/**************************************************************************/
/* 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. */
/**************************************************************************/
#include "particles_storage.h"
#include "servers/rendering/renderer_rd/effects/sort_effects.h"
#include "servers/rendering/renderer_rd/renderer_compositor_rd.h"
#include "servers/rendering/renderer_rd/storage_rd/texture_storage.h"
#include "servers/rendering/renderer_viewport.h"
#include "servers/rendering/rendering_server_globals.h"
using namespace RendererRD;
ParticlesStorage *ParticlesStorage::singleton = nullptr;
ParticlesStorage *ParticlesStorage::get_singleton() {
return singleton;
}
ParticlesStorage::ParticlesStorage() {
singleton = this;
MaterialStorage *material_storage = MaterialStorage::get_singleton();
/* Effects */
sort_effects = memnew(SortEffects);
/* Particles */
{
String defines = "#define SAMPLERS_BINDING_FIRST_INDEX " + itos(SAMPLERS_BINDING_FIRST_INDEX) + "\n";
// Initialize particles
Vector<String> particles_modes;
particles_modes.push_back("");
particles_shader.shader.initialize(particles_modes, defines);
}
MaterialStorage::get_singleton()->shader_set_data_request_function(MaterialStorage::SHADER_TYPE_PARTICLES, _create_particles_shader_funcs);
MaterialStorage::get_singleton()->material_set_data_request_function(MaterialStorage::SHADER_TYPE_PARTICLES, _create_particles_material_funcs);
{
ShaderCompiler::DefaultIdentifierActions actions;
actions.renames["COLOR"] = "PARTICLE.color";
actions.renames["VELOCITY"] = "PARTICLE.velocity";
actions.renames["MASS"] = "mass";
actions.renames["ACTIVE"] = "particle_active";
actions.renames["RESTART"] = "restart";
actions.renames["CUSTOM"] = "PARTICLE.custom";
actions.renames["AMOUNT_RATIO"] = "FRAME.amount_ratio";
for (int i = 0; i < ParticlesShader::MAX_USERDATAS; i++) {
String udname = "USERDATA" + itos(i + 1);
actions.renames[udname] = "PARTICLE.userdata" + itos(i + 1);
actions.usage_defines[udname] = "#define USERDATA" + itos(i + 1) + "_USED\n";
}
actions.renames["TRANSFORM"] = "PARTICLE.xform";
actions.renames["TIME"] = "frame_history.data[0].time";
actions.renames["PI"] = String::num(Math::PI);
actions.renames["TAU"] = String::num(Math::TAU);
actions.renames["E"] = String::num(Math::E);
actions.renames["LIFETIME"] = "params.lifetime";
actions.renames["DELTA"] = "local_delta";
actions.renames["NUMBER"] = "particle_number";
actions.renames["INDEX"] = "index";
//actions.renames["GRAVITY"] = "current_gravity";
actions.renames["EMISSION_TRANSFORM"] = "FRAME.emission_transform";
actions.renames["EMITTER_VELOCITY"] = "FRAME.emitter_velocity";
actions.renames["INTERPOLATE_TO_END"] = "FRAME.interp_to_end";
actions.renames["RANDOM_SEED"] = "FRAME.random_seed";
actions.renames["FLAG_EMIT_POSITION"] = "EMISSION_FLAG_HAS_POSITION";
actions.renames["FLAG_EMIT_ROT_SCALE"] = "EMISSION_FLAG_HAS_ROTATION_SCALE";
actions.renames["FLAG_EMIT_VELOCITY"] = "EMISSION_FLAG_HAS_VELOCITY";
actions.renames["FLAG_EMIT_COLOR"] = "EMISSION_FLAG_HAS_COLOR";
actions.renames["FLAG_EMIT_CUSTOM"] = "EMISSION_FLAG_HAS_CUSTOM";
actions.renames["RESTART_POSITION"] = "restart_position";
actions.renames["RESTART_ROT_SCALE"] = "restart_rotation_scale";
actions.renames["RESTART_VELOCITY"] = "restart_velocity";
actions.renames["RESTART_COLOR"] = "restart_color";
actions.renames["RESTART_CUSTOM"] = "restart_custom";
actions.renames["emit_subparticle"] = "emit_subparticle";
actions.renames["COLLIDED"] = "collided";
actions.renames["COLLISION_NORMAL"] = "collision_normal";
actions.renames["COLLISION_DEPTH"] = "collision_depth";
actions.renames["ATTRACTOR_FORCE"] = "attractor_force";
actions.render_mode_defines["disable_force"] = "#define DISABLE_FORCE\n";
actions.render_mode_defines["disable_velocity"] = "#define DISABLE_VELOCITY\n";
actions.render_mode_defines["keep_data"] = "#define ENABLE_KEEP_DATA\n";
actions.render_mode_defines["collision_use_scale"] = "#define USE_COLLISION_SCALE\n";
actions.base_texture_binding_index = 1;
actions.texture_layout_set = 3;
actions.base_uniform_string = "material.";
actions.base_varying_index = 10;
actions.default_filter = ShaderLanguage::FILTER_LINEAR_MIPMAP;
actions.default_repeat = ShaderLanguage::REPEAT_ENABLE;
actions.global_buffer_array_variable = "global_shader_uniforms.data";
particles_shader.compiler.initialize(actions);
}
{
// 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);
ParticleProcessMaterialData *md = static_cast<ParticleProcessMaterialData *>(material_storage->material_get_data(particles_shader.default_material, MaterialStorage::SHADER_TYPE_PARTICLES));
particles_shader.default_shader_rd = particles_shader.shader.version_get_shader(md->shader_data->version, 0);
Vector<RD::Uniform> uniforms;
{
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
u.binding = 2;
u.append_id(material_storage->global_shader_uniforms_get_storage_buffer());
uniforms.push_back(u);
}
material_storage->samplers_rd_get_default().append_uniforms(uniforms, SAMPLERS_BINDING_FIRST_INDEX);
particles_shader.base_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, particles_shader.default_shader_rd, BASE_UNIFORM_SET);
}
{
Vector<String> copy_modes;
for (int i = 0; i <= ParticlesShader::MAX_USERDATAS; i++) {
if (i == 0) {
copy_modes.push_back("\n#define MODE_FILL_INSTANCES\n");
copy_modes.push_back("\n#define MODE_FILL_SORT_BUFFER\n#define USE_SORT_BUFFER\n");
copy_modes.push_back("\n#define MODE_FILL_INSTANCES\n#define USE_SORT_BUFFER\n");
} else {
copy_modes.push_back("\n#define MODE_FILL_INSTANCES\n#define USERDATA_COUNT " + itos(i) + "\n");
copy_modes.push_back("\n#define MODE_FILL_SORT_BUFFER\n#define USE_SORT_BUFFER\n#define USERDATA_COUNT " + itos(i) + "\n");
copy_modes.push_back("\n#define MODE_FILL_INSTANCES\n#define USE_SORT_BUFFER\n#define USERDATA_COUNT " + itos(i) + "\n");
}
}
particles_shader.copy_shader.initialize(copy_modes);
particles_shader.copy_shader_version = particles_shader.copy_shader.version_create();
for (int i = 0; i <= ParticlesShader::MAX_USERDATAS; i++) {
for (int j = 0; j < ParticlesShader::COPY_MODE_MAX; j++) {
particles_shader.copy_pipelines[i][j].create_compute_pipeline(particles_shader.copy_shader.version_get_shader(particles_shader.copy_shader_version, i * ParticlesShader::COPY_MODE_MAX + j));
}
}
}
}
ParticlesStorage::~ParticlesStorage() {
for (int i = 0; i <= ParticlesShader::MAX_USERDATAS; i++) {
for (int j = 0; j < ParticlesShader::COPY_MODE_MAX; j++) {
particles_shader.copy_pipelines[i][j].free();
}
}
particles_shader.copy_shader.version_free(particles_shader.copy_shader_version);
MaterialStorage *material_storage = MaterialStorage::get_singleton();
material_storage->material_free(particles_shader.default_material);
material_storage->shader_free(particles_shader.default_shader);
if (sort_effects) {
memdelete(sort_effects);
sort_effects = nullptr;
}
singleton = nullptr;
}
bool ParticlesStorage::free(RID p_rid) {
if (owns_particles(p_rid)) {
particles_free(p_rid);
return true;
} else if (owns_particles_collision(p_rid)) {
particles_collision_free(p_rid);
return true;
} else if (owns_particles_collision_instance(p_rid)) {
particles_collision_instance_free(p_rid);
return true;
}
return false;
}
/* PARTICLES */
RID ParticlesStorage::particles_allocate() {
return particles_owner.allocate_rid();
}
void ParticlesStorage::particles_initialize(RID p_rid) {
particles_owner.initialize_rid(p_rid);
}
void ParticlesStorage::particles_free(RID p_rid) {
Particles *particles = particles_owner.get_or_null(p_rid);
particles->dependency.deleted_notify(p_rid);
particles->update_list.remove_from_list();
_particles_free_data(particles);
particles_owner.free(p_rid);
}
void ParticlesStorage::particles_set_mode(RID p_particles, RSE::ParticlesMode p_mode) {
Particles *particles = particles_owner.get_or_null(p_particles);
ERR_FAIL_NULL(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_NULL(particles);
particles->emitting = p_emitting;
}
bool ParticlesStorage::particles_get_emitting(RID p_particles) {
Particles *particles = particles_owner.get_or_null(p_particles);
ERR_FAIL_NULL_V(particles, false);
return particles->emitting;
}
