godot/drivers/gles3/storage/particles_storage.cpp
Rémi Verschelde d95794ec8a
One Copyright Update to rule them all
As many open source projects have started doing it, we're removing the
current year from the copyright notice, so that we don't need to bump
it every year.

It seems like only the first year of publication is technically
relevant for copyright notices, and even that seems to be something
that many companies stopped listing altogether (in a version controlled
codebase, the commits are a much better source of date of publication
than a hardcoded copyright statement).

We also now list Godot Engine contributors first as we're collectively
the current maintainers of the project, and we clarify that the
"exclusive" copyright of the co-founders covers the timespan before
opensourcing (their further contributions are included as part of Godot
Engine contributors).

Also fixed "cf." Frenchism - it's meant as "refer to / see".
2023-01-05 13:25:55 +01:00

1395 lines
54 KiB
C++

/**************************************************************************/
/* 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. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* 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, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/**************************************************************************/
#ifdef GLES3_ENABLED
#include "particles_storage.h"
#include "material_storage.h"
#include "mesh_storage.h"
#include "texture_storage.h"
#include "utilities.h"
#include "servers/rendering/rendering_server_default.h"
using namespace GLES3;
ParticlesStorage *ParticlesStorage::singleton = nullptr;
ParticlesStorage *ParticlesStorage::get_singleton() {
return singleton;
}
ParticlesStorage::ParticlesStorage() {
singleton = this;
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
material_storage->shaders.particles_process_shader.initialize(global_defines, 1);
}
{
// 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();
}
}
ParticlesStorage::~ParticlesStorage() {
singleton = nullptr;
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);
}
/* PARTICLES */
RID ParticlesStorage::particles_allocate() {
return particles_owner.allocate_rid();
}
void ParticlesStorage::particles_initialize(RID p_rid) {
particles_owner.initialize_rid(p_rid, Particles());
}
void ParticlesStorage::particles_free(RID p_rid) {
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);
}
void ParticlesStorage::particles_set_mode(RID p_particles, RS::ParticlesMode p_mode) {
Particles *particles = particles_owner.get_or_null(p_particles);
ERR_FAIL_COND(!particles);
if (particles->mode == p_mode) {
return;
}
_particles_free_data(particles);
particles->mode = p_mode;
}
void ParticlesStorage::particles_set_emitting(RID p_particles, bool p_emitting) {
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);
glDeleteBuffers(1, &particles->front_process_buffer);
glDeleteBuffers(1, &particles->front_instance_buffer);
particles->front_vertex_array = 0;
particles->front_process_buffer = 0;
particles->front_instance_buffer = 0;
glDeleteVertexArrays(1, &particles->back_vertex_array);
glDeleteBuffers(1, &particles->back_process_buffer);
glDeleteBuffers(1, &particles->back_instance_buffer);
particles->back_vertex_array = 0;
particles->back_process_buffer = 0;
particles->back_instance_buffer = 0;
}
if (particles->sort_buffer != 0) {
glDeleteBuffers(1, &particles->last_frame_buffer);
glDeleteBuffers(1, &particles->sort_buffer);
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) {
glDeleteBuffers(1, &particles->frame_params_ubo);
particles->frame_params_ubo = 0;
}
}
void ParticlesStorage::particles_set_amount(RID p_particles, int p_amount) {
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);
}
void ParticlesStorage::particles_set_lifetime(RID p_particles, double p_lifetime) {
Particles *particles = particles_owner.get_or_null(p_particles);
ERR_FAIL_COND(!particles);
particles->lifetime = p_lifetime;
}
void ParticlesStorage::particles_set_one_shot(RID p_particles, bool p_one_shot) {
Particles *particles = particles_owner.get_or_null(p_particles);
