d8223ffa75
That year should bring the long-awaited OpenGL ES 3.0 compatible renderer
with state-of-the-art rendering techniques tuned to work as low as middle
end handheld devices - without compromising with the possibilities given
for higher end desktop games of course. Great times ahead for the Godot
community and the gamers that will play our games!
(cherry picked from commit c7bc44d5ad
)
413 lines
13 KiB
C++
413 lines
13 KiB
C++
/*************************************************************************/
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/* particle_system_sw.cpp */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* http://www.godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2017 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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#include "particle_system_sw.h"
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#include "sort.h"
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ParticleSystemSW::ParticleSystemSW() {
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amount=8;
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emitting=true;
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for (int i=0;i<VS::PARTICLE_VAR_MAX;i++) {
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particle_randomness[i]=0.0;
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}
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particle_vars[VS::PARTICLE_LIFETIME]=2.0;//
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particle_vars[VS::PARTICLE_SPREAD]=0.2;//
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particle_vars[VS::PARTICLE_GRAVITY]=9.8;//
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particle_vars[VS::PARTICLE_LINEAR_VELOCITY]=0.2;//
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particle_vars[VS::PARTICLE_ANGULAR_VELOCITY]=0.0;//
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particle_vars[VS::PARTICLE_LINEAR_ACCELERATION]=0.0;//
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particle_vars[VS::PARTICLE_RADIAL_ACCELERATION]=0.0;//
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particle_vars[VS::PARTICLE_TANGENTIAL_ACCELERATION]=1.0;//
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particle_vars[VS::PARTICLE_DAMPING]=0.0;//
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particle_vars[VS::PARTICLE_INITIAL_SIZE]=1.0;
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particle_vars[VS::PARTICLE_FINAL_SIZE]=0.8;
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particle_vars[VS::PARTICLE_HEIGHT]=1;
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particle_vars[VS::PARTICLE_HEIGHT_SPEED_SCALE]=1;
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height_from_velocity=false;
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local_coordinates=false;
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particle_vars[VS::PARTICLE_INITIAL_ANGLE]=0.0;//
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gravity_normal=Vector3(0,-1.0,0);
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//emission_half_extents=Vector3(0.1,0.1,0.1);
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emission_half_extents=Vector3(1,1,1);
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color_phase_count=0;
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color_phases[0].pos=0.0;
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color_phases[0].color=Color(1.0,0.0,0.0);
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visibility_aabb=AABB(Vector3(-64,-64,-64),Vector3(128,128,128));
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attractor_count=0;
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}
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ParticleSystemSW::~ParticleSystemSW()
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{
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}
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#define DEFAULT_SEED 1234567
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_FORCE_INLINE_ static float _rand_from_seed(uint32_t *seed) {
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uint32_t k;
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uint32_t s = (*seed);
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if (s == 0)
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s = 0x12345987;
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k = s / 127773;
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s = 16807 * (s - k * 127773) - 2836 * k;
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if (s < 0)
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s += 2147483647;
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(*seed) = s;
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float v=((float)((*seed) & 0xFFFFF))/(float)0xFFFFF;
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v=v*2.0-1.0;
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return v;
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}
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_FORCE_INLINE_ static uint32_t _irand_from_seed(uint32_t *seed) {
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uint32_t k;
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uint32_t s = (*seed);
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if (s == 0)
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s = 0x12345987;
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k = s / 127773;
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s = 16807 * (s - k * 127773) - 2836 * k;
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if (s < 0)
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s += 2147483647;
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(*seed) = s;
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return s;
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}
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void ParticleSystemProcessSW::process(const ParticleSystemSW *p_system,const Transform& p_transform,float p_time) {
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valid=false;
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if (p_system->amount<=0) {
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ERR_EXPLAIN("Invalid amount of particles: "+itos(p_system->amount));
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ERR_FAIL_COND(p_system->amount<=0);
