.f || texvec[2] < -1.f || texvec[2] > 1.f) { if (ima) BKE_image_pool_release_ibuf(ima, ibuf, pool); return retval; } } else if (tex->extend == TEX_CLIP || tex->extend == TEX_CHECKER) { if ((fx + minx) < 0.f || (fy + miny) < 0.f || (fx - minx) > 1.f || (fy - miny) > 1.f) { if (ima) BKE_image_pool_release_ibuf(ima, ibuf, pool); return retval; } } else { if (tex->extend == TEX_EXTEND) { fx = (fx > 1.f) ? 1.f : ((fx < 0.f) ? 0.f : fx); fy = (fy > 1.f) ? 1.f : ((fy < 0.f) ? 0.f : fy); } else { fx -= floorf(fx); fy -= floorf(fy); } } intpol = tex->imaflag & TEX_INTERPOL; /* warning no return! */ if ((R.flag & R_SEC_FIELD) && (ibuf->flags & IB_fields)) ibuf->rect += ibuf->x*ibuf->y; /* struct common data */ copy_v2_v2(AFD.dxt, dxt); copy_v2_v2(AFD.dyt, dyt); AFD.intpol = intpol; AFD.extflag = extflag; /* brecht: added stupid clamping here, large dx/dy can give very large * filter sizes which take ages to render, it may be better to do this * more intelligently later in the code .. probably it's not noticeable */ if (AFD.dxt[0]*AFD.dxt[0] + AFD.dxt[1]*AFD.dxt[1] > 2.0f*2.0f) mul_v2_fl(AFD.dxt, 2.0f/len_v2(AFD.dxt)); if (AFD.dyt[0]*AFD.dyt[0] + AFD.dyt[1]*AFD.dyt[1] > 2.0f*2.0f) mul_v2_fl(AFD.dyt, 2.0f/len_v2(AFD.dyt)); /* choice: */ if (tex->imaflag & TEX_MIPMAP) { ImBuf *previbuf, *curibuf; float levf; int maxlev; ImBuf *mipmaps[IMB_MIPMAP_LEVELS + 1]; /* modify ellipse minor axis if too eccentric, use for area sampling as well * scaling dxt/dyt as done in pbrt is not the same * (as in ewa_eval(), scale by sqrt(ibuf->x) to maximize precision) */ const float ff = sqrtf(ibuf->x), q = ibuf->y/ff; const float Ux = dxt[0]*ff, Vx = dxt[1]*q, Uy = dyt[0]*ff, Vy = dyt[1]*q; const float A = Vx*Vx + Vy*Vy; const float B = -2.f*(Ux*Vx + Uy*Vy); const float C = Ux*Ux + Uy*Uy; const float F = A*C - B*B*0.25f; float a, b, th, ecc; BLI_ewa_imp2radangle(A, B, C, F, &a, &b, &th, &ecc); if (tex->texfilter == TXF_FELINE) { float fProbes; a *= ff; b *= ff; a = max_ff(a, 1.0f); b = max_ff(b, 1.0f); fProbes = 2.f*(a / b) - 1.f; AFD.iProbes = round_fl_to_int(fProbes); AFD.iProbes = MIN2(AFD.iProbes, tex->afmax); if (AFD.iProbes < fProbes) b = 2.f*a / (float)(AFD.iProbes + 1); AFD.majrad = a/ff; AFD.minrad = b/ff; AFD.theta = th; AFD.dusc = 1.f/ff; AFD.dvsc = ff / (float)ibuf->y; } else { /* EWA & area */ if (ecc > (float)tex->afmax) b = a / (float)tex->afmax; b *= ff; } maxd = max_ff(b, 1e-8f); levf = ((float)M_LOG2E) * logf(maxd); curmap = 0; maxlev = 1; mipmaps[0] = ibuf; while (curmap < IMB_MIPMAP_LEVELS) { mipmaps[curmap + 1] = ibuf->mipmap[curmap]; if (ibuf->mipmap[curmap]) maxlev++; curmap++; } /* mipmap level */ if (levf < 0.f) { /* original image only */ previbuf = curibuf = mipmaps[0]; levf = 0.f; } else if (levf >= maxlev - 1) { previbuf = curibuf = mipmaps[maxlev - 1]; levf = 0.f; if (tex->texfilter == TXF_FELINE) AFD.iProbes = 1; } else { const int lev = isnan(levf) ? 0 : (int)levf; curibuf = mipmaps[lev]; previbuf = mipmaps[lev + 1]; levf -= floorf(levf); } /* filter functions take care of interpolation themselves, no need to modify dxt/dyt here */ if (texres->nor && ((tex->imaflag & TEX_NORMALMAP) == 0)) { /* color & normal */ filterfunc(texres, curibuf, fx, fy, &AFD); val1 = texres->tr + texres->tg + texres->tb; filterfunc(&texr, curibuf, fx + dxt[0], fy + dxt[1], &AFD); val2 = texr.tr + texr.tg + texr.tb; filterfunc(&texr, curibuf, fx + dyt[0], fy + dyt[1], &AFD); val3 = texr.tr + texr.tg + texr.tb; /* don't switch x or y! */ texres->nor[0] = val1 - val2; texres->nor[1] = val1 - val3; if (previbuf != curibuf) { /* interpolate */ filterfunc(&texr, previbuf, fx, fy, &AFD); /* rgb */ texres->tr += levf*(texr.tr - texres->tr); texres->tg += levf*(texr.tg - texres->tg); texres->tb += levf*(texr.tb - texres->tb); texres->ta += levf*(texr.ta - texres->ta); /* normal */ val1 += levf*((texr.tr + texr.tg + texr.tb) - val1); filterfunc(&texr, previbuf, fx + dxt[0], fy + dxt[1], &AFD); val2 += levf*((texr.tr + texr.tg + texr.tb) - val2); filterfunc(&texr, previbuf, fx + dyt[0], fy + dyt[1], &AFD); val3 += levf*((texr.tr + texr.tg + texr.tb) - val3); texres->nor[0] = val1 - val2; /* vals have been interpolated above! */ texres->nor[1] = val1 - val3; } } else { /* color */ filterfunc(texres, curibuf, fx, fy, &AFD); if (previbuf != curibuf) { /* interpolate */ filterfunc(&texr, previbuf, fx, fy, &AFD); texres->tr += levf*(texr.tr - texres->tr); texres->tg += levf*(texr.tg - texres->tg); texres->tb += levf*(texr.tb - texres->tb); texres->ta += levf*(texr.ta - texres->ta); } if (tex->texfilter != TXF_EWA) { alpha_clip_aniso(ibuf, fx-minx, fy-miny, fx+minx, fy+miny, extflag, texres); } } } else { /* no mipmap */ /* filter functions take care of interpolation themselves, no need to modify dxt/dyt here */ if (tex->texfilter == TXF_FELINE) { const float ff = sqrtf(ibuf->x), q = ibuf->y/ff; const float Ux = dxt[0]*ff, Vx = dxt[1]*q, Uy = dyt[0]*ff, Vy = dyt[1]*q; const float A = Vx*Vx + Vy*Vy; const float B = -2.f*(Ux*Vx + Uy*Vy); const float C = Ux*Ux + Uy*Uy; const float F = A*C - B*B*0.25f; float a, b, th, ecc, fProbes; BLI_ewa_imp2radangle(A, B, C, F, &a, &b, &th, &ecc); a *= ff; b *= ff; a = max_ff(a, 1.0f); b = max_ff(b, 1.0f); fProbes = 2.f*(a / b) - 1.f; /* no limit to number of Probes here */ AFD.iProbes = round_fl_to_int(fProbes); if (AFD.iProbes < fProbes) b = 2.f*a / (float)(AFD.iProbes + 1); AFD.majrad = a/ff; AFD.minrad = b/ff; AFD.theta = th; AFD.dusc = 1.f/ff; AFD.dvsc = ff / (float)ibuf->y; } if (texres->nor && ((tex->imaflag & TEX_NORMALMAP) == 0)) { /* color & normal */ filterfunc(texres, ibuf, fx, fy, &AFD); val1 = texres->tr + texres->tg + texres->tb; filterfunc(&texr, ibuf, fx + dxt[0], fy + dxt[1], &AFD); val2 = texr.tr + texr.tg + texr.tb; filterfunc(&texr, ibuf, fx + dyt[0], fy + dyt[1], &AFD); val3 = texr.tr + texr.tg + texr.tb; /* don't switch x or y! */ texres->nor[0] = val1 - val2; texres->nor[1] = val1 - val3; } else { filterfunc(texres, ibuf, fx, fy, &AFD); if (tex->texfilter != TXF_EWA) { alpha_clip_aniso(ibuf, fx-minx, fy-miny, fx+minx, fy+miny, extflag, texres); } } } if (tex->imaflag & TEX_CALCALPHA) texres->ta = texres->tin = texres->ta * max_fff(texres->tr, texres->tg, texres->tb); else texres->tin = texres->ta; if (tex->flag & TEX_NEGALPHA) texres->ta = 1.f - texres->ta; if ((R.flag & R_SEC_FIELD) && (ibuf->flags & IB_fields)) ibuf->rect -= ibuf->x*ibuf->y; if (texres->nor && (tex->imaflag & TEX_NORMALMAP)) { /* normal from color */ /* The invert of the red channel is to make * the normal map compliant with the outside world. * It needs to be done because in Blender * the normal used in the renderer points inward. It is generated * this way in calc_vertexnormals(). Should this ever change * this negate must be removed. */ texres->nor[0] = -2.f*(texres->tr - 0.5f); texres->nor[1] = 2.f*(texres->tg - 0.5f); texres->nor[2] = 2.f*(texres->tb - 0.5f); } /* de-premul, this is being premulled in shade_input_do_shade() * TXF: this currently does not (yet?) work properly, destroys edge AA in clip/checker mode, so for now commented out * also disabled in imagewraposa() to be able to compare results with blender's default texture filtering */ /* brecht: tried to fix this, see "TXF alpha" comments */ /* do not de-premul for generated alpha, it is already in straight */ if (texres->ta!=1.0f && texres->ta>1e-4f && !(tex->imaflag & TEX_CALCALPHA)) { fx = 1.f/texres->ta; texres->tr *= fx; texres->tg *= fx; texres->tb *= fx; } if (ima) BKE_image_pool_release_ibuf(ima, ibuf, pool); BRICONTRGB; return retval; }
