particles_storage.cpp 55 KB

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  1. /**************************************************************************/
  2. /* particles_storage.cpp */
  3. /**************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /**************************************************************************/
  8. /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
  9. /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
  10. /* */
  11. /* Permission is hereby granted, free of charge, to any person obtaining */
  12. /* a copy of this software and associated documentation files (the */
  13. /* "Software"), to deal in the Software without restriction, including */
  14. /* without limitation the rights to use, copy, modify, merge, publish, */
  15. /* distribute, sublicense, and/or sell copies of the Software, and to */
  16. /* permit persons to whom the Software is furnished to do so, subject to */
  17. /* the following conditions: */
  18. /* */
  19. /* The above copyright notice and this permission notice shall be */
  20. /* included in all copies or substantial portions of the Software. */
  21. /* */
  22. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  23. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  24. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
  25. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  26. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  27. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  28. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  29. /**************************************************************************/
  30. #ifdef GLES3_ENABLED
  31. #include "particles_storage.h"
  32. #include "material_storage.h"
  33. #include "mesh_storage.h"
  34. #include "texture_storage.h"
  35. #include "utilities.h"
  36. #include "servers/rendering/rendering_server_default.h"
  37. using namespace GLES3;
  38. ParticlesStorage *ParticlesStorage::singleton = nullptr;
  39. ParticlesStorage *ParticlesStorage::get_singleton() {
  40. return singleton;
  41. }
  42. ParticlesStorage::ParticlesStorage() {
  43. singleton = this;
  44. GLES3::MaterialStorage *material_storage = GLES3::MaterialStorage::get_singleton();
  45. {
  46. String global_defines;
  47. global_defines += "#define MAX_GLOBAL_SHADER_UNIFORMS 256\n"; // TODO: this is arbitrary for now
  48. material_storage->shaders.particles_process_shader.initialize(global_defines, 1);
  49. }
  50. {
  51. // default material and shader for particles shader
  52. particles_shader.default_shader = material_storage->shader_allocate();
  53. material_storage->shader_initialize(particles_shader.default_shader);
  54. material_storage->shader_set_code(particles_shader.default_shader, R"(
  55. // Default particles shader.
  56. shader_type particles;
  57. void process() {
  58. COLOR = vec4(1.0);
  59. }
  60. )");
  61. particles_shader.default_material = material_storage->material_allocate();
  62. material_storage->material_initialize(particles_shader.default_material);
  63. material_storage->material_set_shader(particles_shader.default_material, particles_shader.default_shader);
  64. }
  65. {
  66. particles_shader.copy_shader.initialize();
  67. particles_shader.copy_shader_version = particles_shader.copy_shader.version_create();
  68. }
  69. }
  70. ParticlesStorage::~ParticlesStorage() {
  71. singleton = nullptr;
  72. GLES3::MaterialStorage *material_storage = GLES3::MaterialStorage::get_singleton();
  73. material_storage->material_free(particles_shader.default_material);
  74. material_storage->shader_free(particles_shader.default_shader);
  75. particles_shader.copy_shader.version_free(particles_shader.copy_shader_version);
  76. }
  77. /* PARTICLES */
  78. RID ParticlesStorage::particles_allocate() {
  79. return particles_owner.allocate_rid();
  80. }
  81. void ParticlesStorage::particles_initialize(RID p_rid) {
  82. particles_owner.initialize_rid(p_rid, Particles());
  83. }
  84. void ParticlesStorage::particles_free(RID p_rid) {
  85. update_particles();
  86. Particles *particles = particles_owner.get_or_null(p_rid);
  87. particles->dependency.deleted_notify(p_rid);
  88. _particles_free_data(particles);
  89. particles_owner.free(p_rid);
  90. }
  91. void ParticlesStorage::particles_set_mode(RID p_particles, RS::ParticlesMode p_mode) {
  92. Particles *particles = particles_owner.get_or_null(p_particles);
  93. ERR_FAIL_COND(!particles);
  94. if (particles->mode == p_mode) {
  95. return;
  96. }
  97. _particles_free_data(particles);
  98. particles->mode = p_mode;
  99. }
  100. void ParticlesStorage::particles_set_emitting(RID p_particles, bool p_emitting) {
  101. Particles *particles = particles_owner.get_or_null(p_particles);
  102. ERR_FAIL_COND(!particles);
  103. particles->emitting = p_emitting;
  104. }
  105. bool ParticlesStorage::particles_get_emitting(RID p_particles) {
  106. ERR_FAIL_COND_V_MSG(RSG::threaded, false, "This function should never be used with threaded rendering, as it stalls the renderer.");
  107. Particles *particles = particles_owner.get_or_null(p_particles);
  108. ERR_FAIL_COND_V(!particles, false);
  109. return particles->emitting;
  110. }
  111. void ParticlesStorage::_particles_free_data(Particles *particles) {
  112. particles->userdata_count = 0;
  113. particles->instance_buffer_size_cache = 0;
  114. particles->instance_buffer_stride_cache = 0;
  115. particles->num_attrib_arrays_cache = 0;
  116. particles->process_buffer_stride_cache = 0;
  117. if (particles->front_process_buffer != 0) {
  118. glDeleteVertexArrays(1, &particles->front_vertex_array);
  119. glDeleteBuffers(1, &particles->front_process_buffer);
  120. glDeleteBuffers(1, &particles->front_instance_buffer);
  121. particles->front_vertex_array = 0;
  122. particles->front_process_buffer = 0;
  123. particles->front_instance_buffer = 0;
  124. glDeleteVertexArrays(1, &particles->back_vertex_array);
  125. glDeleteBuffers(1, &particles->back_process_buffer);
  126. glDeleteBuffers(1, &particles->back_instance_buffer);
  127. particles->back_vertex_array = 0;
  128. particles->back_process_buffer = 0;
  129. particles->back_instance_buffer = 0;
  130. }
  131. if (particles->sort_buffer != 0) {
  132. glDeleteBuffers(1, &particles->last_frame_buffer);
  133. glDeleteBuffers(1, &particles->sort_buffer);
  134. particles->last_frame_buffer = 0;
  135. particles->sort_buffer = 0;
  136. particles->sort_buffer_filled = false;
  137. particles->last_frame_buffer_filled = false;
  138. }
  139. if (particles->frame_params_ubo != 0) {
  140. glDeleteBuffers(1, &particles->frame_params_ubo);
  141. particles->frame_params_ubo = 0;
  142. }
  143. }
  144. void ParticlesStorage::particles_set_amount(RID p_particles, int p_amount) {
  145. Particles *particles = particles_owner.get_or_null(p_particles);
  146. ERR_FAIL_COND(!particles);
  147. if (particles->amount == p_amount) {
  148. return;
  149. }
  150. _particles_free_data(particles);
  151. particles->amount = p_amount;
  152. particles->prev_ticks = 0;
  153. particles->phase = 0;
  154. particles->prev_phase = 0;
  155. particles->clear = true;
  156. particles->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_PARTICLES);
  157. }
  158. void ParticlesStorage::particles_set_lifetime(RID p_particles, double p_lifetime) {
  159. Particles *particles = particles_owner.get_or_null(p_particles);
  160. ERR_FAIL_COND(!particles);
  161. particles->lifetime = p_lifetime;
  162. }
  163. void ParticlesStorage::particles_set_one_shot(RID p_particles, bool p_one_shot) {
  164. Particles *particles = particles_owner.get_or_null(p_particles);
  165. ERR_FAIL_COND(!particles);
