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/**************************************************************************/
/* particles_storage.cpp */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
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/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
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/**************************************************************************/
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# ifdef GLES3_ENABLED
# include "particles_storage.h"
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# include "material_storage.h"
# include "mesh_storage.h"
# include "texture_storage.h"
# include "utilities.h"
# include "servers/rendering/rendering_server_default.h"
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using namespace GLES3 ;
ParticlesStorage * ParticlesStorage : : singleton = nullptr ;
ParticlesStorage * ParticlesStorage : : get_singleton ( ) {
return singleton ;
}
ParticlesStorage : : ParticlesStorage ( ) {
singleton = this ;
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GLES3 : : MaterialStorage * material_storage = GLES3 : : MaterialStorage : : get_singleton ( ) ;
{
String global_defines ;
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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}
{
// default material and shader for particles shader
particles_shader . default_shader = material_storage - > shader_allocate ( ) ;
material_storage - > shader_initialize ( particles_shader . default_shader ) ;
material_storage - > shader_set_code ( particles_shader . default_shader , R " (
// Default particles shader.
shader_type particles ;
void process ( ) {
COLOR = vec4 ( 1.0 ) ;
}
) " );
particles_shader . default_material = material_storage - > material_allocate ( ) ;
material_storage - > material_initialize ( particles_shader . default_material ) ;
material_storage - > material_set_shader ( particles_shader . default_material , particles_shader . default_shader ) ;
}
{
particles_shader . copy_shader . initialize ( ) ;
particles_shader . copy_shader_version = particles_shader . copy_shader . version_create ( ) ;
}
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}
ParticlesStorage : : ~ ParticlesStorage ( ) {
singleton = nullptr ;
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GLES3 : : MaterialStorage * material_storage = GLES3 : : MaterialStorage : : get_singleton ( ) ;
material_storage - > material_free ( particles_shader . default_material ) ;
material_storage - > shader_free ( particles_shader . default_shader ) ;
particles_shader . copy_shader . version_free ( particles_shader . copy_shader_version ) ;
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}
/* PARTICLES */
RID ParticlesStorage : : particles_allocate ( ) {
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return particles_owner . allocate_rid ( ) ;
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}
void ParticlesStorage : : particles_initialize ( RID p_rid ) {
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particles_owner . initialize_rid ( p_rid , Particles ( ) ) ;
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}
void ParticlesStorage : : particles_free ( RID p_rid ) {
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update_particles ( ) ;
Particles * particles = particles_owner . get_or_null ( p_rid ) ;
particles - > dependency . deleted_notify ( p_rid ) ;
_particles_free_data ( particles ) ;
particles_owner . free ( p_rid ) ;
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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 ) ;
ERR_FAIL_COND ( ! particles ) ;
if ( particles - > mode = = p_mode ) {
return ;
}
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_particles_free_data ( particles ) ;
particles - > mode = p_mode ;
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}
void ParticlesStorage : : particles_set_emitting ( RID p_particles , bool p_emitting ) {
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Particles * particles = particles_owner . get_or_null ( p_particles ) ;
ERR_FAIL_COND ( ! particles ) ;
particles - > emitting = p_emitting ;
}
bool ParticlesStorage : : particles_get_emitting ( RID p_particles ) {
ERR_FAIL_COND_V_MSG ( RSG : : threaded , false , " This function should never be used with threaded rendering, as it stalls the renderer. " ) ;
Particles * particles = particles_owner . get_or_null ( p_particles ) ;
ERR_FAIL_COND_V ( ! particles , false ) ;
