Files
test2/intern/cycles/scene/particles.cpp
Brecht Van Lommel d7d40745fa Cycles: changes to source code folders structure
* Split render/ into scene/ and session/. The scene/ folder now contains the
  scene and its nodes. The session/ folder contains the render session and
  associated data structures like drivers and render buffers.
* Move top level kernel headers into new folders kernel/camera/, kernel/film/,
  kernel/light/, kernel/sample/, kernel/util/
* Move integrator related kernel headers into kernel/integrator/
* Move OSL shaders from kernel/shaders/ to kernel/osl/shaders/

For patches and branches, git merge and rebase should be able to detect the
renames and move over code to the right file.
2021-10-26 15:36:39 +02:00

150 lines
3.9 KiB
C++

/*
* Copyright 2011-2013 Blender Foundation
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
#include "scene/particles.h"
#include "device/device.h"
#include "scene/scene.h"
#include "scene/stats.h"
#include "util/util_foreach.h"
#include "util/util_hash.h"
#include "util/util_logging.h"
#include "util/util_map.h"
#include "util/util_progress.h"
#include "util/util_vector.h"
CCL_NAMESPACE_BEGIN
/* Particle System */
NODE_DEFINE(ParticleSystem)
{
NodeType *type = NodeType::add("particle_system", create);
return type;
}
ParticleSystem::ParticleSystem() : Node(get_node_type())
{
}
ParticleSystem::~ParticleSystem()
{
}
void ParticleSystem::tag_update(Scene *scene)
{
scene->particle_system_manager->tag_update(scene);
}
/* Particle System Manager */
ParticleSystemManager::ParticleSystemManager()
{
need_update_ = true;
}
ParticleSystemManager::~ParticleSystemManager()
{
}
void ParticleSystemManager::device_update_particles(Device *,
DeviceScene *dscene,
Scene *scene,
Progress &progress)
{
/* count particles.
* adds one dummy particle at the beginning to avoid invalid lookups,
* in case a shader uses particle info without actual particle data. */
int num_particles = 1;
for (size_t j = 0; j < scene->particle_systems.size(); j++)
num_particles += scene->particle_systems[j]->particles.size();
KernelParticle *kparticles = dscene->particles.alloc(num_particles);
/* dummy particle */
memset(kparticles, 0, sizeof(KernelParticle));
int i = 1;
for (size_t j = 0; j < scene->particle_systems.size(); j++) {
ParticleSystem *psys = scene->particle_systems[j];
for (size_t k = 0; k < psys->particles.size(); k++) {
/* pack in texture */
Particle &pa = psys->particles[k];
kparticles[i].index = pa.index;
kparticles[i].age = pa.age;
kparticles[i].lifetime = pa.lifetime;
kparticles[i].size = pa.size;
kparticles[i].rotation = pa.rotation;
kparticles[i].location = float3_to_float4(pa.location);
kparticles[i].velocity = float3_to_float4(pa.velocity);
kparticles[i].angular_velocity = float3_to_float4(pa.angular_velocity);
i++;
if (progress.get_cancel())
return;
}
}
dscene->particles.copy_to_device();
}
void ParticleSystemManager::device_update(Device *device,
DeviceScene *dscene,
Scene *scene,
Progress &progress)
{
if (!need_update())
return;
scoped_callback_timer timer([scene](double time) {
if (scene->update_stats) {
scene->update_stats->particles.times.add_entry({"device_update", time});
}
});
VLOG(1) << "Total " << scene->particle_systems.size() << " particle systems.";
device_free(device, dscene);
progress.set_status("Updating Particle Systems", "Copying Particles to device");
device_update_particles(device, dscene, scene, progress);
if (progress.get_cancel())
return;
need_update_ = false;
}
void ParticleSystemManager::device_free(Device *, DeviceScene *dscene)
{
dscene->particles.free();
}
void ParticleSystemManager::tag_update(Scene * /*scene*/)
{
need_update_ = true;
}
bool ParticleSystemManager::need_update() const
{
return need_update_;
}
CCL_NAMESPACE_END