  166. particles->one_shot = p_one_shot;
  167. }
  168. void ParticlesStorage::particles_set_pre_process_time(RID p_particles, double p_time) {
  169. Particles *particles = particles_owner.get_or_null(p_particles);
  170. ERR_FAIL_COND(!particles);
  171. particles->pre_process_time = p_time;
  172. }
  173. void ParticlesStorage::particles_set_explosiveness_ratio(RID p_particles, real_t p_ratio) {
  174. Particles *particles = particles_owner.get_or_null(p_particles);
  175. ERR_FAIL_COND(!particles);
  176. particles->explosiveness = p_ratio;
  177. }
  178. void ParticlesStorage::particles_set_randomness_ratio(RID p_particles, real_t p_ratio) {
  179. Particles *particles = particles_owner.get_or_null(p_particles);
  180. ERR_FAIL_COND(!particles);
  181. particles->randomness = p_ratio;
  182. }
  183. void ParticlesStorage::particles_set_custom_aabb(RID p_particles, const AABB &p_aabb) {
  184. Particles *particles = particles_owner.get_or_null(p_particles);
  185. ERR_FAIL_COND(!particles);
  186. particles->custom_aabb = p_aabb;
  187. particles->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_AABB);
  188. }
  189. void ParticlesStorage::particles_set_speed_scale(RID p_particles, double p_scale) {
  190. Particles *particles = particles_owner.get_or_null(p_particles);
  191. ERR_FAIL_COND(!particles);
  192. particles->speed_scale = p_scale;
  193. }
  194. void ParticlesStorage::particles_set_use_local_coordinates(RID p_particles, bool p_enable) {
  195. Particles *particles = particles_owner.get_or_null(p_particles);
  196. ERR_FAIL_COND(!particles);
  197. particles->use_local_coords = p_enable;
  198. particles->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_PARTICLES);
  199. }
  200. void ParticlesStorage::particles_set_fixed_fps(RID p_particles, int p_fps) {
  201. Particles *particles = particles_owner.get_or_null(p_particles);
  202. ERR_FAIL_COND(!particles);
  203. particles->fixed_fps = p_fps;
  204. _particles_free_data(particles);
  205. particles->prev_ticks = 0;
  206. particles->phase = 0;
  207. particles->prev_phase = 0;
  208. particles->clear = true;
  209. particles->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_PARTICLES);
  210. }
  211. void ParticlesStorage::particles_set_interpolate(RID p_particles, bool p_enable) {
  212. Particles *particles = particles_owner.get_or_null(p_particles);
  213. ERR_FAIL_COND(!particles);
  214. particles->interpolate = p_enable;
  215. }
  216. void ParticlesStorage::particles_set_fractional_delta(RID p_particles, bool p_enable) {
  217. Particles *particles = particles_owner.get_or_null(p_particles);
  218. ERR_FAIL_COND(!particles);
  219. particles->fractional_delta = p_enable;
  220. }
  221. void ParticlesStorage::particles_set_trails(RID p_particles, bool p_enable, double p_length) {
  222. if (p_enable) {
  223. WARN_PRINT_ONCE("The OpenGL 3 renderer does not support particle trails");
  224. }
  225. }
  226. void ParticlesStorage::particles_set_trail_bind_poses(RID p_particles, const Vector<Transform3D> &p_bind_poses) {
  227. if (p_bind_poses.size() != 0) {
  228. WARN_PRINT_ONCE("The OpenGL 3 renderer does not support particle trails");
  229. }
  230. }
  231. void ParticlesStorage::particles_set_collision_base_size(RID p_particles, real_t p_size) {
  232. Particles *particles = particles_owner.get_or_null(p_particles);
  233. ERR_FAIL_COND(!particles);
  234. particles->collision_base_size = p_size;
  235. }
  236. void ParticlesStorage::particles_set_transform_align(RID p_particles, RS::ParticlesTransformAlign p_transform_align) {
  237. Particles *particles = particles_owner.get_or_null(p_particles);
  238. ERR_FAIL_COND(!particles);
  239. particles->transform_align = p_transform_align;
  240. }
  241. void ParticlesStorage::particles_set_process_material(RID p_particles, RID p_material) {
  242. Particles *particles = particles_owner.get_or_null(p_particles);
  243. ERR_FAIL_COND(!particles);
  244. particles->process_material = p_material;
  245. particles->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_PARTICLES); //the instance buffer may have changed
  246. }
  247. RID ParticlesStorage::particles_get_process_material(RID p_particles) const {
  248. Particles *particles = particles_owner.get_or_null(p_particles);
  249. ERR_FAIL_COND_V(!particles, RID());
  250. return particles->process_material;
  251. }
  252. void ParticlesStorage::particles_set_draw_order(RID p_particles, RS::ParticlesDrawOrder p_order) {
  253. Particles *particles = particles_owner.get_or_null(p_particles);
  254. ERR_FAIL_COND(!particles);
  255. particles->draw_order = p_order;
  256. }
  257. void ParticlesStorage::particles_set_draw_passes(RID p_particles, int p_passes) {
  258. Particles *particles = particles_owner.get_or_null(p_particles);
  259. ERR_FAIL_COND(!particles);
  260. particles->draw_passes.resize(p_passes);
  261. }
  262. void ParticlesStorage::particles_set_draw_pass_mesh(RID p_particles, int p_pass, RID p_mesh) {
  263. Particles *particles = particles_owner.get_or_null(p_particles);
  264. ERR_FAIL_COND(!particles);
  265. ERR_FAIL_INDEX(p_pass, particles->draw_passes.size());
  266. particles->draw_passes.write[p_pass] = p_mesh;
  267. particles->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_PARTICLES);
  268. }
  269. void ParticlesStorage::particles_restart(RID p_particles) {
  270. Particles *particles = particles_owner.get_or_null(p_particles);
  271. ERR_FAIL_COND(!particles);
  272. particles->restart_request = true;
  273. }
  274. void ParticlesStorage::particles_set_subemitter(RID p_particles, RID p_subemitter_particles) {
  275. if (p_subemitter_particles.is_valid()) {
  276. WARN_PRINT_ONCE("The OpenGL 3 renderer does not support particle sub emitters");
  277. }
  278. }
  279. 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) {
  280. WARN_PRINT_ONCE("The OpenGL 3 renderer does not support manually emitting particles");
  281. }
  282. void ParticlesStorage::particles_request_process(RID p_particles) {
  283. Particles *particles = particles_owner.get_or_null(p_particles);
  284. ERR_FAIL_COND(!particles);
  285. if (!particles->dirty) {
  286. particles->dirty = true;
  287. particles->update_list = particle_update_list;
  288. particle_update_list = particles;
  289. }
  290. }
  291. AABB ParticlesStorage::particles_get_current_aabb(RID p_particles) {
  292. if (RSG::threaded) {
  293. WARN_PRINT_ONCE("Calling this function with threaded rendering enabled stalls the renderer, use with care.");
  294. }
  295. const Particles *particles = particles_owner.get_or_null(p_particles);
  296. ERR_FAIL_COND_V(!particles, AABB());
  297. int total_amount = particles->amount;
  298. // If available, read from the sort buffer which should be 2 frames out of date.
  299. // This will help alleviate GPU stalls.
  300. GLuint read_buffer = particles->sort_buffer_filled ? particles->sort_buffer : particles->back_instance_buffer;
  301. Vector<uint8_t> buffer = Utilities::buffer_get_data(GL_ARRAY_BUFFER, read_buffer, total_amount * sizeof(ParticleInstanceData3D));
  302. ERR_FAIL_COND_V(buffer.size() != (int)(total_amount * sizeof(ParticleInstanceData3D)), AABB());
  303. Transform3D inv = particles->emission_transform.affine_inverse();
  304. AABB aabb;
  305. if (buffer.size()) {
  306. bool first = true;
  307. const uint8_t *data_ptr = (const uint8_t *)buffer.ptr();
  308. uint32_t particle_data_size = sizeof(ParticleInstanceData3D) + sizeof(float) * particles->userdata_count;
  309. for (int i = 0; i < total_amount; i++) {
  310. const ParticleInstanceData3D &particle_data = *(const ParticleInstanceData3D *)&data_ptr[particle_data_size * i];
  311. // If scale is 0.0, we assume the particle is inactive.
