65686dedf9
* Servers now use WorkerThreadPool for background computation. * This helps keep the number of threads used fixed at all times. * It also ensures everything works on HTML5 with threads. * And makes it easier to support disabling threads for also HTML5. CommandQueueMT now syncs with the servers via the WorkerThreadPool yielding mechanism, which makes its classic main sync semaphore superfluous. Also, some warnings about calls that kill performance when using threaded rendering are removed because there's a mechanism that warns about that in a more general fashion. Co-authored-by: Pedro J. Estébanez <pedrojrulez@gmail.com>
1436 lines
57 KiB
C++
1436 lines
57 KiB
C++
/**************************************************************************/
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/* particles_storage.cpp */
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/**************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/**************************************************************************/
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/**************************************************************************/
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#ifdef GLES3_ENABLED
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#include "particles_storage.h"
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#include "config.h"
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#include "material_storage.h"
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#include "mesh_storage.h"
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#include "texture_storage.h"
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#include "utilities.h"
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#include "servers/rendering/rendering_server_default.h"
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using namespace GLES3;
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ParticlesStorage *ParticlesStorage::singleton = nullptr;
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ParticlesStorage *ParticlesStorage::get_singleton() {
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return singleton;
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}
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ParticlesStorage::ParticlesStorage() {
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singleton = this;
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GLES3::MaterialStorage *material_storage = GLES3::MaterialStorage::get_singleton();
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{
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String global_defines;
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global_defines += "#define MAX_GLOBAL_SHADER_UNIFORMS 256\n"; // TODO: this is arbitrary for now
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material_storage->shaders.particles_process_shader.initialize(global_defines, 1);
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}
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{
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// default material and shader for particles shader
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particles_shader.default_shader = material_storage->shader_allocate();
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material_storage->shader_initialize(particles_shader.default_shader);
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material_storage->shader_set_code(particles_shader.default_shader, R"(
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// Default particles shader.
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shader_type particles;
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void process() {
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COLOR = vec4(1.0);
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}
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)");
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particles_shader.default_material = material_storage->material_allocate();
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material_storage->material_initialize(particles_shader.default_material);
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material_storage->material_set_shader(particles_shader.default_material, particles_shader.default_shader);
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}
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{
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particles_shader.copy_shader.initialize();
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particles_shader.copy_shader_version = particles_shader.copy_shader.version_create();
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}
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}
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ParticlesStorage::~ParticlesStorage() {
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singleton = nullptr;
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GLES3::MaterialStorage *material_storage = GLES3::MaterialStorage::get_singleton();
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material_storage->material_free(particles_shader.default_material);
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material_storage->shader_free(particles_shader.default_shader);
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particles_shader.copy_shader.version_free(particles_shader.copy_shader_version);
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}
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/* PARTICLES */
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RID ParticlesStorage::particles_allocate() {
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return particles_owner.allocate_rid();
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}
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void ParticlesStorage::particles_initialize(RID p_rid) {
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particles_owner.initialize_rid(p_rid);
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}
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void ParticlesStorage::particles_free(RID p_rid) {
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Particles *particles = particles_owner.get_or_null(p_rid);
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particles->dependency.deleted_notify(p_rid);
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particles->update_list.remove_from_list();
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_particles_free_data(particles);
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particles_owner.free(p_rid);
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}
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void ParticlesStorage::particles_set_mode(RID p_particles, RS::ParticlesMode p_mode) {
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Particles *particles = particles_owner.get_or_null(p_particles);
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ERR_FAIL_NULL(particles);
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if (particles->mode == p_mode) {
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return;
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}
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_particles_free_data(particles);
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particles->mode = p_mode;
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}
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void ParticlesStorage::particles_set_emitting(RID p_particles, bool p_emitting) {
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ERR_FAIL_COND_MSG(GLES3::Config::get_singleton()->adreno_3xx_compatibility, "Due to driver bugs, GPUParticles are not supported on Adreno 3XX devices. Please use CPUParticles instead.");
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Particles *particles = particles_owner.get_or_null(p_particles);
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ERR_FAIL_NULL(particles);
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particles->emitting = p_emitting;
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}
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bool ParticlesStorage::particles_get_emitting(RID p_particles) {
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if (GLES3::Config::get_singleton()->adreno_3xx_compatibility) {
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return false;
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}
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Particles *particles = particles_owner.get_or_null(p_particles);
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ERR_FAIL_NULL_V(particles, false);
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return particles->emitting;
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}
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void ParticlesStorage::_particles_free_data(Particles *particles) {
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particles->userdata_count = 0;
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particles->instance_buffer_size_cache = 0;
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particles->instance_buffer_stride_cache = 0;
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particles->num_attrib_arrays_cache = 0;
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particles->process_buffer_stride_cache = 0;
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if (particles->front_process_buffer != 0) {
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glDeleteVertexArrays(1, &particles->front_vertex_array);
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GLES3::Utilities::get_singleton()->buffer_free_data(particles->front_process_buffer);
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GLES3::Utilities::get_singleton()->buffer_free_data(particles->front_instance_buffer);
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particles->front_vertex_array = 0;
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particles->front_process_buffer = 0;
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particles->front_instance_buffer = 0;
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glDeleteVertexArrays(1, &particles->back_vertex_array);
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GLES3::Utilities::get_singleton()->buffer_free_data(particles->back_process_buffer);
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GLES3::Utilities::get_singleton()->buffer_free_data(particles->back_instance_buffer);
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particles->back_vertex_array = 0;
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particles->back_process_buffer = 0;
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particles->back_instance_buffer = 0;
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}
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if (particles->sort_buffer != 0) {
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GLES3::Utilities::get_singleton()->buffer_free_data(particles->last_frame_buffer);
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GLES3::Utilities::get_singleton()->buffer_free_data(particles->sort_buffer);
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particles->last_frame_buffer = 0;
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particles->sort_buffer = 0;
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particles->sort_buffer_filled = false;
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particles->last_frame_buffer_filled = false;
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}
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if (particles->frame_params_ubo != 0) {
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GLES3::Utilities::get_singleton()->buffer_free_data(particles->frame_params_ubo);
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particles->frame_params_ubo = 0;
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}
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}
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void ParticlesStorage::particles_set_amount(RID p_particles, int p_amount) {
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Particles *particles = particles_owner.get_or_null(p_particles);
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ERR_FAIL_NULL(particles);
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if (particles->amount == p_amount) {
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return;
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}
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_particles_free_data(particles);
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particles->amount = p_amount;
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particles->prev_ticks = 0;
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particles->phase = 0;
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particles->prev_phase = 0;
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particles->clear = true;
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particles->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_PARTICLES);
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}
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void ParticlesStorage::particles_set_amount_ratio(RID p_particles, float p_amount_ratio) {
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Particles *particles = particles_owner.get_or_null(p_particles);
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ERR_FAIL_NULL(particles);
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particles->amount_ratio = p_amount_ratio;
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}
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void ParticlesStorage::particles_set_lifetime(RID p_particles, double p_lifetime) {
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Particles *particles = particles_owner.get_or_null(p_particles);
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ERR_FAIL_NULL(particles);
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particles->lifetime = p_lifetime;
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}
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void ParticlesStorage::particles_set_one_shot(RID p_particles, bool p_one_shot) {
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Particles *particles = particles_owner.get_or_null(p_particles);
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ERR_FAIL_NULL(particles);
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particles->one_shot = p_one_shot;
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}
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void ParticlesStorage::particles_set_pre_process_time(RID p_particles, double p_time) {
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Particles *particles = particles_owner.get_or_null(p_particles);
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ERR_FAIL_NULL(particles);
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particles->pre_process_time = p_time;
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}
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void ParticlesStorage::particles_set_explosiveness_ratio(RID p_particles, real_t p_ratio) {
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Particles *particles = particles_owner.get_or_null(p_particles);
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ERR_FAIL_NULL(particles);
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particles->explosiveness = p_ratio;
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}
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void ParticlesStorage::particles_set_randomness_ratio(RID p_particles, real_t p_ratio) {
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Particles *particles = particles_owner.get_or_null(p_particles);
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ERR_FAIL_NULL(particles);
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particles->randomness = p_ratio;
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}
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void ParticlesStorage::particles_set_custom_aabb(RID p_particles, const AABB &p_aabb) {
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Particles *particles = particles_owner.get_or_null(p_particles);
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ERR_FAIL_NULL(particles);
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particles->custom_aabb = p_aabb;
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particles->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_AABB);
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}
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void ParticlesStorage::particles_set_speed_scale(RID p_particles, double p_scale) {
