Particles cleanup, optimizations and some small new stuff.
New stuff - Bending springs for hair dynamics. Code cleanup & optimization - Disabled reactor particles temporarily for cleanup, it's a clumsy system that will be replaced with something better. - Removed child seams, something better will come here too :) - Normal particle drawing data is now saved between redraws if the particles don't move between redraws. * For example rotating the 3d view is now realtime even with 1M particles. - Many random values for particles now come from a lookup table making things much faster. - Most accessed small point cache functions are now much faster as macros. - Lot's of general code cleanup. - Nothing big should have changed so if something doesn't work like it used to it's probably just a typo somewhere :)
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@@ -1484,6 +1484,7 @@ static int render_new_particle_system(Render *re, ObjectRen *obr, ParticleSystem
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ParticleKey state;
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ParticleCacheKey *cache=0;
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ParticleBillboardData bb;
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ParticleSimulationData sim = {re->scene, ob, psys, NULL};
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ParticleStrandData sd;
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StrandBuffer *strandbuf=0;
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StrandVert *svert=0;
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@@ -1517,14 +1518,16 @@ static int render_new_particle_system(Render *re, ObjectRen *obr, ParticleSystem
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return 1;
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/* 2. start initialising things */
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if(part->phystype==PART_PHYS_KEYED)
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psys_count_keyed_targets(ob,psys);
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/* last possibility to bail out! */
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psmd= psys_get_modifier(ob,psys);
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sim.psmd = psmd = psys_get_modifier(ob,psys);
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if(!(psmd->modifier.mode & eModifierMode_Render))
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return 0;
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if(part->phystype==PART_PHYS_KEYED)
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psys_count_keyed_targets(&sim);
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if(G.rendering == 0) { /* preview render */
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totchild = (int)((float)totchild * (float)part->disp / 100.0f);
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}
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@@ -1611,14 +1614,14 @@ static int render_new_particle_system(Render *re, ObjectRen *obr, ParticleSystem
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#endif // XXX old animation system
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cfra = bsystem_time(re->scene, 0, (float)re->scene->r.cfra, 0.0);
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/* 2.4 setup reactors */
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if(part->type == PART_REACTOR){
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psys_get_reactor_target(ob, psys, &tob, &tpsys);
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if(tpsys && (part->from==PART_FROM_PARTICLE || part->phystype==PART_PHYS_NO)){
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psmd = psys_get_modifier(tob,tpsys);
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tpart = tpsys->part;
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}
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}
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///* 2.4 setup reactors */
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// if(part->type == PART_REACTOR){
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// psys_get_reactor_target(ob, psys, &tob, &tpsys);
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// if(tpsys && (part->from==PART_FROM_PARTICLE || part->phystype==PART_PHYS_NO)){
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// psmd = psys_get_modifier(tob,tpsys);
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// tpart = tpsys->part;
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// }
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// }
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/* 2.5 setup matrices */
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Mat4MulMat4(mat, ob->obmat, re->viewmat);
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@@ -1695,7 +1698,7 @@ static int render_new_particle_system(Render *re, ObjectRen *obr, ParticleSystem
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}
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if(path_nbr == 0)
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psys->lattice = psys_get_lattice(re->scene, ob, psys);
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psys->lattice = psys_get_lattice(&sim);
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/* 3. start creating renderable things */
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for(a=0,pa=pars; a<totpart+totchild; a++, pa++, seed++) {
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@@ -1786,8 +1789,8 @@ static int render_new_particle_system(Render *re, ObjectRen *obr, ParticleSystem
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pa_size = psys_get_child_size(psys, cpa, cfra, &pa_time);
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r_tilt = 2.0f * cpa->rand[2];
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r_length = cpa->rand[1];
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r_tilt = 2.0f*(PSYS_FRAND(a + 21) - 0.5f);
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r_length = PSYS_FRAND(a + 22);
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num = cpa->num;
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@@ -1952,7 +1955,7 @@ static int render_new_particle_system(Render *re, ObjectRen *obr, ParticleSystem
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continue;
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state.time = (part->draw & PART_ABS_PATH_TIME) ? -ct : ct;
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psys_get_particle_on_path(re->scene,ob,psys,a,&state,1);
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psys_get_particle_on_path(&sim,a,&state,1);
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if(psys->parent)
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Mat4MulVecfl(psys->parent->obmat, state.co);
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@@ -1971,7 +1974,7 @@ static int render_new_particle_system(Render *re, ObjectRen *obr, ParticleSystem
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else {
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time=0.0f;
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state.time=cfra;
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if(psys_get_particle_state(re->scene,ob,psys,a,&state,0)==0)
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if(psys_get_particle_state(&sim,a,&state,0)==0)
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continue;
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if(psys->parent)
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@@ -92,6 +92,7 @@ static void pointdensity_cache_psys(Render *re, PointDensity *pd, Object *ob, Pa
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{
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DerivedMesh* dm;
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ParticleKey state;
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ParticleSimulationData sim = {re->scene, ob, psys, NULL};
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ParticleData *pa=NULL;
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float cfra = bsystem_time(re->scene, ob, (float)re->scene->r.cfra, 0.0);
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int i, childexists;
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@@ -120,7 +121,7 @@ static void pointdensity_cache_psys(Render *re, PointDensity *pd, Object *ob, Pa
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Mat4Invert(ob->imat, ob->obmat);
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total_particles = psys->totpart+psys->totchild;
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psys->lattice=psys_get_lattice(re->scene,ob,psys);
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psys->lattice=psys_get_lattice(&sim);
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pd->point_tree = BLI_bvhtree_new(total_particles, 0.0, 4, 6);
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alloc_point_data(pd, total_particles, data_used);
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@@ -133,7 +134,7 @@ static void pointdensity_cache_psys(Render *re, PointDensity *pd, Object *ob, Pa
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for (i=0, pa=psys->particles; i < total_particles; i++, pa++) {
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state.time = cfra;
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if(psys_get_particle_state(re->scene, ob, psys, i, &state, 0)) {
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if(psys_get_particle_state(&sim, i, &state, 0)) {
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VECCOPY(partco, state.co);
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