ERR_FAIL_COND(!particles);
particles->one_shot = p_one_shot;
}
void ParticlesStorage::particles_set_pre_process_time(RID p_particles, double p_time) {
Particles *particles = particles_owner.get_or_null(p_particles);
ERR_FAIL_COND(!particles);
particles->pre_process_time = p_time;
}
void ParticlesStorage::particles_set_explosiveness_ratio(RID p_particles, real_t p_ratio) {
Particles *particles = particles_owner.get_or_null(p_particles);
ERR_FAIL_COND(!particles);
particles->explosiveness = p_ratio;
}
void ParticlesStorage::particles_set_randomness_ratio(RID p_particles, real_t p_ratio) {
Particles *particles = particles_owner.get_or_null(p_particles);
ERR_FAIL_COND(!particles);
particles->randomness = p_ratio;
}
void ParticlesStorage::particles_set_custom_aabb(RID p_particles, const AABB &p_aabb) {
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);
}
void ParticlesStorage::particles_set_speed_scale(RID p_particles, double p_scale) {
Particles *particles = particles_owner.get_or_null(p_particles);
ERR_FAIL_COND(!particles);
particles->speed_scale = p_scale;
}
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);
particles->use_local_coords = p_enable;
particles->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_PARTICLES);
}
void ParticlesStorage::particles_set_fixed_fps(RID p_particles, int p_fps) {
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);
}
void ParticlesStorage::particles_set_interpolate(RID p_particles, bool p_enable) {
Particles *particles = particles_owner.get_or_null(p_particles);
ERR_FAIL_COND(!particles);
particles->interpolate = p_enable;
}
void ParticlesStorage::particles_set_fractional_delta(RID p_particles, bool p_enable) {
Particles *particles = particles_owner.get_or_null(p_particles);
ERR_FAIL_COND(!particles);
particles->fractional_delta = p_enable;
}
void ParticlesStorage::particles_set_trails(RID p_particles, bool p_enable, double p_length) {
if (p_enable) {
WARN_PRINT_ONCE("The OpenGL 3 renderer does not support particle trails");
}
}
void ParticlesStorage::particles_set_trail_bind_poses(RID p_particles, const Vector<Transform3D> &p_bind_poses) {
if (p_bind_poses.size() != 0) {
WARN_PRINT_ONCE("The OpenGL 3 renderer does not support particle trails");
}
}
void ParticlesStorage::particles_set_collision_base_size(RID p_particles, real_t p_size) {
Particles *particles = particles_owner.get_or_null(p_particles);
ERR_FAIL_COND(!particles);
particles->collision_base_size = p_size;
}
void ParticlesStorage::particles_set_transform_align(RID p_particles, RS::ParticlesTransformAlign p_transform_align) {
Particles *particles = particles_owner.get_or_null(p_particles);
ERR_FAIL_COND(!particles);
particles->transform_align = p_transform_align;
}
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
}
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;
}
void ParticlesStorage::particles_set_draw_order(RID p_particles, RS::ParticlesDrawOrder p_order) {
Particles *particles = particles_owner.get_or_null(p_particles);
ERR_FAIL_COND(!particles);
particles->draw_order = p_order;
}
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);
}
void ParticlesStorage::particles_set_draw_pass_mesh(RID p_particles, int p_pass, RID p_mesh) {
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()) {
WARN_PRINT_ONCE("The OpenGL 3 renderer does not support particle sub emitters");
}
}
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) {
WARN_PRINT_ONCE("The OpenGL 3 renderer does not support manually emitting particles");
}
void ParticlesStorage::particles_request_process(RID p_particles) {
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;
}
}
AABB ParticlesStorage::particles_get_current_aabb(RID p_particles) {
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;
}
AABB ParticlesStorage::particles_get_aabb(RID p_particles) const {
const Particles *particles = particles_owner.get_or_null(p_particles);
ERR_FAIL_COND_V(!particles, AABB());
return particles->custom_aabb;
}
void ParticlesStorage::particles_set_emission_transform(RID p_particles, const Transform3D &p_transform) {
Particles *particles = particles_owner.get_or_null(p_particles);
