
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.
212 lines
6.0 KiB
C++
212 lines
6.0 KiB
C++
/*
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* Copyright 2011, Blender Foundation.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*/
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#include "mesh.h"
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#include "particles.h"
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#include "blender_sync.h"
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#include "blender_util.h"
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#include "util_foreach.h"
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CCL_NAMESPACE_BEGIN
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/* Utilities */
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/* Particles Sync */
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bool BlenderSync::psys_need_update(BL::ParticleSystem b_psys)
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{
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/* Particle data is only needed for
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* a) Billboard render mode if object's own material uses particle info
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* b) object/group render mode if any dupli object's material uses particle info
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*
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* Note: Meshes have to be synced at this point!
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*/
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bool need_update = false;
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switch (b_psys.settings().render_type()) {
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/* XXX not implemented yet!
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* billboards/strands would become part of the mesh data (?),
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* so the mesh attributes would store whether particle info is required.
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*/
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#if 0
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case BL::ParticleSettings::render_type_BILLBOARD:
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case BL::ParticleSettings::render_type_PATH: { /* for strand rendering */
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BL::ID key = (BKE_object_is_modified(b_ob))? b_ob: b_ob.data();
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Mesh *mesh = mesh_map.find(key);
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if (mesh) {
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need_update |= mesh->need_attribute(scene, ATTR_STD_PARTICLE) && mesh->need_update;
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}
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break;
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}
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#endif
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case BL::ParticleSettings::render_type_OBJECT: {
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BL::Object b_dupli_ob = b_psys.settings().dupli_object();
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if (b_dupli_ob) {
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BL::ID key = (BKE_object_is_modified(b_dupli_ob))? b_dupli_ob: b_dupli_ob.data();
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Mesh *mesh = mesh_map.find(key);
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if (mesh) {
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need_update |= mesh->need_attribute(scene, ATTR_STD_PARTICLE) && mesh->need_update;
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}
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}
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break;
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}
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case BL::ParticleSettings::render_type_GROUP: {
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BL::Group b_dupli_group = b_psys.settings().dupli_group();
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if (b_dupli_group) {
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BL::Group::objects_iterator b_gob;
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for (b_dupli_group.objects.begin(b_gob); b_gob != b_dupli_group.objects.end(); ++b_gob) {
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BL::ID key = (BKE_object_is_modified(*b_gob))? *b_gob: b_gob->data();
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Mesh *mesh = mesh_map.find(key);
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if (mesh) {
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need_update |= mesh->need_attribute(scene, ATTR_STD_PARTICLE) && mesh->need_update;
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}
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}
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}
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break;
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}
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default:
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/* avoid compiler warning */
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break;
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}
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return need_update;
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}
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static bool use_particle_system(BL::ParticleSystem b_psys)
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{
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/* only use duplicator particles? disabled particle info for
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* halo and billboard to reduce particle count.
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* Probably not necessary since particles don't contain a huge amount
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* of data compared to other textures.
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*/
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#if 0
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int render_type = b_psys->settings().render_type();
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return (render_type == BL::ParticleSettings::render_type_OBJECT
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|| render_type == BL::ParticleSettings::render_type_GROUP);
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#endif
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return true;
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}
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static bool use_particle(BL::Particle b_pa)
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{
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return b_pa.is_exist() && b_pa.is_visible() && b_pa.alive_state()==BL::Particle::alive_state_ALIVE;
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}
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static int psys_count_particles(BL::ParticleSystem b_psys)
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{
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int tot = 0;
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BL::ParticleSystem::particles_iterator b_pa;
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for(b_psys.particles.begin(b_pa); b_pa != b_psys.particles.end(); ++b_pa) {
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if(use_particle(*b_pa))
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++tot;
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}
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return tot;
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}
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int BlenderSync::object_count_particles(BL::Object b_ob)
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{
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int tot = 0;
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BL::Object::particle_systems_iterator b_psys;
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for(b_ob.particle_systems.begin(b_psys); b_psys != b_ob.particle_systems.end(); ++b_psys) {
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if (use_particle_system(*b_psys))
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tot += psys_count_particles(*b_psys);
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}
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return tot;
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}
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void BlenderSync::sync_particles(BL::Object b_ob, BL::ParticleSystem b_psys)
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{
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/* depending on settings the psys may not even be rendered */
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if (!use_particle_system(b_psys))
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return;
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/* key to lookup particle system */
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ParticleSystemKey key(b_ob, b_psys);
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ParticleSystem *psys;
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/* test if we need to sync */
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bool object_updated = false;
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if(particle_system_map.sync(&psys, b_ob, b_ob, key))
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object_updated = true;
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bool need_update = psys_need_update(b_psys);
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if (object_updated || need_update) {
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int tot = psys_count_particles(b_psys);
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psys->particles.clear();
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psys->particles.reserve(tot);
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int index = 0;
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BL::ParticleSystem::particles_iterator b_pa;
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for(b_psys.particles.begin(b_pa); b_pa != b_psys.particles.end(); ++b_pa) {
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if(use_particle(*b_pa)) {
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Particle pa;
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pa.index = index;
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pa.age = b_scene.frame_current() - b_pa->birth_time();
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pa.lifetime = b_pa->lifetime();
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psys->particles.push_back(pa);
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}
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++index;
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}
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}
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}
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void BlenderSync::sync_particle_systems()
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{
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/* layer data */
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uint scene_layer = render_layer.scene_layer;
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particle_system_map.pre_sync();
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/* object loop */
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BL::Scene::objects_iterator b_ob;
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BL::Scene b_sce = b_scene;
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for(; b_sce; b_sce = b_sce.background_set()) {
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for(b_sce.objects.begin(b_ob); b_ob != b_sce.objects.end(); ++b_ob) {
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bool hide = (render_layer.use_viewport_visibility)? b_ob->hide(): b_ob->hide_render();
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uint ob_layer = get_layer(b_ob->layers(), b_ob->layers_local_view(), object_is_light(*b_ob));
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CYCLES_LOCAL_LAYER_HACK(render_layer.use_localview, ob_layer);
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hide = hide || !(ob_layer & scene_layer);
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if(!hide) {
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BL::Object::particle_systems_iterator b_psys;
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for(b_ob->particle_systems.begin(b_psys); b_psys != b_ob->particle_systems.end(); ++b_psys)
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sync_particles(*b_ob, *b_psys);
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}
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}
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}
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/* handle removed data and modified pointers */
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if(particle_system_map.post_sync())
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scene->particle_system_manager->tag_update(scene);
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}
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CCL_NAMESPACE_END
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