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 :)
This commit is contained in:
Janne Karhu
2009-09-17 22:00:49 +00:00
parent 69e919530e
commit 08e2da590f
18 changed files with 1283 additions and 1244 deletions

View File

@@ -1484,6 +1484,7 @@ static int render_new_particle_system(Render *re, ObjectRen *obr, ParticleSystem
ParticleKey state;
ParticleCacheKey *cache=0;
ParticleBillboardData bb;
ParticleSimulationData sim = {re->scene, ob, psys, NULL};
ParticleStrandData sd;
StrandBuffer *strandbuf=0;
StrandVert *svert=0;
@@ -1517,14 +1518,16 @@ static int render_new_particle_system(Render *re, ObjectRen *obr, ParticleSystem
return 1;
/* 2. start initialising things */
if(part->phystype==PART_PHYS_KEYED)
psys_count_keyed_targets(ob,psys);
/* last possibility to bail out! */
psmd= psys_get_modifier(ob,psys);
sim.psmd = psmd = psys_get_modifier(ob,psys);
if(!(psmd->modifier.mode & eModifierMode_Render))
return 0;
if(part->phystype==PART_PHYS_KEYED)
psys_count_keyed_targets(&sim);
if(G.rendering == 0) { /* preview render */
totchild = (int)((float)totchild * (float)part->disp / 100.0f);
}
@@ -1611,14 +1614,14 @@ static int render_new_particle_system(Render *re, ObjectRen *obr, ParticleSystem
#endif // XXX old animation system
cfra = bsystem_time(re->scene, 0, (float)re->scene->r.cfra, 0.0);
/* 2.4 setup reactors */
if(part->type == PART_REACTOR){
psys_get_reactor_target(ob, psys, &tob, &tpsys);
if(tpsys && (part->from==PART_FROM_PARTICLE || part->phystype==PART_PHYS_NO)){
psmd = psys_get_modifier(tob,tpsys);
tpart = tpsys->part;
}
}
///* 2.4 setup reactors */
// if(part->type == PART_REACTOR){
// psys_get_reactor_target(ob, psys, &tob, &tpsys);
// if(tpsys && (part->from==PART_FROM_PARTICLE || part->phystype==PART_PHYS_NO)){
// psmd = psys_get_modifier(tob,tpsys);
// tpart = tpsys->part;
// }
// }
/* 2.5 setup matrices */
Mat4MulMat4(mat, ob->obmat, re->viewmat);
@@ -1695,7 +1698,7 @@ static int render_new_particle_system(Render *re, ObjectRen *obr, ParticleSystem
}
if(path_nbr == 0)
psys->lattice = psys_get_lattice(re->scene, ob, psys);
psys->lattice = psys_get_lattice(&sim);
/* 3. start creating renderable things */
for(a=0,pa=pars; a<totpart+totchild; a++, pa++, seed++) {
@@ -1786,8 +1789,8 @@ static int render_new_particle_system(Render *re, ObjectRen *obr, ParticleSystem
pa_size = psys_get_child_size(psys, cpa, cfra, &pa_time);
r_tilt = 2.0f * cpa->rand[2];
r_length = cpa->rand[1];
r_tilt = 2.0f*(PSYS_FRAND(a + 21) - 0.5f);
r_length = PSYS_FRAND(a + 22);
num = cpa->num;
@@ -1952,7 +1955,7 @@ static int render_new_particle_system(Render *re, ObjectRen *obr, ParticleSystem
continue;
state.time = (part->draw & PART_ABS_PATH_TIME) ? -ct : ct;
psys_get_particle_on_path(re->scene,ob,psys,a,&state,1);
psys_get_particle_on_path(&sim,a,&state,1);
if(psys->parent)
Mat4MulVecfl(psys->parent->obmat, state.co);
@@ -1971,7 +1974,7 @@ static int render_new_particle_system(Render *re, ObjectRen *obr, ParticleSystem
else {
time=0.0f;
state.time=cfra;
if(psys_get_particle_state(re->scene,ob,psys,a,&state,0)==0)
if(psys_get_particle_state(&sim,a,&state,0)==0)
continue;
if(psys->parent)

View File

@@ -92,6 +92,7 @@ static void pointdensity_cache_psys(Render *re, PointDensity *pd, Object *ob, Pa
{
DerivedMesh* dm;
ParticleKey state;
ParticleSimulationData sim = {re->scene, ob, psys, NULL};
ParticleData *pa=NULL;
float cfra = bsystem_time(re->scene, ob, (float)re->scene->r.cfra, 0.0);
int i, childexists;
@@ -120,7 +121,7 @@ static void pointdensity_cache_psys(Render *re, PointDensity *pd, Object *ob, Pa
Mat4Invert(ob->imat, ob->obmat);
total_particles = psys->totpart+psys->totchild;
psys->lattice=psys_get_lattice(re->scene,ob,psys);
psys->lattice=psys_get_lattice(&sim);
pd->point_tree = BLI_bvhtree_new(total_particles, 0.0, 4, 6);
alloc_point_data(pd, total_particles, data_used);
@@ -133,7 +134,7 @@ static void pointdensity_cache_psys(Render *re, PointDensity *pd, Object *ob, Pa
for (i=0, pa=psys->particles; i < total_particles; i++, pa++) {
state.time = cfra;
if(psys_get_particle_state(re->scene, ob, psys, i, &state, 0)) {
if(psys_get_particle_state(&sim, i, &state, 0)) {
VECCOPY(partco, state.co);