  312. if (particle_data.xform[0] > 0.0) {
  313. Vector3 pos = Vector3(particle_data.xform[3], particle_data.xform[7], particle_data.xform[11]);
  314. if (!particles->use_local_coords) {
  315. pos = inv.xform(pos);
  316. }
  317. if (first) {
  318. aabb.position = pos;
  319. first = false;
  320. } else {
  321. aabb.expand_to(pos);
  322. }
  323. }
  324. }
  325. }
  326. float longest_axis_size = 0;
  327. for (int i = 0; i < particles->draw_passes.size(); i++) {
  328. if (particles->draw_passes[i].is_valid()) {
  329. AABB maabb = MeshStorage::get_singleton()->mesh_get_aabb(particles->draw_passes[i], RID());
  330. longest_axis_size = MAX(maabb.get_longest_axis_size(), longest_axis_size);
  331. }
  332. }
  333. aabb.grow_by(longest_axis_size);
  334. return aabb;
  335. }
  336. AABB ParticlesStorage::particles_get_aabb(RID p_particles) const {
  337. const Particles *particles = particles_owner.get_or_null(p_particles);
  338. ERR_FAIL_COND_V(!particles, AABB());
  339. return particles->custom_aabb;
  340. }
  341. void ParticlesStorage::particles_set_emission_transform(RID p_particles, const Transform3D &p_transform) {
  342. Particles *particles = particles_owner.get_or_null(p_particles);
  343. ERR_FAIL_COND(!particles);
  344. particles->emission_transform = p_transform;
  345. }
  346. int ParticlesStorage::particles_get_draw_passes(RID p_particles) const {
  347. const Particles *particles = particles_owner.get_or_null(p_particles);
  348. ERR_FAIL_COND_V(!particles, 0);
  349. return particles->draw_passes.size();
  350. }
  351. RID ParticlesStorage::particles_get_draw_pass_mesh(RID p_particles, int p_pass) const {
  352. const Particles *particles = particles_owner.get_or_null(p_particles);
  353. ERR_FAIL_COND_V(!particles, RID());
  354. ERR_FAIL_INDEX_V(p_pass, particles->draw_passes.size(), RID());
  355. return particles->draw_passes[p_pass];
  356. }
  357. void ParticlesStorage::particles_add_collision(RID p_particles, RID p_particles_collision_instance) {
  358. Particles *particles = particles_owner.get_or_null(p_particles);
  359. ERR_FAIL_COND(!particles);
  360. particles->collisions.insert(p_particles_collision_instance);
  361. }
  362. void ParticlesStorage::particles_remove_collision(RID p_particles, RID p_particles_collision_instance) {
  363. Particles *particles = particles_owner.get_or_null(p_particles);
  364. ERR_FAIL_COND(!particles);
  365. particles->collisions.erase(p_particles_collision_instance);
  366. }
  367. 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) {
  368. Particles *particles = particles_owner.get_or_null(p_particles);
  369. ERR_FAIL_COND(!particles);
  370. particles->has_sdf_collision = p_enable;
  371. particles->sdf_collision_transform = p_xform;
  372. particles->sdf_collision_to_screen = p_to_screen;
  373. particles->sdf_collision_texture = p_texture;
  374. }
  375. // Does one step of processing particles by reading from back_process_buffer and writing to front_process_buffer.
  376. void ParticlesStorage::_particles_process(Particles *p_particles, double p_delta) {
  377. GLES3::TextureStorage *texture_storage = GLES3::TextureStorage::get_singleton();
  378. GLES3::MaterialStorage *material_storage = GLES3::MaterialStorage::get_singleton();
  379. double new_phase = Math::fmod(p_particles->phase + (p_delta / p_particles->lifetime) * p_particles->speed_scale, 1.0);
  380. //update current frame
  381. ParticlesFrameParams frame_params;
  382. if (p_particles->clear) {
  383. p_particles->cycle_number = 0;
  384. p_particles->random_seed = Math::rand();
  385. } else if (new_phase < p_particles->phase) {
  386. if (p_particles->one_shot) {
  387. p_particles->emitting = false;
  388. }
  389. p_particles->cycle_number++;
  390. }
  391. frame_params.emitting = p_particles->emitting;
  392. frame_params.system_phase = new_phase;
  393. frame_params.prev_system_phase = p_particles->phase;
  394. p_particles->phase = new_phase;
  395. frame_params.time = RSG::rasterizer->get_total_time();
  396. frame_params.delta = p_delta * p_particles->speed_scale;
  397. frame_params.random_seed = p_particles->random_seed;
  398. frame_params.explosiveness = p_particles->explosiveness;
  399. frame_params.randomness = p_particles->randomness;
  400. if (p_particles->use_local_coords) {
  401. GLES3::MaterialStorage::store_transform(Transform3D(), frame_params.emission_transform);
  402. } else {
  403. GLES3::MaterialStorage::store_transform(p_particles->emission_transform, frame_params.emission_transform);
  404. }
  405. frame_params.cycle = p_particles->cycle_number;
  406. frame_params.frame = p_particles->frame_counter++;
  407. frame_params.pad0 = 0;
  408. frame_params.pad1 = 0;
  409. frame_params.pad2 = 0;
  410. { //collision and attractors
  411. frame_params.collider_count = 0;
  412. frame_params.attractor_count = 0;
  413. frame_params.particle_size = p_particles->collision_base_size;
  414. GLuint collision_heightmap_texture = 0;
  415. Transform3D to_particles;
  416. if (p_particles->use_local_coords) {
  417. to_particles = p_particles->emission_transform.affine_inverse();
  418. }
  419. if (p_particles->has_sdf_collision && p_particles->sdf_collision_texture != 0) {
  420. //2D collision
  421. Transform2D xform = p_particles->sdf_collision_transform; //will use dotproduct manually so invert beforehand
  422. if (!p_particles->use_local_coords) {
  423. Transform2D emission;
  424. emission.columns[0] = Vector2(p_particles->emission_transform.basis.get_column(0).x, p_particles->emission_transform.basis.get_column(0).y);
  425. emission.columns[1] = Vector2(p_particles->emission_transform.basis.get_column(1).x, p_particles->emission_transform.basis.get_column(1).y);
  426. emission.set_origin(Vector2(p_particles->emission_transform.origin.x, p_particles->emission_transform.origin.y));
  427. xform = xform * emission.affine_inverse();
  428. }
  429. Transform2D revert = xform.affine_inverse();
  430. frame_params.collider_count = 1;
  431. frame_params.colliders[0].transform[0] = xform.columns[0][0];
  432. frame_params.colliders[0].transform[1] = xform.columns[0][1];
  433. frame_params.colliders[0].transform[2] = 0;
  434. frame_params.colliders[0].transform[3] = xform.columns[2][0];
  435. frame_params.colliders[0].transform[4] = xform.columns[1][0];
  436. frame_params.colliders[0].transform[5] = xform.columns[1][1];
  437. frame_params.colliders[0].transform[6] = 0;
  438. frame_params.colliders[0].transform[7] = xform.columns[2][1];
  439. frame_params.colliders[0].transform[8] = revert.columns[0][0];
  440. frame_params.colliders[0].transform[9] = revert.columns[0][1];
  441. frame_params.colliders[0].transform[10] = 0;
  442. frame_params.colliders[0].transform[11] = revert.columns[2][0];
  443. frame_params.colliders[0].transform[12] = revert.columns[1][0];
  444. frame_params.colliders[0].transform[13] = revert.columns[1][1];
  445. frame_params.colliders[0].transform[14] = 0;
  446. frame_params.colliders[0].transform[15] = revert.columns[2][1];
  447. frame_params.colliders[0].extents[0] = p_particles->sdf_collision_to_screen.size.x;
  448. frame_params.colliders[0].extents[1] = p_particles->sdf_collision_to_screen.size.y;
  449. frame_params.colliders[0].extents[2] = p_particles->sdf_collision_to_screen.position.x;
  450. frame_params.colliders[0].scale = p_particles->sdf_collision_to_screen.position.y;
  451. frame_params.colliders[0].type = ParticlesFrameParams::COLLISION_TYPE_2D_SDF;
  452. collision_heightmap_texture = p_particles->sdf_collision_texture;
  453. }
  454. for (const RID &E : p_particles->collisions) {
