forked from bartvdbraak/blender
b9ce231060
More information in this post: http://code.blender.org/ Thanks to all contributes for giving their permission!
121 lines
3.2 KiB
C++
121 lines
3.2 KiB
C++
/*
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* Copyright 2011-2013 Blender Foundation
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License
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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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