ERR_FAIL_COND(!particles);
particles->emission_transform = p_transform;
}
int ParticlesStorage::particles_get_draw_passes(RID p_particles) const {
const Particles *particles = particles_owner.get_or_null(p_particles);
ERR_FAIL_COND_V(!particles, 0);
return particles->draw_passes.size();
}
RID ParticlesStorage::particles_get_draw_pass_mesh(RID p_particles, int p_pass) const {
const Particles *particles = particles_owner.get_or_null(p_particles);
ERR_FAIL_COND_V(!particles, RID());
ERR_FAIL_INDEX_V(p_pass, particles->draw_passes.size(), RID());
return particles->draw_passes[p_pass];
}
void ParticlesStorage::particles_add_collision(RID p_particles, RID p_particles_collision_instance) {
Particles *particles = particles_owner.get_or_null(p_particles);
ERR_FAIL_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
if (!p_particles->use_local_coords) {
Transform2D emission;
emission.columns[0] = Vector2(p_particles->emission_transform.basis.get_column(0).x, p_particles->emission_transform.basis.get_column(0).y);
emission.columns[1] = Vector2(p_particles->emission_transform.basis.get_column(1).x, p_particles->emission_transform.basis.get_column(1).y);
emission.set_origin(Vector2(p_particles->emission_transform.origin.x, p_particles->emission_transform.origin.y));
xform = xform * emission.affine_inverse();
}
Transform2D revert = xform.affine_inverse();
frame_params.collider_count = 1;
frame_params.colliders[0].transform[0] = xform.columns[0][0];
frame_params.colliders[0].transform[1] = xform.columns[0][1];
frame_params.colliders[0].transform[2] = 0;
frame_params.colliders[0].transform[3] = xform.columns[2][0];
frame_params.colliders[0].transform[4] = xform.columns[1][0];
frame_params.colliders[0].transform[5] = xform.columns[1][1];
frame_params.colliders[0].transform[6] = 0;
frame_params.colliders[0].transform[7] = xform.columns[2][1];
frame_params.colliders[0].transform[8] = revert.columns[0][0];
frame_params.colliders[0].transform[9] = revert.columns[0][1];
frame_params.colliders[0].transform[10] = 0;
frame_params.colliders[0].transform[11] = revert.columns[2][0];
frame_params.colliders[0].transform[12] = revert.columns[1][0];
frame_params.colliders[0].transform[13] = revert.columns[1][1];
frame_params.colliders[0].transform[14] = 0;
frame_params.colliders[0].transform[15] = revert.columns[2][1];
frame_params.colliders[0].extents[0] = p_particles->sdf_collision_to_screen.size.x;
frame_params.colliders[0].extents[1] = p_particles->sdf_collision_to_screen.size.y;
frame_params.colliders[0].extents[2] = p_particles->sdf_collision_to_screen.position.x;
frame_params.colliders[0].scale = p_particles->sdf_collision_to_screen.position.y;
frame_params.colliders[0].type = ParticlesFrameParams::COLLISION_TYPE_2D_SDF;
collision_heightmap_texture = p_particles->sdf_collision_texture;
}
for (const RID &E : p_particles->collisions) {
ParticlesCollisionInstance *pci = particles_collision_instance_owner.get_or_null(E);
if (!pci || !pci->active) {
continue;
}
ParticlesCollision *pc = particles_collision_owner.get_or_null(pci->collision);
ERR_CONTINUE(!pc);
Transform3D to_collider = pci->transform;
if (p_particles->use_local_coords) {
to_collider = to_particles * to_collider;
}
Vector3 scale = to_collider.basis.get_scale();
to_collider.basis.orthonormalize();
if (pc->type <= RS::PARTICLES_COLLISION_TYPE_VECTOR_FIELD_ATTRACT) {
//attractor
if (frame_params.attractor_count >= ParticlesFrameParams::MAX_ATTRACTORS) {
continue;
}
ParticlesFrameParams::Attractor &attr = frame_params.attractors[frame_params.attractor_count];
GLES3::MaterialStorage::store_transform(to_collider, attr.transform);
attr.strength = pc->attractor_strength;
attr.attenuation = pc->attractor_attenuation;
attr.directionality = pc->attractor_directionality;
switch (pc->type) {
case RS::PARTICLES_COLLISION_TYPE_SPHERE_ATTRACT: {
attr.type = ParticlesFrameParams::ATTRACTOR_TYPE_SPHERE;
float radius = pc->radius;
radius *= (scale.x + scale.y + scale.z) / 3.0;
attr.extents[0] = radius;
attr.extents[1] = radius;
attr.extents[2] = radius;
} break;
case RS::PARTICLES_COLLISION_TYPE_BOX_ATTRACT: {
