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blender-archive/intern/cycles/blender/blender_particles.cpp

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/*
* 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;
}
psys->tag_update(scene);
}
}
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