void ParticlesStorage::_particles_free_data(Particles *particles) {
if (particles->particle_buffer.is_valid()) {
RD::get_singleton()->free_rid(particles->particle_buffer);
particles->particle_buffer = RID();
RD::get_singleton()->free_rid(particles->particle_instance_buffer);
particles->particle_instance_buffer = RID();
}
particles->userdata_count = 0;
if (particles->frame_params_buffer.is_valid()) {
RD::get_singleton()->free_rid(particles->frame_params_buffer);
particles->frame_params_buffer = RID();
}
particles->particles_transforms_buffer_uniform_set = RID();
if (RD::get_singleton()->uniform_set_is_valid(particles->trail_bind_pose_uniform_set)) {
RD::get_singleton()->free_rid(particles->trail_bind_pose_uniform_set);
}
particles->trail_bind_pose_uniform_set = RID();
if (particles->trail_bind_pose_buffer.is_valid()) {
RD::get_singleton()->free_rid(particles->trail_bind_pose_buffer);
particles->trail_bind_pose_buffer = RID();
}
if (RD::get_singleton()->uniform_set_is_valid(particles->collision_textures_uniform_set)) {
RD::get_singleton()->free_rid(particles->collision_textures_uniform_set);
}
particles->collision_textures_uniform_set = RID();
if (particles->particles_sort_buffer.is_valid()) {
RD::get_singleton()->free_rid(particles->particles_sort_buffer);
particles->particles_sort_buffer = RID();
particles->particles_sort_uniform_set = RID();
}
if (particles->emission_buffer != nullptr) {
particles->emission_buffer = nullptr;
particles->emission_buffer_data.clear();
RD::get_singleton()->free_rid(particles->emission_storage_buffer);
particles->emission_storage_buffer = RID();
}
if (particles->unused_emission_storage_buffer.is_valid()) {
RD::get_singleton()->free_rid(particles->unused_emission_storage_buffer);
particles->unused_emission_storage_buffer = RID();
}
if (particles->unused_trail_storage_buffer.is_valid()) {
RD::get_singleton()->free_rid(particles->unused_trail_storage_buffer);
particles->unused_trail_storage_buffer = RID();
}
if (RD::get_singleton()->uniform_set_is_valid(particles->particles_material_uniform_set)) {
//will need to be re-created
RD::get_singleton()->free_rid(particles->particles_material_uniform_set);
}
particles->particles_material_uniform_set = RID();
}
void ParticlesStorage::particles_set_amount(RID p_particles, int p_amount) {
Particles *particles = particles_owner.get_or_null(p_particles);
ERR_FAIL_NULL(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_amount_ratio(RID p_particles, float p_amount_ratio) {
Particles *particles = particles_owner.get_or_null(p_particles);
ERR_FAIL_NULL(particles);
particles->amount_ratio = p_amount_ratio;
}
void ParticlesStorage::particles_set_lifetime(RID p_particles, double p_lifetime) {
Particles *particles = particles_owner.get_or_null(p_particles);
ERR_FAIL_NULL(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_NULL(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_NULL(particles);
particles->pre_process_time = p_time;
}
void ParticlesStorage::particles_request_process_time(RID p_particles, real_t p_request_process_time, real_t p_request_process_time_residual) {
Particles *particles = particles_owner.get_or_null(p_particles);
ERR_FAIL_NULL(particles);
particles->request_process_time = p_request_process_time;
particles->request_process_time_residual = p_request_process_time_residual;
}
void ParticlesStorage::particles_set_explosiveness_ratio(RID p_particles, real_t p_ratio) {
Particles *particles = particles_owner.get_or_null(p_particles);
ERR_FAIL_NULL(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_NULL(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_NULL(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_NULL(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_NULL(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_NULL(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_NULL(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_NULL(particles);
particles->fractional_delta = p_enable;
}
void ParticlesStorage::particles_set_trails(RID p_particles, bool p_enable, double p_length) {
Particles *particles = particles_owner.get_or_null(p_particles);
ERR_FAIL_NULL(particles);
ERR_FAIL_COND(p_length < 0.01 - CMP_EPSILON);
p_length = MIN(10.0, p_length);
particles->trails_enabled = p_enable;
particles->trail_lifetime = p_length;
_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_trail_bind_poses(RID p_particles, const Vector<Transform3D> &p_bind_poses) {
Particles *particles = particles_owner.get_or_null(p_particles);
ERR_FAIL_NULL(particles);
if (particles->trail_bind_pose_buffer.is_valid() && particles->trail_bind_poses.size() != p_bind_poses.size()) {
_particles_free_data(particles);
particles->prev_ticks = 0;
particles->phase = 0;
particles->prev_phase = 0;
particles->clear = true;
}
particles->trail_bind_poses = p_bind_poses;
particles->trail_bind_poses_dirty = true;
particles->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_PARTICLES);
}
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_NULL(particles);
particles->collision_base_size = p_size;
}
void ParticlesStorage::particles_set_transform_align(RID p_particles, RSE::ParticlesTransformAlign p_transform_align) {
Particles *particles = particles_owner.get_or_null(p_particles);
ERR_FAIL_NULL(particles);
particles->transform_align = p_transform_align;
}
void ParticlesStorage::particles_set_transform_align_channel_filter(RID p_particles, RSE::ParticlesTransformAlignCustomSrc p_transform_align_channel_filter) {
Particles *particles = particles_owner.get_or_null(p_particles);
ERR_FAIL_NULL(particles);
particles->transform_align_src = p_transform_align_channel_filter;
}
void ParticlesStorage::particles_set_transform_align_axis(RID p_particles, RSE::ParticlesTransformAlignAxis p_rotation_axis) {
Particles *particles = particles_owner.get_or_null(p_particles);
ERR_FAIL_NULL(particles);
particles->transform_align_axis = p_rotation_axis;
}
void ParticlesStorage::particles_set_process_material(RID p_particles, RID p_material) {
Particles *particles = particles_owner.get_or_null(p_particles);
ERR_FAIL_NULL(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_NULL_V(particles, RID());
return particles->process_material;
}
void ParticlesStorage::particles_set_draw_order(RID p_particles, RSE::ParticlesDrawOrder p_order) {
Particles *particles = particles_owner.get_or_null(p_particles);
ERR_FAIL_NULL(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_NULL(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_NULL(particles);
ERR_FAIL_INDEX(p_pass, particles->draw_passes.size());
particles->draw_passes.write[p_pass] = p_mesh;
}
void ParticlesStorage::particles_restart(RID p_particles) {
Particles *particles = particles_owner.get_or_null(p_particles);
ERR_FAIL_NULL(particles);
particles->restart_request = true;
}
void ParticlesStorage::particles_set_seed(RID p_particles, uint32_t p_seed) {
Particles *particles = particles_owner.get_or_null(p_particles);
ERR_FAIL_NULL(particles);
particles->random_seed = p_seed;
}
void ParticlesStorage::_particles_allocate_emission_buffer(Particles *particles) {
ERR_FAIL_COND(particles->emission_buffer != nullptr);
particles->emission_buffer_data.resize(sizeof(ParticleEmissionBuffer::Data) * particles->amount + sizeof(uint32_t) * 4);
memset(particles->emission_buffer_data.ptrw(), 0, particles->emission_buffer_data.size());
particles->emission_buffer = reinterpret_cast<ParticleEmissionBuffer *>(particles->emission_buffer_data.ptrw());
particles->emission_buffer->particle_max = particles->amount;
particles->emission_storage_buffer = RD::get_singleton()->storage_buffer_create(particles->emission_buffer_data.size(), particles->emission_buffer_data);
if (RD::get_singleton()->uniform_set_is_valid(particles->particles_material_uniform_set)) {
//will need to be re-created
RD::get_singleton()->free_rid(particles->particles_material_uniform_set);
particles->particles_material_uniform_set = RID();
}
}
void ParticlesStorage::_particles_ensure_unused_emission_buffer(Particles *particles) {
if (particles->unused_emission_storage_buffer.is_null()) {
// For rendering devices that do not support empty arrays (like C++),
// we need to size the buffer with at least 1 element.