attr.type = ParticlesFrameParams::ATTRACTOR_TYPE_BOX;
Vector3 extents = pc->extents * scale;
attr.extents[0] = extents.x;
attr.extents[1] = extents.y;
attr.extents[2] = extents.z;
} break;
case RS::PARTICLES_COLLISION_TYPE_VECTOR_FIELD_ATTRACT: {
WARN_PRINT_ONCE("Vector field particle attractors are not available in the OpenGL2 renderer.");
} break;
default: {
}
}
frame_params.attractor_count++;
} else {
//collider
if (frame_params.collider_count >= ParticlesFrameParams::MAX_COLLIDERS) {
continue;
}
ParticlesFrameParams::Collider &col = frame_params.colliders[frame_params.collider_count];
GLES3::MaterialStorage::store_transform(to_collider, col.transform);
switch (pc->type) {
case RS::PARTICLES_COLLISION_TYPE_SPHERE_COLLIDE: {
col.type = ParticlesFrameParams::COLLISION_TYPE_SPHERE;
float radius = pc->radius;
radius *= (scale.x + scale.y + scale.z) / 3.0;
col.extents[0] = radius;
col.extents[1] = radius;
col.extents[2] = radius;
} break;
case RS::PARTICLES_COLLISION_TYPE_BOX_COLLIDE: {
col.type = ParticlesFrameParams::COLLISION_TYPE_BOX;
Vector3 extents = pc->extents * scale;
col.extents[0] = extents.x;
col.extents[1] = extents.y;
col.extents[2] = extents.z;
} break;
case RS::PARTICLES_COLLISION_TYPE_SDF_COLLIDE: {
WARN_PRINT_ONCE("SDF Particle Colliders are not available in the OpenGL 3 renderer.");
} 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);
}
// Update per-frame UBO.
glBindBufferBase(GL_UNIFORM_BUFFER, PARTICLES_FRAME_UNIFORM_LOCATION, p_particles->frame_params_ubo);
glBufferData(GL_UNIFORM_BUFFER, sizeof(ParticlesFrameParams), &frame_params, GL_STREAM_DRAW);
// Get shader and set shader uniforms;
ParticleProcessMaterialData *m = static_cast<ParticleProcessMaterialData *>(material_storage->material_get_data(p_particles->process_material, RS::SHADER_PARTICLES));
if (!m) {
m = static_cast<ParticleProcessMaterialData *>(material_storage->material_get_data(particles_shader.default_material, RS::SHADER_PARTICLES));
}
ERR_FAIL_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);
}
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;
int process_data_amount = 4 * particles->num_attrib_arrays_cache * total_amount;
float *data = memnew_arr(float, process_data_amount);
for (int i = 0; i < process_data_amount; i++) {
data[i] = 0;
}
{
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);
glBufferData(GL_ARRAY_BUFFER, particles->process_buffer_stride_cache * total_amount, data, GL_DYNAMIC_COPY);
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);
glBufferData(GL_ARRAY_BUFFER, particles->instance_buffer_size_cache, nullptr, GL_DYNAMIC_COPY);
}
{
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);
glBufferData(GL_ARRAY_BUFFER, particles->process_buffer_stride_cache * total_amount, data, GL_DYNAMIC_COPY);
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);
glBufferData(GL_ARRAY_BUFFER, particles->instance_buffer_size_cache, nullptr, GL_DYNAMIC_COPY);
}
glBindBuffer(GL_ARRAY_BUFFER, 0);
memdelete_arr(data);
}
}
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);
glBufferData(GL_ARRAY_BUFFER, particles->instance_buffer_size_cache, nullptr, GL_DYNAMIC_READ);
glGenBuffers(1, &particles->sort_buffer);
glBindBuffer(GL_ARRAY_BUFFER, particles->sort_buffer);
glBufferData(GL_ARRAY_BUFFER, particles->instance_buffer_size_cache, nullptr, GL_DYNAMIC_READ);
particles->sort_buffer_filled = false;
particles->last_frame_buffer_filled = false;
glBindBuffer(GL_ARRAY_BUFFER, 0);
}
}
void ParticlesStorage::_particles_update_instance_buffer(Particles *particles, const Vector3 &p_axis, const Vector3 &p_up_axis) {
ParticlesCopyShaderGLES3::ShaderVariant variant = ParticlesCopyShaderGLES3::MODE_DEFAULT;
uint64_t specialization = 0;
if (particles->mode == RS::ParticlesMode::PARTICLES_MODE_3D) {
specialization |= ParticlesCopyShaderGLES3::MODE_3D;
}
bool success = particles_shader.copy_shader.version_bind_shader(particles_shader.copy_shader_version, variant, specialization);
if (!success) {
return;
}
// Affect 2D only.
if (particles->use_local_coords) {
// In local mode, particle positions are calculated locally (relative to the node position)
// and they're also drawn locally.