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Particles *particles = particles_owner.get_or_null(p_particles);
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ERR_FAIL_NULL(particles);
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particles->speed_scale = p_scale;
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}
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void ParticlesStorage::particles_set_use_local_coordinates(RID p_particles, bool p_enable) {
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Particles *particles = particles_owner.get_or_null(p_particles);
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ERR_FAIL_NULL(particles);
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particles->use_local_coords = p_enable;
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particles->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_PARTICLES);
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}
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void ParticlesStorage::particles_set_fixed_fps(RID p_particles, int p_fps) {
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Particles *particles = particles_owner.get_or_null(p_particles);
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ERR_FAIL_NULL(particles);
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particles->fixed_fps = p_fps;
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_particles_free_data(particles);
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particles->prev_ticks = 0;
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particles->phase = 0;
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particles->prev_phase = 0;
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particles->clear = true;
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particles->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_PARTICLES);
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}
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void ParticlesStorage::particles_set_interpolate(RID p_particles, bool p_enable) {
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Particles *particles = particles_owner.get_or_null(p_particles);
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ERR_FAIL_NULL(particles);
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particles->interpolate = p_enable;
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}
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void ParticlesStorage::particles_set_fractional_delta(RID p_particles, bool p_enable) {
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Particles *particles = particles_owner.get_or_null(p_particles);
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ERR_FAIL_NULL(particles);
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particles->fractional_delta = p_enable;
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}
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void ParticlesStorage::particles_set_trails(RID p_particles, bool p_enable, double p_length) {
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if (p_enable) {
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WARN_PRINT_ONCE_ED("The GL Compatibility rendering backend does not support particle trails.");
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}
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}
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void ParticlesStorage::particles_set_trail_bind_poses(RID p_particles, const Vector<Transform3D> &p_bind_poses) {
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if (p_bind_poses.size() != 0) {
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WARN_PRINT_ONCE_ED("The GL Compatibility rendering backend does not support particle trails.");
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}
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}
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void ParticlesStorage::particles_set_collision_base_size(RID p_particles, real_t p_size) {
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Particles *particles = particles_owner.get_or_null(p_particles);
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ERR_FAIL_NULL(particles);
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particles->collision_base_size = p_size;
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}
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void ParticlesStorage::particles_set_transform_align(RID p_particles, RS::ParticlesTransformAlign p_transform_align) {
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Particles *particles = particles_owner.get_or_null(p_particles);
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ERR_FAIL_NULL(particles);
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particles->transform_align = p_transform_align;
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}
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void ParticlesStorage::particles_set_process_material(RID p_particles, RID p_material) {
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Particles *particles = particles_owner.get_or_null(p_particles);
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ERR_FAIL_NULL(particles);
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particles->process_material = p_material;
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particles->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_PARTICLES); //the instance buffer may have changed
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}
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RID ParticlesStorage::particles_get_process_material(RID p_particles) const {
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Particles *particles = particles_owner.get_or_null(p_particles);
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ERR_FAIL_NULL_V(particles, RID());
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return particles->process_material;
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}
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void ParticlesStorage::particles_set_draw_order(RID p_particles, RS::ParticlesDrawOrder p_order) {
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Particles *particles = particles_owner.get_or_null(p_particles);
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ERR_FAIL_NULL(particles);
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particles->draw_order = p_order;
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}
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void ParticlesStorage::particles_set_draw_passes(RID p_particles, int p_passes) {
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Particles *particles = particles_owner.get_or_null(p_particles);
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ERR_FAIL_NULL(particles);
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particles->draw_passes.resize(p_passes);
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}
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void ParticlesStorage::particles_set_draw_pass_mesh(RID p_particles, int p_pass, RID p_mesh) {
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Particles *particles = particles_owner.get_or_null(p_particles);
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ERR_FAIL_NULL(particles);
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ERR_FAIL_INDEX(p_pass, particles->draw_passes.size());
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particles->draw_passes.write[p_pass] = p_mesh;
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particles->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_PARTICLES);
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}
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void ParticlesStorage::particles_restart(RID p_particles) {
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Particles *particles = particles_owner.get_or_null(p_particles);
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ERR_FAIL_NULL(particles);
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particles->restart_request = true;
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}
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void ParticlesStorage::particles_set_subemitter(RID p_particles, RID p_subemitter_particles) {
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if (p_subemitter_particles.is_valid()) {
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WARN_PRINT_ONCE_ED("The GL Compatibility rendering backend does not support particle sub-emitters.");
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}
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}
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void ParticlesStorage::particles_emit(RID p_particles, const Transform3D &p_transform, const Vector3 &p_velocity, const Color &p_color, const Color &p_custom, uint32_t p_emit_flags) {
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WARN_PRINT_ONCE_ED("The GL Compatibility rendering backend does not support manually emitting particles.");
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}
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void ParticlesStorage::particles_request_process(RID p_particles) {
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Particles *particles = particles_owner.get_or_null(p_particles);
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ERR_FAIL_NULL(particles);
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if (!particles->dirty) {
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particles->dirty = true;
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if (!particles->update_list.in_list()) {
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particle_update_list.add(&particles->update_list);
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}
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}
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}
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AABB ParticlesStorage::particles_get_current_aabb(RID p_particles) {
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const Particles *particles = particles_owner.get_or_null(p_particles);
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ERR_FAIL_NULL_V(particles, AABB());
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int total_amount = particles->amount;
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// If available, read from the sort buffer which should be 2 frames out of date.
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// This will help alleviate GPU stalls.
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GLuint read_buffer = particles->sort_buffer_filled ? particles->sort_buffer : particles->back_instance_buffer;
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Vector<uint8_t> buffer = Utilities::buffer_get_data(GL_ARRAY_BUFFER, read_buffer, total_amount * sizeof(ParticleInstanceData3D));
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ERR_FAIL_COND_V(buffer.size() != (int)(total_amount * sizeof(ParticleInstanceData3D)), AABB());
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Transform3D inv = particles->emission_transform.affine_inverse();
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AABB aabb;
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if (buffer.size()) {
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bool first = true;
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const uint8_t *data_ptr = (const uint8_t *)buffer.ptr();
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uint32_t particle_data_size = sizeof(ParticleInstanceData3D);
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for (int i = 0; i < total_amount; i++) {
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const ParticleInstanceData3D &particle_data = *(const ParticleInstanceData3D *)&data_ptr[particle_data_size * i];
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// If scale is 0.0, we assume the particle is inactive.
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if (particle_data.xform[0] > 0.0) {
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Vector3 pos = Vector3(particle_data.xform[3], particle_data.xform[7], particle_data.xform[11]);
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if (!particles->use_local_coords) {
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pos = inv.xform(pos);
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}
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if (first) {
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aabb.position = pos;
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first = false;
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} else {
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aabb.expand_to(pos);
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}
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}
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}
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}
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float longest_axis_size = 0;
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for (int i = 0; i < particles->draw_passes.size(); i++) {
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if (particles->draw_passes[i].is_valid()) {
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AABB maabb = MeshStorage::get_singleton()->mesh_get_aabb(particles->draw_passes[i], RID());
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longest_axis_size = MAX(maabb.get_longest_axis_size(), longest_axis_size);
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}
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}
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aabb.grow_by(longest_axis_size);
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return aabb;
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}
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AABB ParticlesStorage::particles_get_aabb(RID p_particles) const {
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const Particles *particles = particles_owner.get_or_null(p_particles);
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ERR_FAIL_NULL_V(particles, AABB());
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return particles->custom_aabb;
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}
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void ParticlesStorage::particles_set_emission_transform(RID p_particles, const Transform3D &p_transform) {
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Particles *particles = particles_owner.get_or_null(p_particles);
|
|
ERR_FAIL_NULL(particles);
|
|
|
|
particles->emission_transform = p_transform;
|
|
}
|
|
|
|
void ParticlesStorage::particles_set_emitter_velocity(RID p_particles, const Vector3 &p_velocity) {
|
|
Particles *particles = particles_owner.get_or_null(p_particles);
|
|
ERR_FAIL_NULL(particles);
|
|
|
|
particles->emitter_velocity = p_velocity;
|
|
}
|
|
|
|
void ParticlesStorage::particles_set_interp_to_end(RID p_particles, float p_interp) {
|
|
Particles *particles = particles_owner.get_or_null(p_particles);
|
|
ERR_FAIL_NULL(particles);
|
|
|
|
particles->interp_to_end = p_interp;
|
|
}
|
|
|
|
int ParticlesStorage::particles_get_draw_passes(RID p_particles) const {
|
|
const Particles *particles = particles_owner.get_or_null(p_particles);
|
|
ERR_FAIL_NULL_V(particles, 0);
|
|
|
|
return particles->draw_passes.size();
|
|
}
|
|
|
|
RID ParticlesStorage::particles_get_draw_pass_mesh(RID p_particles, int p_pass) const {
|
|
const Particles *particles = particles_owner.get_or_null(p_particles);
|
|
ERR_FAIL_NULL_V(particles, RID());
|
|
ERR_FAIL_INDEX_V(p_pass, particles->draw_passes.size(), RID());
|
|
|
|
return particles->draw_passes[p_pass];
|
|
}
|
|
|
|
void ParticlesStorage::particles_add_collision(RID p_particles, RID p_particles_collision_instance) {
|
|
Particles *particles = particles_owner.get_or_null(p_particles);
|
|
ERR_FAIL_NULL(particles);
|
|
particles->collisions.insert(p_particles_collision_instance);
|
|
}
|
|
|
|
void ParticlesStorage::particles_remove_collision(RID p_particles, RID p_particles_collision_instance) {
|
|
Particles *particles = particles_owner.get_or_null(p_particles);
|
|
ERR_FAIL_NULL(particles);
|
|
particles->collisions.erase(p_particles_collision_instance);
|
|
}
|
|
|
|
void ParticlesStorage::particles_set_canvas_sdf_collision(RID p_particles, bool p_enable, const Transform2D &p_xform, const Rect2 &p_to_screen, GLuint p_texture) {
|
|
Particles *particles = particles_owner.get_or_null(p_particles);
|
|
ERR_FAIL_NULL(particles);
|
|
particles->has_sdf_collision = p_enable;
|
|
particles->sdf_collision_transform = p_xform;
|
|
particles->sdf_collision_to_screen = p_to_screen;
|
|
particles->sdf_collision_texture = p_texture;
|
|
}
|
|
|
|
// Does one step of processing particles by reading from back_process_buffer and writing to front_process_buffer.