int imagewraposa(Tex *tex, Image *ima, ImBuf *ibuf, const float texvec[3], const float DXT[2], const float DYT[2], TexResult *texres, struct ImagePool *pool, const bool skip_load_image) { TexResult texr; float fx, fy, minx, maxx, miny, maxy, dx, dy, dxt[2], dyt[2]; float maxd, pixsize, val1, val2, val3; int curmap, retval, imaprepeat, imapextend; /* TXF: since dxt/dyt might be modified here and since they might be needed after imagewraposa() call, * make a local copy here so that original vecs remain untouched */ copy_v2_v2(dxt, DXT); copy_v2_v2(dyt, DYT); /* anisotropic filtering */ if (tex->texfilter != TXF_BOX) return imagewraposa_aniso(tex, ima, ibuf, texvec, dxt, dyt, texres, pool, skip_load_image); texres->tin= texres->ta= texres->tr= texres->tg= texres->tb= 0.0f; /* we need to set retval OK, otherwise texture code generates normals itself... */ retval = texres->nor ? 3 : 1; /* quick tests */ if (ibuf==NULL && ima==NULL) return retval; if (ima) { /* hack for icon render */ if (skip_load_image && !BKE_image_has_loaded_ibuf(ima)) return retval; ibuf = BKE_image_pool_acquire_ibuf(ima, &tex->iuser, pool); ima->flag|= IMA_USED_FOR_RENDER; } if (ibuf==NULL || (ibuf->rect==NULL && ibuf->rect_float==NULL)) { if (ima) BKE_image_pool_release_ibuf(ima, ibuf, pool); return retval; } /* mipmap test */ image_mipmap_test(tex, ibuf); if (ima) { if ((tex->imaflag & TEX_USEALPHA) && (ima->flag & IMA_IGNORE_ALPHA) == 0) { if ((tex->imaflag & TEX_CALCALPHA) == 0) { texres->talpha = true; } } } texr.talpha= texres->talpha; if (tex->imaflag & TEX_IMAROT) { fy= texvec[0]; fx= texvec[1]; } else { fx= texvec[0]; fy= texvec[1]; } if (ibuf->flags & IB_fields) { if (R.r.mode & R_FIELDS) { /* field render */ if (R.flag & R_SEC_FIELD) { /* correction for 2nd field */ /* fac1= 0.5/( (float)ibuf->y ); */ /* fy-= fac1; */ } else { /* first field */ fy+= 0.5f/( (float)ibuf->y ); } } } /* pixel coordinates */ minx = min_fff(dxt[0], dyt[0], dxt[0] + dyt[0]); maxx = max_fff(dxt[0], dyt[0], dxt[0] + dyt[0]); miny = min_fff(dxt[1], dyt[1], dxt[1] + dyt[1]); maxy = max_fff(dxt[1], dyt[1], dxt[1] + dyt[1]); /* tex_sharper has been removed */ minx= (maxx-minx)/2.0f; miny= (maxy-miny)/2.0f; if (tex->imaflag & TEX_FILTER_MIN) { /* make sure the filtersize is minimal in pixels (normal, ref map can have miniature pixel dx/dy) */ float addval= (0.5f * tex->filtersize) / (float) MIN2(ibuf->x, ibuf->y); if (addval > minx) minx= addval; if (addval > miny) miny= addval; } else if (tex->filtersize!=1.0f) { minx*= tex->filtersize; miny*= tex->filtersize; dxt[0]*= tex->filtersize; dxt[1]*= tex->filtersize; dyt[0]*= tex->filtersize; dyt[1]*= tex->filtersize; } if (tex->imaflag & TEX_IMAROT) SWAP(float, minx, miny); if (minx>0.25f) minx= 0.25f; else if (minx<0.00001f) minx= 0.00001f; /* side faces of unit-cube */ if (miny>0.25f) miny= 0.25f; else if (miny<0.00001f) miny= 0.00001f; /* repeat and clip */ imaprepeat= (tex->extend==TEX_REPEAT); imapextend= (tex->extend==TEX_EXTEND); if (tex->extend == TEX_REPEAT) { if (tex->flag & (TEX_REPEAT_XMIR|TEX_REPEAT_YMIR)) { imaprepeat= 0; imapextend= 1; } } if (tex->extend == TEX_CHECKER) { int xs, ys, xs1, ys1, xs2, ys2, boundary; xs= (int)floor(fx); ys= (int)floor(fy); /* both checkers available, no boundary exceptions, checkerdist will eat aliasing */ if ( (tex->flag & TEX_CHECKER_ODD) && (tex->flag & TEX_CHECKER_EVEN) ) { fx-= xs; fy-= ys; } else if ((tex->flag & TEX_CHECKER_ODD) == 0 && (tex->flag & TEX_CHECKER_EVEN) == 0) { if (ima) BKE_image_pool_release_ibuf(ima, ibuf, pool); return retval; } else { xs1= (int)floor(fx-minx); ys1= (int)floor(fy-miny); xs2= (int)floor(fx+minx); ys2= (int)floor(fy+miny); boundary= (xs1!=xs2) || (ys1!=ys2); if (boundary==0) { if ( (tex->flag & TEX_CHECKER_ODD)==0) { if ((xs + ys) & 1) { /* pass */ } else { if (ima) BKE_image_pool_release_ibuf(ima, ibuf, pool); return retval; } } if ( (tex->flag & TEX_CHECKER_EVEN)==0) { if ((xs + ys) & 1) { if (ima) BKE_image_pool_release_ibuf(ima, ibuf, pool); return retval; } } fx-= xs; fy-= ys; } else { if (tex->flag & TEX_CHECKER_ODD) { if ((xs1+ys) & 1) fx-= xs2; else fx-= xs1; if ((ys1+xs) & 1) fy-= ys2; else fy-= ys1; } if (tex->flag & TEX_CHECKER_EVEN) { if ((xs1+ys) & 1) fx-= xs1; else fx-= xs2; if ((ys1+xs) & 1) fy-= ys1; else fy-= ys2; } } } /* scale around center, (0.5, 0.5) */ if (tex->checkerdist<1.0f) { fx= (fx-0.5f)/(1.0f-tex->checkerdist) +0.5f; fy= (fy-0.5f)/(1.0f-tex->checkerdist) +0.5f; minx/= (1.0f-tex->checkerdist); miny/= (1.0f-tex->checkerdist); } } if (tex->extend == TEX_CLIPCUBE) { if (fx+minx<0.0f || fy+miny<0.0f || fx-minx>1.0f || fy-miny>1.0f || texvec[2]<-1.0f || texvec[2]>1.0f) { if (ima) BKE_image_pool_release_ibuf(ima, ibuf, pool); return retval; } } else if (tex->extend==TEX_CLIP || tex->extend==TEX_CHECKER) { if (fx+minx<0.0f || fy+miny<0.0f || fx-minx>1.0f || fy-miny>1.0f) { if (ima) BKE_image_pool_release_ibuf(ima, ibuf, pool); return retval; } } else { if (imapextend) { if (fx>1.0f) fx = 1.0f; else if (fx<0.0f) fx= 0.0f; } else { if (fx>1.0f) fx -= (int)(fx); else if (fx<0.0f) fx+= 1-(int)(fx); } if (imapextend) { if (fy>1.0f) fy = 1.0f; else if (fy<0.0f) fy= 0.0f; } else { if (fy>1.0f) fy -= (int)(fy); else if (fy<0.0f) fy+= 1-(int)(fy); } } /* warning no return! */ if ( (R.flag & R_SEC_FIELD) && (ibuf->flags & IB_fields) ) { ibuf->rect+= (ibuf->x*ibuf->y); } /* choice: */ if (tex->imaflag & TEX_MIPMAP) { ImBuf *previbuf, *curibuf; float bumpscale; dx = minx; dy = miny; maxd = max_ff(dx, dy); if (maxd > 0.5f) maxd = 0.5f; pixsize = 1.0f / (float) MIN2(ibuf->x, ibuf->y); bumpscale= pixsize/maxd; if (bumpscale>1.0f) bumpscale= 1.0f; else bumpscale*=bumpscale; curmap= 0; previbuf= curibuf= ibuf; while (curmap < IMB_MIPMAP_LEVELS && ibuf->mipmap[curmap]) { if (maxd < pixsize) break; previbuf= curibuf; curibuf= ibuf->mipmap[curmap]; pixsize= 1.0f / (float)MIN2(curibuf->x, curibuf->y); curmap++; } if (previbuf!=curibuf || (tex->imaflag & TEX_INTERPOL)) { /* sample at least 1 pixel */ if (minx < 0.5f / ibuf->x) minx = 0.5f / ibuf->x; if (miny < 0.5f / ibuf->y) miny = 0.5f / ibuf->y; } if (texres->nor && (tex->imaflag & TEX_NORMALMAP)==0) { /* a bit extra filter */ //minx*= 1.35f; //miny*= 1.35f; boxsample(curibuf, fx-minx, fy-miny, fx+minx, fy+miny, texres, imaprepeat, imapextend); val1= texres->tr+texres->tg+texres->tb; boxsample(curibuf, fx-minx+dxt[0], fy-miny+dxt[1], fx+minx+dxt[0], fy+miny+dxt[1], &texr, imaprepeat, imapextend); val2= texr.tr + texr.tg + texr.tb; boxsample(curibuf, fx-minx+dyt[0], fy-miny+dyt[1], fx+minx+dyt[0], fy+miny+dyt[1], &texr, imaprepeat, imapextend); val3= texr.tr + texr.tg + texr.tb; /* don't switch x or y! */ texres->nor[0]= (val1-val2); texres->nor[1]= (val1-val3); if (previbuf!=curibuf) { /* interpolate */ boxsample(previbuf, fx-minx, fy-miny, fx+minx, fy+miny, &texr, imaprepeat, imapextend); /* calc rgb */ dx= 2.0f*(pixsize-maxd)/pixsize; if (dx>=1.0f) { texres->ta= texr.ta; texres->tb= texr.tb; texres->tg= texr.tg; texres->tr= texr.tr; } else { dy= 1.0f-dx; texres->tb= dy*texres->tb+ dx*texr.tb; texres->tg= dy*texres->tg+ dx*texr.tg; texres->tr= dy*texres->tr+ dx*texr.tr; texres->ta= dy*texres->ta+ dx*texr.ta; } val1= dy*val1+ dx*(texr.tr + texr.tg + texr.tb); boxsample(previbuf, fx-minx+dxt[0], fy-miny+dxt[1], fx+minx+dxt[0], fy+miny+dxt[1], &texr, imaprepeat, imapextend); val2= dy*val2+ dx*(texr.tr + texr.tg + texr.tb); boxsample(previbuf, fx-minx+dyt[0], fy-miny+dyt[1], fx+minx+dyt[0], fy+miny+dyt[1], &texr, imaprepeat, imapextend); val3= dy*val3+ dx*(texr.tr + texr.tg + texr.tb); texres->nor[0]= (val1-val2); /* vals have been interpolated above! */ texres->nor[1]= (val1-val3); if (dx<1.0f) { dy= 1.0f-dx; texres->tb= dy*texres->tb+ dx*texr.tb; texres->tg= dy*texres->tg+ dx*texr.tg; texres->tr= dy*texres->tr+ dx*texr.tr; texres->ta= dy*texres->ta+ dx*texr.ta; } } texres->nor[0]*= bumpscale; texres->nor[1]*= bumpscale; } else { maxx= fx+minx; minx= fx-minx; maxy= fy+miny; miny= fy-miny; boxsample(curibuf, minx, miny, maxx, maxy, texres, imaprepeat, imapextend); if (previbuf!