return particles - > emitting ;
}
void ParticlesStorage : : _particles_free_data ( Particles * particles ) {
particles - > userdata_count = 0 ;
particles - > instance_buffer_size_cache = 0 ;
particles - > instance_buffer_stride_cache = 0 ;
particles - > num_attrib_arrays_cache = 0 ;
particles - > process_buffer_stride_cache = 0 ;
if ( particles - > front_process_buffer ! = 0 ) {
glDeleteVertexArrays ( 1 , & particles - > front_vertex_array ) ;
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GLES3 : : Utilities : : get_singleton ( ) - > buffer_free_data ( particles - > front_process_buffer ) ;
GLES3 : : Utilities : : get_singleton ( ) - > buffer_free_data ( particles - > front_instance_buffer ) ;
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particles - > front_vertex_array = 0 ;
particles - > front_process_buffer = 0 ;
particles - > front_instance_buffer = 0 ;
glDeleteVertexArrays ( 1 , & particles - > back_vertex_array ) ;
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GLES3 : : Utilities : : get_singleton ( ) - > buffer_free_data ( particles - > back_process_buffer ) ;
GLES3 : : Utilities : : get_singleton ( ) - > buffer_free_data ( particles - > back_instance_buffer ) ;
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particles - > back_vertex_array = 0 ;
particles - > back_process_buffer = 0 ;
particles - > back_instance_buffer = 0 ;
}
if ( particles - > sort_buffer ! = 0 ) {
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GLES3 : : Utilities : : get_singleton ( ) - > buffer_free_data ( particles - > last_frame_buffer ) ;
GLES3 : : Utilities : : get_singleton ( ) - > buffer_free_data ( particles - > sort_buffer ) ;
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particles - > last_frame_buffer = 0 ;
particles - > sort_buffer = 0 ;
particles - > sort_buffer_filled = false ;
particles - > last_frame_buffer_filled = false ;
}
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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}
void ParticlesStorage : : particles_set_amount ( RID p_particles , int p_amount ) {
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Particles * particles = particles_owner . get_or_null ( p_particles ) ;
ERR_FAIL_COND ( ! particles ) ;
if ( particles - > amount = = p_amount ) {
return ;
}
_particles_free_data ( particles ) ;
particles - > amount = p_amount ;
particles - > prev_ticks = 0 ;
particles - > phase = 0 ;
particles - > prev_phase = 0 ;
particles - > clear = true ;
particles - > dependency . changed_notify ( Dependency : : DEPENDENCY_CHANGED_PARTICLES ) ;
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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 ) ;
ERR_FAIL_COND ( ! particles ) ;
particles - > lifetime = p_lifetime ;
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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 ) ;
ERR_FAIL_COND ( ! particles ) ;
particles - > one_shot = p_one_shot ;
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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 ) ;
ERR_FAIL_COND ( ! particles ) ;
particles - > pre_process_time = p_time ;
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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 ) ;
ERR_FAIL_COND ( ! particles ) ;
particles - > explosiveness = p_ratio ;
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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 ) ;
ERR_FAIL_COND ( ! particles ) ;
particles - > randomness = p_ratio ;
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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 ) ;
ERR_FAIL_COND ( ! particles ) ;
particles - > custom_aabb = p_aabb ;
particles - > dependency . changed_notify ( Dependency : : DEPENDENCY_CHANGED_AABB ) ;
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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 ) ;
ERR_FAIL_COND ( ! 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 ) {
Particles * particles = particles_owner . get_or_null ( p_particles ) ;
ERR_FAIL_COND ( ! particles ) ;
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particles - > use_local_coords = p_enable ;
particles - > dependency . changed_notify ( Dependency : : DEPENDENCY_CHANGED_PARTICLES ) ;
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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 ) ;
ERR_FAIL_COND ( ! particles ) ;
particles - > fixed_fps = p_fps ;
_particles_free_data ( particles ) ;
particles - > prev_ticks = 0 ;
particles - > phase = 0 ;
particles - > prev_phase = 0 ;
