/* * 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 "mesh.h" #include "particles.h" #include "blender_sync.h" #include "blender_util.h" #include "util_foreach.h" CCL_NAMESPACE_BEGIN /* Utilities */ /* Particles Sync */ bool BlenderSync::psys_need_update(BL::ParticleSystem b_psys) { /* Particle data is only needed for * a) Billboard render mode if object's own material uses particle info * b) object/group render mode if any dupli object's material uses particle info * * Note: Meshes have to be synced at this point! */ bool need_update = false; switch (b_psys.settings().render_type()) { /* XXX not implemented yet! * billboards/strands would become part of the mesh data (?), * so the mesh attributes would store whether particle info is required. */ #if 0 case BL::ParticleSettings::render_type_BILLBOARD: case BL::ParticleSettings::render_type_PATH: { /* for strand rendering */ BL::ID key = (BKE_object_is_modified(b_ob))? b_ob: b_ob.data(); Mesh *mesh = mesh_map.find(key); if (mesh) { need_update |= mesh->need_attribute(scene, ATTR_STD_PARTICLE) && mesh->need_update; } break; } #endif case BL::ParticleSettings::render_type_OBJECT: { BL::Object b_dupli_ob = b_psys.settings().dupli_object(); if (b_dupli_ob) { BL::ID key = (BKE_object_is_modified(b_dupli_ob))? b_dupli_ob: b_dupli_ob.data(); Mesh *mesh = mesh_map.find(key); if (mesh) { need_update |= mesh->need_attribute(scene, ATTR_STD_PARTICLE) && mesh->need_update; } } break; } case BL::ParticleSettings::render_type_GROUP: { BL::Group b_dupli_group = b_psys.settings().dupli_group(); if (b_dupli_group) { BL::Group::objects_iterator b_gob; for (b_dupli_group.objects.begin(b_gob); b_gob != b_dupli_group.objects.end(); ++b_gob) { BL::ID key = (BKE_object_is_modified(*b_gob))? *b_gob: b_gob->data(); Mesh *mesh = mesh_map.find(key); if (mesh) { need_update |= mesh->need_attribute(scene, ATTR_STD_PARTICLE) && mesh->need_update; } } } break; } default: /* avoid compiler warning */ break; } return need_update; } static bool use_particle_system(BL::ParticleSystem b_psys) { /* only use duplicator particles? disabled particle info for * halo and billboard to reduce particle count. * Probably not necessary since particles don't contain a huge amount * of data compared to other textures. */ #if 0 int render_type = b_psys->settings().render_type(); return (render_type == BL::ParticleSettings::render_type_OBJECT || render_type == BL::ParticleSettings::render_type_GROUP); #endif return true; } static bool use_particle(BL::Particle b_pa) { return b_pa.is_exist() && b_pa.is_visible() && b_pa.alive_state()==BL::Particle::alive_state_ALIVE; } static int psys_count_particles(BL::ParticleSystem b_psys) { int tot = 0; BL::ParticleSystem::particles_iterator b_pa; for(b_psys.particles.begin(b_pa); b_pa != b_psys.particles.end(); ++b_pa) { if(use_particle(*b_pa)) ++tot; } return tot; } int BlenderSync::object_count_particles(BL::Object b_ob) { int tot = 0; BL::Object::particle_systems_iterator b_psys; for(b_ob.particle_systems.begin(b_psys); b_psys != b_ob.particle_systems.end(); ++b_psys) { if (use_particle_system(*b_psys)) tot += psys_count_particles(*b_psys); } return tot; } void BlenderSync::sync_particles(BL::Object b_ob, BL::ParticleSystem b_psys) { /* depending on settings the psys may not even be rendered */ if (!use_particle_system(b_psys)) return; /* key to lookup particle system */ ParticleSystemKey key(b_ob, b_psys); ParticleSystem *psys; /* test if we need to sync */ bool object_updated = false; if(particle_system_map.sync(&psys, b_ob, b_ob, key)) object_updated = true; bool need_update = psys_need_update(b_psys); if (object_updated || need_update) { int tot = psys_count_particles(b_psys); psys->particles.clear(); psys->particles.reserve(tot); int index = 0; BL::ParticleSystem::particles_iterator b_pa; for(b_psys.particles.begin(b_pa); b_pa != b_psys.particles.end(); ++b_pa) { if(use_particle(*b_pa)) { Particle pa; pa.index = index; pa.age = b_scene.frame_current() - b_pa->birth_time(); pa.lifetime = b_pa->lifetime(); pa.location = get_float3(b_pa->location()); pa.rotation = get_float4(b_pa->rotation()); pa.size = b_pa->size(); pa.velocity = get_float3(b_pa->velocity()); pa.angular_velocity = get_float3(b_pa->angular_velocity()); psys->particles.push_back(pa); } ++index; } } } void BlenderSync::sync_particle_systems() { /* layer data */ uint scene_layer = render_layer.scene_layer; particle_system_map.pre_sync(); /* object loop */ BL::Scene::objects_iterator b_ob; BL::Scene b_sce = b_scene; for(; b_sce; b_sce = b_sce.background_set()) { for(b_sce.objects.begin(b_ob); b_ob != b_sce.objects.end(); ++b_ob) { bool hide = (render_layer.use_viewport_visibility)? b_ob->hide(): b_ob->hide_render(); uint ob_layer = get_layer(b_ob->layers(), b_ob->layers_local_view(), object_is_light(*b_ob)); CYCLES_LOCAL_LAYER_HACK(render_layer.use_localview, ob_layer); hide = hide || !(ob_layer & scene_layer); if(!hide) { BL::Object::particle_systems_iterator b_psys; for(b_ob->particle_systems.begin(b_psys); b_psys != b_ob->particle_systems.end(); ++b_psys) sync_particles(*b_ob, *b_psys); } } } /* handle removed data and modified pointers */ if(particle_system_map.post_sync()) scene->particle_system_manager->tag_update(scene); } CCL_NAMESPACE_END