  455. ParticlesCollisionInstance *pci = particles_collision_instance_owner.get_or_null(E);
  456. if (!pci || !pci->active) {
  457. continue;
  458. }
  459. ParticlesCollision *pc = particles_collision_owner.get_or_null(pci->collision);
  460. ERR_CONTINUE(!pc);
  461. Transform3D to_collider = pci->transform;
  462. if (p_particles->use_local_coords) {
  463. to_collider = to_particles * to_collider;
  464. }
  465. Vector3 scale = to_collider.basis.get_scale();
  466. to_collider.basis.orthonormalize();
  467. if (pc->type <= RS::PARTICLES_COLLISION_TYPE_VECTOR_FIELD_ATTRACT) {
  468. //attractor
  469. if (frame_params.attractor_count >= ParticlesFrameParams::MAX_ATTRACTORS) {
  470. continue;
  471. }
  472. ParticlesFrameParams::Attractor &attr = frame_params.attractors[frame_params.attractor_count];
  473. GLES3::MaterialStorage::store_transform(to_collider, attr.transform);
  474. attr.strength = pc->attractor_strength;
  475. attr.attenuation = pc->attractor_attenuation;
  476. attr.directionality = pc->attractor_directionality;
  477. switch (pc->type) {
  478. case RS::PARTICLES_COLLISION_TYPE_SPHERE_ATTRACT: {
  479. attr.type = ParticlesFrameParams::ATTRACTOR_TYPE_SPHERE;
  480. float radius = pc->radius;
  481. radius *= (scale.x + scale.y + scale.z) / 3.0;
  482. attr.extents[0] = radius;
  483. attr.extents[1] = radius;
  484. attr.extents[2] = radius;
  485. } break;
  486. case RS::PARTICLES_COLLISION_TYPE_BOX_ATTRACT: {
  487. attr.type = ParticlesFrameParams::ATTRACTOR_TYPE_BOX;
  488. Vector3 extents = pc->extents * scale;
  489. attr.extents[0] = extents.x;
  490. attr.extents[1] = extents.y;
  491. attr.extents[2] = extents.z;
  492. } break;
  493. case RS::PARTICLES_COLLISION_TYPE_VECTOR_FIELD_ATTRACT: {
  494. WARN_PRINT_ONCE("Vector field particle attractors are not available in the OpenGL2 renderer.");
  495. } break;
  496. default: {
  497. }
  498. }
  499. frame_params.attractor_count++;
  500. } else {
  501. //collider
  502. if (frame_params.collider_count >= ParticlesFrameParams::MAX_COLLIDERS) {
  503. continue;
  504. }
  505. ParticlesFrameParams::Collider &col = frame_params.colliders[frame_params.collider_count];
  506. GLES3::MaterialStorage::store_transform(to_collider, col.transform);
  507. switch (pc->type) {
  508. case RS::PARTICLES_COLLISION_TYPE_SPHERE_COLLIDE: {
  509. col.type = ParticlesFrameParams::COLLISION_TYPE_SPHERE;
  510. float radius = pc->radius;
  511. radius *= (scale.x + scale.y + scale.z) / 3.0;
  512. col.extents[0] = radius;
  513. col.extents[1] = radius;
  514. col.extents[2] = radius;
  515. } break;
  516. case RS::PARTICLES_COLLISION_TYPE_BOX_COLLIDE: {
  517. col.type = ParticlesFrameParams::COLLISION_TYPE_BOX;
  518. Vector3 extents = pc->extents * scale;
  519. col.extents[0] = extents.x;
  520. col.extents[1] = extents.y;
  521. col.extents[2] = extents.z;
  522. } break;
  523. case RS::PARTICLES_COLLISION_TYPE_SDF_COLLIDE: {
  524. WARN_PRINT_ONCE("SDF Particle Colliders are not available in the OpenGL 3 renderer.");
  525. } break;
  526. case RS::PARTICLES_COLLISION_TYPE_HEIGHTFIELD_COLLIDE: {
  527. if (collision_heightmap_texture != 0) { //already taken
  528. continue;
  529. }
  530. col.type = ParticlesFrameParams::COLLISION_TYPE_HEIGHT_FIELD;
  531. Vector3 extents = pc->extents * scale;
  532. col.extents[0] = extents.x;
  533. col.extents[1] = extents.y;
  534. col.extents[2] = extents.z;
  535. collision_heightmap_texture = pc->heightfield_texture;
  536. } break;
  537. default: {
  538. }
  539. }
  540. frame_params.collider_count++;
  541. }
  542. }
  543. // Bind heightmap or SDF texture.
  544. GLuint heightmap = collision_heightmap_texture;
  545. if (heightmap == 0) {
  546. GLES3::Texture *tex = texture_storage->get_texture(texture_storage->texture_gl_get_default(GLES3::DEFAULT_GL_TEXTURE_BLACK));
  547. heightmap = tex->tex_id;
  548. }
  549. glActiveTexture(GL_TEXTURE0);
  550. glBindTexture(GL_TEXTURE_2D, heightmap);
  551. }
  552. if (p_particles->frame_params_ubo == 0) {
  553. glGenBuffers(1, &p_particles->frame_params_ubo);
  554. }
  555. // Update per-frame UBO.
  556. glBindBufferBase(GL_UNIFORM_BUFFER, PARTICLES_FRAME_UNIFORM_LOCATION, p_particles->frame_params_ubo);
  557. glBufferData(GL_UNIFORM_BUFFER, sizeof(ParticlesFrameParams), &frame_params, GL_STREAM_DRAW);
  558. // Get shader and set shader uniforms;
  559. ParticleProcessMaterialData *m = static_cast<ParticleProcessMaterialData *>(material_storage->material_get_data(p_particles->process_material, RS::SHADER_PARTICLES));
  560. if (!m) {
  561. m = static_cast<ParticleProcessMaterialData *>(material_storage->material_get_data(particles_shader.default_material, RS::SHADER_PARTICLES));
  562. }
  563. ERR_FAIL_COND(!m);
  564. ParticlesShaderGLES3::ShaderVariant variant = ParticlesShaderGLES3::MODE_DEFAULT;
  565. uint32_t specialization = 0;
  566. for (uint32_t i = 0; i < p_particles->userdata_count; i++) {
  567. specialization |= (1 << i);
  568. }
  569. if (p_particles->mode == RS::ParticlesMode::PARTICLES_MODE_3D) {
  570. specialization |= ParticlesShaderGLES3::MODE_3D;
  571. }
  572. RID version = particles_shader.default_shader_version;
  573. if (m->shader_data->version.is_valid() && m->shader_data->valid) {
  574. // Bind material uniform buffer and textures.
  575. m->bind_uniforms();
  576. version = m->shader_data->version;
  577. }
  578. bool success = material_storage->shaders.particles_process_shader.version_bind_shader(version, variant, specialization);
  579. if (!success) {
  580. return;
  581. }
  582. material_storage->shaders.particles_process_shader.version_set_uniform(ParticlesShaderGLES3::LIFETIME, p_particles->lifetime, version, variant, specialization);
  583. material_storage->shaders.particles_process_shader.version_set_uniform(ParticlesShaderGLES3::CLEAR, p_particles->clear, version, variant, specialization);
  584. material_storage->shaders.particles_process_shader.version_set_uniform(ParticlesShaderGLES3::TOTAL_PARTICLES, uint32_t(p_particles->amount), version, variant, specialization);
  585. material_storage->shaders.particles_process_shader.version_set_uniform(ParticlesShaderGLES3::USE_FRACTIONAL_DELTA, p_particles->fractional_delta, version, variant, specialization);
  586. p_particles->clear = false;
  587. p_particles->has_collision_cache = m->shader_data->uses_collision;
  588. glBindVertexArray(p_particles->back_vertex_array);
  589. glBindBufferBase(GL_TRANSFORM_FEEDBACK_BUFFER, 0, p_particles->front_process_buffer);
  590. glBeginTransformFeedback(GL_POINTS);
  591. glDrawArrays(GL_POINTS, 0, p_particles->amount);
  592. glEndTransformFeedback();
  593. glBindBufferBase(GL_TRANSFORM_FEEDBACK_BUFFER, 0, 0);
  594. glBindVertexArray(0);
  595. SWAP(p_particles->front_process_buffer, p_particles->back_process_buffer);
  596. SWAP(p_particles->front_vertex_array, p_particles->back_vertex_array);
  597. }
  598. void ParticlesStorage::particles_set_view_axis(RID p_particles, const Vector3 &p_axis, const Vector3 &p_up_axis) {
  599. Particles *particles = particles_owner.get_or_null(p_particles);
  600. ERR_FAIL_COND(!particles);
  601. 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) {
  602. return;
  603. }
  604. if (particles->front_process_buffer == 0) {
  605. return; //particles have not processed yet
  606. }
  607. Vector3 axis = -p_axis; // cameras look to z negative
  608. if (particles->use_local_coords) {
  609. axis = particles->emission_transform.basis.xform_inv(axis).normalized();
  610. }
  611. // Sort will be done on CPU since we don't have compute shaders.