|
|
void ParticlesStorage::_particles_process(Particles *p_particles, double p_delta) {
|
|
GLES3::TextureStorage *texture_storage = GLES3::TextureStorage::get_singleton();
|
|
GLES3::MaterialStorage *material_storage = GLES3::MaterialStorage::get_singleton();
|
|
|
|
double new_phase = Math::fmod(p_particles->phase + (p_delta / p_particles->lifetime) * p_particles->speed_scale, 1.0);
|
|
|
|
//update current frame
|
|
ParticlesFrameParams frame_params;
|
|
|
|
if (p_particles->clear) {
|
|
p_particles->cycle_number = 0;
|
|
p_particles->random_seed = Math::rand();
|
|
} else if (new_phase < p_particles->phase) {
|
|
if (p_particles->one_shot) {
|
|
p_particles->emitting = false;
|
|
}
|
|
p_particles->cycle_number++;
|
|
}
|
|
|
|
frame_params.emitting = p_particles->emitting;
|
|
frame_params.system_phase = new_phase;
|
|
frame_params.prev_system_phase = p_particles->phase;
|
|
|
|
p_particles->phase = new_phase;
|
|
|
|
frame_params.time = RSG::rasterizer->get_total_time();
|
|
frame_params.delta = p_delta * p_particles->speed_scale;
|
|
frame_params.random_seed = p_particles->random_seed;
|
|
frame_params.explosiveness = p_particles->explosiveness;
|
|
frame_params.randomness = p_particles->randomness;
|
|
|
|
if (p_particles->use_local_coords) {
|
|
GLES3::MaterialStorage::store_transform(Transform3D(), frame_params.emission_transform);
|
|
} else {
|
|
GLES3::MaterialStorage::store_transform(p_particles->emission_transform, frame_params.emission_transform);
|
|
}
|
|
|
|
frame_params.cycle = p_particles->cycle_number;
|
|
frame_params.frame = p_particles->frame_counter++;
|
|
frame_params.amount_ratio = p_particles->amount_ratio;
|
|
frame_params.pad1 = 0;
|
|
frame_params.pad2 = 0;
|
|
frame_params.interp_to_end = p_particles->interp_to_end;
|
|
frame_params.emitter_velocity[0] = p_particles->emitter_velocity.x;
|
|
frame_params.emitter_velocity[1] = p_particles->emitter_velocity.y;
|
|
frame_params.emitter_velocity[2] = p_particles->emitter_velocity.z;
|
|
|
|
{ //collision and attractors
|
|
|
|
frame_params.collider_count = 0;
|
|
frame_params.attractor_count = 0;
|
|
frame_params.particle_size = p_particles->collision_base_size;
|
|
|
|
GLuint collision_heightmap_texture = 0;
|
|
|
|
Transform3D to_particles;
|
|
if (p_particles->use_local_coords) {
|
|
to_particles = p_particles->emission_transform.affine_inverse();
|
|
}
|
|
|
|
if (p_particles->has_sdf_collision && p_particles->sdf_collision_texture != 0) {
|
|
//2D collision
|
|
|
|
Transform2D xform = p_particles->sdf_collision_transform; //will use dotproduct manually so invert beforehand
|
|
|
|
if (!p_particles->use_local_coords) {
|
|
Transform2D emission;
|
|
emission.columns[0] = Vector2(p_particles->emission_transform.basis.get_column(0).x, p_particles->emission_transform.basis.get_column(0).y);
|
|
emission.columns[1] = Vector2(p_particles->emission_transform.basis.get_column(1).x, p_particles->emission_transform.basis.get_column(1).y);
|
|
emission.set_origin(Vector2(p_particles->emission_transform.origin.x, p_particles->emission_transform.origin.y));
|
|
xform = xform * emission.affine_inverse();
|
|
}
|
|
|
|
Transform2D revert = xform.affine_inverse();
|
|
frame_params.collider_count = 1;
|
|
frame_params.colliders[0].transform[0] = xform.columns[0][0];
|
|
frame_params.colliders[0].transform[1] = xform.columns[0][1];
|
|
frame_params.colliders[0].transform[2] = 0;
|
|
frame_params.colliders[0].transform[3] = xform.columns[2][0];
|
|
|
|
frame_params.colliders[0].transform[4] = xform.columns[1][0];
|
|
frame_params.colliders[0].transform[5] = xform.columns[1][1];
|
|
frame_params.colliders[0].transform[6] = 0;
|
|
frame_params.colliders[0].transform[7] = xform.columns[2][1];
|
|
|
|
frame_params.colliders[0].transform[8] = revert.columns[0][0];
|
|
frame_params.colliders[0].transform[9] = revert.columns[0][1];
|
|
frame_params.colliders[0].transform[10] = 0;
|
|
frame_params.colliders[0].transform[11] = revert.columns[2][0];
|
|
|
|
frame_params.colliders[0].transform[12] = revert.columns[1][0];
|
|
frame_params.colliders[0].transform[13] = revert.columns[1][1];
|
|
frame_params.colliders[0].transform[14] = 0;
|
|
frame_params.colliders[0].transform[15] = revert.columns[2][1];
|
|
|
|
frame_params.colliders[0].extents[0] = p_particles->sdf_collision_to_screen.size.x;
|
|
frame_params.colliders[0].extents[1] = p_particles->sdf_collision_to_screen.size.y;
|
|
frame_params.colliders[0].extents[2] = p_particles->sdf_collision_to_screen.position.x;
|
|
frame_params.colliders[0].scale = p_particles->sdf_collision_to_screen.position.y;
|
|
frame_params.colliders[0].type = ParticlesFrameParams::COLLISION_TYPE_2D_SDF;
|
|
|
|
collision_heightmap_texture = p_particles->sdf_collision_texture;
|
|
}
|
|
|
|
for (const RID &E : p_particles->collisions) {
|
|
ParticlesCollisionInstance *pci = particles_collision_instance_owner.get_or_null(E);
|
|
if (!pci || !pci->active) {
|
|
continue;
|
|
}
|
|
ParticlesCollision *pc = particles_collision_owner.get_or_null(pci->collision);
|
|
ERR_CONTINUE(!pc);
|
|
|
|
Transform3D to_collider = pci->transform;
|
|
if (p_particles->use_local_coords) {
|
|
to_collider = to_particles * to_collider;
|
|
}
|
|
Vector3 scale = to_collider.basis.get_scale();
|
|
to_collider.basis.orthonormalize();
|
|
|
|
if (pc->type <= RS::PARTICLES_COLLISION_TYPE_VECTOR_FIELD_ATTRACT) {
|
|
//attractor
|
|
if (frame_params.attractor_count >= ParticlesFrameParams::MAX_ATTRACTORS) {
|
|
continue;
|
|
}
|
|
|
|
ParticlesFrameParams::Attractor &attr = frame_params.attractors[frame_params.attractor_count];
|
|
|
|
GLES3::MaterialStorage::store_transform(to_collider, attr.transform);
|
|
attr.strength = pc->attractor_strength;
|
|
attr.attenuation = pc->attractor_attenuation;
|
|
attr.directionality = pc->attractor_directionality;
|
|
|
|
switch (pc->type) {
|
|
case RS::PARTICLES_COLLISION_TYPE_SPHERE_ATTRACT: {
|
|
attr.type = ParticlesFrameParams::ATTRACTOR_TYPE_SPHERE;
|
|
float radius = pc->radius;
|
|
radius *= (scale.x + scale.y + scale.z) / 3.0;
|
|
attr.extents[0] = radius;
|
|
attr.extents[1] = radius;
|
|
attr.extents[2] = radius;
|
|
} break;
|
|
case RS::PARTICLES_COLLISION_TYPE_BOX_ATTRACT: {
|
|
attr.type = ParticlesFrameParams::ATTRACTOR_TYPE_BOX;
|
|
Vector3 extents = pc->extents * scale;
|
|
attr.extents[0] = extents.x;
|
|
attr.extents[1] = extents.y;
|
|
attr.extents[2] = extents.z;
|
|
} break;