particles->unused_emission_storage_buffer = RD::get_singleton()->storage_buffer_create(sizeof(ParticleEmissionBuffer));
}
}
void ParticlesStorage::_particles_ensure_unused_trail_buffer(Particles *particles) {
if (particles->unused_trail_storage_buffer.is_null()) {
particles->unused_trail_storage_buffer = RD::get_singleton()->storage_buffer_create(16 * sizeof(float)); // Size of mat4.
}
}
void ParticlesStorage::particles_set_subemitter(RID p_particles, RID p_subemitter_particles) {
Particles *particles = particles_owner.get_or_null(p_particles);
ERR_FAIL_NULL(particles);
ERR_FAIL_COND(p_particles == p_subemitter_particles);
particles->sub_emitter = p_subemitter_particles;
if (RD::get_singleton()->uniform_set_is_valid(particles->particles_material_uniform_set)) {
RD::get_singleton()->free_rid(particles->particles_material_uniform_set);
particles->particles_material_uniform_set = RID(); //clear and force to re create sub emitting
}
}
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) {
Particles *particles = particles_owner.get_or_null(p_particles);
ERR_FAIL_NULL(particles);
ERR_FAIL_COND(particles->amount == 0);
if (particles->emitting) {
particles->clear = true;
particles->emitting = false;
}
if (particles->emission_buffer == nullptr) {
_particles_allocate_emission_buffer(particles);
}
particles->inactive = false;
particles->inactive_time = 0;
int32_t idx = particles->emission_buffer->particle_count;
if (idx < particles->emission_buffer->particle_max) {
RendererRD::MaterialStorage::store_transform(p_transform, particles->emission_buffer->data[idx].xform);
particles->emission_buffer->data[idx].velocity[0] = p_velocity.x;
particles->emission_buffer->data[idx].velocity[1] = p_velocity.y;
particles->emission_buffer->data[idx].velocity[2] = p_velocity.z;
particles->emission_buffer->data[idx].custom[0] = p_custom.r;
particles->emission_buffer->data[idx].custom[1] = p_custom.g;
particles->emission_buffer->data[idx].custom[2] = p_custom.b;
particles->emission_buffer->data[idx].custom[3] = p_custom.a;
particles->emission_buffer->data[idx].color[0] = p_color.r;
particles->emission_buffer->data[idx].color[1] = p_color.g;
particles->emission_buffer->data[idx].color[2] = p_color.b;
particles->emission_buffer->data[idx].color[3] = p_color.a;
particles->emission_buffer->data[idx].flags = p_emit_flags;
particles->emission_buffer->particle_count++;
}
}
void ParticlesStorage::particles_request_process(RID p_particles) {
Particles *particles = particles_owner.get_or_null(p_particles);
ERR_FAIL_NULL(particles);
if (!particles->dirty) {
particles->dirty = true;
if (!particles->update_list.in_list()) {
particle_update_list.add(&particles->update_list);
}
}
}
AABB ParticlesStorage::particles_get_current_aabb(RID p_particles) {
const Particles *particles = particles_owner.get_or_null(p_particles);
ERR_FAIL_NULL_V(particles, AABB());
int total_amount = particles->amount;
if (particles->trails_enabled && particles->trail_bind_poses.size() > 1) {
total_amount *= particles->trail_bind_poses.size();
}
uint32_t particle_data_size = sizeof(ParticleData) + sizeof(float) * 4 * particles->userdata_count;
Vector<uint8_t> buffer = RD::get_singleton()->buffer_get_data(particles->particle_buffer);
ERR_FAIL_COND_V(buffer.size() != (int)(total_amount * particle_data_size), 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();
for (int i = 0; i < total_amount; i++) {
const ParticleData &particle_data = *(const ParticleData *)&data_ptr[particle_data_size * i];
if (particle_data.active) {
Vector3 pos = Vector3(particle_data.xform[12], particle_data.xform[13], particle_data.xform[14]);
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_NULL_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_NULL(particles);
particles->emission_transform = p_transform;
}
void ParticlesStorage::particles_set_emitter_velocity(RID p_particles, const Vector3 &p_velocity) {
Particles *particles = particles_owner.get_or_null(p_particles);
ERR_FAIL_NULL(particles);
particles->emitter_velocity = p_velocity;
}
void ParticlesStorage::particles_set_interp_to_end(RID p_particles, float p_interp) {
Particles *particles = particles_owner.get_or_null(p_particles);
ERR_FAIL_NULL(particles);
particles->interp_to_end = p_interp;
}
int ParticlesStorage::particles_get_draw_passes(RID p_particles) const {
const Particles *particles = particles_owner.get_or_null(p_particles);
ERR_FAIL_NULL_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_NULL_V(particles, RID());
ERR_FAIL_INDEX_V(p_pass, particles->draw_passes.size(), RID());
return particles->draw_passes[p_pass];
}
void ParticlesStorage::particles_update_dependency(RID p_particles, DependencyTracker *p_instance) {
Particles *particles = particles_owner.get_or_null(p_particles);
ERR_FAIL_NULL(particles);
p_instance->update_dependency(&particles->dependency);
}
void ParticlesStorage::particles_get_instance_buffer_motion_vectors_offsets(RID p_particles, uint32_t &r_current_offset, uint32_t &r_prev_offset) {
Particles *particles = particles_owner.get_or_null(p_particles);
ERR_FAIL_NULL(particles);
r_current_offset = particles->instance_motion_vectors_current_offset;
r_prev_offset = particles->instance_motion_vectors_previous_offset;
}
void ParticlesStorage::particles_add_collision(RID p_particles, RID p_particles_collision_instance) {
Particles *particles = particles_owner.get_or_null(p_particles);
ERR_FAIL_NULL(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_NULL(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, RID p_texture) {
Particles *particles = particles_owner.get_or_null(p_particles);
ERR_FAIL_NULL(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;
}
void ParticlesStorage::_particles_process(Particles *p_particles, double p_delta) {
TextureStorage *texture_storage = TextureStorage::get_singleton();
MaterialStorage *material_storage = MaterialStorage::get_singleton();
if (p_particles->particles_material_uniform_set.is_null() || !RD::get_singleton()->uniform_set_is_valid(p_particles->particles_material_uniform_set)) {
thread_local LocalVector<RD::Uniform> uniforms;
uniforms.clear();
{
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
u.binding = 0;
u.append_id(p_particles->frame_params_buffer);
uniforms.push_back(u);
}
{
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
u.binding = 1;
u.append_id(p_particles->particle_buffer);
uniforms.push_back(u);
}
{
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
u.binding = 2;
if (p_particles->emission_storage_buffer.is_valid()) {
u.append_id(p_particles->emission_storage_buffer);
} else {
_particles_ensure_unused_emission_buffer(p_particles);
u.append_id(p_particles->unused_emission_storage_buffer);
}
uniforms.push_back(u);
}
{
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
u.binding = 3;
Particles *sub_emitter = particles_owner.get_or_null(p_particles->sub_emitter);
if (sub_emitter) {
if (sub_emitter->emission_buffer == nullptr) { //no emission buffer, allocate emission buffer
_particles_allocate_emission_buffer(sub_emitter);
}
u.append_id(sub_emitter->emission_storage_buffer);
} else {
_particles_ensure_unused_emission_buffer(p_particles);
u.append_id(p_particles->unused_emission_storage_buffer);
}
uniforms.push_back(u);
}
p_particles->particles_material_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, particles_shader.default_shader_rd, 1);
}
double new_phase = Math::fmod((double)(p_particles->phase + (p_delta / p_particles->lifetime)), 1.0);
//move back history (if there is any)
for (uint32_t i = p_particles->frame_history.size() - 1; i > 0; i--) {
p_particles->frame_history[i] = p_particles->frame_history[i - 1];