// It works as expected, so we just pass an identity transform.
particles_shader.copy_shader.version_set_uniform(ParticlesCopyShaderGLES3::INV_EMISSION_TRANSFORM, Transform3D(), particles_shader.copy_shader_version, variant, specialization);
} else {
// In global mode, particle positions are calculated globally (relative to the canvas origin)
// but they're drawn locally.
// So, we need to pass the inverse of the emission transform to bring the
// particles to local coordinates before drawing.
Transform3D inv = particles->emission_transform.affine_inverse();
particles_shader.copy_shader.version_set_uniform(ParticlesCopyShaderGLES3::INV_EMISSION_TRANSFORM, inv, particles_shader.copy_shader_version, variant, specialization);
}
particles_shader.copy_shader.version_set_uniform(ParticlesCopyShaderGLES3::FRAME_REMAINDER, particles->interpolate ? particles->frame_remainder : 0.0, particles_shader.copy_shader_version, variant, specialization);
particles_shader.copy_shader.version_set_uniform(ParticlesCopyShaderGLES3::ALIGN_MODE, uint32_t(particles->transform_align), particles_shader.copy_shader_version, variant, specialization);
particles_shader.copy_shader.version_set_uniform(ParticlesCopyShaderGLES3::ALIGN_UP, p_up_axis, particles_shader.copy_shader_version, variant, specialization);
particles_shader.copy_shader.version_set_uniform(ParticlesCopyShaderGLES3::SORT_DIRECTION, p_axis, particles_shader.copy_shader_version, variant, specialization);
glBindVertexArray(particles->back_vertex_array);
glBindBufferRange(GL_TRANSFORM_FEEDBACK_BUFFER, 0, particles->front_instance_buffer, 0, particles->instance_buffer_size_cache);
glBeginTransformFeedback(GL_POINTS);
if (particles->draw_order == RS::PARTICLES_DRAW_ORDER_LIFETIME) {
uint32_t lifetime_split = MIN(particles->amount * particles->phase, particles->amount - 1);
uint32_t stride = particles->process_buffer_stride_cache;
glBindBuffer(GL_ARRAY_BUFFER, particles->back_process_buffer);
// Offset VBO so you render starting at the newest particle.
if (particles->amount - lifetime_split > 0) {
glEnableVertexAttribArray(0); // Color.
glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(stride * lifetime_split + sizeof(float) * 4 * 0));
glEnableVertexAttribArray(1); // .xyz: velocity. .z: flags.
glVertexAttribPointer(1, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(stride * lifetime_split + sizeof(float) * 4 * 1));
glEnableVertexAttribArray(2); // Custom.
glVertexAttribPointer(2, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(stride * lifetime_split + sizeof(float) * 4 * 2));
glEnableVertexAttribArray(3); // Xform1.
glVertexAttribPointer(3, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(stride * lifetime_split + sizeof(float) * 4 * 3));
glEnableVertexAttribArray(4); // Xform2.
glVertexAttribPointer(4, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(stride * lifetime_split + sizeof(float) * 4 * 4));
if (particles->mode == RS::PARTICLES_MODE_3D) {
glEnableVertexAttribArray(5); // Xform3.
glVertexAttribPointer(5, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(stride * lifetime_split + sizeof(float) * 4 * 5));
}
uint32_t to_draw = particles->amount - lifetime_split;
glDrawArrays(GL_POINTS, 0, to_draw);
}
// Then render from index 0 up intil the newest particle.
if (lifetime_split > 0) {
glEndTransformFeedback();
// Now output to the second portion of the instance buffer.
glBindBufferRange(GL_TRANSFORM_FEEDBACK_BUFFER, 0, particles->front_instance_buffer, particles->instance_buffer_stride_cache * (particles->amount - lifetime_split), particles->instance_buffer_stride_cache * (lifetime_split));
glBeginTransformFeedback(GL_POINTS);
// Reset back to normal.
