blender/intern/cycles/render/particles.cpp

127 lines
3.4 KiB
C++

/*
* Copyright 2011, Blender Foundation.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*/
#include "device.h"
#include "particles.h"
#include "scene.h"
#include "util_foreach.h"
#include "util_map.h"
#include "util_progress.h"
#include "util_vector.h"
CCL_NAMESPACE_BEGIN
/* Particle System */
ParticleSystem::ParticleSystem()
{
}
ParticleSystem::~ParticleSystem()
{
}
void ParticleSystem::tag_update(Scene *scene)
{
scene->particle_system_manager->need_update = true;
}
/* Particle System Manager */
ParticleSystemManager::ParticleSystemManager()
{
need_update = true;
}
ParticleSystemManager::~ParticleSystemManager()
{
}
void ParticleSystemManager::device_update_particles(Device *device, DeviceScene *dscene, Scene *scene, Progress& progress)
{
/* count particles.
* adds one dummy particle at the beginning to avoid invalid lookups,
* in case a shader uses particle info without actual particle data.
*/
int num_particles = 1;
foreach(ParticleSystem *psys, scene->particle_systems)
num_particles += psys->particles.size();
float4 *particles = dscene->particles.resize(PARTICLE_SIZE*num_particles);
/* dummy particle */
particles[0] = make_float4(0.0f, 0.0f, 0.0f, 0.0f);
particles[1] = make_float4(0.0f, 0.0f, 0.0f, 0.0f);
particles[2] = make_float4(0.0f, 0.0f, 0.0f, 0.0f);
particles[3] = make_float4(0.0f, 0.0f, 0.0f, 0.0f);
particles[4] = make_float4(0.0f, 0.0f, 0.0f, 0.0f);
int i = 1;
foreach(ParticleSystem *psys, scene->particle_systems) {
foreach(Particle &pa, psys->particles) {
/* pack in texture */
int offset = i*PARTICLE_SIZE;
particles[offset] = make_float4(pa.index, pa.age, pa.lifetime, pa.size);
particles[offset+1] = pa.rotation;
particles[offset+2] = make_float4(pa.location.x, pa.location.y, pa.location.z, pa.velocity.x);
particles[offset+3] = make_float4(pa.velocity.y, pa.velocity.z, pa.angular_velocity.x, pa.angular_velocity.y);
particles[offset+4] = make_float4(pa.angular_velocity.z, 0.0f, 0.0f, 0.0f);
i++;
if(progress.get_cancel()) return;
}
}
device->tex_alloc("__particles", dscene->particles);
}
void ParticleSystemManager::device_update(Device *device, DeviceScene *dscene, Scene *scene, Progress& progress)
{
if(!need_update)
return;
device_free(device, dscene);
if(scene->particle_systems.size() == 0)
return;
progress.set_status("Updating Particle Systems", "Copying Particles to device");
device_update_particles(device, dscene, scene, progress);
if(progress.get_cancel()) return;
need_update = false;
}
void ParticleSystemManager::device_free(Device *device, DeviceScene *dscene)
{
device->tex_free(dscene->particles);
dscene->particles.clear();
}
void ParticleSystemManager::tag_update(Scene *scene)
{
need_update = true;
}
CCL_NAMESPACE_END