blender/intern/cycles/render/particles.cpp
Brecht Van Lommel cd3fade2aa Fix Cycles rendering crash on OpenBSD
Static initialization order was not guaranteed to be correct for node base
types. Now wrap all initialization in accessor functions to ensure the order
is correct.

Did not cause any known bug on Linux/macOS/Windows, but showed up on this
platform.
2021-03-15 16:47:07 +01:00

150 lines
3.9 KiB
C++

/*
* Copyright 2011-2013 Blender Foundation
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
#include "render/particles.h"
#include "device/device.h"
#include "render/scene.h"
#include "render/stats.h"
#include "util/util_foreach.h"
#include "util/util_hash.h"
#include "util/util_logging.h"
#include "util/util_map.h"
#include "util/util_progress.h"
#include "util/util_vector.h"
CCL_NAMESPACE_BEGIN
/* Particle System */
NODE_DEFINE(ParticleSystem)
{
NodeType *type = NodeType::add("particle_system", create);
return type;
}
ParticleSystem::ParticleSystem() : Node(get_node_type())
{
}
ParticleSystem::~ParticleSystem()
{
}
void ParticleSystem::tag_update(Scene *scene)
{
scene->particle_system_manager->tag_update(scene);
}
/* Particle System Manager */
ParticleSystemManager::ParticleSystemManager()
{
need_update_ = true;
}
ParticleSystemManager::~ParticleSystemManager()
{
}
void ParticleSystemManager::device_update_particles(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;
for (size_t j = 0; j < scene->particle_systems.size(); j++)
num_particles += scene->particle_systems[j]->particles.size();
KernelParticle *kparticles = dscene->particles.alloc(num_particles);
/* dummy particle */
memset(kparticles, 0, sizeof(KernelParticle));
int i = 1;
for (size_t j = 0; j < scene->particle_systems.size(); j++) {
ParticleSystem *psys = scene->particle_systems[j];
for (size_t k = 0; k < psys->particles.size(); k++) {
/* pack in texture */
Particle &pa = psys->particles[k];
kparticles[i].index = pa.index;
kparticles[i].age = pa.age;
kparticles[i].lifetime = pa.lifetime;
kparticles[i].size = pa.size;
kparticles[i].rotation = pa.rotation;
kparticles[i].location = float3_to_float4(pa.location);
kparticles[i].velocity = float3_to_float4(pa.velocity);
kparticles[i].angular_velocity = float3_to_float4(pa.angular_velocity);
i++;
if (progress.get_cancel())
return;
}
}
dscene->particles.copy_to_device();
}
void ParticleSystemManager::device_update(Device *device,
DeviceScene *dscene,
Scene *scene,
Progress &progress)
{
if (!need_update())
return;
scoped_callback_timer timer([scene](double time) {
if (scene->update_stats) {
scene->update_stats->particles.times.add_entry({"device_update", time});
}
});
VLOG(1) << "Total " << scene->particle_systems.size() << " particle systems.";
device_free(device, dscene);
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 *, DeviceScene *dscene)
{
dscene->particles.free();
}
void ParticleSystemManager::tag_update(Scene * /*scene*/)
{
need_update_ = true;
}
bool ParticleSystemManager::need_update() const
{
return need_update_;
}
CCL_NAMESPACE_END