|
|
case RS::PARTICLES_COLLISION_TYPE_VECTOR_FIELD_ATTRACT: {
|
|
WARN_PRINT_ONCE_ED("Vector field particle attractors are not available in the GL Compatibility rendering backend.");
|
|
} break;
|
|
default: {
|
|
}
|
|
}
|
|
|
|
frame_params.attractor_count++;
|
|
} else {
|
|
//collider
|
|
if (frame_params.collider_count >= ParticlesFrameParams::MAX_COLLIDERS) {
|
|
continue;
|
|
}
|
|
|
|
ParticlesFrameParams::Collider &col = frame_params.colliders[frame_params.collider_count];
|
|
|
|
GLES3::MaterialStorage::store_transform(to_collider, col.transform);
|
|
switch (pc->type) {
|
|
case RS::PARTICLES_COLLISION_TYPE_SPHERE_COLLIDE: {
|
|
col.type = ParticlesFrameParams::COLLISION_TYPE_SPHERE;
|
|
float radius = pc->radius;
|
|
radius *= (scale.x + scale.y + scale.z) / 3.0;
|
|
col.extents[0] = radius;
|
|
col.extents[1] = radius;
|
|
col.extents[2] = radius;
|
|
} break;
|
|
case RS::PARTICLES_COLLISION_TYPE_BOX_COLLIDE: {
|
|
col.type = ParticlesFrameParams::COLLISION_TYPE_BOX;
|
|
Vector3 extents = pc->extents * scale;
|
|
col.extents[0] = extents.x;
|
|
col.extents[1] = extents.y;
|
|
col.extents[2] = extents.z;
|
|
} break;
|
|
case RS::PARTICLES_COLLISION_TYPE_SDF_COLLIDE: {
|
|
WARN_PRINT_ONCE_ED("SDF Particle Colliders are not available in the GL Compatibility rendering backend.");
|
|
} break;
|
|
case RS::PARTICLES_COLLISION_TYPE_HEIGHTFIELD_COLLIDE: {
|
|
if (collision_heightmap_texture != 0) { //already taken
|
|
continue;
|
|
}
|
|
|
|
col.type = ParticlesFrameParams::COLLISION_TYPE_HEIGHT_FIELD;
|
|
Vector3 extents = pc->extents * scale;
|
|
col.extents[0] = extents.x;
|
|
col.extents[1] = extents.y;
|
|
col.extents[2] = extents.z;
|
|
collision_heightmap_texture = pc->heightfield_texture;
|
|
} break;
|
|
default: {
|
|
}
|
|
}
|
|
|
|
frame_params.collider_count++;
|
|
}
|
|
}
|
|
|
|
// Bind heightmap or SDF texture.
|
|
GLuint heightmap = collision_heightmap_texture;
|
|
if (heightmap == 0) {
|
|
GLES3::Texture *tex = texture_storage->get_texture(texture_storage->texture_gl_get_default(GLES3::DEFAULT_GL_TEXTURE_BLACK));
|
|
heightmap = tex->tex_id;
|
|
}
|
|
glActiveTexture(GL_TEXTURE0);
|
|
glBindTexture(GL_TEXTURE_2D, heightmap);
|
|
}
|
|
|
|
if (p_particles->frame_params_ubo == 0) {
|
|
glGenBuffers(1, &p_particles->frame_params_ubo);
|
|
glBindBufferBase(GL_UNIFORM_BUFFER, PARTICLES_FRAME_UNIFORM_LOCATION, p_particles->frame_params_ubo);
|
|
GLES3::Utilities::get_singleton()->buffer_allocate_data(GL_UNIFORM_BUFFER, p_particles->frame_params_ubo, sizeof(ParticlesFrameParams), &frame_params, GL_STREAM_DRAW, "Particle Frame UBO");
|
|
} else {
|
|
// Update per-frame UBO.
|
|
glBindBufferBase(GL_UNIFORM_BUFFER, PARTICLES_FRAME_UNIFORM_LOCATION, p_particles->frame_params_ubo);
|
|
glBufferData(GL_UNIFORM_BUFFER, sizeof(ParticlesFrameParams), &frame_params, GL_STREAM_DRAW);
|
|
}
|
|
|
|
// Get shader and set shader uniforms;
|
|
ParticleProcessMaterialData *m = static_cast<ParticleProcessMaterialData *>(material_storage->material_get_data(p_particles->process_material, RS::SHADER_PARTICLES));
|
|
if (!m) {
|
|
m = static_cast<ParticleProcessMaterialData *>(material_storage->material_get_data(particles_shader.default_material, RS::SHADER_PARTICLES));
|
|
}
|
|
|
|
ERR_FAIL_NULL(m);
|
|
|
|
ParticlesShaderGLES3::ShaderVariant variant = ParticlesShaderGLES3::MODE_DEFAULT;
|
|
|
|
uint32_t specialization = 0;
|
|
for (uint32_t i = 0; i < PARTICLES_MAX_USERDATAS; i++) {
|
|
if (m->shader_data->userdatas_used[i]) {
|
|
specialization |= ParticlesShaderGLES3::USERDATA1_USED << i;
|
|
}
|
|
}
|
|
|
|
if (p_particles->mode == RS::ParticlesMode::PARTICLES_MODE_3D) {
|
|
specialization |= ParticlesShaderGLES3::MODE_3D;
|
|
}
|
|
|
|
RID version = particles_shader.default_shader_version;
|
|
if (m->shader_data->version.is_valid() && m->shader_data->valid) {
|
|
// Bind material uniform buffer and textures.
|
|
m->bind_uniforms();
|
|
version = m->shader_data->version;
|
|
}
|
|
|
|
bool success = material_storage->shaders.particles_process_shader.version_bind_shader(version, variant, specialization);
|
|
if (!success) {
|
|
return;
|
|
}
|
|
|
|
material_storage->shaders.particles_process_shader.version_set_uniform(ParticlesShaderGLES3::LIFETIME, p_particles->lifetime, version, variant, specialization);
|
|
material_storage->shaders.particles_process_shader.version_set_uniform(ParticlesShaderGLES3::CLEAR, p_particles->clear, version, variant, specialization);
|
|
material_storage->shaders.particles_process_shader.version_set_uniform(ParticlesShaderGLES3::TOTAL_PARTICLES, uint32_t(p_particles->amount), version, variant, specialization);
|
|
material_storage->shaders.particles_process_shader.version_set_uniform(ParticlesShaderGLES3::USE_FRACTIONAL_DELTA, p_particles->fractional_delta, version, variant, specialization);
|
|
|
|
p_particles->clear = false;
|
|
|
|
p_particles->has_collision_cache = m->shader_data->uses_collision;
|
|
|
|
glBindVertexArray(p_particles->back_vertex_array);
|
|
|
|
glBindBufferBase(GL_TRANSFORM_FEEDBACK_BUFFER, 0, p_particles->front_process_buffer);
|
|
|
|
glBeginTransformFeedback(GL_POINTS);
|
|
glDrawArrays(GL_POINTS, 0, p_particles->amount);
|
|
glEndTransformFeedback();
|
|
|
|
glBindBufferBase(GL_TRANSFORM_FEEDBACK_BUFFER, 0, 0);
|
|
glBindVertexArray(0);
|
|
|
|
SWAP(p_particles->front_process_buffer, p_particles->back_process_buffer);
|
|
SWAP(p_particles->front_vertex_array, p_particles->back_vertex_array);
|
|
}
|
|
|
|
void ParticlesStorage::particles_set_view_axis(RID p_particles, const Vector3 &p_axis, const Vector3 &p_up_axis) {
|
|
Particles *particles = particles_owner.get_or_null(p_particles);
|
|
ERR_FAIL_NULL(particles);
|
|
|
|
if (particles->draw_order != RS::PARTICLES_DRAW_ORDER_VIEW_DEPTH && particles->transform_align != RS::PARTICLES_TRANSFORM_ALIGN_Z_BILLBOARD && particles->transform_align != RS::PARTICLES_TRANSFORM_ALIGN_Z_BILLBOARD_Y_TO_VELOCITY) {
|
|
return;
|
|
}
|
|
|
|
if (particles->front_process_buffer == 0) {
|
|
return; //particles have not processed yet
|
|
}
|
|
|
|
Vector3 axis = -p_axis; // cameras look to z negative
|
|
|
|
if (particles->use_local_coords) {
|
|
axis = particles->emission_transform.basis.xform_inv(axis).normalized();
|
|
}
|
|
|
|
// Sort will be done on CPU since we don't have compute shaders.
|
|
// If the sort_buffer has valid data
|
|
// Use a buffer that is 2 frames out of date to avoid stalls.