=curibuf) { /* interpolate */ boxsample(previbuf, minx, miny, maxx, maxy, &texr, imaprepeat, imapextend); fx= 2.0f*(pixsize-maxd)/pixsize; if (fx>=1.0f) { texres->ta= texr.ta; texres->tb= texr.tb; texres->tg= texr.tg; texres->tr= texr.tr; } else { fy= 1.0f-fx; texres->tb= fy*texres->tb+ fx*texr.tb; texres->tg= fy*texres->tg+ fx*texr.tg; texres->tr= fy*texres->tr+ fx*texr.tr; texres->ta= fy*texres->ta+ fx*texr.ta; } } } } else { const int intpol = tex->imaflag & TEX_INTERPOL; if (intpol) { /* sample 1 pixel minimum */ if (minx < 0.5f / ibuf->x) minx = 0.5f / ibuf->x; if (miny < 0.5f / ibuf->y) miny = 0.5f / ibuf->y; } if (texres->nor && (tex->imaflag & TEX_NORMALMAP)==0) { boxsample(ibuf, fx-minx, fy-miny, fx+minx, fy+miny, texres, imaprepeat, imapextend); val1= texres->tr+texres->tg+texres->tb; boxsample(ibuf, fx-minx+dxt[0], fy-miny+dxt[1], fx+minx+dxt[0], fy+miny+dxt[1], &texr, imaprepeat, imapextend); val2= texr.tr + texr.tg + texr.tb; boxsample(ibuf, fx-minx+dyt[0], fy-miny+dyt[1], fx+minx+dyt[0], fy+miny+dyt[1], &texr, imaprepeat, imapextend); val3= texr.tr + texr.tg + texr.tb; /* don't switch x or y! */ texres->nor[0]= (val1-val2); texres->nor[1]= (val1-val3); } else boxsample(ibuf, fx-minx, fy-miny, fx+minx, fy+miny, texres, imaprepeat, imapextend); } if (tex->imaflag & TEX_CALCALPHA) { texres->ta = texres->tin = texres->ta * max_fff(texres->tr, texres->tg, texres->tb); } else { texres->tin = texres->ta; } if (tex->flag & TEX_NEGALPHA) texres->ta= 1.0f-texres->ta; if ( (R.flag & R_SEC_FIELD) && (ibuf->flags & IB_fields) ) { ibuf->rect-= (ibuf->x*ibuf->y); } if (texres->nor && (tex->imaflag & TEX_NORMALMAP)) { /* qdn: normal from color * The invert of the red channel is to make * the normal map compliant with the outside world. * It needs to be done because in Blender * the normal used in the renderer points inward. It is generated * this way in calc_vertexnormals(). Should this ever change * this negate must be removed. */ texres->nor[0] = -2.f*(texres->tr - 0.5f); texres->nor[1] = 2.f*(texres->tg - 0.5f); texres->nor[2] = 2.f*(texres->tb - 0.5f); } /* de-premul, this is being premulled in shade_input_do_shade() */ /* do not de-premul for generated alpha, it is already in straight */ if (texres->ta!=1.0f && texres->ta>1e-4f && !(tex->imaflag & TEX_CALCALPHA)) { mul_v3_fl(&texres->tr, 1.0f / texres->ta); } if (ima) BKE_image_pool_release_ibuf(ima, ibuf, pool); BRICONTRGB; return retval; }
int imagewrap(Tex *tex, Image *ima, ImBuf *ibuf, const float texvec[3], TexResult *texres, struct ImagePool *pool, const bool skip_load_image) { float fx, fy, val1, val2, val3; int x, y, retval; int xi, yi; /* original values */ texres->tin= texres->ta= texres->tr= texres->tg= texres->tb= 0.0f; /* we need to set retval OK, otherwise texture code generates normals itself... */ retval= texres->nor ? 3 : 1; /* quick tests */ if (ibuf==NULL && ima==NULL) return retval; if (ima) { /* hack for icon render */ if (skip_load_image && !BKE_image_has_loaded_ibuf(ima)) return retval; ibuf = BKE_image_pool_acquire_ibuf(ima, &tex->iuser, pool); ima->flag|= IMA_USED_FOR_RENDER; } if (ibuf==NULL || (ibuf->rect==NULL && ibuf->rect_float==NULL)) { if (ima) BKE_image_pool_release_ibuf(ima, ibuf, pool); return retval; } /* setup mapping */ if (tex->imaflag & TEX_IMAROT) { fy= texvec[0]; fx= texvec[1]; } else { fx= texvec[0]; fy= texvec[1]; } if (tex->extend == TEX_CHECKER) { int xs, ys; xs= (int)floor(fx); ys= (int)floor(fy); fx-= xs; fy-= ys; if ( (tex->flag & TEX_CHECKER_ODD) == 0) { if ((xs + ys) & 1) { /* pass */ } else { if (ima) BKE_image_pool_release_ibuf(ima, ibuf, pool); return retval; } } if ( (tex->flag & TEX_CHECKER_EVEN)==0) { if ((xs+ys) & 1) { if (ima) BKE_image_pool_release_ibuf(ima, ibuf, pool); return retval; } } /* scale around center, (0.5, 0.5) */ if (tex->checkerdist<1.0f) { fx= (fx-0.5f)/(1.0f-tex->checkerdist) +0.5f; fy= (fy-0.5f)/(1.0f-tex->checkerdist) +0.5f; } } x= xi= (int)floorf(fx*ibuf->x); y= yi= (int)floorf(fy*ibuf->y); if (tex->extend == TEX_CLIPCUBE) { if (x<0 || y<0 || x>=ibuf->x || y>=ibuf->y || texvec[2]<-1.0f || texvec[2]>1.0f) { if (ima) BKE_image_pool_release_ibuf(ima, ibuf, pool); return retval; } } else if ( tex->extend==TEX_CLIP || tex->extend==TEX_CHECKER) { if (x<0 || y<0 || x>=ibuf->x || y>=ibuf->y) { if (ima) BKE_image_pool_release_ibuf(ima, ibuf, pool); return retval; } } else { if (tex->extend==TEX_EXTEND) { if (x>=ibuf->x) x = ibuf->x-1; else if (x<0) x= 0; } else { x= x % ibuf->x; if (x<0) x+= ibuf->x; } if (tex->extend==TEX_EXTEND) { if (y>=ibuf->y) y = ibuf->y-1; else if (y<0) y= 0; } else { y= y % ibuf->y; if (y<0) y+= ibuf->y; } } /* warning, no return before setting back! */ if ( (R.flag & R_SEC_FIELD) && (ibuf->flags & IB_fields) ) { ibuf->rect+= (ibuf->x*ibuf->y); } /* keep this before interpolation [#29761] */ if (ima) { if ((tex->imaflag & TEX_USEALPHA) && (ima->flag & IMA_IGNORE_ALPHA) == 0) { if ((tex->imaflag & TEX_CALCALPHA) == 0) { texres->talpha = true; } } } /* interpolate */ if (tex->imaflag & TEX_INTERPOL) { float filterx, filtery; filterx = (0.5f * tex->filtersize) / ibuf->x; filtery = (0.5f * tex->filtersize) / ibuf->y; /* important that this value is wrapped [#27782] * this applies the modifications made by the checks above, * back to the floating point values */ fx -= (float)(xi - x) / (float)ibuf->x; fy -= (float)(yi - y) / (float)ibuf->y; boxsample(ibuf, fx-filterx, fy-filtery, fx+filterx, fy+filtery, texres, (tex->extend==TEX_REPEAT), (tex->extend==TEX_EXTEND)); } else { /* no filtering */ ibuf_get_color(&texres->tr, ibuf, x, y); } if ( (R.flag & R_SEC_FIELD) && (ibuf->flags & IB_fields) ) { ibuf->rect-= (ibuf->x*ibuf->y); } if (texres->nor) { if (tex->imaflag & TEX_NORMALMAP) { /* qdn: normal from color * The invert of the red channel is to make * the normal map compliant with the outside world. * It needs to be done because in Blender * the normal used in the renderer points inward. It is generated * this way in calc_vertexnormals(). Should this ever change * this negate must be removed. */ texres->nor[0] = -2.f*(texres->tr - 0.5f); texres->nor[1] = 2.f*(texres->tg - 0.5f); texres->nor[2] = 2.f*(texres->tb - 0.5f); } else { /* bump: take three samples */ val1= texres->tr+texres->tg+texres->tb; if (x<ibuf->x-1) { float col[4]; ibuf_get_color(col, ibuf, x+1, y); val2= (col[0]+col[1]+col[2]); } else { val2= val1; } if (y<ibuf->y-1) { float col[4]; ibuf_get_color(col, ibuf, x, y+1); val3 = (col[0]+col[1]+col[2]); } else { val3 = val1; } /* do not mix up x and y here! */ texres->nor[0]= (val1-val2); texres->nor[1]= (val1-val3); } } if (texres->talpha) { texres->tin = texres->ta; } else if (tex->imaflag & TEX_CALCALPHA) { texres->ta = texres->tin = max_fff(texres->tr, texres->tg, texres->tb); } else { texres->ta = texres->tin = 1.0; } if (tex->flag & TEX_NEGALPHA) { texres->ta = 1.0f - texres->ta; } /* de-premul, this is being premulled in shade_input_do_shade() * do not de-premul for generated alpha, it is already in straight */ if (texres->ta!=1.0f && texres->ta>1e-4f && !(tex->imaflag & TEX_CALCALPHA)) { fx= 1.0f/texres->ta; texres->tr*= fx; texres->tg*= fx; texres->tb*= fx; } if (ima) BKE_image_pool_release_ibuf(ima, ibuf, pool); BRICONTRGB; return retval; }
void draw_smoke_volume(SmokeDomainSettings *sds, Object *ob, GPUTexture *tex, const float min[3], const float max[3], const int res[3], float dx, float UNUSED(base_scale), const float viewnormal[3], GPUTexture *tex_shadow, GPUTexture *tex_flame) { const float ob_sizei[3] = { 1.0f / fabsf(ob->size[0]), 1.0f / fabsf(ob->size[1]), 1.0f / fabsf(ob->size[2])}; int i, j, k, n, good_index; float d /*, d0 */ /* UNUSED */, dd, ds; float (*points)[3] = NULL; int numpoints = 0; float cor[3] = {1.0f, 1.0f, 1.0f}; int gl_depth = 0, gl_blend = 0; int use_fire = (sds->active_fields & SM_ACTIVE_FIRE); /* draw slices of smoke is adapted from c++ code authored * by: Johannes Schmid and Ingemar Rask, 2006, [email protected] */ float cv[][3] = { {1.0f, 1.0f, 1.0f}, {-1.0f, 1.0f, 1.0f}, {-1.0f, -1.0f, 1.0f}, {1.0f, -1.0f, 1.0f}, {1.0f, 1.0f, -1.0f}, {-1.0f, 1.0f, -1.0f}, {-1.0f, -1.0f, -1.0f}, {1.0f, -1.0f, -1.0f} }; /* edges have the form edges[n][0][xyz] + t*edges[n][1][xyz] */ float edges[12][2][3] = { {{1.0f, 1.0f, -1.0f}, {0.0f, 0.0f, 2.0f}}, {{-1.0f, 1.0f, -1.0f}, {0.0f, 0.0f, 2.0f}}, {{-1.0f, -1.0f, -1.0f}, {0.0f, 0.0f, 2.0f}}, {{1.0f, -1.0f, -1.0f}, {0.0f, 0.0f, 2.0f}}, {{1.0f, -1.0f, 1.0f}, {0.0f, 2.0f, 0.0f}}, {{-1.0f, -1.0f, 1.0f}, {0.0f, 2.0f, 0.0f}}, {{-1.0f, -1.0f, -1.0f}, {0.0f, 2.0f, 0.0f}}, {{1.0f, -1.0f, -1.0f}, {0.0f, 2.0f, 0.0f}}, {{-1.0f, 1.0f, 1.0f}, {2.0f, 0.0f, 0.0f}}, {{-1.0f, -1.0f, 1.0f}, {2.0f, 0.0f, 0.0f}}, {{-1.0f, -1.0f, -1.0f}, {2.0f, 0.0f, 0.0f}}, {{-1.0f, 1.0f, -1.0f}, {2.0f, 0.0f, 0.0f}} }; unsigned char *spec_data; float *spec_pixels; GPUTexture *tex_spec; GPUProgram *smoke_program; int progtype = (sds->active_fields & SM_ACTIVE_COLORS) ? GPU_PROGRAM_SMOKE_COLORED : GPU_PROGRAM_SMOKE; float size[3]; if (!tex) { printf("Could not allocate 3D texture for 3D View smoke drawing.