particles - > clear = true ;
particles - > dependency . changed_notify ( Dependency : : DEPENDENCY_CHANGED_PARTICLES ) ;
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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 ) ;
ERR_FAIL_COND ( ! particles ) ;
particles - > interpolate = p_enable ;
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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 ) ;
ERR_FAIL_COND ( ! particles ) ;
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 ) {
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 ) {
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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}
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 ) ;
ERR_FAIL_COND ( ! particles ) ;
particles - > collision_base_size = p_size ;
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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 ) ;
ERR_FAIL_COND ( ! 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 ) {
Particles * particles = particles_owner . get_or_null ( p_particles ) ;
ERR_FAIL_COND ( ! particles ) ;
particles - > process_material = p_material ;
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 {
Particles * particles = particles_owner . get_or_null ( p_particles ) ;
ERR_FAIL_COND_V ( ! particles , RID ( ) ) ;
return particles - > process_material ;
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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 ) ;
ERR_FAIL_COND ( ! particles ) ;
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 ) {
Particles * particles = particles_owner . get_or_null ( p_particles ) ;
ERR_FAIL_COND ( ! particles ) ;
particles - > draw_passes . resize ( p_passes ) ;
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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 ) ;
ERR_FAIL_COND ( ! particles ) ;
ERR_FAIL_INDEX ( p_pass , particles - > draw_passes . size ( ) ) ;
particles - > draw_passes . write [ p_pass ] = p_mesh ;
particles - > dependency . changed_notify ( Dependency : : DEPENDENCY_CHANGED_PARTICLES ) ;
}
void ParticlesStorage : : particles_restart ( RID p_particles ) {
Particles * particles = particles_owner . get_or_null ( p_particles ) ;
ERR_FAIL_COND ( ! particles ) ;
particles - > restart_request = true ;
}
void ParticlesStorage : : particles_set_subemitter ( RID p_particles , RID p_subemitter_particles ) {
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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}
}
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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}
void ParticlesStorage : : particles_request_process ( RID p_particles ) {
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Particles * particles = particles_owner . get_or_null ( p_particles ) ;
ERR_FAIL_COND ( ! particles ) ;
if ( ! particles - > dirty ) {
particles - > dirty = true ;
particles - > update_list = particle_update_list ;
particle_update_list = particles ;
}
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}
AABB ParticlesStorage : : particles_get_current_aabb ( RID p_particles ) {
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if ( RSG : : threaded ) {
WARN_PRINT_ONCE ( " Calling this function with threaded rendering enabled stalls the renderer, use with care. " ) ;
}
const Particles * particles = particles_owner . get_or_null ( p_particles ) ;
ERR_FAIL_COND_V ( ! particles , AABB ( ) ) ;
int total_amount = particles - > amount ;
// If available, read from the sort buffer which should be 2 frames out of date.
// This will help alleviate GPU stalls.
GLuint read_buffer = particles - > sort_buffer_filled ? particles - > sort_buffer : particles - > back_instance_buffer ;
Vector < uint8_t > buffer = Utilities : : buffer_get_data ( GL_ARRAY_BUFFER , read_buffer , total_amount * sizeof ( ParticleInstanceData3D ) ) ;
ERR_FAIL_COND_V ( buffer . size ( ) ! = ( int ) ( total_amount * sizeof ( ParticleInstanceData3D ) ) , AABB ( ) ) ;
Transform3D inv = particles - > emission_transform . affine_inverse ( ) ;
AABB aabb ;
if ( buffer . size ( ) ) {
bool first = true ;
const uint8_t * data_ptr = ( const uint8_t * ) buffer . ptr ( ) ;
uint32_t particle_data_size = sizeof ( ParticleInstanceData3D ) + sizeof ( float ) * particles - > userdata_count ;
for ( int i = 0 ; i < total_amount ; i + + ) {
const ParticleInstanceData3D & particle_data = * ( const ParticleInstanceData3D * ) & data_ptr [ particle_data_size * i ] ;
// If scale is 0.0, we assume the particle is inactive.
