* Fix 3dview drawing issue which caused smoke to disappear in some cases, reported by nudelZ
This commit is contained in:
Daniel Genrich
2009-10-20 13:46:47 +00:00
parent 00f3d83b6a
commit 5e2ddea1f3

View File

@@ -172,8 +172,8 @@ void draw_volume(Scene *scene, ARegion *ar, View3D *v3d, Base *base, GPUTexture
RegionView3D *rv3d= ar->regiondata;
float viewnormal[3];
int i, j, n;
float d, d0, dd;
int i, j, n, good_index, count = 0;
float d, d0, dd, ds;
float *points = NULL;
int numpoints = 0;
float cor[3] = {1.,1.,1.};
@@ -279,6 +279,7 @@ void draw_volume(Scene *scene, ARegion *ar, View3D *v3d, Base *base, GPUTexture
VECCOPY(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];
@@ -306,6 +307,13 @@ void draw_volume(Scene *scene, ARegion *ar, View3D *v3d, Base *base, GPUTexture
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
/*
printf("Viewinv:\n");
printf("%f, %f, %f\n", rv3d->viewinv[0][0], rv3d->viewinv[0][1], rv3d->viewinv[0][2]);
printf("%f, %f, %f\n", rv3d->viewinv[1][0], rv3d->viewinv[1][1], rv3d->viewinv[1][2]);
printf("%f, %f, %f\n", rv3d->viewinv[2][0], rv3d->viewinv[2][1], rv3d->viewinv[2][2]);
*/
// get view vector
VECCOPY(viewnormal, rv3d->viewinv[2]);
Normalize(viewnormal);
@@ -314,9 +322,9 @@ void draw_volume(Scene *scene, ARegion *ar, View3D *v3d, Base *base, GPUTexture
for (i=0; i<8; i++) {
float x,y,z;
x = cv[i][0] + viewnormal[0];
y = cv[i][1] + viewnormal[1];
z = cv[i][2] + viewnormal[2];
x = cv[i][0] - viewnormal[0];
y = cv[i][1] - viewnormal[1];
z = cv[i][2] - viewnormal[2];
if ((x>=min[0])&&(x<=max[0])
&&(y>=min[1])&&(y<=max[1])
@@ -326,6 +334,7 @@ void draw_volume(Scene *scene, ARegion *ar, View3D *v3d, Base *base, GPUTexture
}
// 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"))
{
@@ -359,19 +368,35 @@ void draw_volume(Scene *scene, ARegion *ar, View3D *v3d, Base *base, GPUTexture
// (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]);
dd = 2.0*d0/64.0f;
d0 = (viewnormal[0]*cv[i][0] + viewnormal[1]*cv[i][1] + viewnormal[2]*cv[i][2]);
ds = (ABS(viewnormal[0])*size[0] + ABS(viewnormal[1])*size[1] + ABS(viewnormal[2])*size[2]);
dd = ds/128.0f;
n = 0;
good_index = i;
// printf("d0: %f, dd: %f\n", d0, dd);
// printf("d0: %f, dd: %f, ds: %f\n\n", d0, dd, ds);
points = MEM_callocN(sizeof(float)*12*3, "smoke_points_preview");
for (d = d0; d > -d0; d -= dd) {
while(1) {
float p0[3];
float tmp_point[3], tmp_point2[3];
if(dd*n > ds)
break;
VECCOPY(tmp_point, viewnormal);
VecMulf(tmp_point, -dd*(128.0f-(float)n));
VECADD(tmp_point2, cv[good_index], tmp_point);
d = INPR(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);
numpoints = intersect_edges(points, viewnormal[0], viewnormal[1], viewnormal[2], -d, edges);
// printf("points: %d\n", numpoints);
if (numpoints > 2) {
VECCOPY(p0, points);