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/*
* 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/device.h"
#include "render/particles.h"
#include "render/scene.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 */
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 *, 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();
float4 *particles = dscene->particles.alloc(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;
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];
int offset = i*PARTICLE_SIZE;
float random = hash_int_01(pa.index);
particles[offset] = make_float4(random, 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;
}
}
dscene->particles.copy_to_device();
}
void ParticleSystemManager::device_update(Device *device, DeviceScene *dscene, Scene *scene, Progress& progress)
{
if(!need_update)
return;
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;
}
CCL_NAMESPACE_END
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