if ( particle_data . xform [ 0 ] > 0.0 ) {
Vector3 pos = Vector3 ( particle_data . xform [ 3 ] , particle_data . xform [ 7 ] , particle_data . xform [ 11 ] ) ;
if ( ! particles - > use_local_coords ) {
pos = inv . xform ( pos ) ;
}
if ( first ) {
aabb . position = pos ;
first = false ;
} else {
aabb . expand_to ( pos ) ;
}
}
}
}
float longest_axis_size = 0 ;
for ( int i = 0 ; i < particles - > draw_passes . size ( ) ; i + + ) {
if ( particles - > draw_passes [ i ] . is_valid ( ) ) {
AABB maabb = MeshStorage : : get_singleton ( ) - > mesh_get_aabb ( particles - > draw_passes [ i ] , RID ( ) ) ;
longest_axis_size = MAX ( maabb . get_longest_axis_size ( ) , longest_axis_size ) ;
}
}
aabb . grow_by ( longest_axis_size ) ;
return aabb ;
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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 ) ;
ERR_FAIL_COND_V ( ! particles , AABB ( ) ) ;
return particles - > custom_aabb ;
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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_COND ( ! particles ) ;
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particles - > emission_transform = p_transform ;
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}
int ParticlesStorage : : particles_get_draw_passes ( RID p_particles ) const {
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const Particles * particles = particles_owner . get_or_null ( p_particles ) ;
ERR_FAIL_COND_V ( ! particles , 0 ) ;
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return particles - > draw_passes . size ( ) ;
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}
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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_COND_V ( ! particles , RID ( ) ) ;
ERR_FAIL_INDEX_V ( p_pass , particles - > draw_passes . size ( ) , RID ( ) ) ;
return particles - > draw_passes [ p_pass ] ;
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}
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void ParticlesStorage : : particles_add_collision ( RID p_particles , RID p_particles_collision_instance ) {
Particles * particles = particles_owner . get_or_null ( p_particles ) ;
ERR_FAIL_COND ( ! 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_COND ( ! 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_COND ( ! 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 . pad0 = 0 ;
frame_params . pad1 = 0 ;
frame_params . pad2 = 0 ;
{ //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
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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 ( ) ;
}
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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 : {
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WARN_PRINT_ONCE_ED ( " Vector field particle attractors are not available in the GL Compatibility rendering backend. " ) ;
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} 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 : {
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WARN_PRINT_ONCE_ED ( " SDF Particle Colliders are not available in the GL Compatibility rendering backend. " ) ;
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} 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 ) ;
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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 ) ;
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}
// 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_COND ( ! m ) ;
ParticlesShaderGLES3 : : ShaderVariant variant = ParticlesShaderGLES3 : : MODE_DEFAULT ;
uint32_t specialization = 0 ;
for ( uint32_t i = 0 ; i < p_particles - > userdata_count ; i + + ) {
specialization | = ( 1 < < 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 ) ;
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}
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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_COND ( ! 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 ( ) ;
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 ) ;
_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 ;
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PackedByteArray data ;
data . resize_zeroed ( particles - > process_buffer_stride_cache * total_amount ) ;
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PackedByteArray instance_data ;
instance_data . resize_zeroed ( particles - > instance_buffer_size_cache ) ;
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{
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 ) ;
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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 " ) ;
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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 ) ;
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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 " ) ;
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}
{
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 ) ;
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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 " ) ;
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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 ) ;
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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 " ) ;
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}
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 ) ;
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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 " ) ;
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glGenBuffers ( 1 , & particles - > sort_buffer ) ;
glBindBuffer ( GL_ARRAY_BUFFER , particles - > sort_buffer ) ;
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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 " ) ;
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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 ) {
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uint32_t lifetime_split = ( MIN ( int ( particles - > amount * particles - > phase ) , particles - > amount - 1 ) + 1 ) % particles - > amount ;
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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 ) ;
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}
void ParticlesStorage : : update_particles ( ) {
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glEnable ( GL_RASTERIZER_DISCARD ) ;
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 ) {
// Use transform feedback to process particles.