|
|
if (particles->draw_order == RS::PARTICLES_DRAW_ORDER_VIEW_DEPTH && particles->sort_buffer_filled) {
|
|
glBindBuffer(GL_ARRAY_BUFFER, particles->sort_buffer);
|
|
|
|
ParticleInstanceData3D *particle_array;
|
|
#ifndef __EMSCRIPTEN__
|
|
particle_array = static_cast<ParticleInstanceData3D *>(glMapBufferRange(GL_ARRAY_BUFFER, 0, particles->amount * sizeof(ParticleInstanceData3D), GL_MAP_READ_BIT | GL_MAP_WRITE_BIT));
|
|
ERR_FAIL_NULL(particle_array);
|
|
#else
|
|
LocalVector<ParticleInstanceData3D> particle_vector;
|
|
particle_vector.resize(particles->amount);
|
|
particle_array = particle_vector.ptr();
|
|
godot_webgl2_glGetBufferSubData(GL_ARRAY_BUFFER, 0, particles->amount * sizeof(ParticleInstanceData3D), particle_array);
|
|
#endif
|
|
SortArray<ParticleInstanceData3D, ParticlesViewSort> sorter;
|
|
sorter.compare.z_dir = axis;
|
|
sorter.sort(particle_array, particles->amount);
|
|
|
|
#ifndef __EMSCRIPTEN__
|
|
glUnmapBuffer(GL_ARRAY_BUFFER);
|
|
#else
|
|
glBufferSubData(GL_ARRAY_BUFFER, 0, particles->amount * sizeof(ParticleInstanceData3D), particle_vector.ptr());
|
|
#endif
|
|
}
|
|
|
|
glEnable(GL_RASTERIZER_DISCARD);
|
|
glBindFramebuffer(GL_FRAMEBUFFER, GLES3::TextureStorage::system_fbo);
|
|
_particles_update_instance_buffer(particles, axis, p_up_axis);
|
|
glDisable(GL_RASTERIZER_DISCARD);
|
|
}
|
|
|
|
void ParticlesStorage::_particles_update_buffers(Particles *particles) {
|
|
GLES3::MaterialStorage *material_storage = GLES3::MaterialStorage::get_singleton();
|
|
uint32_t userdata_count = 0;
|
|
|
|
if (particles->process_material.is_valid()) {
|
|
GLES3::ParticleProcessMaterialData *material_data = static_cast<GLES3::ParticleProcessMaterialData *>(material_storage->material_get_data(particles->process_material, RS::SHADER_PARTICLES));
|
|
if (material_data && material_data->shader_data->version.is_valid() && material_data->shader_data->valid) {
|
|
userdata_count = material_data->shader_data->userdata_count;
|
|
}
|
|
}
|
|
|
|
if (userdata_count != particles->userdata_count) {
|
|
// Mismatch userdata, re-create buffers.
|
|
_particles_free_data(particles);
|
|
}
|
|
|
|
if (particles->amount > 0 && particles->front_process_buffer == 0) {
|
|
int total_amount = particles->amount;
|
|
|
|
particles->userdata_count = userdata_count;
|
|
|
|
uint32_t xform_size = particles->mode == RS::PARTICLES_MODE_2D ? 2 : 3;
|
|
particles->instance_buffer_stride_cache = sizeof(float) * 4 * (xform_size + 1);
|
|
particles->instance_buffer_size_cache = particles->instance_buffer_stride_cache * total_amount;
|
|
particles->num_attrib_arrays_cache = 5 + userdata_count + (xform_size - 2);
|
|
particles->process_buffer_stride_cache = sizeof(float) * 4 * particles->num_attrib_arrays_cache;
|
|
|
|
PackedByteArray data;
|
|
data.resize_zeroed(particles->process_buffer_stride_cache * total_amount);
|
|
|
|
PackedByteArray instance_data;
|
|
instance_data.resize_zeroed(particles->instance_buffer_size_cache);
|
|
|
|
{
|
|
glGenVertexArrays(1, &particles->front_vertex_array);
|
|
glBindVertexArray(particles->front_vertex_array);
|
|
glGenBuffers(1, &particles->front_process_buffer);
|
|
glGenBuffers(1, &particles->front_instance_buffer);
|
|
|
|
glBindBuffer(GL_ARRAY_BUFFER, particles->front_process_buffer);
|
|
GLES3::Utilities::get_singleton()->buffer_allocate_data(GL_ARRAY_BUFFER, particles->front_process_buffer, particles->process_buffer_stride_cache * total_amount, data.ptr(), GL_DYNAMIC_COPY, "Particles front process buffer");
|
|
|
|
for (uint32_t j = 0; j < particles->num_attrib_arrays_cache; j++) {
|
|
glEnableVertexAttribArray(j);
|
|
glVertexAttribPointer(j, 4, GL_FLOAT, GL_FALSE, particles->process_buffer_stride_cache, CAST_INT_TO_UCHAR_PTR(sizeof(float) * 4 * j));
|
|
}
|
|
glBindVertexArray(0);
|
|
|
|
glBindBuffer(GL_ARRAY_BUFFER, particles->front_instance_buffer);
|
|
GLES3::Utilities::get_singleton()->buffer_allocate_data(GL_ARRAY_BUFFER, particles->front_instance_buffer, particles->instance_buffer_size_cache, instance_data.ptr(), GL_DYNAMIC_COPY, "Particles front instance buffer");
|
|
}
|
|
|
|
{
|
|
glGenVertexArrays(1, &particles->back_vertex_array);
|
|
glBindVertexArray(particles->back_vertex_array);
|
|
glGenBuffers(1, &particles->back_process_buffer);
|
|
glGenBuffers(1, &particles->back_instance_buffer);
|
|
|
|
glBindBuffer(GL_ARRAY_BUFFER, particles->back_process_buffer);
|
|
GLES3::Utilities::get_singleton()->buffer_allocate_data(GL_ARRAY_BUFFER, particles->back_process_buffer, particles->process_buffer_stride_cache * total_amount, data.ptr(), GL_DYNAMIC_COPY, "Particles back process buffer");
|
|
|
|
for (uint32_t j = 0; j < particles->num_attrib_arrays_cache; j++) {
|
|
glEnableVertexAttribArray(j);
|
|
glVertexAttribPointer(j, 4, GL_FLOAT, GL_FALSE, particles->process_buffer_stride_cache, CAST_INT_TO_UCHAR_PTR(sizeof(float) * 4 * j));
|
|
}
|
|
glBindVertexArray(0);
|
|
|
|
glBindBuffer(GL_ARRAY_BUFFER, particles->back_instance_buffer);
|
|
GLES3::Utilities::get_singleton()->buffer_allocate_data(GL_ARRAY_BUFFER, particles->back_instance_buffer, particles->instance_buffer_size_cache, instance_data.ptr(), GL_DYNAMIC_COPY, "Particles back instance buffer");
|
|
}
|
|
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
|
}
|
|
}
|
|
|
|
void ParticlesStorage::_particles_allocate_history_buffers(Particles *particles) {
|
|
if (particles->sort_buffer == 0) {
|
|
glGenBuffers(1, &particles->last_frame_buffer);
|
|
glBindBuffer(GL_ARRAY_BUFFER, particles->last_frame_buffer);
|
|
GLES3::Utilities::get_singleton()->buffer_allocate_data(GL_ARRAY_BUFFER, particles->last_frame_buffer, particles->instance_buffer_size_cache, nullptr, GL_DYNAMIC_READ, "Particles last frame buffer");
|
|
|
|
glGenBuffers(1, &particles->sort_buffer);
|
|
glBindBuffer(GL_ARRAY_BUFFER, particles->sort_buffer);
|
|
GLES3::Utilities::get_singleton()->buffer_allocate_data(GL_ARRAY_BUFFER, particles->sort_buffer, particles->instance_buffer_size_cache, nullptr, GL_DYNAMIC_READ, "Particles sort buffer");
|
|
|
|
particles->sort_buffer_filled = false;
|
|
particles->last_frame_buffer_filled = false;
|
|
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
|
}
|
|
}
|
|
void ParticlesStorage::_particles_update_instance_buffer(Particles *particles, const Vector3 &p_axis, const Vector3 &p_up_axis) {
|
|
ParticlesCopyShaderGLES3::ShaderVariant variant = ParticlesCopyShaderGLES3::MODE_DEFAULT;
|
|
|
|
uint64_t specialization = 0;
|
|
if (particles->mode == RS::ParticlesMode::PARTICLES_MODE_3D) {
|
|
specialization |= ParticlesCopyShaderGLES3::MODE_3D;
|
|
}
|
|
|
|
bool success = particles_shader.copy_shader.version_bind_shader(particles_shader.copy_shader_version, variant, specialization);
|
|
if (!success) {
|
|
return;
|
|
}
|
|
|
|
// Affect 2D only.
|
|
if (particles->use_local_coords) {
|
|
// In local mode, particle positions are calculated locally (relative to the node position)
|
|
// and they're also drawn locally.
|
|
// It works as expected, so we just pass an identity transform.
