9e3fa15d4b
* Location: Basically the same as the location from Object Info node for object instances on particles, but in principle there could be additional offsets for dupli objects, so included for completeness. * Size: Single float scale of the particle. Also directly translates to object scale for current dupli objects, but handy to have as a single float to start with instead of a scale vector (currently not even exposed in Object Info). * Rotation: This is a quaternion, which are not yet supported by Cycles nodes. The float4 is copied to internal Cycles data and stored in the particles texture data, but the node doesn't have a socket for it yet and the data is not yet written to the stack. Code is just commented out so could be enabled quickly if/when rotation support is added to cycles. * Velocity: Linear velocity vector of particles. * Angular Velocity: Angular velocity around principle axes. The texture data is currently packed tightly into the particles texture, which saves a few bytes, but requires an additional texture lookup for some vector attributes which spread over two float4s. Could also add another float4 to particle size to avoid this.
123 lines
3.2 KiB
C++
123 lines
3.2 KiB
C++
/*
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* Copyright 2011, Blender Foundation.
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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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*/
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#include "device.h"
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#include "particles.h"
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#include "scene.h"
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#include "util_foreach.h"
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#include "util_map.h"
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#include "util_progress.h"
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#include "util_vector.h"
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CCL_NAMESPACE_BEGIN
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/* Particle System */
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ParticleSystem::ParticleSystem()
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{
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}
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ParticleSystem::~ParticleSystem()
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{
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}
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void ParticleSystem::tag_update(Scene *scene)
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{
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scene->particle_system_manager->need_update = true;
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}
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/* Particle System Manager */
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ParticleSystemManager::ParticleSystemManager()
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{
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need_update = true;
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}
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ParticleSystemManager::~ParticleSystemManager()
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{
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}
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void ParticleSystemManager::device_update_particles(Device *device, DeviceScene *dscene, Scene *scene, Progress& progress)
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{
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/* count particles.
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* adds one dummy particle at the beginning to avoid invalid lookups,
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* in case a shader uses particle info without actual particle data.
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*/
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int num_particles = 1;
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foreach(ParticleSystem *psys, scene->particle_systems)
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num_particles += psys->particles.size();
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float4 *particles = dscene->particles.resize(PARTICLE_SIZE*num_particles);
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/* dummy particle */
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particles[0] = make_float4(0.0f, 0.0f, 0.0f, 0.0f);
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int i = 1;
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foreach(ParticleSystem *psys, scene->particle_systems) {
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foreach(Particle &pa, psys->particles) {
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/* pack in texture */
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int offset = i*PARTICLE_SIZE;
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particles[offset] = make_float4(pa.index, pa.age, pa.lifetime, pa.size);
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particles[offset+1] = pa.rotation;
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particles[offset+2] = make_float4(pa.location.x, pa.location.y, pa.location.z, pa.velocity.x);
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particles[offset+3] = make_float4(pa.velocity.y, pa.velocity.z, pa.angular_velocity.x, pa.angular_velocity.y);
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particles[offset+4] = make_float4(pa.angular_velocity.z, 0.0f, 0.0f, 0.0f);
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i++;
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if(progress.get_cancel()) return;
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}
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}
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device->tex_alloc("__particles", dscene->particles);
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}
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void ParticleSystemManager::device_update(Device *device, DeviceScene *dscene, Scene *scene, Progress& progress)
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{
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if(!need_update)
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return;
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device_free(device, dscene);
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if(scene->particle_systems.size() == 0)
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return;
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progress.set_status("Updating Particle Systems", "Copying Particles to device");
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device_update_particles(device, dscene, scene, progress);
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if(progress.get_cancel()) return;
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need_update = false;
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}
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void ParticleSystemManager::device_free(Device *device, DeviceScene *dscene)
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{
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device->tex_free(dscene->particles);
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dscene->particles.clear();
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}
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void ParticleSystemManager::tag_update(Scene *scene)
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{
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need_update = true;
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}
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CCL_NAMESPACE_END
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