\n"); return; } #ifdef DEBUG_DRAW_TIME TIMEIT_START(draw); #endif /* generate flame spectrum texture */ #define SPEC_WIDTH 256 #define FIRE_THRESH 7 #define MAX_FIRE_ALPHA 0.06f #define FULL_ON_FIRE 100 spec_data = malloc(SPEC_WIDTH * 4 * sizeof(unsigned char)); flame_get_spectrum(spec_data, SPEC_WIDTH, 1500, 3000); spec_pixels = malloc(SPEC_WIDTH * 4 * 16 * 16 * sizeof(float)); 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] = ((float)spec_data[k * 4]) / 255.0f; spec_pixels[index + 1] = ((float)spec_data[k * 4 + 1]) / 255.0f; spec_pixels[index + 2] = ((float)spec_data[k * 4 + 2]) / 255.0f; spec_pixels[index + 3] = MAX_FIRE_ALPHA * ( (k > FULL_ON_FIRE) ? 1.0f : (k - FIRE_THRESH) / ((float)FULL_ON_FIRE - FIRE_THRESH)); } else { spec_pixels[index] = spec_pixels[index + 1] = spec_pixels[index + 2] = spec_pixels[index + 3] = 0.0f; } } } } tex_spec = GPU_texture_create_1D(SPEC_WIDTH, spec_pixels, NULL); #undef SPEC_WIDTH #undef FIRE_THRESH #undef MAX_FIRE_ALPHA #undef FULL_ON_FIRE sub_v3_v3v3(size, max, min); /* maxx, maxy, maxz */ cv[0][0] = max[0]; cv[0][1] = max[1]; cv[0][2] = max[2]; /* minx, maxy, maxz */ cv[1][0] = min[0]; cv[1][1] = max[1]; cv[1][2] = max[2]; /* minx, miny, maxz */ cv[2][0] = min[0]; cv[2][1] = min[1]; cv[2][2] = max[2]; /* maxx, miny, maxz */ cv[3][0] = max[0]; cv[3][1] = min[1]; cv[3][2] = max[2]; /* maxx, maxy, minz */ cv[4][0] = max[0]; cv[4][1] = max[1]; cv[4][2] = min[2]; /* minx, maxy, minz */ cv[5][0] = min[0]; cv[5][1] = max[1]; cv[5][2] = min[2]; /* minx, miny, minz */ cv[6][0] = min[0]; cv[6][1] = min[1]; cv[6][2] = min[2]; /* maxx, miny, minz */ cv[7][0] = max[0]; cv[7][1] = min[1]; cv[7][2] = min[2]; copy_v3_v3(edges[0][0], cv[4]); /* maxx, maxy, minz */ copy_v3_v3(edges[1][0], cv[5]); /* minx, maxy, minz */ copy_v3_v3(edges[2][0], cv[6]); /* minx, miny, minz */ copy_v3_v3(edges[3][0], cv[7]); /* maxx, miny, minz */ copy_v3_v3(edges[4][0], cv[3]); /* maxx, miny, maxz */ copy_v3_v3(edges[5][0], cv[2]); /* minx, miny, maxz */ copy_v3_v3(edges[6][0], cv[6]); /* minx, miny, minz */ copy_v3_v3(edges[7][0], cv[7]); /* maxx, miny, minz */ copy_v3_v3(edges[8][0], cv[1]); /* minx, maxy, maxz */ copy_v3_v3(edges[9][0], cv[2]); /* minx, miny, maxz */ copy_v3_v3(edges[10][0], cv[6]); /* minx, miny, minz */ copy_v3_v3(edges[11][0], cv[5]); /* minx, maxy, minz */ // printf("size x: %f, y: %f, z: %f\n", size[0], size[1], size[2]); // printf("min[2]: %f, max[2]: %f\n", min[2], max[2]); edges[0][1][2] = size[2]; edges[1][1][2] = size[2]; edges[2][1][2] = size[2]; edges[3][1][2] = size[2]; edges[4][1][1] = size[1]; edges[5][1][1] = size[1]; edges[6][1][1] = size[1]; edges[7][1][1] = size[1]; edges[8][1][0] = size[0]; edges[9][1][0] = size[0]; edges[10][1][0] = size[0]; edges[11][1][0] = size[0]; glGetBooleanv(GL_BLEND, (GLboolean *)&gl_blend); glGetBooleanv(GL_DEPTH_TEST, (GLboolean *)&gl_depth); glEnable(GL_DEPTH_TEST); glEnable(GL_BLEND); /* find cube vertex that is closest to the viewer */ for (i = 0; i < 8; i++) { float x, y, z; x = cv[i][0] - viewnormal[0] * size[0] * 0.5f; y = cv[i][1] - viewnormal[1] * size[1] * 0.5f; z = cv[i][2] - viewnormal[2] * size[2] * 0.5f; if ((x >= min[0]) && (x <= max[0]) && (y >= min[1]) && (y <= max[1]) && (z >= min[2]) && (z <= max[2])) { break; } } if (i >= 8) { /* fallback, avoid using buffer over-run */ i = 0; } // printf("i: %d\n", i); // printf("point %f, %f, %f\n", cv[i][0], cv[i][1], cv[i][2]); smoke_program = GPU_shader_get_builtin_program(progtype); if (smoke_program) { GPU_program_bind(smoke_program); /* cell spacing */ GPU_program_parameter_4f(smoke_program, 0, dx, dx, dx, 1.0); /* custom parameter for smoke style (higher = thicker) */ if (sds->active_fields & SM_ACTIVE_COLORS) GPU_program_parameter_4f(smoke_program, 1, 1.0, 1.0, 1.0, 10.0); else GPU_program_parameter_4f(smoke_program, 1, sds->active_color[0], sds->active_color[1], sds->active_color[2], 10.0); } else printf("Your gfx card does not support 3D View smoke drawing.