  612. // If the sort_buffer has valid data
  613. // Use a buffer that is 2 frames out of date to avoid stalls.
  614. if (particles->draw_order == RS::PARTICLES_DRAW_ORDER_VIEW_DEPTH && particles->sort_buffer_filled) {
  615. glBindBuffer(GL_ARRAY_BUFFER, particles->sort_buffer);
  616. ParticleInstanceData3D *particle_array;
  617. #ifndef __EMSCRIPTEN__
  618. particle_array = static_cast<ParticleInstanceData3D *>(glMapBufferRange(GL_ARRAY_BUFFER, 0, particles->amount * sizeof(ParticleInstanceData3D), GL_MAP_READ_BIT | GL_MAP_WRITE_BIT));
  619. ERR_FAIL_NULL(particle_array);
  620. #else
  621. LocalVector<ParticleInstanceData3D> particle_vector;
  622. particle_vector.resize(particles->amount);
  623. particle_array = particle_vector.ptr();
  624. glGetBufferSubData(GL_ARRAY_BUFFER, 0, particles->amount * sizeof(ParticleInstanceData3D), particle_array);
  625. #endif
  626. SortArray<ParticleInstanceData3D, ParticlesViewSort> sorter;
  627. sorter.compare.z_dir = axis;
  628. sorter.sort(particle_array, particles->amount);
  629. #ifndef __EMSCRIPTEN__
  630. glUnmapBuffer(GL_ARRAY_BUFFER);
  631. #else
  632. glBufferSubData(GL_ARRAY_BUFFER, 0, particles->amount * sizeof(ParticleInstanceData3D), particle_vector.ptr());
  633. #endif
  634. }
  635. glEnable(GL_RASTERIZER_DISCARD);
  636. _particles_update_instance_buffer(particles, axis, p_up_axis);
  637. glDisable(GL_RASTERIZER_DISCARD);
  638. }
  639. void ParticlesStorage::_particles_update_buffers(Particles *particles) {
  640. GLES3::MaterialStorage *material_storage = GLES3::MaterialStorage::get_singleton();
  641. uint32_t userdata_count = 0;
  642. if (particles->process_material.is_valid()) {
  643. GLES3::ParticleProcessMaterialData *material_data = static_cast<GLES3::ParticleProcessMaterialData *>(material_storage->material_get_data(particles->process_material, RS::SHADER_PARTICLES));
  644. if (material_data && material_data->shader_data->version.is_valid() && material_data->shader_data->valid) {
  645. userdata_count = material_data->shader_data->userdata_count;
  646. }
  647. }
  648. if (userdata_count != particles->userdata_count) {
  649. // Mismatch userdata, re-create buffers.
  650. _particles_free_data(particles);
  651. }
  652. if (particles->amount > 0 && particles->front_process_buffer == 0) {
  653. int total_amount = particles->amount;
  654. particles->userdata_count = userdata_count;
  655. uint32_t xform_size = particles->mode == RS::PARTICLES_MODE_2D ? 2 : 3;
  656. particles->instance_buffer_stride_cache = sizeof(float) * 4 * (xform_size + 1);
  657. particles->instance_buffer_size_cache = particles->instance_buffer_stride_cache * total_amount;
  658. particles->num_attrib_arrays_cache = 5 + userdata_count + (xform_size - 2);
  659. particles->process_buffer_stride_cache = sizeof(float) * 4 * particles->num_attrib_arrays_cache;
  660. int process_data_amount = 4 * particles->num_attrib_arrays_cache * total_amount;
  661. float *data = memnew_arr(float, process_data_amount);
  662. for (int i = 0; i < process_data_amount; i++) {
  663. data[i] = 0;
  664. }
  665. {
  666. glGenVertexArrays(1, &particles->front_vertex_array);
  667. glBindVertexArray(particles->front_vertex_array);
  668. glGenBuffers(1, &particles->front_process_buffer);
  669. glGenBuffers(1, &particles->front_instance_buffer);
  670. glBindBuffer(GL_ARRAY_BUFFER, particles->front_process_buffer);
  671. glBufferData(GL_ARRAY_BUFFER, particles->process_buffer_stride_cache * total_amount, data, GL_DYNAMIC_COPY);
  672. for (uint32_t j = 0; j < particles->num_attrib_arrays_cache; j++) {
  673. glEnableVertexAttribArray(j);
  674. glVertexAttribPointer(j, 4, GL_FLOAT, GL_FALSE, particles->process_buffer_stride_cache, CAST_INT_TO_UCHAR_PTR(sizeof(float) * 4 * j));
  675. }
  676. glBindVertexArray(0);
  677. glBindBuffer(GL_ARRAY_BUFFER, particles->front_instance_buffer);
  678. glBufferData(GL_ARRAY_BUFFER, particles->instance_buffer_size_cache, nullptr, GL_DYNAMIC_COPY);
  679. }
  680. {
  681. glGenVertexArrays(1, &particles->back_vertex_array);
  682. glBindVertexArray(particles->back_vertex_array);
  683. glGenBuffers(1, &particles->back_process_buffer);
  684. glGenBuffers(1, &particles->back_instance_buffer);
  685. glBindBuffer(GL_ARRAY_BUFFER, particles->back_process_buffer);
  686. glBufferData(GL_ARRAY_BUFFER, particles->process_buffer_stride_cache * total_amount, data, GL_DYNAMIC_COPY);
  687. for (uint32_t j = 0; j < particles->num_attrib_arrays_cache; j++) {
  688. glEnableVertexAttribArray(j);
  689. glVertexAttribPointer(j, 4, GL_FLOAT, GL_FALSE, particles->process_buffer_stride_cache, CAST_INT_TO_UCHAR_PTR(sizeof(float) * 4 * j));
  690. }
  691. glBindVertexArray(0);
  692. glBindBuffer(GL_ARRAY_BUFFER, particles->back_instance_buffer);
  693. glBufferData(GL_ARRAY_BUFFER, particles->instance_buffer_size_cache, nullptr, GL_DYNAMIC_COPY);
  694. }
  695. glBindBuffer(GL_ARRAY_BUFFER, 0);
  696. memdelete_arr(data);
  697. }
  698. }
  699. void ParticlesStorage::_particles_allocate_history_buffers(Particles *particles) {
  700. if (particles->sort_buffer == 0) {
  701. glGenBuffers(1, &particles->last_frame_buffer);
  702. glBindBuffer(GL_ARRAY_BUFFER, particles->last_frame_buffer);
  703. glBufferData(GL_ARRAY_BUFFER, particles->instance_buffer_size_cache, nullptr, GL_DYNAMIC_READ);
  704. glGenBuffers(1, &particles->sort_buffer);
  705. glBindBuffer(GL_ARRAY_BUFFER, particles->sort_buffer);
  706. glBufferData(GL_ARRAY_BUFFER, particles->instance_buffer_size_cache, nullptr, GL_DYNAMIC_READ);
  707. particles->sort_buffer_filled = false;
  708. particles->last_frame_buffer_filled = false;
  709. glBindBuffer(GL_ARRAY_BUFFER, 0);
  710. }
  711. }
  712. void ParticlesStorage::_particles_update_instance_buffer(Particles *particles, const Vector3 &p_axis, const Vector3 &p_up_axis) {
  713. ParticlesCopyShaderGLES3::ShaderVariant variant = ParticlesCopyShaderGLES3::MODE_DEFAULT;
  714. uint64_t specialization = 0;
  715. if (particles->mode == RS::ParticlesMode::PARTICLES_MODE_3D) {
  716. specialization |= ParticlesCopyShaderGLES3::MODE_3D;
  717. }
  718. bool success = particles_shader.copy_shader.version_bind_shader(particles_shader.copy_shader_version, variant, specialization);
  719. if (!success) {
  720. return;
  721. }
  722. // Affect 2D only.
  723. if (particles->use_local_coords) {
  724. // In local mode, particle positions are calculated locally (relative to the node position)
  725. // and they're also drawn locally.