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}
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if (p_system->attractor_count<0 || p_system->attractor_count>VS::MAX_PARTICLE_ATTRACTORS) {
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ERR_EXPLAIN("Invalid amount of particle attractors.");
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ERR_FAIL_COND(p_system->attractor_count<0 || p_system->attractor_count>VS::MAX_PARTICLE_ATTRACTORS);
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}
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float lifetime = p_system->particle_vars[VS::PARTICLE_LIFETIME];
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if (lifetime<CMP_EPSILON) {
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ERR_EXPLAIN("Particle system lifetime too small.");
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ERR_FAIL_COND(lifetime<CMP_EPSILON);
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}
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valid=true;
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int particle_count=MIN(p_system->amount,ParticleSystemSW::MAX_PARTICLES);;
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int emission_point_count = p_system->emission_points.size();
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DVector<Vector3>::Read r;
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if (emission_point_count)
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r=p_system->emission_points.read();
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if (particle_count!=particle_data.size()) {
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//clear the whole system if particle amount changed
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particle_data.clear();
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particle_data.resize(p_system->amount);
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particle_system_time=0;
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}
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float next_time = particle_system_time+p_time;
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if (next_time > lifetime)
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next_time=Math::fmod(next_time,lifetime);
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ParticleData *pdata=&particle_data[0];
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Vector3 attractor_positions[VS::MAX_PARTICLE_ATTRACTORS];
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for(int i=0;i<p_system->attractor_count;i++) {
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attractor_positions[i]=p_transform.xform(p_system->attractors[i].pos);
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}
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for(int i=0;i<particle_count;i++) {
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ParticleData &p=pdata[i];
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float restart_time = (i * lifetime / p_system->amount);
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bool restart=false;
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if ( next_time < particle_system_time ) {
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if (restart_time > particle_system_time || restart_time < next_time )
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restart=true;
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} else if (restart_time > particle_system_time && restart_time < next_time ) {
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restart=true;
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}
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if (restart) {
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if (p_system->emitting) {
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if (emission_point_count==0) { //use AABB
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if (p_system->local_coordinates)
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p.pos = p_system->emission_half_extents * Vector3( _rand_from_seed(&rand_seed), _rand_from_seed(&rand_seed), _rand_from_seed(&rand_seed) );
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else
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p.pos = p_transform.xform( p_system->emission_half_extents * Vector3( _rand_from_seed(&rand_seed), _rand_from_seed(&rand_seed), _rand_from_seed(&rand_seed) ) );
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} else {
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//use preset positions
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if (p_system->local_coordinates)
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p.pos = r[_irand_from_seed(&rand_seed)%emission_point_count];
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else
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p.pos = p_transform.xform( r[_irand_from_seed(&rand_seed)%emission_point_count] );
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}
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float angle1 = _rand_from_seed(&rand_seed)*p_system->particle_vars[VS::PARTICLE_SPREAD]*Math_PI;
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float angle2 = _rand_from_seed(&rand_seed)*20.0*Math_PI; // make it more random like
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Vector3 rot_xz=Vector3( Math::sin(angle1), 0.0, Math::cos(angle1) );
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Vector3 rot = Vector3( Math::cos(angle2)*rot_xz.x,Math::sin(angle2)*rot_xz.x, rot_xz.z);
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p.vel=(rot*p_system->particle_vars[VS::PARTICLE_LINEAR_VELOCITY]+rot*p_system->particle_randomness[VS::PARTICLE_LINEAR_VELOCITY]*_rand_from_seed(&rand_seed));
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if (!p_system->local_coordinates)
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p.vel=p_transform.basis.xform( p.vel );
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p.vel+=p_system->emission_base_velocity;
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p.rot=p_system->particle_vars[VS::PARTICLE_INITIAL_ANGLE]+p_system->particle_randomness[VS::PARTICLE_INITIAL_ANGLE]*_rand_from_seed(&rand_seed);
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p.active=true;
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for(int r=0;r<PARTICLE_RANDOM_NUMBERS;r++)