Particles * particles = particle_update_list ;
particle_update_list = particles - > update_list ;
particles - > update_list = nullptr ;
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 ( ) ;
glGetBufferSubData ( GL_ARRAY_BUFFER , 0 , buffer_size , particle_array ) ;
# endif
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uint32_t lifetime_split = ( MIN ( int ( particles - > amount * particles - > sort_buffer_phase ) , particles - > amount - 1 ) + 1 ) % particles - > amount ;
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for ( uint32_t i = 0 ; i < lifetime_split / 2 ; i + + ) {
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SWAP ( particle_array [ i ] , particle_array [ lifetime_split - i - 1 ] ) ;
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}
for ( uint32_t i = 0 ; i < ( particles - > amount - lifetime_split ) / 2 ; i + + ) {
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SWAP ( particle_array [ lifetime_split + i ] , particle_array [ particles - > amount - 1 - i ] ) ;
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}
# 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 ;
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}
bool ParticlesStorage : : particles_is_inactive ( RID p_particles ) const {
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ERR_FAIL_COND_V_MSG ( RSG : : threaded , false , " This function should never be used with threaded rendering, as it stalls the renderer. " ) ;
const Particles * particles = particles_owner . get_or_null ( p_particles ) ;
ERR_FAIL_COND_V ( ! particles , false ) ;
return ! particles - > emitting & & particles - > inactive ;
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}
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/* PARTICLES COLLISION API */
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RID ParticlesStorage : : particles_collision_allocate ( ) {
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return particles_collision_owner . allocate_rid ( ) ;
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}
void ParticlesStorage : : particles_collision_initialize ( RID p_rid ) {
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particles_collision_owner . initialize_rid ( p_rid , ParticlesCollision ( ) ) ;
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}
void ParticlesStorage : : particles_collision_free ( RID p_rid ) {
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ParticlesCollision * particles_collision = particles_collision_owner . get_or_null ( p_rid ) ;
if ( particles_collision - > heightfield_texture ! = 0 ) {
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GLES3 : : Utilities : : get_singleton ( ) - > texture_free_data ( particles_collision - > heightfield_texture ) ;
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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_COND_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
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GLES3 : : Utilities : : get_singleton ( ) - > texture_allocated_data ( particles_collision - > heightfield_texture , size . x * size . y * 4 , " Particles collision heightfield texture " ) ;
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particles_collision - > heightfield_fb_size = size ;
glBindTexture ( GL_TEXTURE_2D , 0 ) ;
glBindFramebuffer ( GL_FRAMEBUFFER , 0 ) ;
}
return particles_collision - > heightfield_fb ;
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}
void ParticlesStorage : : particles_collision_set_collision_type ( RID p_particles_collision , RS : : ParticlesCollisionType p_type ) {
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ParticlesCollision * particles_collision = particles_collision_owner . get_or_null ( p_particles_collision ) ;
ERR_FAIL_COND ( ! particles_collision ) ;
if ( p_type = = particles_collision - > type ) {
return ;
}
if ( particles_collision - > heightfield_texture ! = 0 ) {
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GLES3 : : Utilities : : get_singleton ( ) - > texture_free_data ( particles_collision - > heightfield_texture ) ;
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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 ) ;
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}
void ParticlesStorage : : particles_collision_set_cull_mask ( RID p_particles_collision , uint32_t p_cull_mask ) {
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ParticlesCollision * particles_collision = particles_collision_owner . get_or_null ( p_particles_collision ) ;
ERR_FAIL_COND ( ! particles_collision ) ;
particles_collision - > cull_mask = p_cull_mask ;
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}
void ParticlesStorage : : particles_collision_set_sphere_radius ( RID p_particles_collision , real_t p_radius ) {
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ParticlesCollision * particles_collision = particles_collision_owner . get_or_null ( p_particles_collision ) ;
ERR_FAIL_COND ( ! particles_collision ) ;
particles_collision - > radius = p_radius ;
particles_collision - > dependency . changed_notify ( Dependency : : DEPENDENCY_CHANGED_AABB ) ;
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}
void ParticlesStorage : : particles_collision_set_box_extents ( RID p_particles_collision , const Vector3 & p_extents ) {
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ParticlesCollision * particles_collision = particles_collision_owner . get_or_null ( p_particles_collision ) ;
ERR_FAIL_COND ( ! particles_collision ) ;
particles_collision - > extents = p_extents ;
particles_collision - > dependency . changed_notify ( Dependency : : DEPENDENCY_CHANGED_AABB ) ;