  726. // It works as expected, so we just pass an identity transform.
  727. particles_shader.copy_shader.version_set_uniform(ParticlesCopyShaderGLES3::INV_EMISSION_TRANSFORM, Transform3D(), particles_shader.copy_shader_version, variant, specialization);
  728. } else {
  729. // In global mode, particle positions are calculated globally (relative to the canvas origin)
  730. // but they're drawn locally.
  731. // So, we need to pass the inverse of the emission transform to bring the
  732. // particles to local coordinates before drawing.
  733. Transform3D inv = particles->emission_transform.affine_inverse();
  734. particles_shader.copy_shader.version_set_uniform(ParticlesCopyShaderGLES3::INV_EMISSION_TRANSFORM, inv, particles_shader.copy_shader_version, variant, specialization);
  735. }
  736. particles_shader.copy_shader.version_set_uniform(ParticlesCopyShaderGLES3::FRAME_REMAINDER, particles->interpolate ? particles->frame_remainder : 0.0, particles_shader.copy_shader_version, variant, specialization);
  737. particles_shader.copy_shader.version_set_uniform(ParticlesCopyShaderGLES3::ALIGN_MODE, uint32_t(particles->transform_align), particles_shader.copy_shader_version, variant, specialization);
  738. particles_shader.copy_shader.version_set_uniform(ParticlesCopyShaderGLES3::ALIGN_UP, p_up_axis, particles_shader.copy_shader_version, variant, specialization);
  739. particles_shader.copy_shader.version_set_uniform(ParticlesCopyShaderGLES3::SORT_DIRECTION, p_axis, particles_shader.copy_shader_version, variant, specialization);
  740. glBindVertexArray(particles->back_vertex_array);
  741. glBindBufferRange(GL_TRANSFORM_FEEDBACK_BUFFER, 0, particles->front_instance_buffer, 0, particles->instance_buffer_size_cache);
  742. glBeginTransformFeedback(GL_POINTS);
  743. if (particles->draw_order == RS::PARTICLES_DRAW_ORDER_LIFETIME) {
  744. uint32_t lifetime_split = (MIN(int(particles->amount * particles->phase), particles->amount - 1) + 1) % particles->amount;
  745. uint32_t stride = particles->process_buffer_stride_cache;
  746. glBindBuffer(GL_ARRAY_BUFFER, particles->back_process_buffer);
  747. // Offset VBO so you render starting at the newest particle.
  748. if (particles->amount - lifetime_split > 0) {
  749. glEnableVertexAttribArray(0); // Color.
  750. glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(stride * lifetime_split + sizeof(float) * 4 * 0));
  751. glEnableVertexAttribArray(1); // .xyz: velocity. .z: flags.
  752. glVertexAttribPointer(1, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(stride * lifetime_split + sizeof(float) * 4 * 1));
  753. glEnableVertexAttribArray(2); // Custom.
  754. glVertexAttribPointer(2, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(stride * lifetime_split + sizeof(float) * 4 * 2));
  755. glEnableVertexAttribArray(3); // Xform1.
  756. glVertexAttribPointer(3, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(stride * lifetime_split + sizeof(float) * 4 * 3));
  757. glEnableVertexAttribArray(4); // Xform2.
  758. glVertexAttribPointer(4, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(stride * lifetime_split + sizeof(float) * 4 * 4));
  759. if (particles->mode == RS::PARTICLES_MODE_3D) {
  760. glEnableVertexAttribArray(5); // Xform3.
  761. glVertexAttribPointer(5, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(stride * lifetime_split + sizeof(float) * 4 * 5));
  762. }
  763. uint32_t to_draw = particles->amount - lifetime_split;
  764. glDrawArrays(GL_POINTS, 0, to_draw);
  765. }
  766. // Then render from index 0 up intil the newest particle.
  767. if (lifetime_split > 0) {
  768. glEndTransformFeedback();
  769. // Now output to the second portion of the instance buffer.
  770. 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));
  771. glBeginTransformFeedback(GL_POINTS);
  772. // Reset back to normal.
  773. for (uint32_t j = 0; j < particles->num_attrib_arrays_cache; j++) {
  774. glEnableVertexAttribArray(j);
  775. glVertexAttribPointer(j, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(sizeof(float) * 4 * j));
  776. }
  777. glDrawArrays(GL_POINTS, 0, lifetime_split);
  778. }
  779. } else {
  780. glDrawArrays(GL_POINTS, 0, particles->amount);
  781. }
  782. glEndTransformFeedback();
  783. glBindBufferRange(GL_TRANSFORM_FEEDBACK_BUFFER, 0, 0, 0, 0);
  784. glBindVertexArray(0);
  785. glBindBuffer(GL_ARRAY_BUFFER, 0);
  786. }
  787. void ParticlesStorage::update_particles() {
  788. glEnable(GL_RASTERIZER_DISCARD);
  789. GLuint global_buffer = GLES3::MaterialStorage::get_singleton()->global_shader_parameters_get_uniform_buffer();
  790. glBindBufferBase(GL_UNIFORM_BUFFER, PARTICLES_GLOBALS_UNIFORM_LOCATION, global_buffer);
  791. glBindBuffer(GL_UNIFORM_BUFFER, 0);
  792. while (particle_update_list) {
  793. // Use transform feedback to process particles.
  794. Particles *particles = particle_update_list;
  795. particle_update_list = particles->update_list;
  796. particles->update_list = nullptr;
  797. particles->dirty = false;
  798. _particles_update_buffers(particles);
  799. if (particles->restart_request) {
  800. particles->prev_ticks = 0;
  801. particles->phase = 0;
  802. particles->prev_phase = 0;
  803. particles->clear = true;
  804. particles->restart_request = false;
  805. }
  806. if (particles->inactive && !particles->emitting) {
  807. //go next
  808. continue;
  809. }
  810. if (particles->emitting) {
  811. if (particles->inactive) {
  812. //restart system from scratch
  813. particles->prev_ticks = 0;
  814. particles->phase = 0;
  815. particles->prev_phase = 0;
  816. particles->clear = true;
  817. }
  818. particles->inactive = false;
  819. particles->inactive_time = 0;
  820. } else {
  821. particles->inactive_time += particles->speed_scale * RSG::rasterizer->get_frame_delta_time();
  822. if (particles->inactive_time > particles->lifetime * 1.2) {
  823. particles->inactive = true;
  824. continue;
  825. }
  826. }
  827. // Copy the instance buffer that was last used into the last_frame buffer.
  828. // sort_buffer should now be 2 frames out of date.
  829. if (particles->draw_order == RS::PARTICLES_DRAW_ORDER_VIEW_DEPTH || particles->draw_order == RS::PARTICLES_DRAW_ORDER_REVERSE_LIFETIME) {
  830. _particles_allocate_history_buffers(particles);
  831. SWAP(particles->last_frame_buffer, particles->sort_buffer);
  832. glBindBuffer(GL_COPY_READ_BUFFER, particles->back_instance_buffer);
  833. glBindBuffer(GL_COPY_WRITE_BUFFER, particles->last_frame_buffer);
  834. glCopyBufferSubData(GL_COPY_READ_BUFFER, GL_COPY_WRITE_BUFFER, 0, 0, particles->instance_buffer_size_cache);
  835. // Last frame's last_frame turned into this frame's sort buffer.
