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authorLukas Toenne <lukas.toenne@googlemail.com>2012-08-31 21:27:08 +0400
committerLukas Toenne <lukas.toenne@googlemail.com>2012-08-31 21:27:08 +0400
commitf0d247748408bd10f49c54d3a28a925e37683c4b (patch)
treeb47851a73399e6b30c501550ec9024897d65c186 /intern/cycles/blender/blender_particles.cpp
parent5ecff7a240514e8f16e17aa163c6f0055b9edaf2 (diff)
Fix for #32184 and redesign of particle storage in Cycles.
The particle data used by the Particle Info node was stored in cycles as a list in each object. This is a problem when the particle emitter mesh is hidden: Objects in cycles are only intended as instances of renderable meshes, so when hiding the emitter mesh the particle data doesn't get stored either. Also the particle data can potentially be copied to multiple instances of the same object, which is a waste of texture space. The solution in this patch is to make a completely separate list of particle systems in the Cycles scene data. This way the particle data can be generated even when the emitter object itself is not visible.
Diffstat (limited to 'intern/cycles/blender/blender_particles.cpp')
-rw-r--r--intern/cycles/blender/blender_particles.cpp119
1 files changed, 82 insertions, 37 deletions
diff --git a/intern/cycles/blender/blender_particles.cpp b/intern/cycles/blender/blender_particles.cpp
index e32c80a51b5..337ec36d107 100644
--- a/intern/cycles/blender/blender_particles.cpp
+++ b/intern/cycles/blender/blender_particles.cpp
@@ -16,9 +16,9 @@
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*/
-#include "object.h"
-
#include "mesh.h"
+#include "particles.h"
+
#include "blender_sync.h"
#include "blender_util.h"
@@ -31,7 +31,7 @@ CCL_NAMESPACE_BEGIN
/* Particles Sync */
-bool BlenderSync::object_need_particle_update(BL::Object b_ob)
+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
@@ -41,9 +41,7 @@ bool BlenderSync::object_need_particle_update(BL::Object b_ob)
*/
bool need_update = false;
- BL::Object::particle_systems_iterator b_psys;
- for (b_ob.particle_systems.begin(b_psys); b_psys != b_ob.particle_systems.end(); ++b_psys) {
- switch (b_psys->settings().render_type()) {
+ 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.
@@ -61,7 +59,7 @@ bool BlenderSync::object_need_particle_update(BL::Object b_ob)
#endif
case BL::ParticleSettings::render_type_OBJECT: {
- BL::Object b_dupli_ob = b_psys->settings().dupli_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);
@@ -73,7 +71,7 @@ bool BlenderSync::object_need_particle_update(BL::Object b_ob)
}
case BL::ParticleSettings::render_type_GROUP: {
- BL::Group b_dupli_group = b_psys->settings().dupli_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) {
@@ -90,7 +88,6 @@ bool BlenderSync::object_need_particle_update(BL::Object b_ob)
default:
/* avoid compiler warning */
break;
- }
}
return need_update;
@@ -117,50 +114,98 @@ 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)) {
- 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;
- }
- }
+ if (use_particle_system(*b_psys))
+ tot += psys_count_particles(*b_psys);
}
return tot;
}
-void BlenderSync::sync_particles(Object *ob, BL::Object b_ob)
+void BlenderSync::sync_particles(BL::Object b_ob, BL::ParticleSystem b_psys)
{
- int tot = object_count_particles(b_ob);
+ /* depending on settings the psys may not even be rendered */
+ if (!use_particle_system(b_psys))
+ return;
- ob->particles.clear();
- ob->particles.reserve(tot);
+ /* key to lookup particle system */
+ ParticleSystemKey key(b_ob, b_psys);
+ ParticleSystem *psys;
- int index;
- 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)) {
- int pa_index = 0;
- BL::ParticleSystem::particles_iterator b_pa;
- for(b_psys->particles.begin(b_pa), index = 0; b_pa != b_psys->particles.end(); ++b_pa, ++index) {
- if(use_particle(*b_pa)) {
- Particle pa;
-
- pa.index = pa_index;
- pa.age = b_scene.frame_current() - b_pa->birth_time();
- pa.lifetime = b_pa->lifetime();
-
- ob->particles.push_back(pa);
- }
+ /* 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_index;
+ 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