}
//update current frame
ParticlesFrameParams &frame_params = p_particles->frame_history[0];
if (p_particles->clear) {
p_particles->cycle_number = 0;
} 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 = RendererCompositorRD::get_singleton()->get_total_time();
frame_params.delta = p_delta;
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) {
RendererRD::MaterialStorage::store_transform(Transform3D(), frame_params.emission_transform);
} else {
RendererRD::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.amount_ratio = p_particles->amount_ratio;
frame_params.pad1 = 0;
frame_params.pad2 = 0;
frame_params.emitter_velocity[0] = p_particles->emitter_velocity.x;
frame_params.emitter_velocity[1] = p_particles->emitter_velocity.y;
frame_params.emitter_velocity[2] = p_particles->emitter_velocity.z;
frame_params.interp_to_end = p_particles->interp_to_end;
{ //collision and attractors
frame_params.collider_count = 0;
frame_params.attractor_count = 0;
frame_params.particle_size = p_particles->collision_base_size;
RID collision_3d_textures[ParticlesFrameParams::MAX_3D_TEXTURES];
RID collision_heightmap_texture;
Transform3D to_particles;
if (p_particles->use_local_coords) {
to_particles = p_particles->emission_transform.affine_inverse();
}
if (p_particles->has_sdf_collision && RD::get_singleton()->texture_is_valid(p_particles->sdf_collision_texture)) {
//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].texture_index = 0;
frame_params.colliders[0].type = ParticlesFrameParams::COLLISION_TYPE_2D_SDF;
collision_heightmap_texture = p_particles->sdf_collision_texture;
//replace in all other history frames where used because parameters are no longer valid if screen moves
for (ParticlesFrameParams ¶ms : p_particles->frame_history) {
if (params.collider_count > 0 && params.colliders[0].type == ParticlesFrameParams::COLLISION_TYPE_2D_SDF) {
params.colliders[0] = frame_params.colliders[0];
}
}
}
uint32_t collision_3d_textures_used = 0;
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 <= RSE::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];
RendererRD::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 RSE::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 RSE::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 RSE::PARTICLES_COLLISION_TYPE_VECTOR_FIELD_ATTRACT: {
if (collision_3d_textures_used >= ParticlesFrameParams::MAX_3D_TEXTURES) {
continue;
}
attr.type = ParticlesFrameParams::ATTRACTOR_TYPE_VECTOR_FIELD;
Vector3 extents = pc->extents * scale;
attr.extents[0] = extents.x;
attr.extents[1] = extents.y;
attr.extents[2] = extents.z;
attr.texture_index = collision_3d_textures_used;
collision_3d_textures[collision_3d_textures_used] = pc->field_texture;
collision_3d_textures_used++;
} 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];
RendererRD::MaterialStorage::store_transform(to_collider, col.transform);
switch (pc->type) {
case RSE::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 RSE::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 RSE::PARTICLES_COLLISION_TYPE_SDF_COLLIDE: {
if (collision_3d_textures_used >= ParticlesFrameParams::MAX_3D_TEXTURES) {
continue;
}
col.type = ParticlesFrameParams::COLLISION_TYPE_SDF;
Vector3 extents = pc->extents * scale;
col.extents[0] = extents.x;
col.extents[1] = extents.y;
col.extents[2] = extents.z;
col.texture_index = collision_3d_textures_used;
col.scale = (scale.x + scale.y + scale.z) * 0.333333333333; //non uniform scale non supported
collision_3d_textures[collision_3d_textures_used] = pc->field_texture;
collision_3d_textures_used++;
} break;
case RSE::PARTICLES_COLLISION_TYPE_HEIGHTFIELD_COLLIDE: {
if (collision_heightmap_texture != RID()) { //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++;
}
}
bool different = false;
if (collision_3d_textures_used == p_particles->collision_3d_textures_used) {
for (int i = 0; i < ParticlesFrameParams::MAX_3D_TEXTURES; i++) {
if (p_particles->collision_3d_textures[i] != collision_3d_textures[i]) {
different = true;
break;
}
}
}
if (collision_heightmap_texture != p_particles->collision_heightmap_texture) {
different = true;
}
bool uniform_set_valid = RD::get_singleton()->uniform_set_is_valid(p_particles->collision_textures_uniform_set);
if (different || !uniform_set_valid) {
if (uniform_set_valid) {
RD::get_singleton()->free_rid(p_particles->collision_textures_uniform_set);
}
thread_local LocalVector<RD::Uniform> uniforms;
uniforms.clear();
{
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
u.binding = 0;
for (uint32_t i = 0; i < ParticlesFrameParams::MAX_3D_TEXTURES; i++) {
RID rd_tex;
if (i < collision_3d_textures_used) {
if (TextureStorage::get_singleton()->texture_get_type(collision_3d_textures[i]) == TextureStorage::TYPE_3D) {
rd_tex = TextureStorage::get_singleton()->texture_get_rd_texture(collision_3d_textures[i]);
}
}
if (rd_tex == RID()) {
rd_tex = texture_storage->texture_rd_get_default(TextureStorage::DEFAULT_RD_TEXTURE_3D_WHITE);
}
u.append_id(rd_tex);
}
uniforms.push_back(u);
}
{
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
u.binding = 1;
if (collision_heightmap_texture.is_valid()) {
u.append_id(collision_heightmap_texture);
} else {
u.append_id(texture_storage->texture_rd_get_default(TextureStorage::DEFAULT_RD_TEXTURE_BLACK));
}
uniforms.push_back(u);
}
p_particles->collision_textures_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, particles_shader.default_shader_rd, 2);
p_particles->collision_heightmap_texture = collision_heightmap_texture;
}
}
ParticlesShader::PushConstant push_constant;
int process_amount = p_particles->amount;
if (p_particles->trails_enabled && p_particles->trail_bind_poses.size() > 1) {
process_amount *= p_particles->trail_bind_poses.size();
}
push_constant.clear = p_particles->clear;
push_constant.total_particles = p_particles->amount;
push_constant.lifetime = p_particles->lifetime;
push_constant.trail_size = p_particles->trail_params.size();
push_constant.use_fractional_delta = p_particles->fractional_delta;
push_constant.sub_emitter_mode = !p_particles->emitting && p_particles->emission_buffer && (p_particles->emission_buffer->particle_count > 0 || p_particles->force_sub_emit);
push_constant.trail_pass = false;
p_particles->force_sub_emit = false; //reset
Particles *sub_emitter = particles_owner.get_or_null(p_particles->sub_emitter);
if (sub_emitter && sub_emitter->emission_storage_buffer.is_valid()) {
// print_line("updating subemitter buffer");
int32_t zero[4] = { 0, sub_emitter->amount, 0, 0 };
RD::get_singleton()->buffer_update(sub_emitter->emission_storage_buffer, 0, sizeof(uint32_t) * 4, zero);
push_constant.can_emit = true;
if (sub_emitter->emitting) {
sub_emitter->emitting = false;
sub_emitter->clear = true; //will need to clear if it was emitting, sorry
}
//make sure the sub emitter processes particles too
sub_emitter->inactive = false;
sub_emitter->inactive_time = 0;
sub_emitter->force_sub_emit = true;
} else {
push_constant.can_emit = false;
}
if (p_particles->emission_buffer && p_particles->emission_buffer->particle_count) {
RD::get_singleton()->buffer_update(p_particles->emission_storage_buffer, 0, sizeof(uint32_t) * 4 + sizeof(ParticleEmissionBuffer::Data) * p_particles->emission_buffer->particle_count, p_particles->emission_buffer);
p_particles->emission_buffer->particle_count = 0;
}
p_particles->clear = false;
if (p_particles->trail_params.size() > 1) {
//fill the trail params
for (uint32_t i = 0; i < p_particles->trail_params.size(); i++) {
uint32_t src_idx = i * p_particles->frame_history.size() / p_particles->trail_params.size();
if (p_particles->speed_scale <= 0.0) {
// Stop trails.