for (uint32_t j = 0; j < particles->num_attrib_arrays_cache; j++) {
glEnableVertexAttribArray(j);
glVertexAttribPointer(j, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(sizeof(float) * 4 * j));
}
glDrawArrays(GL_POINTS, 0, lifetime_split);
}
} else {
glDrawArrays(GL_POINTS, 0, particles->amount);
}
glEndTransformFeedback();
glBindBufferRange(GL_TRANSFORM_FEEDBACK_BUFFER, 0, 0, 0, 0);
glBindVertexArray(0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
}
void ParticlesStorage::update_particles() {
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
uint32_t lifetime_split = MIN(particles->amount * particles->sort_buffer_phase, particles->amount - 1);
for (uint32_t i = 0; i < lifetime_split / 2; i++) {
SWAP(particle_array[i], particle_array[lifetime_split - i]);
}
for (uint32_t i = 0; i < (particles->amount - lifetime_split) / 2; i++) {
SWAP(particle_array[lifetime_split + i + 1], particle_array[particles->amount - 1 - i]);
}
#ifndef __EMSCRIPTEN__
glUnmapBuffer(GL_ARRAY_BUFFER);
#else
glBufferSubData(GL_ARRAY_BUFFER, 0, buffer_size, particle_vector.ptr());
#endif
glBindBuffer(GL_ARRAY_BUFFER, 0);
}
Dependency *ParticlesStorage::particles_get_dependency(RID p_particles) const {
Particles *particles = particles_owner.get_or_null(p_particles);
ERR_FAIL_NULL_V(particles, nullptr);
return &particles->dependency;
}
bool ParticlesStorage::particles_is_inactive(RID p_particles) const {
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;
}
/* PARTICLES COLLISION API */
RID ParticlesStorage::particles_collision_allocate() {
return particles_collision_owner.allocate_rid();
}
void ParticlesStorage::particles_collision_initialize(RID p_rid) {
particles_collision_owner.initialize_rid(p_rid, ParticlesCollision());
}
void ParticlesStorage::particles_collision_free(RID p_rid) {
ParticlesCollision *particles_collision = particles_collision_owner.get_or_null(p_rid);
if (particles_collision->heightfield_texture != 0) {
glDeleteTextures(1, &particles_collision->heightfield_texture);
particles_collision->heightfield_texture = 0;
glDeleteFramebuffers(1, &particles_collision->heightfield_fb);
particles_collision->heightfield_fb = 0;
}
particles_collision->dependency.deleted_notify(p_rid);
particles_collision_owner.free(p_rid);
}
GLuint ParticlesStorage::particles_collision_get_heightfield_framebuffer(RID p_particles_collision) const {
ParticlesCollision *particles_collision = particles_collision_owner.get_or_null(p_particles_collision);
ERR_FAIL_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
particles_collision->heightfield_fb_size = size;
glBindTexture(GL_TEXTURE_2D, 0);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
return particles_collision->heightfield_fb;
}
void ParticlesStorage::particles_collision_set_collision_type(RID p_particles_collision, RS::ParticlesCollisionType p_type) {
ParticlesCollision *particles_collision = particles_collision_owner.get_or_null(p_particles_collision);
ERR_FAIL_COND(!particles_collision);
if (p_type == particles_collision->type) {
return;
}
if (particles_collision->heightfield_texture != 0) {
glDeleteTextures(1, &particles_collision->heightfield_texture);
particles_collision->heightfield_texture = 0;
glDeleteFramebuffers(1, &particles_collision->heightfield_fb);
particles_collision->heightfield_fb = 0;
}
particles_collision->type = p_type;
particles_collision->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_AABB);
}
void ParticlesStorage::particles_collision_set_cull_mask(RID p_particles_collision, uint32_t p_cull_mask) {
ParticlesCollision *particles_collision = particles_collision_owner.get_or_null(p_particles_collision);
ERR_FAIL_COND(!particles_collision);
particles_collision->cull_mask = p_cull_mask;
}
void ParticlesStorage::particles_collision_set_sphere_radius(RID p_particles_collision, real_t p_radius) {
ParticlesCollision *particles_collision = particles_collision_owner.get_or_null(p_particles_collision);
ERR_FAIL_COND(!particles_collision);
particles_collision->radius = p_radius;
particles_collision->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_AABB);
}