  836. particles->sort_buffer_filled = particles->last_frame_buffer_filled;
  837. particles->sort_buffer_phase = particles->last_frame_phase;
  838. particles->last_frame_buffer_filled = true;
  839. particles->last_frame_phase = particles->phase;
  840. glBindBuffer(GL_COPY_READ_BUFFER, 0);
  841. glBindBuffer(GL_COPY_WRITE_BUFFER, 0);
  842. }
  843. int fixed_fps = 0;
  844. if (particles->fixed_fps > 0) {
  845. fixed_fps = particles->fixed_fps;
  846. }
  847. bool zero_time_scale = Engine::get_singleton()->get_time_scale() <= 0.0;
  848. if (particles->clear && particles->pre_process_time > 0.0) {
  849. double frame_time;
  850. if (fixed_fps > 0) {
  851. frame_time = 1.0 / fixed_fps;
  852. } else {
  853. frame_time = 1.0 / 30.0;
  854. }
  855. double todo = particles->pre_process_time;
  856. while (todo >= 0) {
  857. _particles_process(particles, frame_time);
  858. todo -= frame_time;
  859. }
  860. }
  861. if (fixed_fps > 0) {
  862. double frame_time;
  863. double decr;
  864. if (zero_time_scale) {
  865. frame_time = 0.0;
  866. decr = 1.0 / fixed_fps;
  867. } else {
  868. frame_time = 1.0 / fixed_fps;
  869. decr = frame_time;
  870. }
  871. double delta = RSG::rasterizer->get_frame_delta_time();
  872. if (delta > 0.1) { //avoid recursive stalls if fps goes below 10
  873. delta = 0.1;
  874. } else if (delta <= 0.0) { //unlikely but..
  875. delta = 0.001;
  876. }
  877. double todo = particles->frame_remainder + delta;
  878. while (todo >= frame_time) {
  879. _particles_process(particles, frame_time);
  880. todo -= decr;
  881. }
  882. particles->frame_remainder = todo;
  883. } else {
  884. if (zero_time_scale) {
  885. _particles_process(particles, 0.0);
  886. } else {
  887. _particles_process(particles, RSG::rasterizer->get_frame_delta_time());
  888. }
  889. }
  890. // Copy particles to instance buffer and pack Color/Custom.
  891. // We don't have camera information here, so don't copy here if we need camera information for view depth or align mode.
  892. 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) {
  893. _particles_update_instance_buffer(particles, Vector3(0.0, 0.0, 0.0), Vector3(0.0, 0.0, 0.0));
  894. if (particles->draw_order == RS::PARTICLES_DRAW_ORDER_REVERSE_LIFETIME && particles->sort_buffer_filled) {
  895. if (particles->mode == RS::ParticlesMode::PARTICLES_MODE_2D) {
  896. _particles_reverse_lifetime_sort<ParticleInstanceData2D>(particles);
  897. } else {
  898. _particles_reverse_lifetime_sort<ParticleInstanceData3D>(particles);
  899. }
  900. }
  901. }
  902. SWAP(particles->front_instance_buffer, particles->back_instance_buffer);
  903. // At the end of update, the back_buffer contains the most up-to-date-information to read from.
  904. particles->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_AABB);
  905. }
  906. glDisable(GL_RASTERIZER_DISCARD);
  907. }
  908. template <typename ParticleInstanceData>
  909. void ParticlesStorage::_particles_reverse_lifetime_sort(Particles *particles) {
  910. glBindBuffer(GL_ARRAY_BUFFER, particles->sort_buffer);
  911. ParticleInstanceData *particle_array;
  912. uint32_t buffer_size = particles->amount * sizeof(ParticleInstanceData);
  913. #ifndef __EMSCRIPTEN__
  914. particle_array = static_cast<ParticleInstanceData *>(glMapBufferRange(GL_ARRAY_BUFFER, 0, buffer_size, GL_MAP_READ_BIT | GL_MAP_WRITE_BIT));
  915. ERR_FAIL_NULL(particle_array);
  916. #else
  917. LocalVector<ParticleInstanceData> particle_vector;
  918. particle_vector.resize(particles->amount);
  919. particle_array = particle_vector.ptr();
  920. glGetBufferSubData(GL_ARRAY_BUFFER, 0, buffer_size, particle_array);
  921. #endif
  922. uint32_t lifetime_split = (MIN(int(particles->amount * particles->sort_buffer_phase), particles->amount - 1) + 1) % particles->amount;
  923. for (uint32_t i = 0; i < lifetime_split / 2; i++) {
  924. SWAP(particle_array[i], particle_array[lifetime_split - i - 1]);
  925. }
  926. for (uint32_t i = 0; i < (particles->amount - lifetime_split) / 2; i++) {
  927. SWAP(particle_array[lifetime_split + i], particle_array[particles->amount - 1 - i]);
  928. }
  929. #ifndef __EMSCRIPTEN__
  930. glUnmapBuffer(GL_ARRAY_BUFFER);
  931. #else
  932. glBufferSubData(GL_ARRAY_BUFFER, 0, buffer_size, particle_vector.ptr());
  933. #endif
  934. glBindBuffer(GL_ARRAY_BUFFER, 0);
  935. }
  936. Dependency *ParticlesStorage::particles_get_dependency(RID p_particles) const {
  937. Particles *particles = particles_owner.get_or_null(p_particles);
  938. ERR_FAIL_NULL_V(particles, nullptr);
  939. return &particles->dependency;
  940. }
  941. bool ParticlesStorage::particles_is_inactive(RID p_particles) const {
  942. ERR_FAIL_COND_V_MSG(RSG::threaded, false, "This function should never be used with threaded rendering, as it stalls the renderer.");
  943. const Particles *particles = particles_owner.get_or_null(p_particles);
  944. ERR_FAIL_COND_V(!particles, false);
  945. return !particles->emitting && particles->inactive;
  946. }
  947. /* PARTICLES COLLISION API */
  948. RID ParticlesStorage::particles_collision_allocate() {
  949. return particles_collision_owner.allocate_rid();
  950. }
  951. void ParticlesStorage::particles_collision_initialize(RID p_rid) {
  952. particles_collision_owner.initialize_rid(p_rid, ParticlesCollision());
  953. }
  954. void ParticlesStorage::particles_collision_free(RID p_rid) {
  955. ParticlesCollision *particles_collision = particles_collision_owner.get_or_null(p_rid);
  956. if (particles_collision->heightfield_texture != 0) {
  957. glDeleteTextures(1, &particles_collision->heightfield_texture);
  958. particles_collision->heightfield_texture = 0;
  959. glDeleteFramebuffers(1, &particles_collision->heightfield_fb);
  960. particles_collision->heightfield_fb = 0;
  961. }
  962. particles_collision->dependency.deleted_notify(p_rid);
  963. particles_collision_owner.free(p_rid);
  964. }
  965. GLuint ParticlesStorage::particles_collision_get_heightfield_framebuffer(RID p_particles_collision) const {
  966. ParticlesCollision *particles_collision = particles_collision_owner.get_or_null(p_particles_collision);
  967. ERR_FAIL_COND_V(!particles_collision, 0);
  968. ERR_FAIL_COND_V(particles_collision->type != RS::PARTICLES_COLLISION_TYPE_HEIGHTFIELD_COLLIDE, 0);
  969. if (particles_collision->heightfield_texture == 0) {
  970. //create
  971. const int resolutions[RS::PARTICLES_COLLISION_HEIGHTFIELD_RESOLUTION_MAX] = { 256, 512, 1024, 2048, 4096, 8192 };
  972. Size2i size;
  973. if (particles_collision->extents.x > particles_collision->extents.z) {
  974. size.x = resolutions[particles_collision->heightfield_resolution];
  975. size.y = int32_t(particles_collision->extents.z / particles_collision->extents.x * size.x);
  976. } else {
  977. size.y = resolutions[particles_collision->heightfield_resolution];
  978. size.x = int32_t(particles_collision->extents.x / particles_collision->extents.z * size.y);
  979. }
  980. glGenTextures(1, &particles_collision->heightfield_texture);
  981. glActiveTexture(GL_TEXTURE0);
  982. glBindTexture(GL_TEXTURE_2D, particles_collision->heightfield_texture);
  983. glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT32F, size.x, size.y, 0, GL_DEPTH_COMPONENT, GL_FLOAT, nullptr);
  984. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
  985. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
  986. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0);
  987. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 1);
  988. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
  989. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
  990. glGenFramebuffers(1, &particles_collision->heightfield_fb);
  991. glBindFramebuffer(GL_FRAMEBUFFER, particles_collision->heightfield_fb);
  992. glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, particles_collision->heightfield_texture, 0);
  993. #ifdef DEBUG_ENABLED