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p.random[r]=_rand_from_seed(&rand_seed);
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} else {
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p.pos=Vector3();
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p.rot=0;
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p.vel=Vector3();
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p.active=false;
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}
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} else {
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if (!p.active)
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continue;
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Vector3 force;
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//apply gravity
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force=p_system->gravity_normal * (p_system->particle_vars[VS::PARTICLE_GRAVITY]+(p_system->particle_randomness[VS::PARTICLE_GRAVITY]*p.random[0]));
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//apply linear acceleration
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force+=p.vel.normalized() * (p_system->particle_vars[VS::PARTICLE_LINEAR_ACCELERATION]+p_system->particle_randomness[VS::PARTICLE_LINEAR_ACCELERATION]*p.random[1]);
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//apply radial acceleration
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Vector3 org;
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if (!p_system->local_coordinates)
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org=p_transform.origin;
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force+=(p.pos-org).normalized() * (p_system->particle_vars[VS::PARTICLE_RADIAL_ACCELERATION]+p_system->particle_randomness[VS::PARTICLE_RADIAL_ACCELERATION]*p.random[2]);
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//apply tangential acceleration
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force+=(p.pos-org).cross(p_system->gravity_normal).normalized() * (p_system->particle_vars[VS::PARTICLE_TANGENTIAL_ACCELERATION]+p_system->particle_randomness[VS::PARTICLE_TANGENTIAL_ACCELERATION]*p.random[3]);
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//apply attractor forces
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for(int a=0;a<p_system->attractor_count;a++) {
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force+=(p.pos-attractor_positions[a]).normalized() * p_system->attractors[a].force;
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}
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p.vel+=force * p_time;
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if (p_system->particle_vars[VS::PARTICLE_DAMPING]) {
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float v = p.vel.length();
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float damp = p_system->particle_vars[VS::PARTICLE_DAMPING] + p_system->particle_vars[VS::PARTICLE_DAMPING] * p_system->particle_randomness[VS::PARTICLE_DAMPING];
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v -= damp * p_time;
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if (v<0) {
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p.vel=Vector3();
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} else {
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p.vel=p.vel.normalized() * v;
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}
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}
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p.rot+=(p_system->particle_vars[VS::PARTICLE_ANGULAR_VELOCITY]+p_system->particle_randomness[VS::PARTICLE_ANGULAR_VELOCITY]*p.random[4]) *p_time;
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p.pos+=p.vel * p_time;
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}
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}
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particle_system_time=Math::fmod( particle_system_time+p_time, lifetime );
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}
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ParticleSystemProcessSW::ParticleSystemProcessSW() {
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particle_system_time=0;
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rand_seed=1234567;
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valid=false;
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}
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struct _ParticleSorterSW {
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_FORCE_INLINE_ bool operator()(const ParticleSystemDrawInfoSW::ParticleDrawInfo *p_a,const ParticleSystemDrawInfoSW::ParticleDrawInfo *p_b) const {
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return p_a->d > p_b->d; // draw from further away to closest
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}
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};
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void ParticleSystemDrawInfoSW::prepare(const ParticleSystemSW *p_system,const ParticleSystemProcessSW *p_process,const Transform& p_system_transform,const Transform& p_camera_transform) {
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ERR_FAIL_COND(p_process->particle_data.size() != p_system->amount);
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ERR_FAIL_COND(p_system->amount<=0 || p_system->amount>=ParticleSystemSW::MAX_PARTICLES);
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const ParticleSystemProcessSW::ParticleData *pdata=&p_process->particle_data[0];
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float time_pos=p_process->particle_system_time/p_system->particle_vars[VS::PARTICLE_LIFETIME];
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ParticleSystemSW::ColorPhase cphase[VS::MAX_PARTICLE_COLOR_PHASES];
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float last=-1;
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int col_count=0;
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for(int i=0;i<p_system->color_phase_count;i++) {
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if (p_system->color_phases[i].pos<=last)
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break;
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cphase[i]=p_system->color_phases[i];
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col_count++;
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}