src_idx = 0;
}
p_particles->trail_params[i] = p_particles->frame_history[src_idx];
}
} else {
p_particles->trail_params[0] = p_particles->frame_history[0];
}
RD::get_singleton()->buffer_update(p_particles->frame_params_buffer, 0, sizeof(ParticlesFrameParams) * p_particles->trail_params.size(), p_particles->trail_params.ptr());
ParticleProcessMaterialData *m = static_cast<ParticleProcessMaterialData *>(material_storage->material_get_data(p_particles->process_material, MaterialStorage::SHADER_TYPE_PARTICLES));
if (!m) {
m = static_cast<ParticleProcessMaterialData *>(material_storage->material_get_data(particles_shader.default_material, MaterialStorage::SHADER_TYPE_PARTICLES));
}
ERR_FAIL_NULL(m);
p_particles->has_collision_cache = m->shader_data->uses_collision;
//todo should maybe compute all particle systems together?
RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, m->shader_data->pipeline.get_rid());
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, particles_shader.base_uniform_set, BASE_UNIFORM_SET);
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, p_particles->particles_material_uniform_set, MATERIAL_UNIFORM_SET);
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, p_particles->collision_textures_uniform_set, COLLISION_TEXTURTES_UNIFORM_SET);
if (m->uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(m->uniform_set)) {
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, m->uniform_set, 3);
m->set_as_used();
}
RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(ParticlesShader::PushConstant));
if (p_particles->trails_enabled && p_particles->trail_bind_poses.size() > 1) {
//trails requires two passes in order to catch particle starts
RD::get_singleton()->compute_list_dispatch_threads(compute_list, process_amount / p_particles->trail_bind_poses.size(), 1, 1);
RD::get_singleton()->compute_list_add_barrier(compute_list);
push_constant.trail_pass = true;
RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(ParticlesShader::PushConstant));
RD::get_singleton()->compute_list_dispatch_threads(compute_list, process_amount - p_particles->amount, 1, 1);
} else {
RD::get_singleton()->compute_list_dispatch_threads(compute_list, process_amount, 1, 1);
}
RD::get_singleton()->compute_list_end();
}
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_NULL(particles);
if (particles->draw_order != RSE::PARTICLES_DRAW_ORDER_VIEW_DEPTH && particles->transform_align != RSE::PARTICLES_TRANSFORM_ALIGN_Z_BILLBOARD && particles->transform_align != RSE::PARTICLES_TRANSFORM_ALIGN_Z_BILLBOARD_Y_TO_VELOCITY && particles->transform_align != RSE::PARTICLES_TRANSFORM_ALIGN_LOCAL_BILLBOARD) {
return;
}
if (particles->particle_buffer.is_null() || particles->trail_bind_pose_uniform_set.is_null()) {
return; //particles have not processed yet
}
bool do_sort = particles->draw_order == RSE::PARTICLES_DRAW_ORDER_VIEW_DEPTH;
//copy to sort buffer
if (do_sort && particles->particles_sort_buffer == RID()) {
uint32_t size = particles->amount;
if (size & 1) {
size++; //make multiple of 16
}
size *= sizeof(float) * 2;
particles->particles_sort_buffer = RD::get_singleton()->storage_buffer_create(size);
{
Vector<RD::Uniform> uniforms;
{
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
u.binding = 0;
u.append_id(particles->particles_sort_buffer);
uniforms.push_back(u);
}
particles->particles_sort_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, particles_shader.copy_shader.version_get_shader(particles_shader.copy_shader_version, ParticlesShader::COPY_MODE_FILL_SORT_BUFFER), 1);
}
}
ParticlesShader::CopyPushConstant copy_push_constant;
if (particles->trails_enabled && particles->trail_bind_poses.size() > 1) {
int fixed_fps = 60.0;
if (particles->fixed_fps > 0) {
fixed_fps = particles->fixed_fps;
}
copy_push_constant.trail_size = particles->trail_bind_poses.size();
copy_push_constant.trail_total = particles->frame_history.size();
copy_push_constant.frame_delta = 1.0 / fixed_fps;
} else {
copy_push_constant.trail_size = 1;
copy_push_constant.trail_total = 1;
copy_push_constant.frame_delta = 0.0;
}
copy_push_constant.order_by_lifetime = (particles->draw_order == RSE::PARTICLES_DRAW_ORDER_LIFETIME || particles->draw_order == RSE::PARTICLES_DRAW_ORDER_REVERSE_LIFETIME);
copy_push_constant.lifetime_split = (MIN(int(particles->amount * particles->phase), particles->amount - 1) + 1) % particles->amount;
copy_push_constant.lifetime_reverse = particles->draw_order == RSE::PARTICLES_DRAW_ORDER_REVERSE_LIFETIME;
copy_push_constant.motion_vectors_current_offset = particles->instance_motion_vectors_current_offset;
copy_push_constant.frame_remainder = particles->interpolate ? particles->frame_remainder : 0.0;
copy_push_constant.total_particles = particles->amount;
copy_push_constant.copy_mode_2d = false;
Vector3 axis = -p_axis; // cameras look to z negative
if (particles->use_local_coords) {
axis = particles->emission_transform.basis.xform_inv(axis).normalized();
}
copy_push_constant.sort_direction[0] = axis.x;
copy_push_constant.sort_direction[1] = axis.y;
copy_push_constant.sort_direction[2] = axis.z;
copy_push_constant.align_up[0] = p_up_axis.x;
copy_push_constant.align_up[1] = p_up_axis.y;
copy_push_constant.align_up[2] = p_up_axis.z;
copy_push_constant.align_mode = particles->transform_align;
copy_push_constant.align_src = particles->transform_align_src;
copy_push_constant.align_axis = uint32_t(particles->transform_align_axis);
copy_push_constant.pad2 = uint32_t(0);
if (do_sort) {
RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, particles_shader.copy_pipelines[particles->userdata_count][ParticlesShader::COPY_MODE_FILL_SORT_BUFFER].get_rid());
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, particles->particles_copy_uniform_set, 0);
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, particles->particles_sort_uniform_set, 1);
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, particles->trail_bind_pose_uniform_set, 2);
RD::get_singleton()->compute_list_set_push_constant(compute_list, ©_push_constant, sizeof(ParticlesShader::CopyPushConstant));
RD::get_singleton()->compute_list_dispatch_threads(compute_list, particles->amount, 1, 1);
RD::get_singleton()->compute_list_end();
sort_effects->sort_buffer(particles->particles_sort_uniform_set, particles->amount);
}
if (particles->trails_enabled && particles->trail_bind_poses.size() > 1) {
copy_push_constant.total_particles *= particles->trail_bind_poses.size();
}
RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
uint32_t copy_mode = do_sort ? ParticlesShader::COPY_MODE_FILL_INSTANCES_WITH_SORT_BUFFER : ParticlesShader::COPY_MODE_FILL_INSTANCES;
copy_push_constant.copy_mode_2d = particles->mode == RSE::PARTICLES_MODE_2D ? 1 : 0;
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, particles_shader.copy_pipelines[particles->userdata_count][copy_mode].get_rid());
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, particles->particles_copy_uniform_set, 0);
if (do_sort) {
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, particles->particles_sort_uniform_set, 1);
}
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, particles->trail_bind_pose_uniform_set, 2);
RD::get_singleton()->compute_list_set_push_constant(compute_list, ©_push_constant, sizeof(ParticlesShader::CopyPushConstant));
RD::get_singleton()->compute_list_dispatch_threads(compute_list, copy_push_constant.total_particles, 1, 1);
RD::get_singleton()->compute_list_end();
}
void ParticlesStorage::_particles_update_buffers(Particles *particles) {
uint32_t userdata_count = 0;
if (particles->process_material.is_valid()) {
ParticleProcessMaterialData *material_data = static_cast<ParticleProcessMaterialData *>(MaterialStorage::get_singleton()->material_get_data(particles->process_material, MaterialStorage::SHADER_TYPE_PARTICLES));
if (material_data && material_data->shader_data->version.is_valid() && material_data->shader_data->valid) {
userdata_count = material_data->shader_data->userdata_count;
}
}
bool uses_motion_vectors = RSG::viewport->get_num_viewports_with_motion_vectors() > 0 || (RendererCompositorStorage::get_singleton()->get_num_compositor_effects_with_motion_vectors() > 0);
bool index_draw_order = particles->draw_order == RSE::ParticlesDrawOrder::PARTICLES_DRAW_ORDER_INDEX;
bool enable_motion_vectors = uses_motion_vectors && index_draw_order && !particles->instance_motion_vectors_enabled;
bool only_instances_changed = false;
if (userdata_count != particles->userdata_count) {
// Mismatch userdata, re-create all buffers.