|
|
particles_shader.copy_shader.version_set_uniform(ParticlesCopyShaderGLES3::INV_EMISSION_TRANSFORM, Transform3D(), particles_shader.copy_shader_version, variant, specialization);
|
|
} else {
|
|
// In global mode, particle positions are calculated globally (relative to the canvas origin)
|
|
// but they're drawn locally.
|
|
// So, we need to pass the inverse of the emission transform to bring the
|
|
// particles to local coordinates before drawing.
|
|
Transform3D inv = particles->emission_transform.affine_inverse();
|
|
particles_shader.copy_shader.version_set_uniform(ParticlesCopyShaderGLES3::INV_EMISSION_TRANSFORM, inv, particles_shader.copy_shader_version, variant, specialization);
|
|
}
|
|
|
|
particles_shader.copy_shader.version_set_uniform(ParticlesCopyShaderGLES3::FRAME_REMAINDER, particles->interpolate ? particles->frame_remainder : 0.0, particles_shader.copy_shader_version, variant, specialization);
|
|
particles_shader.copy_shader.version_set_uniform(ParticlesCopyShaderGLES3::ALIGN_MODE, uint32_t(particles->transform_align), particles_shader.copy_shader_version, variant, specialization);
|
|
particles_shader.copy_shader.version_set_uniform(ParticlesCopyShaderGLES3::ALIGN_UP, p_up_axis, particles_shader.copy_shader_version, variant, specialization);
|
|
particles_shader.copy_shader.version_set_uniform(ParticlesCopyShaderGLES3::SORT_DIRECTION, p_axis, particles_shader.copy_shader_version, variant, specialization);
|
|
|
|
glBindVertexArray(particles->back_vertex_array);
|
|
glBindBufferRange(GL_TRANSFORM_FEEDBACK_BUFFER, 0, particles->front_instance_buffer, 0, particles->instance_buffer_size_cache);
|
|
glBeginTransformFeedback(GL_POINTS);
|
|
|
|
if (particles->draw_order == RS::PARTICLES_DRAW_ORDER_LIFETIME) {
|
|
uint32_t lifetime_split = (MIN(int(particles->amount * particles->phase), particles->amount - 1) + 1) % particles->amount;
|
|
uint32_t stride = particles->process_buffer_stride_cache;
|
|
|
|
glBindBuffer(GL_ARRAY_BUFFER, particles->back_process_buffer);
|
|
|
|
// Offset VBO so you render starting at the newest particle.
|
|
if (particles->amount - lifetime_split > 0) {
|
|
glEnableVertexAttribArray(0); // Color.
|
|
glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(stride * lifetime_split + sizeof(float) * 4 * 0));
|
|
glEnableVertexAttribArray(1); // .xyz: velocity. .z: flags.
|
|
glVertexAttribPointer(1, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(stride * lifetime_split + sizeof(float) * 4 * 1));
|
|
glEnableVertexAttribArray(2); // Custom.
|
|
glVertexAttribPointer(2, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(stride * lifetime_split + sizeof(float) * 4 * 2));
|
|
glEnableVertexAttribArray(3); // Xform1.
|
|
glVertexAttribPointer(3, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(stride * lifetime_split + sizeof(float) * 4 * 3));
|
|
glEnableVertexAttribArray(4); // Xform2.
|
|
glVertexAttribPointer(4, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(stride * lifetime_split + sizeof(float) * 4 * 4));
|
|
if (particles->mode == RS::PARTICLES_MODE_3D) {
|
|
glEnableVertexAttribArray(5); // Xform3.
|
|
glVertexAttribPointer(5, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(stride * lifetime_split + sizeof(float) * 4 * 5));
|
|
}
|
|
|
|
uint32_t to_draw = particles->amount - lifetime_split;
|
|
glDrawArrays(GL_POINTS, 0, to_draw);
|
|
}
|
|
|
|
// Then render from index 0 up intil the newest particle.
|
|
if (lifetime_split > 0) {
|
|
glEndTransformFeedback();
|
|
// Now output to the second portion of the instance buffer.
|
|
glBindBufferRange(GL_TRANSFORM_FEEDBACK_BUFFER, 0, particles->front_instance_buffer, particles->instance_buffer_stride_cache * (particles->amount - lifetime_split), particles->instance_buffer_stride_cache * (lifetime_split));
|
|
glBeginTransformFeedback(GL_POINTS);
|
|
// Reset back to normal.
|
|
for (uint32_t j = 0; j < particles->num_attrib_arrays_cache; j++) {
|
|
glEnableVertexAttribArray(j);
|
|
glVertexAttribPointer(j, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(sizeof(float) * 4 * j));
|
|
}
|
|
|
|
glDrawArrays(GL_POINTS, 0, lifetime_split);
|
|
}
|
|
} else {
|
|
glDrawArrays(GL_POINTS, 0, particles->amount);
|
|
}
|
|
|
|
glEndTransformFeedback();
|
|
glBindBufferRange(GL_TRANSFORM_FEEDBACK_BUFFER, 0, 0, 0, 0);
|
|
glBindVertexArray(0);
|
|
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
|
}
|
|
|
|
void ParticlesStorage::update_particles() {
|
|
if (!particle_update_list.first()) {
|
|
// Return early to avoid unnecessary state changes.
|
|
return;
|
|
}
|
|
|
|
RENDER_TIMESTAMP("Update GPUParticles");
|
|
glEnable(GL_RASTERIZER_DISCARD);
|
|
glBindFramebuffer(GL_FRAMEBUFFER, GLES3::TextureStorage::system_fbo);
|
|
|
|
GLuint global_buffer = GLES3::MaterialStorage::get_singleton()->global_shader_parameters_get_uniform_buffer();
|
|
|
|
glBindBufferBase(GL_UNIFORM_BUFFER, PARTICLES_GLOBALS_UNIFORM_LOCATION, global_buffer);
|
|
glBindBuffer(GL_UNIFORM_BUFFER, 0);
|
|
|
|
while (particle_update_list.first()) {
|
|
// Use transform feedback to process particles.
|
|
|
|
Particles *particles = particle_update_list.first()->self();
|
|
|
|
particles->update_list.remove_from_list();
|
|
particles->dirty = false;
|
|
|
|
_particles_update_buffers(particles);
|
|
|
|
if (particles->restart_request) {
|
|
particles->prev_ticks = 0;
|
|
particles->phase = 0;
|
|
particles->prev_phase = 0;
|
|
particles->clear = true;
|
|
particles->restart_request = false;
|
|
}
|
|
|
|
if (particles->inactive && !particles->emitting) {
|
|
//go next
|
|
continue;
|
|
}
|
|
|
|
if (particles->emitting) {
|
|
if (particles->inactive) {
|
|
//restart system from scratch
|
|
particles->prev_ticks = 0;
|
|
particles->phase = 0;
|
|
particles->prev_phase = 0;
|
|
particles->clear = true;
|
|
}
|
|
particles->inactive = false;
|
|
particles->inactive_time = 0;
|
|
} else {
|
|
particles->inactive_time += particles->speed_scale * RSG::rasterizer->get_frame_delta_time();
|
|
if (particles->inactive_time > particles->lifetime * 1.2) {
|
|
particles->inactive = true;
|
|
continue;
|
|
}
|
|
}
|
|
|
|
// Copy the instance buffer that was last used into the last_frame buffer.
|
|
// sort_buffer should now be 2 frames out of date.
|
|
if (particles->draw_order == RS::PARTICLES_DRAW_ORDER_VIEW_DEPTH || particles->draw_order == RS::PARTICLES_DRAW_ORDER_REVERSE_LIFETIME) {
|
|
_particles_allocate_history_buffers(particles);
|
|
SWAP(particles->last_frame_buffer, particles->sort_buffer);
|
|
|
|
glBindBuffer(GL_COPY_READ_BUFFER, particles->back_instance_buffer);
|
|
glBindBuffer(GL_COPY_WRITE_BUFFER, particles->last_frame_buffer);
|
|
glCopyBufferSubData(GL_COPY_READ_BUFFER, GL_COPY_WRITE_BUFFER, 0, 0, particles->instance_buffer_size_cache);
|
|
|
|
// Last frame's last_frame turned into this frame's sort buffer.
