863291bc8e
There were a bunch of other issues with dupli motion blur and syncing, the problem being that there was no proper way to detect corresponding duplis between frames or updates. As a solution, a persistent_id was added to the DupliObject. It's an extension of the previous index value, with one index for each dupli level. This can be used to reliably find matching dupli objects between frames. Works with nested duplis, multiple particle systems, etc.
123 lines
3.3 KiB
C++
123 lines
3.3 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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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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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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