_particles_free_data(particles);
} else if (enable_motion_vectors) {
// Only motion vectors are required, release the transforms buffer and uniform set.
if (particles->particle_instance_buffer.is_valid()) {
RD::get_singleton()->free_rid(particles->particle_instance_buffer);
particles->particle_instance_buffer = RID();
}
particles->particles_transforms_buffer_uniform_set = RID();
only_instances_changed = true;
} else if (!particles->particle_buffer.is_null()) {
// No operation is required because a buffer already exists, return early.
return;
}
if (particles->amount > 0) {
int total_amount = particles->amount;
if (particles->trails_enabled && particles->trail_bind_poses.size() > 1) {
total_amount *= particles->trail_bind_poses.size();
}
uint32_t xform_size = particles->mode == RSE::PARTICLES_MODE_2D ? 2 : 3;
if (particles->particle_buffer.is_null()) {
particles->particle_buffer = RD::get_singleton()->storage_buffer_create((sizeof(ParticleData) + userdata_count * sizeof(float) * 4) * total_amount);
particles->userdata_count = userdata_count;
}
PackedByteArray data;
uint32_t particle_instance_buffer_size = total_amount * (xform_size + 1 + 1) * sizeof(float) * 4;
if (uses_motion_vectors) {
particle_instance_buffer_size *= 2;
particles->instance_motion_vectors_enabled = true;
}
data.resize_initialized(particle_instance_buffer_size);
particles->particle_instance_buffer = RD::get_singleton()->storage_buffer_create(particle_instance_buffer_size, data);
{
Vector<RD::Uniform> uniforms;
{
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
u.binding = 1;
u.append_id(particles->particle_buffer);
uniforms.push_back(u);
}
{
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
u.binding = 2;
u.append_id(particles->particle_instance_buffer);
uniforms.push_back(u);
}
particles->particles_copy_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, particles_shader.copy_shader.version_get_shader(particles_shader.copy_shader_version, 0), 0);
}
particles->instance_motion_vectors_current_offset = 0;
particles->instance_motion_vectors_previous_offset = 0;
particles->instance_motion_vectors_last_change = -1;
if (only_instances_changed) {
// Notify the renderer the instances uniform must be retrieved again, as it's the only element that has been changed because motion vectors were enabled.
particles->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_PARTICLES_INSTANCES);
}
}
}
void ParticlesStorage::update_particles() {
if (!particle_update_list.first()) {
return;
}
RENDER_TIMESTAMP("Update GPUParticles");
uint32_t frame = RSG::rasterizer->get_frame_number();
bool uses_motion_vectors = RSG::viewport->get_num_viewports_with_motion_vectors() > 0 || (RendererCompositorStorage::get_singleton()->get_num_compositor_effects_with_motion_vectors() > 0);
while (particle_update_list.first()) {
//use transform feedback to process particles
Particles *particles = particle_update_list.first()->self();
particles->update_list.remove_from_list();
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;
particles->frame_remainder = 0.0;
}
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 * RendererCompositorRD::get_singleton()->get_frame_delta_time();
if (particles->inactive_time > particles->lifetime * 1.2) {
particles->inactive = true;
continue;
}
}
// TODO: Should use display refresh rate for all this.
float screen_hz = 60;
int fixed_fps = 0;
if (particles->fixed_fps > 0) {
fixed_fps = particles->fixed_fps;
} else if (particles->trails_enabled && particles->trail_bind_poses.size() > 1) {
fixed_fps = screen_hz;
}
{
//update trails
int history_size = 1;
int trail_steps = 1;
if (particles->trails_enabled && particles->trail_bind_poses.size() > 1) {
history_size = MAX(1, int(particles->trail_lifetime * fixed_fps));
trail_steps = particles->trail_bind_poses.size();
}
if (uint32_t(history_size) != particles->frame_history.size()) {
particles->frame_history.resize(history_size);
memset(particles->frame_history.ptr(), 0, sizeof(ParticlesFrameParams) * history_size);
// Set the frame number so that we are able to distinguish an uninitialized
// frame from the true frame number zero. See issue #88712 for details.
for (int i = 0; i < history_size; i++) {
particles->frame_history[i].frame = UINT32_MAX;
}
}
if (uint32_t(trail_steps) != particles->trail_params.size() || particles->frame_params_buffer.is_null()) {
particles->trail_params.resize(trail_steps);
if (particles->frame_params_buffer.is_valid()) {
RD::get_singleton()->free_rid(particles->frame_params_buffer);
}
particles->frame_params_buffer = RD::get_singleton()->storage_buffer_create(sizeof(ParticlesFrameParams) * trail_steps);
}
if (particles->trail_bind_poses.size() > 1 && particles->trail_bind_pose_buffer.is_null()) {
particles->trail_bind_pose_buffer = RD::get_singleton()->storage_buffer_create(sizeof(float) * 16 * particles->trail_bind_poses.size());
particles->trail_bind_poses_dirty = true;
}
if (particles->trail_bind_pose_uniform_set.is_null()) {
Vector<RD::Uniform> uniforms;
{
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
u.binding = 0;
if (particles->trail_bind_pose_buffer.is_valid()) {
u.append_id(particles->trail_bind_pose_buffer);
} else {
_particles_ensure_unused_trail_buffer(particles);
u.append_id(particles->unused_trail_storage_buffer);
}
uniforms.push_back(u);
}
particles->trail_bind_pose_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, particles_shader.copy_shader.version_get_shader(particles_shader.copy_shader_version, 0), 2);
}
if (particles->trail_bind_pose_buffer.is_valid() && particles->trail_bind_poses_dirty) {
if (particles_shader.pose_update_buffer.size() < uint32_t(particles->trail_bind_poses.size()) * 16) {
particles_shader.pose_update_buffer.resize(particles->trail_bind_poses.size() * 16);
}
for (int i = 0; i < particles->trail_bind_poses.size(); i++) {
RendererRD::MaterialStorage::store_transform(particles->trail_bind_poses[i], &particles_shader.pose_update_buffer[i * 16]);
}
RD::get_singleton()->buffer_update(particles->trail_bind_pose_buffer, 0, particles->trail_bind_poses.size() * 16 * sizeof(float), particles_shader.pose_update_buffer.ptr());
}
}
float todo = particles->clear ? particles->pre_process_time : 0;
todo = todo > particles->request_process_time ? todo : particles->request_process_time;
todo = todo > particles->request_process_time_residual ? todo : particles->request_process_time_residual;
if (todo > 0.0) {
real_t frame_time;
if (fixed_fps > 0) {
frame_time = 1.0 / fixed_fps;
} else {
frame_time = 1.0 / 30.0;
}
float tmp_scale = particles->speed_scale;
// We need this otherwise the speed scale of the particle system influences the TODO.
