127 lines
3.4 KiB
C++
127 lines
3.4 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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particles[1] = make_float4(0.0f, 0.0f, 0.0f, 0.0f);
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particles[2] = make_float4(0.0f, 0.0f, 0.0f, 0.0f);
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particles[3] = make_float4(0.0f, 0.0f, 0.0f, 0.0f);
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particles[4] = 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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