  994. GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
  995. if (status != GL_FRAMEBUFFER_COMPLETE) {
  996. WARN_PRINT("Could create heightmap texture status: " + GLES3::TextureStorage::get_singleton()->get_framebuffer_error(status));
  997. }
  998. #endif
  999. particles_collision->heightfield_fb_size = size;
  1000. glBindTexture(GL_TEXTURE_2D, 0);
  1001. glBindFramebuffer(GL_FRAMEBUFFER, 0);
  1002. }
  1003. return particles_collision->heightfield_fb;
  1004. }
  1005. void ParticlesStorage::particles_collision_set_collision_type(RID p_particles_collision, RS::ParticlesCollisionType p_type) {
  1006. ParticlesCollision *particles_collision = particles_collision_owner.get_or_null(p_particles_collision);
  1007. ERR_FAIL_COND(!particles_collision);
  1008. if (p_type == particles_collision->type) {
  1009. return;
  1010. }
  1011. if (particles_collision->heightfield_texture != 0) {
  1012. glDeleteTextures(1, &particles_collision->heightfield_texture);
  1013. particles_collision->heightfield_texture = 0;
  1014. glDeleteFramebuffers(1, &particles_collision->heightfield_fb);
  1015. particles_collision->heightfield_fb = 0;
  1016. }
  1017. particles_collision->type = p_type;
  1018. particles_collision->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_AABB);
  1019. }
  1020. void ParticlesStorage::particles_collision_set_cull_mask(RID p_particles_collision, uint32_t p_cull_mask) {
  1021. ParticlesCollision *particles_collision = particles_collision_owner.get_or_null(p_particles_collision);
  1022. ERR_FAIL_COND(!particles_collision);
  1023. particles_collision->cull_mask = p_cull_mask;
  1024. }
  1025. void ParticlesStorage::particles_collision_set_sphere_radius(RID p_particles_collision, real_t p_radius) {
  1026. ParticlesCollision *particles_collision = particles_collision_owner.get_or_null(p_particles_collision);
  1027. ERR_FAIL_COND(!particles_collision);
  1028. particles_collision->radius = p_radius;
  1029. particles_collision->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_AABB);
  1030. }
  1031. void ParticlesStorage::particles_collision_set_box_extents(RID p_particles_collision, const Vector3 &p_extents) {
  1032. ParticlesCollision *particles_collision = particles_collision_owner.get_or_null(p_particles_collision);
  1033. ERR_FAIL_COND(!particles_collision);
  1034. particles_collision->extents = p_extents;
  1035. particles_collision->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_AABB);
  1036. }
  1037. void ParticlesStorage::particles_collision_set_attractor_strength(RID p_particles_collision, real_t p_strength) {
  1038. ParticlesCollision *particles_collision = particles_collision_owner.get_or_null(p_particles_collision);
  1039. ERR_FAIL_COND(!particles_collision);
  1040. particles_collision->attractor_strength = p_strength;
  1041. }
  1042. void ParticlesStorage::particles_collision_set_attractor_directionality(RID p_particles_collision, real_t p_directionality) {
  1043. ParticlesCollision *particles_collision = particles_collision_owner.get_or_null(p_particles_collision);
  1044. ERR_FAIL_COND(!particles_collision);
  1045. particles_collision->attractor_directionality = p_directionality;
  1046. }
  1047. void ParticlesStorage::particles_collision_set_attractor_attenuation(RID p_particles_collision, real_t p_curve) {
  1048. ParticlesCollision *particles_collision = particles_collision_owner.get_or_null(p_particles_collision);
  1049. ERR_FAIL_COND(!particles_collision);
  1050. particles_collision->attractor_attenuation = p_curve;
  1051. }
  1052. void ParticlesStorage::particles_collision_set_field_texture(RID p_particles_collision, RID p_texture) {
  1053. WARN_PRINT_ONCE("The OpenGL 3 renderer does not support SDF collisions in 3D particle shaders");
  1054. }
  1055. void ParticlesStorage::particles_collision_height_field_update(RID p_particles_collision) {
  1056. ParticlesCollision *particles_collision = particles_collision_owner.get_or_null(p_particles_collision);
  1057. ERR_FAIL_COND(!particles_collision);
  1058. particles_collision->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_AABB);
  1059. }
  1060. void ParticlesStorage::particles_collision_set_height_field_resolution(RID p_particles_collision, RS::ParticlesCollisionHeightfieldResolution p_resolution) {
  1061. ParticlesCollision *particles_collision = particles_collision_owner.get_or_null(p_particles_collision);
  1062. ERR_FAIL_COND(!particles_collision);
  1063. ERR_FAIL_INDEX(p_resolution, RS::PARTICLES_COLLISION_HEIGHTFIELD_RESOLUTION_MAX);
  1064. if (particles_collision->heightfield_resolution == p_resolution) {
  1065. return;
  1066. }
  1067. particles_collision->heightfield_resolution = p_resolution;
  1068. if (particles_collision->heightfield_texture != 0) {
  1069. glDeleteTextures(1, &particles_collision->heightfield_texture);
  1070. particles_collision->heightfield_texture = 0;
  1071. glDeleteFramebuffers(1, &particles_collision->heightfield_fb);
  1072. particles_collision->heightfield_fb = 0;
  1073. }
  1074. }
  1075. AABB ParticlesStorage::particles_collision_get_aabb(RID p_particles_collision) const {
  1076. ParticlesCollision *particles_collision = particles_collision_owner.get_or_null(p_particles_collision);
  1077. ERR_FAIL_COND_V(!particles_collision, AABB());
  1078. switch (particles_collision->type) {
  1079. case RS::PARTICLES_COLLISION_TYPE_SPHERE_ATTRACT:
  1080. case RS::PARTICLES_COLLISION_TYPE_SPHERE_COLLIDE: {
  1081. AABB aabb;
  1082. aabb.position = -Vector3(1, 1, 1) * particles_collision->radius;
  1083. aabb.size = Vector3(2, 2, 2) * particles_collision->radius;
  1084. return aabb;
  1085. }
  1086. default: {
  1087. AABB aabb;
  1088. aabb.position = -particles_collision->extents;
  1089. aabb.size = particles_collision->extents * 2;
  1090. return aabb;
  1091. }
  1092. }
  1093. }
  1094. Vector3 ParticlesStorage::particles_collision_get_extents(RID p_particles_collision) const {
  1095. const ParticlesCollision *particles_collision = particles_collision_owner.get_or_null(p_particles_collision);
  1096. ERR_FAIL_COND_V(!particles_collision, Vector3());
  1097. return particles_collision->extents;
  1098. }
  1099. bool ParticlesStorage::particles_collision_is_heightfield(RID p_particles_collision) const {
  1100. const ParticlesCollision *particles_collision = particles_collision_owner.get_or_null(p_particles_collision);
  1101. ERR_FAIL_COND_V(!particles_collision, false);
  1102. return particles_collision->type == RS::PARTICLES_COLLISION_TYPE_HEIGHTFIELD_COLLIDE;
  1103. }
  1104. Dependency *ParticlesStorage::particles_collision_get_dependency(RID p_particles_collision) const {
  1105. ParticlesCollision *pc = particles_collision_owner.get_or_null(p_particles_collision);
  1106. ERR_FAIL_NULL_V(pc, nullptr);
  1107. return &pc->dependency;
  1108. }
  1109. /* Particles collision instance */
  1110. RID ParticlesStorage::particles_collision_instance_create(RID p_collision) {
  1111. ParticlesCollisionInstance pci;
  1112. pci.collision = p_collision;
  1113. return particles_collision_instance_owner.make_rid(pci);
  1114. }
  1115. void ParticlesStorage::particles_collision_instance_free(RID p_rid) {
  1116. particles_collision_instance_owner.free(p_rid);
  1117. }
  1118. void ParticlesStorage::particles_collision_instance_set_transform(RID p_collision_instance, const Transform3D &p_transform) {
  1119. ParticlesCollisionInstance *pci = particles_collision_instance_owner.get_or_null(p_collision_instance);
  1120. ERR_FAIL_COND(!pci);
  1121. pci->transform = p_transform;
  1122. }
  1123. void ParticlesStorage::particles_collision_instance_set_active(RID p_collision_instance, bool p_active) {
  1124. ParticlesCollisionInstance *pci = particles_collision_instance_owner.get_or_null(p_collision_instance);
  1125. ERR_FAIL_COND(!pci);
  1126. pci->active = p_active;
  1127. }
  1128. #endif // GLES3_ENABLED