void ParticlesStorage::particles_collision_set_box_extents(RID p_particles_collision, const Vector3 &p_extents) {
ParticlesCollision *particles_collision = particles_collision_owner.get_or_null(p_particles_collision);
ERR_FAIL_COND(!particles_collision);
particles_collision->extents = p_extents;
particles_collision->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_AABB);
}
void ParticlesStorage::particles_collision_set_attractor_strength(RID p_particles_collision, real_t p_strength) {
ParticlesCollision *particles_collision = particles_collision_owner.get_or_null(p_particles_collision);
ERR_FAIL_COND(!particles_collision);
particles_collision->attractor_strength = p_strength;
}
void ParticlesStorage::particles_collision_set_attractor_directionality(RID p_particles_collision, real_t p_directionality) {
ParticlesCollision *particles_collision = particles_collision_owner.get_or_null(p_particles_collision);
ERR_FAIL_COND(!particles_collision);
particles_collision->attractor_directionality = p_directionality;
}
void ParticlesStorage::particles_collision_set_attractor_attenuation(RID p_particles_collision, real_t p_curve) {
ParticlesCollision *particles_collision = particles_collision_owner.get_or_null(p_particles_collision);
ERR_FAIL_COND(!particles_collision);
particles_collision->attractor_attenuation = p_curve;
}
void ParticlesStorage::particles_collision_set_field_texture(RID p_particles_collision, RID p_texture) {
WARN_PRINT_ONCE("The OpenGL 3 renderer does not support SDF collisions in 3D particle shaders");
}
void ParticlesStorage::particles_collision_height_field_update(RID p_particles_collision) {
ParticlesCollision *particles_collision = particles_collision_owner.get_or_null(p_particles_collision);
ERR_FAIL_COND(!particles_collision);
particles_collision->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_AABB);
}
void ParticlesStorage::particles_collision_set_height_field_resolution(RID p_particles_collision, RS::ParticlesCollisionHeightfieldResolution p_resolution) {
ParticlesCollision *particles_collision = particles_collision_owner.get_or_null(p_particles_collision);
ERR_FAIL_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) {
glDeleteTextures(1, &particles_collision->heightfield_texture);
particles_collision->heightfield_texture = 0;
glDeleteFramebuffers(1, &particles_collision->heightfield_fb);
particles_collision->heightfield_fb = 0;
}
}
AABB ParticlesStorage::particles_collision_get_aabb(RID p_particles_collision) const {
ParticlesCollision *particles_collision = particles_collision_owner.get_or_null(p_particles_collision);
ERR_FAIL_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;
}
bool ParticlesStorage::particles_collision_is_heightfield(RID p_particles_collision) const {
const ParticlesCollision *particles_collision = particles_collision_owner.get_or_null(p_particles_collision);
ERR_FAIL_COND_V(!particles_collision, false);
return particles_collision->type == RS::PARTICLES_COLLISION_TYPE_HEIGHTFIELD_COLLIDE;
}
Dependency *ParticlesStorage::particles_collision_get_dependency(RID p_particles_collision) const {
ParticlesCollision *pc = particles_collision_owner.get_or_null(p_particles_collision);
ERR_FAIL_NULL_V(pc, nullptr);
return &pc->dependency;
}
/* Particles collision instance */
RID ParticlesStorage::particles_collision_instance_create(RID p_collision) {
ParticlesCollisionInstance pci;
pci.collision = p_collision;
return particles_collision_instance_owner.make_rid(pci);
}
void ParticlesStorage::particles_collision_instance_free(RID p_rid) {
particles_collision_instance_owner.free(p_rid);
}
void ParticlesStorage::particles_collision_instance_set_transform(RID p_collision_instance, const Transform3D &p_transform) {
ParticlesCollisionInstance *pci = particles_collision_instance_owner.get_or_null(p_collision_instance);
ERR_FAIL_COND(!pci);
pci->transform = p_transform;
}
void ParticlesStorage::particles_collision_instance_set_active(RID p_collision_instance, bool p_active) {
ParticlesCollisionInstance *pci = particles_collision_instance_owner.get_or_null(p_collision_instance);
ERR_FAIL_COND(!pci);
pci->active = p_active;
}
#endif // GLES3_ENABLED