|
|
particles->sort_buffer_filled = particles->last_frame_buffer_filled;
|
|
particles->sort_buffer_phase = particles->last_frame_phase;
|
|
particles->last_frame_buffer_filled = true;
|
|
particles->last_frame_phase = particles->phase;
|
|
glBindBuffer(GL_COPY_READ_BUFFER, 0);
|
|
glBindBuffer(GL_COPY_WRITE_BUFFER, 0);
|
|
}
|
|
|
|
int fixed_fps = 0;
|
|
if (particles->fixed_fps > 0) {
|
|
fixed_fps = particles->fixed_fps;
|
|
}
|
|
|
|
bool zero_time_scale = Engine::get_singleton()->get_time_scale() <= 0.0;
|
|
|
|
if (particles->clear && particles->pre_process_time > 0.0) {
|
|
double frame_time;
|
|
if (fixed_fps > 0) {
|
|
frame_time = 1.0 / fixed_fps;
|
|
} else {
|
|
frame_time = 1.0 / 30.0;
|
|
}
|
|
|
|
double todo = particles->pre_process_time;
|
|
|
|
while (todo >= 0) {
|
|
_particles_process(particles, frame_time);
|
|
todo -= frame_time;
|
|
}
|
|
}
|
|
|
|
if (fixed_fps > 0) {
|
|
double frame_time;
|
|
double decr;
|
|
if (zero_time_scale) {
|
|
frame_time = 0.0;
|
|
decr = 1.0 / fixed_fps;
|
|
} else {
|
|
frame_time = 1.0 / fixed_fps;
|
|
decr = frame_time;
|
|
}
|
|
double delta = RSG::rasterizer->get_frame_delta_time();
|
|
if (delta > 0.1) { //avoid recursive stalls if fps goes below 10
|
|
delta = 0.1;
|
|
} else if (delta <= 0.0) { //unlikely but..
|
|
delta = 0.001;
|
|
}
|
|
double todo = particles->frame_remainder + delta;
|
|
|
|
while (todo >= frame_time) {
|
|
_particles_process(particles, frame_time);
|
|
todo -= decr;
|
|
}
|
|
|
|
particles->frame_remainder = todo;
|
|
|
|
} else {
|
|
if (zero_time_scale) {
|
|
_particles_process(particles, 0.0);
|
|
} else {
|
|
_particles_process(particles, RSG::rasterizer->get_frame_delta_time());
|
|
}
|
|
}
|
|
|
|
// Copy particles to instance buffer and pack Color/Custom.
|
|
// We don't have camera information here, so don't copy here if we need camera information for view depth or align mode.
|
|
if (particles->draw_order != RS::PARTICLES_DRAW_ORDER_VIEW_DEPTH && particles->transform_align != RS::PARTICLES_TRANSFORM_ALIGN_Z_BILLBOARD && particles->transform_align != RS::PARTICLES_TRANSFORM_ALIGN_Z_BILLBOARD_Y_TO_VELOCITY) {
|
|
_particles_update_instance_buffer(particles, Vector3(0.0, 0.0, 0.0), Vector3(0.0, 0.0, 0.0));
|
|
|
|
if (particles->draw_order == RS::PARTICLES_DRAW_ORDER_REVERSE_LIFETIME && particles->sort_buffer_filled) {
|
|
if (particles->mode == RS::ParticlesMode::PARTICLES_MODE_2D) {
|
|
_particles_reverse_lifetime_sort<ParticleInstanceData2D>(particles);
|
|
} else {
|
|
_particles_reverse_lifetime_sort<ParticleInstanceData3D>(particles);
|
|
}
|
|
}
|
|
}
|
|
|
|
SWAP(particles->front_instance_buffer, particles->back_instance_buffer);
|
|
|
|
// At the end of update, the back_buffer contains the most up-to-date-information to read from.
|
|
|
|
particles->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_AABB);
|
|
}
|
|
|
|
glDisable(GL_RASTERIZER_DISCARD);
|
|
}
|
|
|
|
template <typename ParticleInstanceData>
|
|
void ParticlesStorage::_particles_reverse_lifetime_sort(Particles *particles) {
|
|
glBindBuffer(GL_ARRAY_BUFFER, particles->sort_buffer);
|
|
|
|
ParticleInstanceData *particle_array;
|
|
uint32_t buffer_size = particles->amount * sizeof(ParticleInstanceData);
|
|
#ifndef __EMSCRIPTEN__
|
|
particle_array = static_cast<ParticleInstanceData *>(glMapBufferRange(GL_ARRAY_BUFFER, 0, buffer_size, GL_MAP_READ_BIT | GL_MAP_WRITE_BIT));
|
|
|
|
ERR_FAIL_NULL(particle_array);
|
|
#else
|
|
LocalVector<ParticleInstanceData> particle_vector;
|
|
particle_vector.resize(particles->amount);
|
|
particle_array = particle_vector.ptr();
|
|
godot_webgl2_glGetBufferSubData(GL_ARRAY_BUFFER, 0, buffer_size, particle_array);
|
|
#endif
|
|
|
|
uint32_t lifetime_split = (MIN(int(particles->amount * particles->sort_buffer_phase), particles->amount - 1) + 1) % particles->amount;
|
|
for (uint32_t i = 0; i < lifetime_split / 2; i++) {
|
|
SWAP(particle_array[i], particle_array[lifetime_split - i - 1]);
|
|
}
|
|
|
|
for (uint32_t i = 0; i < (particles->amount - lifetime_split) / 2; i++) {
|
|
SWAP(particle_array[lifetime_split + i], particle_array[particles->amount - 1 - i]);
|
|
}
|
|
|
|
#ifndef __EMSCRIPTEN__
|
|
glUnmapBuffer(GL_ARRAY_BUFFER);
|
|
#else
|
|
glBufferSubData(GL_ARRAY_BUFFER, 0, buffer_size, particle_vector.ptr());
|
|
#endif
|
|
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
|
}
|
|
|
|
Dependency *ParticlesStorage::particles_get_dependency(RID p_particles) const {
|
|
Particles *particles = particles_owner.get_or_null(p_particles);
|
|
ERR_FAIL_NULL_V(particles, nullptr);
|
|
|
|
return &particles->dependency;
|
|
}
|
|
|
|
bool ParticlesStorage::particles_is_inactive(RID p_particles) const {
|
|
const Particles *particles = particles_owner.get_or_null(p_particles);
|
|
ERR_FAIL_NULL_V(particles, false);
|
|
return !particles->emitting && particles->inactive;
|
|
}
|
|
|
|
/* PARTICLES COLLISION API */
|
|
|
|
RID ParticlesStorage::particles_collision_allocate() {
|
|
return particles_collision_owner.allocate_rid();
|
|
}
|
|
void ParticlesStorage::particles_collision_initialize(RID p_rid) {
|
|
particles_collision_owner.initialize_rid(p_rid, ParticlesCollision());
|
|
}
|
|
|
|
void ParticlesStorage::particles_collision_free(RID p_rid) {
|
|
ParticlesCollision *particles_collision = particles_collision_owner.get_or_null(p_rid);
|
|
|
|
if (particles_collision->heightfield_texture != 0) {
|
|
GLES3::Utilities::get_singleton()->texture_free_data(particles_collision->heightfield_texture);
|
|
particles_collision->heightfield_texture = 0;
|
|
glDeleteFramebuffers(1, &particles_collision->heightfield_fb);
|
|
particles_collision->heightfield_fb = 0;
|
|
}
|
|
particles_collision->dependency.deleted_notify(p_rid);
|
|
particles_collision_owner.free(p_rid);
|
|
}
|
|
|
|
GLuint ParticlesStorage::particles_collision_get_heightfield_framebuffer(RID p_particles_collision) const {
|
|
ParticlesCollision *particles_collision = particles_collision_owner.get_or_null(p_particles_collision);
|
|
ERR_FAIL_NULL_V(particles_collision, 0);
|
|
ERR_FAIL_COND_V(particles_collision->type != RS::PARTICLES_COLLISION_TYPE_HEIGHTFIELD_COLLIDE, 0);
|
|
|
|
if (particles_collision->heightfield_texture == 0) {
|
|
//create
|
|
const int resolutions[RS::PARTICLES_COLLISION_HEIGHTFIELD_RESOLUTION_MAX] = { 256, 512, 1024, 2048, 4096, 8192 };
|
|
Size2i size;
|
|
if (particles_collision->extents.x > particles_collision->extents.z) {
|
|
size.x = resolutions[particles_collision->heightfield_resolution];
|
|
size.y = int32_t(particles_collision->extents.z / particles_collision->extents.x * size.x);
|
|
} else {
|
|
size.y = resolutions[particles_collision->heightfield_resolution];
|
|
size.x = int32_t(particles_collision->extents.x / particles_collision->extents.z * size.y);
|
|
}
|
|
|
|
glGenTextures(1, &particles_collision->heightfield_texture);
|
|
glActiveTexture(GL_TEXTURE0);
|
|
glBindTexture(GL_TEXTURE_2D, particles_collision->heightfield_texture);
|
|
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT32F, size.x, size.y, 0, GL_DEPTH_COMPONENT, GL_FLOAT, nullptr);
|
|
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 1);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
|
|
|
glGenFramebuffers(1, &particles_collision->heightfield_fb);
|
|
glBindFramebuffer(GL_FRAMEBUFFER, particles_collision->heightfield_fb);
|
|
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, particles_collision->heightfield_texture, 0);
|
|
#ifdef DEBUG_ENABLED
|
|
GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
|
|
if (status != GL_FRAMEBUFFER_COMPLETE) {
|
|
WARN_PRINT("Could create heightmap texture status: " + GLES3::TextureStorage::get_singleton()->get_framebuffer_error(status));