particles->speed_scale = 1.0;
if (particles->clear) {
todo = particles->pre_process_time;
while (todo > 0.0) {
_particles_process(particles, frame_time > todo ? todo : frame_time);
todo -= frame_time;
}
}
if (particles->request_process_time > 0.0) {
todo = particles->request_process_time;
while (todo > 0.0) {
_particles_process(particles, frame_time > todo ? todo : frame_time);
todo -= frame_time;
}
}
if (particles->request_process_time_residual > 0.0) {
particles->emitting = false;
todo = particles->request_process_time_residual;
while (todo > 0.0) {
_particles_process(particles, frame_time > todo ? todo : frame_time);
todo -= frame_time;
}
}
particles->speed_scale = tmp_scale;
}
particles->request_process_time = 0.0;
particles->request_process_time_residual = 0.0;
float time_scale = MAX(particles->speed_scale, 0.0);
if (fixed_fps > 0) {
float frame_time = 1.0 / fixed_fps;
float delta = (float)RendererCompositorRD::get_singleton()->get_frame_delta_time();
if (delta > 0.1) { //avoid recursive stalls if fps goes below 10
delta = 0.1;
} else if (delta < 0.0) {
delta = 0.0;
}
todo = particles->frame_remainder + delta * time_scale;
while (todo >= frame_time || particles->clear) {
_particles_process(particles, frame_time);
todo -= frame_time;
}
particles->frame_remainder = todo;
} else {
_particles_process(particles, RendererCompositorRD::get_singleton()->get_frame_delta_time() * time_scale);
}
// Ensure that memory is initialized (the code above should ensure that _particles_process is always called at least once upon clearing).
DEV_ASSERT(!particles->clear);
int total_amount = particles->amount;
if (particles->trails_enabled && particles->trail_bind_poses.size() > 1) {
total_amount *= particles->trail_bind_poses.size();
}
// Swap offsets for motion vectors. Motion vectors can only be used when the draw order keeps the indices consistent across frames.
bool index_draw_order = particles->draw_order == RSE::ParticlesDrawOrder::PARTICLES_DRAW_ORDER_INDEX;
particles->instance_motion_vectors_previous_offset = particles->instance_motion_vectors_current_offset;
if (uses_motion_vectors && index_draw_order && particles->instance_motion_vectors_enabled && (frame - particles->instance_motion_vectors_last_change) == 1) {
particles->instance_motion_vectors_current_offset = total_amount - particles->instance_motion_vectors_current_offset;
}
particles->instance_motion_vectors_last_change = frame;
// Copy particles to instance buffer.
if (particles->draw_order != RSE::PARTICLES_DRAW_ORDER_VIEW_DEPTH && particles->transform_align != RSE::PARTICLES_TRANSFORM_ALIGN_Z_BILLBOARD && particles->transform_align != RSE::PARTICLES_TRANSFORM_ALIGN_Z_BILLBOARD_Y_TO_VELOCITY) {
//does not need view dependent operation, do copy here
ParticlesShader::CopyPushConstant copy_push_constant;
// 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.
//RendererRD::MaterialStorage::store_transform(Transform3D(), copy_push_constant.inv_emission_transform);
copy_push_constant.inv_emission_transform[0] = 1.0;
copy_push_constant.inv_emission_transform[1] = 0.0;
copy_push_constant.inv_emission_transform[2] = 0.0;
copy_push_constant.inv_emission_transform[3] = 0.0;
copy_push_constant.inv_emission_transform[4] = 1.0;
copy_push_constant.inv_emission_transform[5] = 0.0;
copy_push_constant.inv_emission_transform[6] = 0.0;
copy_push_constant.inv_emission_transform[7] = 0.0;
copy_push_constant.inv_emission_transform[8] = 1.0;
copy_push_constant.inv_emission_transform[9] = 0.0;
copy_push_constant.inv_emission_transform[10] = 0.0;
copy_push_constant.inv_emission_transform[11] = 0.0;
} 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();
copy_push_constant.inv_emission_transform[0] = inv.basis.rows[0][0];
copy_push_constant.inv_emission_transform[1] = inv.basis.rows[1][0];
copy_push_constant.inv_emission_transform[2] = inv.basis.rows[2][0];
copy_push_constant.inv_emission_transform[3] = inv.basis.rows[0][1];
copy_push_constant.inv_emission_transform[4] = inv.basis.rows[1][1];
copy_push_constant.inv_emission_transform[5] = inv.basis.rows[2][1];
copy_push_constant.inv_emission_transform[6] = inv.basis.rows[0][2];
copy_push_constant.inv_emission_transform[7] = inv.basis.rows[1][2];
copy_push_constant.inv_emission_transform[8] = inv.basis.rows[2][2];
copy_push_constant.inv_emission_transform[9] = inv.origin.x;
copy_push_constant.inv_emission_transform[10] = inv.origin.y;
copy_push_constant.inv_emission_transform[11] = inv.origin.z;
}
copy_push_constant.total_particles = total_amount;
copy_push_constant.frame_remainder = particles->interpolate ? particles->frame_remainder : 0.0;
copy_push_constant.align_mode = particles->transform_align;
copy_push_constant.align_up[0] = 0;
copy_push_constant.align_up[1] = 0;
copy_push_constant.align_up[2] = 0;
copy_push_constant.align_src = particles->transform_align_src;
copy_push_constant.align_axis = uint32_t(particles->transform_align_axis);
if (particles->trails_enabled && particles->trail_bind_poses.size() > 1) {
copy_push_constant.trail_size = particles->trail_bind_poses.size();
copy_push_constant.trail_total = particles->frame_history.size();
copy_push_constant.frame_delta = 1.0 / fixed_fps;
} else {
copy_push_constant.trail_size = 1;
copy_push_constant.trail_total = 1;
copy_push_constant.frame_delta = 0.0;
}
copy_push_constant.order_by_lifetime = (particles->draw_order == RSE::PARTICLES_DRAW_ORDER_LIFETIME || particles->draw_order == RSE::PARTICLES_DRAW_ORDER_REVERSE_LIFETIME);
copy_push_constant.lifetime_split = (MIN(int(particles->amount * particles->phase), particles->amount - 1) + 1) % particles->amount;
copy_push_constant.lifetime_reverse = particles->draw_order == RSE::PARTICLES_DRAW_ORDER_REVERSE_LIFETIME;
copy_push_constant.motion_vectors_current_offset = particles->instance_motion_vectors_current_offset;
RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
copy_push_constant.copy_mode_2d = particles->mode == RSE::PARTICLES_MODE_2D ? 1 : 0;
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, particles_shader.copy_pipelines[particles->userdata_count][ParticlesShader::COPY_MODE_FILL_INSTANCES].get_rid());
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, particles->particles_copy_uniform_set, 0);
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, particles->trail_bind_pose_uniform_set, 2);
RD::get_singleton()->compute_list_set_push_constant(compute_list, ©_push_constant, sizeof(ParticlesShader::CopyPushConstant));
RD::get_singleton()->compute_list_dispatch_threads(compute_list, total_amount, 1, 1);
RD::get_singleton()->compute_list_end();
}
particles->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_AABB);
}
}
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 {
const Particles *particles = particles_owner.get_or_null(p_particles);
ERR_FAIL_NULL_V(particles, false);
return !particles->emitting && particles->inactive;
}
/* Particles SHADER */
void ParticlesStorage::ParticlesShaderData::set_code(const String &p_code) {
ParticlesStorage *particles_storage = ParticlesStorage::get_singleton();
//compile
code = p_code;
valid = false;
ubo_size = 0;
uniforms.clear();
uses_collision = false;
if (code.is_empty()) {
return; //just invalid, but no error
}
ShaderCompiler::GeneratedCode gen_code;
ShaderCompiler::IdentifierActions actions;
actions.entry_point_stages["start"] = ShaderCompiler::STAGE_COMPUTE;
actions.entry_point_stages["process"] = ShaderCompiler::STAGE_COMPUTE;
/*
uses_time = false;
actions.render_mode_flags["use_half_res_pass"] = &uses_half_res;
actions.render_mode_flags["use_quarter_res_pass"] = &uses_quarter_res;
actions.usage_flag_pointers["TIME"] = &uses_time;
*/
actions.usage_flag_pointers["COLLIDED"] = &uses_collision;
userdata_count = 0;
for (uint32_t i = 0; i < ParticlesShader::MAX_USERDATAS; i++) {
userdatas_used[i] = false;