\n"); GPU_texture_bind(tex, 0); if (tex_shadow) GPU_texture_bind(tex_shadow, 1); else printf("No volume shadow\n"); if (tex_flame) { GPU_texture_bind(tex_flame, 2); GPU_texture_bind(tex_spec, 3); } if (!GPU_non_power_of_two_support()) { cor[0] = (float)res[0] / (float)power_of_2_max_u(res[0]); cor[1] = (float)res[1] / (float)power_of_2_max_u(res[1]); cor[2] = (float)res[2] / (float)power_of_2_max_u(res[2]); } cor[0] /= size[0]; cor[1] /= size[1]; cor[2] /= size[2]; /* our slices are defined by the plane equation a*x + b*y +c*z + d = 0 * (a,b,c), the plane normal, are given by viewdir * d is the parameter along the view direction. the first d is given by * inserting previously found vertex into the plane equation */ /* d0 = (viewnormal[0]*cv[i][0] + viewnormal[1]*cv[i][1] + viewnormal[2]*cv[i][2]); */ /* UNUSED */ ds = (fabsf(viewnormal[0]) * size[0] + fabsf(viewnormal[1]) * size[1] + fabsf(viewnormal[2]) * size[2]); dd = max_fff(sds->global_size[0], sds->global_size[1], sds->global_size[2]) / 128.f; n = 0; good_index = i; // printf("d0: %f, dd: %f, ds: %f\n\n", d0, dd, ds); points = MEM_callocN(sizeof(*points) * 12, "smoke_points_preview"); while (1) { float p0[3]; float tmp_point[3], tmp_point2[3]; if (dd * (float)n > ds) break; copy_v3_v3(tmp_point, viewnormal); mul_v3_fl(tmp_point, -dd * ((ds / dd) - (float)n)); add_v3_v3v3(tmp_point2, cv[good_index], tmp_point); d = dot_v3v3(tmp_point2, viewnormal); // printf("my d: %f\n", d); /* intersect_edges returns the intersection points of all cube edges with * the given plane that lie within the cube */ numpoints = intersect_edges(points, viewnormal[0], viewnormal[1], viewnormal[2], -d, edges); // printf("points: %d\n", numpoints); if (numpoints > 2) { copy_v3_v3(p0, points[0]); /* sort points to get a convex polygon */ for (i = 1; i < numpoints - 1; i++) { for (j = i + 1; j < numpoints; j++) { if (!convex(p0, viewnormal, points[j], points[i])) { swap_v3_v3(points[i], points[j]); } } } /* render fire slice */ if (use_fire) { if (GLEW_VERSION_1_4) glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE, GL_ONE, GL_ONE); else glBlendFunc(GL_SRC_ALPHA, GL_ONE); GPU_program_parameter_4f(smoke_program, 2, 1.0, 0.0, 0.0, 0.0); glBegin(GL_POLYGON); glColor3f(1.0, 1.0, 1.0); for (i = 0; i < numpoints; i++) { glTexCoord3d((points[i][0] - min[0]) * cor[0], (points[i][1] - min[1]) * cor[1], (points[i][2] - min[2]) * cor[2]); glVertex3f(points[i][0] * ob_sizei[0], points[i][1] * ob_sizei[1], points[i][2] * ob_sizei[2]); } glEnd(); } /* render smoke slice */ if (GLEW_VERSION_1_4) glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA); else glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); GPU_program_parameter_4f(smoke_program, 2, -1.0, 0.0, 0.0, 0.0); glBegin(GL_POLYGON); glColor3f(1.0, 1.0, 1.0); for (i = 0; i < numpoints; i++) { glTexCoord3d((points[i][0] - min[0]) * cor[0], (points[i][1] - min[1]) * cor[1], (points[i][2] - min[2]) * cor[2]); glVertex3f(points[i][0] * ob_sizei[0], points[i][1] * ob_sizei[1], points[i][2] * ob_sizei[2]); } glEnd(); } n++; } #ifdef DEBUG_DRAW_TIME printf("Draw Time: %f\n", (float)TIMEIT_VALUE(draw)); TIMEIT_END(draw); #endif if (tex_shadow) GPU_texture_unbind(tex_shadow); GPU_texture_unbind(tex); if (tex_flame) { GPU_texture_unbind(tex_flame); GPU_texture_unbind(tex_spec); } GPU_texture_free(tex_spec); free(spec_data); free(spec_pixels); if (smoke_program) GPU_program_unbind(smoke_program); MEM_freeN(points); if (!gl_blend) { glDisable(GL_BLEND); } if (gl_depth) { glEnable(GL_DEPTH_TEST); } }