diff options
author | reduz <reduzio@gmail.com> | 2021-04-27 12:43:49 -0300 |
---|---|---|
committer | reduz <reduzio@gmail.com> | 2021-04-30 17:38:02 -0300 |
commit | 90056460ad8e22d9166523dcb2defebb0581f95c (patch) | |
tree | d4cb11cbd03dc5b401f41627217b5d82cf06d195 /servers/rendering/renderer_rd/shaders | |
parent | 0ad03ba052dd3b7bea558a3a76c7ff5c46bf681a (diff) |
Implement Particle Trails
-Enable the trails and set the length in seconds
-Provide a mesh with a skeleton and a skin
-Or, alternatively use one of the built-in TubeTrailMesh/RibbonTrailMesh
-Works deterministically
-Fixed particle collisions (were broken)
-Not working in 2D yet (that will happen next)
Diffstat (limited to 'servers/rendering/renderer_rd/shaders')
4 files changed, 230 insertions, 58 deletions
diff --git a/servers/rendering/renderer_rd/shaders/particles.glsl b/servers/rendering/renderer_rd/shaders/particles.glsl index 3712220dc4..beaff10793 100644 --- a/servers/rendering/renderer_rd/shaders/particles.glsl +++ b/servers/rendering/renderer_rd/shaders/particles.glsl @@ -76,6 +76,11 @@ struct FrameParams { float time; float delta; + uint frame; + uint pad0; + uint pad1; + uint pad2; + uint random_seed; uint attractor_count; uint collider_count; @@ -92,10 +97,16 @@ layout(set = 1, binding = 0, std430) restrict buffer FrameHistory { } frame_history; +#define PARTICLE_FLAG_ACTIVE uint(1) +#define PARTICLE_FLAG_STARTED uint(2) +#define PARTICLE_FLAG_TRAILED uint(4) +#define PARTICLE_FRAME_MASK uint(0xFFFF) +#define PARTICLE_FRAME_SHIFT uint(16) + struct ParticleData { mat4 xform; vec3 velocity; - bool is_active; + uint flags; vec4 color; vec4 custom; }; @@ -162,7 +173,7 @@ layout(push_constant, binding = 0, std430) uniform Params { bool use_fractional_delta; bool sub_emitter_mode; bool can_emit; - uint pad; + bool trail_pass; } params; @@ -201,6 +212,14 @@ bool emit_subparticle(mat4 p_xform, vec3 p_velocity, vec4 p_color, vec4 p_custom void main() { uint particle = gl_GlobalInvocationID.x; + if (params.trail_size > 1) { + if (params.trail_pass) { + particle += (particle / (params.trail_size - 1)) + 1; + } else { + particle *= params.trail_size; + } + } + if (particle >= params.total_particles * params.trail_size) { return; //discard } @@ -229,7 +248,7 @@ void main() { PARTICLE.color = vec4(1.0); PARTICLE.custom = vec4(0.0); PARTICLE.velocity = vec3(0.0); - PARTICLE.is_active = false; + PARTICLE.flags = 0; PARTICLE.xform = mat4( vec4(1.0, 0.0, 0.0, 0.0), vec4(0.0, 1.0, 0.0, 0.0), @@ -237,6 +256,29 @@ void main() { vec4(0.0, 0.0, 0.0, 1.0)); } + //clear started flag if set + + if (params.trail_pass) { + //trail started + uint src_idx = index * params.trail_size; + if (bool(particles.data[src_idx].flags & PARTICLE_FLAG_STARTED)) { + //save start conditions for trails + PARTICLE.color = particles.data[src_idx].color; + PARTICLE.custom = particles.data[src_idx].custom; + PARTICLE.velocity = particles.data[src_idx].velocity; + PARTICLE.flags = PARTICLE_FLAG_TRAILED | ((frame_history.data[0].frame & PARTICLE_FRAME_MASK) << PARTICLE_FRAME_SHIFT); //mark it as trailed, save in which frame it will start + PARTICLE.xform = particles.data[src_idx].xform; + } + + if (bool(PARTICLE.flags & PARTICLE_FLAG_TRAILED) && ((PARTICLE.flags >> PARTICLE_FRAME_SHIFT) == (FRAME.frame & PARTICLE_FRAME_MASK))) { //check this is trailed and see if it should start now + // we just assume that this is the first frame of the particle, the rest is