/* * 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 "device.h" #include "particles.h" #include "scene.h" #include "util_foreach.h" #include "util_map.h" #include "util_progress.h" #include "util_vector.h" CCL_NAMESPACE_BEGIN /* Particle System */ ParticleSystem::ParticleSystem() { } ParticleSystem::~ParticleSystem() { } void ParticleSystem::tag_update(Scene *scene) { scene->particle_system_manager->need_update = true; } /* Particle System Manager */ ParticleSystemManager::ParticleSystemManager() { need_update = true; } ParticleSystemManager::~ParticleSystemManager() { } void ParticleSystemManager::device_update_particles(Device *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; foreach(ParticleSystem *psys, scene->particle_systems) num_particles += psys->particles.size(); float4 *particles = dscene->particles.resize(PARTICLE_SIZE*num_particles); /* dummy particle */ particles[0] = make_float4(0.0f, 0.0f, 0.0f, 0.0f); particles[1] = make_float4(0.0f, 0.0f, 0.0f, 0.0f); particles[2] = make_float4(0.0f, 0.0f, 0.0f, 0.0f); particles[3] = make_float4(0.0f, 0.0f, 0.0f, 0.0f); particles[4] = make_float4(0.0f, 0.0f, 0.0f, 0.0f); int i = 1; foreach(ParticleSystem *psys, scene->particle_systems) { foreach(Particle &pa, psys->particles) { /* pack in texture */ int offset = i*PARTICLE_SIZE; particles[offset] = make_float4(pa.index, pa.age, pa.lifetime, pa.size); particles[offset+1] = pa.rotation; particles[offset+2] = make_float4(pa.location.x, pa.location.y, pa.location.z, pa.velocity.x); particles[offset+3] = make_float4(pa.velocity.y, pa.velocity.z, pa.angular_velocity.x, pa.angular_velocity.y); particles[offset+4] = make_float4(pa.angular_velocity.z, 0.0f, 0.0f, 0.0f); i++; if(progress.get_cancel()) return; } } device->tex_alloc("__particles", dscene->particles); } void ParticleSystemManager::device_update(Device *device, DeviceScene *dscene, Scene *scene, Progress& progress) { if(!need_update) return; 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 *device, DeviceScene *dscene) { device->tex_free(dscene->particles); dscene->particles.clear(); } void ParticleSystemManager::tag_update(Scene *scene) { need_update = true; } CCL_NAMESPACE_END