forked from bartvdbraak/blender
f0d2477484
The particle data used by the Particle Info node was stored in cycles as a list in each object. This is a problem when the particle emitter mesh is hidden: Objects in cycles are only intended as instances of renderable meshes, so when hiding the emitter mesh the particle data doesn't get stored either. Also the particle data can potentially be copied to multiple instances of the same object, which is a waste of texture space. The solution in this patch is to make a completely separate list of particle systems in the Cycles scene data. This way the particle data can be generated even when the emitter object itself is not visible.
231 lines
6.0 KiB
C++
231 lines
6.0 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 <stdlib.h>
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#include "background.h"
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#include "camera.h"
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#include "device.h"
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#include "film.h"
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#include "filter.h"
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#include "integrator.h"
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#include "light.h"
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#include "shader.h"
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#include "mesh.h"
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#include "object.h"
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#include "particles.h"
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#include "scene.h"
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#include "svm.h"
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#include "osl.h"
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#include "util_foreach.h"
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#include "util_progress.h"
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CCL_NAMESPACE_BEGIN
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Scene::Scene(const SceneParams& params_)
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: params(params_)
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{
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device = NULL;
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memset(&dscene.data, 0, sizeof(dscene.data));
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camera = new Camera();
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filter = new Filter();
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film = new Film();
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background = new Background();
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light_manager = new LightManager();
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mesh_manager = new MeshManager();
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object_manager = new ObjectManager();
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integrator = new Integrator();
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image_manager = new ImageManager();
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shader_manager = ShaderManager::create(this);
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particle_system_manager = new ParticleSystemManager();
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}
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Scene::~Scene()
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{
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if(device) camera->device_free(device, &dscene);
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delete camera;
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if(device) filter->device_free(device, &dscene);
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delete filter;
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if(device) film->device_free(device, &dscene);
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delete film;
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if(device) background->device_free(device, &dscene);
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delete background;
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if(device) mesh_manager->device_free(device, &dscene);
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delete mesh_manager;
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if(device) object_manager->device_free(device, &dscene);
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delete object_manager;
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if(device) integrator->device_free(device, &dscene);
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delete integrator;
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if(device) shader_manager->device_free(device, &dscene);
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delete shader_manager;
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if(device) light_manager->device_free(device, &dscene);
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delete light_manager;
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foreach(Shader *s, shaders)
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delete s;
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foreach(Mesh *m, meshes)
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delete m;
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foreach(Object *o, objects)
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delete o;
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foreach(Light *l, lights)
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delete l;
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foreach(ParticleSystem *p, particle_systems)
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delete p;
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if(device) image_manager->device_free(device, &dscene);
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delete image_manager;
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if(device) particle_system_manager->device_free(device, &dscene);
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delete particle_system_manager;
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}
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void Scene::device_update(Device *device_, Progress& progress)
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{
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if(!device)
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device = device_;
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/* The order of updates is important, because there's dependencies between
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* the different managers, using data computed by previous managers.
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*
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* - Background generates shader graph compiled by shader manager.
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* - Image manager uploads images used by shaders.
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* - Camera may be used for adapative subdivison.
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* - Displacement shader must have all shader data available.
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* - Light manager needs final mesh data to compute emission CDF.
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*/
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image_manager->set_pack_images(device->info.pack_images);
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progress.set_status("Updating Background");
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background->device_update(device, &dscene, this);
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if(progress.get_cancel()) return;
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progress.set_status("Updating Shaders");
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shader_manager->device_update(device, &dscene, this, progress);
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if(progress.get_cancel()) return;
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progress.set_status("Updating Images");
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image_manager->device_update(device, &dscene, progress);
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if(progress.get_cancel()) return;
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progress.set_status("Updating Camera");
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camera->device_update(device, &dscene, this);
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if(progress.get_cancel()) return;
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progress.set_status("Updating Objects");
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object_manager->device_update(device, &dscene, this, progress);
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if(progress.get_cancel()) return;
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progress.set_status("Updating Meshes");
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mesh_manager->device_update(device, &dscene, this, progress);
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if(progress.get_cancel()) return;
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progress.set_status("Updating Lights");
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light_manager->device_update(device, &dscene, this, progress);
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if(progress.get_cancel()) return;
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progress.set_status("Updating Particle Systems");
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particle_system_manager->device_update(device, &dscene, this, progress);
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if(progress.get_cancel()) return;
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progress.set_status("Updating Filter");
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filter->device_update(device, &dscene);
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if(progress.get_cancel()) return;
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progress.set_status("Updating Film");
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film->device_update(device, &dscene);
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if(progress.get_cancel()) return;
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progress.set_status("Updating Integrator");
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integrator->device_update(device, &dscene, this);
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if(progress.get_cancel()) return;
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progress.set_status("Updating Device", "Writing constant memory");
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device->const_copy_to("__data", &dscene.data, sizeof(dscene.data));
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}
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Scene::MotionType Scene::need_motion()
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{
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if(integrator->motion_blur)
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return MOTION_BLUR;
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else if(Pass::contains(film->passes, PASS_MOTION))
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return MOTION_PASS;
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else
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return MOTION_NONE;
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}
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bool Scene::need_global_attribute(AttributeStandard std)
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{
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if(std == ATTR_STD_UV)
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return Pass::contains(film->passes, PASS_UV);
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if(std == ATTR_STD_MOTION_PRE || ATTR_STD_MOTION_POST)
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return need_motion() == MOTION_PASS;
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return false;
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}
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void Scene::need_global_attributes(AttributeRequestSet& attributes)
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{
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for(int std = ATTR_STD_NONE; std < ATTR_STD_NUM; std++)
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if(need_global_attribute((AttributeStandard)std))
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attributes.add((AttributeStandard)std);
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}
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bool Scene::need_update()
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{
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return (need_reset() || film->need_update);
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}
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bool Scene::need_reset()
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{
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return (background->need_update
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|| image_manager->need_update
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|| camera->need_update
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|| object_manager->need_update
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|| mesh_manager->need_update
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|| light_manager->need_update
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|| filter->need_update
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|| integrator->need_update
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|| shader_manager->need_update
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|| particle_system_manager->need_update);
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}
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CCL_NAMESPACE_END
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