|
|
}
|
|
#endif
|
|
GLES3::Utilities::get_singleton()->texture_allocated_data(particles_collision->heightfield_texture, size.x * size.y * 4, "Particles collision heightfield texture");
|
|
|
|
particles_collision->heightfield_fb_size = size;
|
|
|
|
glBindTexture(GL_TEXTURE_2D, 0);
|
|
glBindFramebuffer(GL_FRAMEBUFFER, GLES3::TextureStorage::system_fbo);
|
|
}
|
|
|
|
return particles_collision->heightfield_fb;
|
|
}
|
|
|
|
void ParticlesStorage::particles_collision_set_collision_type(RID p_particles_collision, RS::ParticlesCollisionType p_type) {
|
|
ParticlesCollision *particles_collision = particles_collision_owner.get_or_null(p_particles_collision);
|
|
ERR_FAIL_NULL(particles_collision);
|
|
|
|
if (p_type == particles_collision->type) {
|
|
return;
|
|
}
|
|
|
|
if (particles_collision->heightfield_texture != 0) {
|
|
GLES3::Utilities::get_singleton()->texture_free_data(particles_collision->heightfield_texture);
|
|
particles_collision->heightfield_texture = 0;
|
|
glDeleteFramebuffers(1, &particles_collision->heightfield_fb);
|
|
particles_collision->heightfield_fb = 0;
|
|
}
|
|
|
|
particles_collision->type = p_type;
|
|
particles_collision->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_AABB);
|
|
}
|
|
|
|
void ParticlesStorage::particles_collision_set_cull_mask(RID p_particles_collision, uint32_t p_cull_mask) {
|
|
ParticlesCollision *particles_collision = particles_collision_owner.get_or_null(p_particles_collision);
|
|
ERR_FAIL_NULL(particles_collision);
|
|
particles_collision->cull_mask = p_cull_mask;
|
|
}
|
|
|
|
void ParticlesStorage::particles_collision_set_sphere_radius(RID p_particles_collision, real_t p_radius) {
|
|
ParticlesCollision *particles_collision = particles_collision_owner.get_or_null(p_particles_collision);
|
|
ERR_FAIL_NULL(particles_collision);
|
|
|
|
particles_collision->radius = p_radius;
|
|
particles_collision->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_AABB);
|
|
}
|
|
|
|
void ParticlesStorage::particles_collision_set_box_extents(RID p_particles_collision, const Vector3 &p_extents) {
|
|
ParticlesCollision *particles_collision = particles_collision_owner.get_or_null(p_particles_collision);
|
|
ERR_FAIL_NULL(particles_collision);
|
|
|
|
particles_collision->extents = p_extents;
|
|
particles_collision->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_AABB);
|
|
}
|
|
|
|
void ParticlesStorage::particles_collision_set_attractor_strength(RID p_particles_collision, real_t p_strength) {
|
|
ParticlesCollision *particles_collision = particles_collision_owner.get_or_null(p_particles_collision);
|
|
ERR_FAIL_NULL(particles_collision);
|
|
|
|
particles_collision->attractor_strength = p_strength;
|
|
}
|
|
|
|
void ParticlesStorage::particles_collision_set_attractor_directionality(RID p_particles_collision, real_t p_directionality) {
|
|
ParticlesCollision *particles_collision = particles_collision_owner.get_or_null(p_particles_collision);
|
|
ERR_FAIL_NULL(particles_collision);
|
|
|
|
particles_collision->attractor_directionality = p_directionality;
|
|
}
|
|
|
|
void ParticlesStorage::particles_collision_set_attractor_attenuation(RID p_particles_collision, real_t p_curve) {
|
|
ParticlesCollision *particles_collision = particles_collision_owner.get_or_null(p_particles_collision);
|
|
ERR_FAIL_NULL(particles_collision);
|
|
|
|
particles_collision->attractor_attenuation = p_curve;
|
|
}
|
|
|
|
void ParticlesStorage::particles_collision_set_field_texture(RID p_particles_collision, RID p_texture) {
|
|
WARN_PRINT_ONCE_ED("The GL Compatibility rendering backend does not support SDF collisions in 3D particle shaders");
|
|
}
|
|
|
|
void ParticlesStorage::particles_collision_height_field_update(RID p_particles_collision) {
|
|
ParticlesCollision *particles_collision = particles_collision_owner.get_or_null(p_particles_collision);
|
|
ERR_FAIL_NULL(particles_collision);
|
|
particles_collision->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_AABB);
|
|
}
|
|
|
|
void ParticlesStorage::particles_collision_set_height_field_resolution(RID p_particles_collision, RS::ParticlesCollisionHeightfieldResolution p_resolution) {
|
|
ParticlesCollision *particles_collision = particles_collision_owner.get_or_null(p_particles_collision);
|
|
ERR_FAIL_NULL(particles_collision);
|
|
ERR_FAIL_INDEX(p_resolution, RS::PARTICLES_COLLISION_HEIGHTFIELD_RESOLUTION_MAX);
|
|
|
|
if (particles_collision->heightfield_resolution == p_resolution) {
|
|
return;
|
|
}
|
|
|
|
particles_collision->heightfield_resolution = p_resolution;
|
|
|
|
if (particles_collision->heightfield_texture != 0) {
|
|
GLES3::Utilities::get_singleton()->texture_free_data(particles_collision->heightfield_texture);
|
|
particles_collision->heightfield_texture = 0;
|
|
glDeleteFramebuffers(1, &particles_collision->heightfield_fb);
|
|
particles_collision->heightfield_fb = 0;
|
|
}
|
|
}
|
|
|
|
AABB ParticlesStorage::particles_collision_get_aabb(RID p_particles_collision) const {
|
|
ParticlesCollision *particles_collision = particles_collision_owner.get_or_null(p_particles_collision);
|
|
ERR_FAIL_NULL_V(particles_collision, AABB());
|
|
|
|
switch (particles_collision->type) {
|
|
case RS::PARTICLES_COLLISION_TYPE_SPHERE_ATTRACT:
|
|
case RS::PARTICLES_COLLISION_TYPE_SPHERE_COLLIDE: {
|
|
AABB aabb;
|
|
aabb.position = -Vector3(1, 1, 1) * particles_collision->radius;
|
|
aabb.size = Vector3(2, 2, 2) * particles_collision->radius;
|
|
return aabb;
|
|
}
|
|
default: {
|
|
AABB aabb;
|
|
aabb.position = -particles_collision->extents;
|
|
aabb.size = particles_collision->extents * 2;
|
|
return aabb;
|
|
}
|
|
}
|
|
}
|
|
|
|
Vector3 ParticlesStorage::particles_collision_get_extents(RID p_particles_collision) const {
|
|
const ParticlesCollision *particles_collision = particles_collision_owner.get_or_null(p_particles_collision);
|
|
ERR_FAIL_NULL_V(particles_collision, Vector3());
|
|
return particles_collision->extents;
|
|
}
|
|
|
|
bool ParticlesStorage::particles_collision_is_heightfield(RID p_particles_collision) const {
|
|
const ParticlesCollision *particles_collision = particles_collision_owner.get_or_null(p_particles_collision);
|
|
ERR_FAIL_NULL_V(particles_collision, false);
|
|
return particles_collision->type == RS::PARTICLES_COLLISION_TYPE_HEIGHTFIELD_COLLIDE;
|
|
}
|
|
|
|
Dependency *ParticlesStorage::particles_collision_get_dependency(RID p_particles_collision) const {
|
|
ParticlesCollision *pc = particles_collision_owner.get_or_null(p_particles_collision);
|
|
ERR_FAIL_NULL_V(pc, nullptr);
|
|
|
|
return &pc->dependency;
|
|
}
|
|
|
|
/* Particles collision instance */
|
|
|
|
RID ParticlesStorage::particles_collision_instance_create(RID p_collision) {
|
|
ParticlesCollisionInstance pci;
|
|
pci.collision = p_collision;
|
|
return particles_collision_instance_owner.make_rid(pci);
|
|
}
|
|
|
|
void ParticlesStorage::particles_collision_instance_free(RID p_rid) {
|
|
particles_collision_instance_owner.free(p_rid);
|
|
}
|
|
|
|
void ParticlesStorage::particles_collision_instance_set_transform(RID p_collision_instance, const Transform3D &p_transform) {
|
|
ParticlesCollisionInstance *pci = particles_collision_instance_owner.get_or_null(p_collision_instance);
|
|
ERR_FAIL_NULL(pci);
|
|
pci->transform = p_transform;
|
|
}
|
|
|
|
void ParticlesStorage::particles_collision_instance_set_active(RID p_collision_instance, bool p_active) {
|
|
ParticlesCollisionInstance *pci = particles_collision_instance_owner.get_or_null(p_collision_instance);
|
|
ERR_FAIL_NULL(pci);
|
|
pci->active = p_active;
|
|
}
|
|
|
|
#endif // GLES3_ENABLED
|