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Vector3 camera_z_axis = p_camera_transform.basis.get_axis(2);
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for(int i=0;i<p_system->amount;i++) {
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ParticleDrawInfo &pdi=draw_info[i];
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pdi.data=&pdata[i];
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pdi.transform.origin=pdi.data->pos;
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if (p_system->local_coordinates)
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pdi.transform.origin=p_system_transform.xform(pdi.transform.origin);
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pdi.d=-camera_z_axis.dot(pdi.transform.origin);
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// adjust particle size, color and rotation
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float time = ((float)i / p_system->amount);
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if (time<time_pos)
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time=time_pos-time;
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else
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time=(1.0-time)+time_pos;
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Vector3 up=p_camera_transform.basis.get_axis(1); // up determines the rotation
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float up_scale=1.0;
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if (p_system->height_from_velocity) {
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Vector3 veld = pdi.data->vel;
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Vector3 cam_z = camera_z_axis.normalized();
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float vc = Math::abs(veld.normalized().dot(cam_z));
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if (vc<(1.0-CMP_EPSILON)) {
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up = Plane(cam_z,0).project(veld).normalized();
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float h = p_system->particle_vars[VS::PARTICLE_HEIGHT]+p_system->particle_randomness[VS::PARTICLE_HEIGHT]*pdi.data->random[7];
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float velh = veld.length();
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h+=velh*(p_system->particle_vars[VS::PARTICLE_HEIGHT_SPEED_SCALE]+p_system->particle_randomness[VS::PARTICLE_HEIGHT_SPEED_SCALE]*pdi.data->random[7]);
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up_scale=Math::lerp(1.0,h,(1.0-vc));
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}
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} else if (pdi.data->rot) {
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up.rotate(camera_z_axis,pdi.data->rot);
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}
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{
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// matrix
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Vector3 v_z = (p_camera_transform.origin-pdi.transform.origin).normalized();
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// Vector3 v_z = (p_camera_transform.origin-pdi.data->pos).normalized();
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Vector3 v_y = up;
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Vector3 v_x = v_y.cross(v_z);
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v_y = v_z.cross(v_x);
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v_x.normalize();
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v_y.normalize();
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float initial_scale, final_scale;
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initial_scale = p_system->particle_vars[VS::PARTICLE_INITIAL_SIZE]+p_system->particle_randomness[VS::PARTICLE_INITIAL_SIZE]*pdi.data->random[5];
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final_scale = p_system->particle_vars[VS::PARTICLE_FINAL_SIZE]+p_system->particle_randomness[VS::PARTICLE_FINAL_SIZE]*pdi.data->random[6];
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float scale = initial_scale + time * (final_scale - initial_scale);
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pdi.transform.basis.set_axis(0,v_x * scale);
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pdi.transform.basis.set_axis(1,v_y * scale * up_scale);
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pdi.transform.basis.set_axis(2,v_z * scale);
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}
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int cpos=0;
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while(cpos<col_count) {
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if (cphase[cpos].pos > time)
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break;
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cpos++;
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}
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cpos--;
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if (cpos==-1)
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pdi.color=Color(1,1,1,1);
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else {
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if (cpos==col_count-1)
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pdi.color=cphase[cpos].color;
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else {
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float diff = (cphase[cpos+1].pos-cphase[cpos].pos);
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if (diff>0)
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pdi.color=cphase[cpos].color.linear_interpolate(cphase[cpos+1].color, (time - cphase[cpos].pos) / diff );
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else
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pdi.color=cphase[cpos+1].color;
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}
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}
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draw_info_order[i]=&pdi;
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}
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SortArray<ParticleDrawInfo*,_ParticleSorterSW> particle_sort;
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particle_sort.sort(&draw_info_order[0],p_system->amount);
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}
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