actions.usage_flag_pointers["USERDATA" + itos(i + 1)] = &userdatas_used[i];
}
actions.uniforms = &uniforms;
Error err = particles_storage->particles_shader.compiler.compile(RSE::SHADER_PARTICLES, code, &actions, path, gen_code);
ERR_FAIL_COND_MSG(err != OK, "Shader compilation failed.");
if (version.is_null()) {
version = particles_storage->particles_shader.shader.version_create();
} else {
pipeline.free();
}
for (uint32_t i = 0; i < ParticlesShader::MAX_USERDATAS; i++) {
if (userdatas_used[i]) {
userdata_count++;
}
}
particles_storage->particles_shader.shader.version_set_compute_code(version, gen_code.code, gen_code.uniforms, gen_code.stage_globals[ShaderCompiler::STAGE_COMPUTE], gen_code.defines);
ERR_FAIL_COND(!particles_storage->particles_shader.shader.version_is_valid(version));
ubo_size = gen_code.uniform_total_size;
ubo_offsets = gen_code.uniform_offsets;
texture_uniforms = gen_code.texture_uniforms;
//update pipelines
pipeline.create_compute_pipeline(particles_storage->particles_shader.shader.version_get_shader(version, 0));
valid = true;
}
bool ParticlesStorage::ParticlesShaderData::is_animated() const {
return false;
}
bool ParticlesStorage::ParticlesShaderData::casts_shadows() const {
return false;
}
RenderingServerTypes::ShaderNativeSourceCode ParticlesStorage::ParticlesShaderData::get_native_source_code() const {
return ParticlesStorage::get_singleton()->particles_shader.shader.version_get_native_source_code(version);
}
Pair<ShaderRD *, RID> ParticlesStorage::ParticlesShaderData::get_native_shader_and_version() const {
return { &ParticlesStorage::get_singleton()->particles_shader.shader, version };
}
ParticlesStorage::ParticlesShaderData::~ParticlesShaderData() {
pipeline.free();
if (version.is_valid()) {
ParticlesStorage::get_singleton()->particles_shader.shader.version_free(version);
}
}
MaterialStorage::ShaderData *ParticlesStorage::_create_particles_shader_func() {
ParticlesShaderData *shader_data = memnew(ParticlesShaderData);
return shader_data;
}
bool ParticlesStorage::ParticleProcessMaterialData::update_parameters(const HashMap<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty) {
return update_parameters_uniform_set(p_parameters, p_uniform_dirty, p_textures_dirty, shader_data->uniforms, shader_data->ubo_offsets.ptr(), shader_data->texture_uniforms, shader_data->default_texture_params, shader_data->ubo_size, uniform_set, ParticlesStorage::get_singleton()->particles_shader.shader.version_get_shader(shader_data->version, 0), 3, true, false);
}
ParticlesStorage::ParticleProcessMaterialData::~ParticleProcessMaterialData() {
free_parameters_uniform_set(uniform_set);
}
MaterialStorage::MaterialData *ParticlesStorage::_create_particles_material_func(ParticlesShaderData *p_shader) {
ParticleProcessMaterialData *material_data = memnew(ParticleProcessMaterialData);
material_data->shader_data = p_shader;
//update will happen later anyway so do nothing.
return material_data;
}
////////
/* 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.is_valid()) {
RD::get_singleton()->free_rid(particles_collision->heightfield_texture);
}
particles_collision->dependency.deleted_notify(p_rid);
particles_collision_owner.free(p_rid);
}
RID 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_NULL_V(particles_collision, RID());
ERR_FAIL_COND_V(particles_collision->type != RSE::PARTICLES_COLLISION_TYPE_HEIGHTFIELD_COLLIDE, RID());
if (particles_collision->heightfield_texture == RID()) {
//create
const int resolutions[RSE::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);
}
RD::TextureFormat tf;
tf.format = RD::DATA_FORMAT_D32_SFLOAT;
tf.width = size.x;
tf.height = size.y;
tf.texture_type = RD::TEXTURE_TYPE_2D;
tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT;
particles_collision->heightfield_texture = RD::get_singleton()->texture_create(tf, RD::TextureView());
Vector<RID> fb_tex;
fb_tex.push_back(particles_collision->heightfield_texture);
particles_collision->heightfield_fb = RD::get_singleton()->framebuffer_create(fb_tex);
particles_collision->heightfield_fb_size = size;
}
return particles_collision->heightfield_fb;
}
void ParticlesStorage::particles_collision_set_collision_type(RID p_particles_collision, RSE::ParticlesCollisionType p_type) {
ParticlesCollision *particles_collision = particles_collision_owner.get_or_null(p_particles_collision);
ERR_FAIL_NULL(particles_collision);
if (p_type == particles_collision->type) {
return;
}
if (particles_collision->heightfield_texture.is_valid()) {
RD::get_singleton()->free_rid(particles_collision->heightfield_texture);
particles_collision->heightfield_texture = RID();
}
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_NULL(particles_collision);
particles_collision->cull_mask = p_cull_mask;
particles_collision->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_CULL_MASK);
}
uint32_t ParticlesStorage::particles_collision_get_cull_mask(RID p_particles_collision) const {
ParticlesCollision *particles_collision = particles_collision_owner.get_or_null(p_particles_collision);
ERR_FAIL_NULL_V(particles_collision, 0);
return particles_collision->cull_mask;
}
uint32_t ParticlesStorage::particles_collision_get_height_field_mask(RID p_particles_collision) const {
const ParticlesCollision *particles_collision = particles_collision_owner.get_or_null(p_particles_collision);
ERR_FAIL_NULL_V(particles_collision, false);
return particles_collision->heightfield_mask;
}
void ParticlesStorage::particles_collision_set_height_field_mask(RID p_particles_collision, uint32_t p_heightfield_mask) {
ParticlesCollision *particles_collision = particles_collision_owner.get_or_null(p_particles_collision);
ERR_FAIL_NULL(particles_collision);
particles_collision->heightfield_mask = p_heightfield_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_NULL(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_NULL(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_NULL(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_NULL(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_NULL(particles_collision);
particles_collision->attractor_attenuation = p_curve;
}
void ParticlesStorage::particles_collision_set_field_texture(RID p_particles_collision, RID p_texture) {
ParticlesCollision *particles_collision = particles_collision_owner.get_or_null(p_particles_collision);
ERR_FAIL_NULL(particles_collision);
particles_collision->field_texture = p_texture;
}
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_NULL(particles_collision);
particles_collision->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_AABB);
}
void ParticlesStorage::particles_collision_set_height_field_resolution(RID p_particles_collision, RSE::ParticlesCollisionHeightfieldResolution p_resolution) {
ParticlesCollision *particles_collision = particles_collision_owner.get_or_null(p_particles_collision);
ERR_FAIL_NULL(particles_collision);
ERR_FAIL_INDEX(p_resolution, RSE::PARTICLES_COLLISION_HEIGHTFIELD_RESOLUTION_MAX);
if (particles_collision->heightfield_resolution == p_resolution) {
return;
}
particles_collision->heightfield_resolution = p_resolution;
if (particles_collision->heightfield_texture.is_valid()) {
RD::get_singleton()->free_rid(particles_collision->heightfield_texture);
particles_collision->heightfield_texture = RID();
}
}
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_NULL_V(particles_collision, AABB());
switch (particles_collision->type) {
case RSE::PARTICLES_COLLISION_TYPE_SPHERE_ATTRACT:
case RSE::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_NULL_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_NULL_V(particles_collision, false);
return particles_collision->type == RSE::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_NULL(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_NULL(pci);
pci->active = p_active;
}