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}
void ParticlesStorage : : particles_collision_set_attractor_strength ( RID p_particles_collision , real_t p_strength ) {
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ParticlesCollision * particles_collision = particles_collision_owner . get_or_null ( p_particles_collision ) ;
ERR_FAIL_COND ( ! particles_collision ) ;
particles_collision - > attractor_strength = p_strength ;
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}
void ParticlesStorage : : particles_collision_set_attractor_directionality ( RID p_particles_collision , real_t p_directionality ) {
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ParticlesCollision * particles_collision = particles_collision_owner . get_or_null ( p_particles_collision ) ;
ERR_FAIL_COND ( ! particles_collision ) ;
particles_collision - > attractor_directionality = p_directionality ;
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}
void ParticlesStorage : : particles_collision_set_attractor_attenuation ( RID p_particles_collision , real_t p_curve ) {
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ParticlesCollision * particles_collision = particles_collision_owner . get_or_null ( p_particles_collision ) ;
ERR_FAIL_COND ( ! particles_collision ) ;
particles_collision - > attractor_attenuation = p_curve ;
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}
void ParticlesStorage : : particles_collision_set_field_texture ( RID p_particles_collision , RID p_texture ) {
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WARN_PRINT_ONCE_ED ( " The GL Compatibility rendering backend does not support SDF collisions in 3D particle shaders " ) ;
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}
void ParticlesStorage : : particles_collision_height_field_update ( RID p_particles_collision ) {
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ParticlesCollision * particles_collision = particles_collision_owner . get_or_null ( p_particles_collision ) ;
ERR_FAIL_COND ( ! particles_collision ) ;
particles_collision - > dependency . changed_notify ( Dependency : : DEPENDENCY_CHANGED_AABB ) ;
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}
void ParticlesStorage : : particles_collision_set_height_field_resolution ( RID p_particles_collision , RS : : ParticlesCollisionHeightfieldResolution p_resolution ) {
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ParticlesCollision * particles_collision = particles_collision_owner . get_or_null ( p_particles_collision ) ;
ERR_FAIL_COND ( ! 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 ) {
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GLES3 : : Utilities : : get_singleton ( ) - > texture_free_data ( particles_collision - > heightfield_texture ) ;
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particles_collision - > heightfield_texture = 0 ;
glDeleteFramebuffers ( 1 , & particles_collision - > heightfield_fb ) ;
particles_collision - > heightfield_fb = 0 ;
}
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}
AABB ParticlesStorage : : particles_collision_get_aabb ( RID p_particles_collision ) const {
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ParticlesCollision * particles_collision = particles_collision_owner . get_or_null ( p_particles_collision ) ;
ERR_FAIL_COND_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_COND_V ( ! particles_collision , Vector3 ( ) ) ;
return particles_collision - > extents ;
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}
bool ParticlesStorage : : particles_collision_is_heightfield ( RID p_particles_collision ) const {
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const ParticlesCollision * particles_collision = particles_collision_owner . get_or_null ( p_particles_collision ) ;
ERR_FAIL_COND_V ( ! particles_collision , false ) ;
return particles_collision - > type = = RS : : PARTICLES_COLLISION_TYPE_HEIGHTFIELD_COLLIDE ;
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}
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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 ;
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}
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/* Particles collision instance */
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RID ParticlesStorage : : particles_collision_instance_create ( RID p_collision ) {
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ParticlesCollisionInstance pci ;
pci . collision = p_collision ;
return particles_collision_instance_owner . make_rid ( pci ) ;
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}
void ParticlesStorage : : particles_collision_instance_free ( RID p_rid ) {
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particles_collision_instance_owner . free ( p_rid ) ;
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}
void ParticlesStorage : : particles_collision_instance_set_transform ( RID p_collision_instance , const Transform3D & p_transform ) {
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ParticlesCollisionInstance * pci = particles_collision_instance_owner . get_or_null ( p_collision_instance ) ;
ERR_FAIL_COND ( ! pci ) ;
pci - > transform = p_transform ;
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}
void ParticlesStorage : : particles_collision_instance_set_active ( RID p_collision_instance , bool p_active ) {
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ParticlesCollisionInstance * pci = particles_collision_instance_owner . get_or_null ( p_collision_instance ) ;
ERR_FAIL_COND ( ! pci ) ;
pci - > active = p_active ;
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}
# endif // GLES3_ENABLED