Initialize particles instance buffer in case it is used before being updated
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@ -820,12 +820,11 @@ void ParticlesStorage::_particles_update_buffers(Particles *particles) {
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particles->num_attrib_arrays_cache = 5 + userdata_count + (xform_size - 2);
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particles->process_buffer_stride_cache = sizeof(float) * 4 * particles->num_attrib_arrays_cache;
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int process_data_amount = 4 * particles->num_attrib_arrays_cache * total_amount;
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float *data = memnew_arr(float, process_data_amount);
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PackedByteArray data;
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data.resize_zeroed(particles->process_buffer_stride_cache * total_amount);
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for (int i = 0; i < process_data_amount; i++) {
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data[i] = 0;
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}
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PackedByteArray instance_data;
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instance_data.resize_zeroed(particles->instance_buffer_size_cache);
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{
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glGenVertexArrays(1, &particles->front_vertex_array);
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@ -834,7 +833,7 @@ void ParticlesStorage::_particles_update_buffers(Particles *particles) {
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glGenBuffers(1, &particles->front_instance_buffer);
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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, GL_DYNAMIC_COPY, "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++) {
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glEnableVertexAttribArray(j);
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@ -843,7 +842,7 @@ void ParticlesStorage::_particles_update_buffers(Particles *particles) {
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glBindVertexArray(0);
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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, nullptr, GL_DYNAMIC_COPY, "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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}
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{
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@ -853,7 +852,7 @@ void ParticlesStorage::_particles_update_buffers(Particles *particles) {
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glGenBuffers(1, &particles->back_instance_buffer);
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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, GL_DYNAMIC_COPY, "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++) {
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glEnableVertexAttribArray(j);
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@ -862,11 +861,9 @@ void ParticlesStorage::_particles_update_buffers(Particles *particles) {
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glBindVertexArray(0);
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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, nullptr, GL_DYNAMIC_COPY, "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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}
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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memdelete_arr(data);
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}
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}
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@ -1288,7 +1288,10 @@ void ParticlesStorage::_particles_update_buffers(Particles *particles) {
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particles->userdata_count = userdata_count;
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particles->particle_instance_buffer = RD::get_singleton()->storage_buffer_create(sizeof(float) * 4 * (xform_size + 1 + 1) * total_amount);
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PackedByteArray data;
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data.resize_zeroed(sizeof(float) * 4 * (xform_size + 1 + 1) * total_amount);
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particles->particle_instance_buffer = RD::get_singleton()->storage_buffer_create(sizeof(float) * 4 * (xform_size + 1 + 1) * total_amount, data);
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//needs to clear it
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{
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