deterministic + PARTICLE.flags = PARTICLE_FLAG_ACTIVE | (particles.data[src_idx].flags & (PARTICLE_FRAME_MASK << PARTICLE_FRAME_SHIFT)); + return; //- this appears like it should be correct, but it seems not to be.. wonder why. + } + } else { + PARTICLE.flags &= ~PARTICLE_FLAG_STARTED; + } + bool collided = false; vec3 collision_normal = vec3(0.0); float collision_depth = 0.0; @@ -245,19 +287,17 @@ void main() { #if !defined(DISABLE_VELOCITY) - if (PARTICLE.is_active) { + if (bool(PARTICLE.flags & PARTICLE_FLAG_ACTIVE)) { PARTICLE.xform[3].xyz += PARTICLE.velocity * local_delta; } #endif - /* Process physics if active */ - - if (params.sub_emitter_mode) { - if (!PARTICLE.is_active) { + if (!params.trail_pass && params.sub_emitter_mode) { + if (!bool(PARTICLE.flags & PARTICLE_FLAG_ACTIVE)) { int src_index = atomicAdd(src_particles.particle_count, -1) - 1; if (src_index >= 0) { - PARTICLE.is_active = true; + PARTICLE.flags = (PARTICLE_FLAG_ACTIVE | PARTICLE_FLAG_STARTED | (FRAME.cycle << PARTICLE_FRAME_SHIFT)); restart = true; if (bool(src_particles.data[src_index].flags & EMISSION_FLAG_HAS_POSITION)) { @@ -339,16 +379,12 @@ void main() { } } - uint current_cycle = FRAME.cycle; - - if (FRAME.system_phase < restart_phase) { - current_cycle -= uint(1); + if (params.trail_pass) { + restart = false; } - uint particle_number = current_cycle * uint(params.total_particles) + particle; - if (restart) { - PARTICLE.is_active = FRAME.emitting; + PARTICLE.flags = FRAME.emitting ? (PARTICLE_FLAG_ACTIVE | PARTICLE_FLAG_STARTED | (FRAME.cycle << PARTICLE_FRAME_SHIFT)) : 0; restart_position = true; restart_rotation_scale = true; restart_velocity = true; @@ -357,11 +393,15 @@ void main() { } } - if (restart && PARTICLE.is_active) { + bool particle_active = bool(PARTICLE.flags & PARTICLE_FLAG_ACTIVE); + + uint particle_number = (PARTICLE.flags >> PARTICLE_FRAME_SHIFT) * uint(params.total_particles) + index; + + if (restart && particle_active) { #CODE : START } - if (PARTICLE.is_active) { + if (particle_active) { for (uint i = 0; i < FRAME.attractor_count; i++) { vec3 dir; float amount; @@ -539,7 +579,12 @@ void main() { } } - if (PARTICLE.is_active) { + if (particle_active) { #CODE : PROCESS } + + PARTICLE.flags &= ~PARTICLE_FLAG_ACTIVE; + if (particle_active) { + PARTICLE.flags |= PARTICLE_FLAG_ACTIVE; + } } diff --git a/servers/rendering/renderer_rd/shaders/particles_copy.glsl b/servers/rendering/renderer_rd/shaders/particles_copy.glsl index 80adb49619..7804d66d1c 100644 --- a/servers/rendering/renderer_rd/shaders/particles_copy.glsl +++ b/servers/rendering/renderer_rd/shaders/particles_copy.glsl @@ -6,10 +6,14 @@ layout(local_size_x = 64, local_size_y = 1, local_size_z = 1) in; +#define PARTICLE_FLAG_ACTIVE uint(1) +#define PARTICLE_FLAG_STARTED uint(2) +#define PARTICLE_FLAG_TRAILED uint(4) + struct ParticleData { mat4 xform; vec3 velocity; - bool is_active; + uint flags; vec4 color; vec4 custom; }; @@ -33,12 +37,30 @@ sort_buffer; #endif // USE_SORT_BUFFER +layout(set = 2, binding = 0, std430) restrict readonly buffer TrailBindPoses { + mat4 data[]; +} +trail_bind_poses; + layout(push_constant, binding = 0, std430) uniform Params { vec3 sort_direction; uint total_particles; + + uint trail_size; + uint trail_total; + float frame_delta; + float frame_remainder; + + vec3 align_up; + uint align_mode; } params; +#define TRANSFORM_ALIGN_DISABLED 0 +#define TRANSFORM_ALIGN_Z_BILLBOARD 1 +#define TRANSFORM_ALIGN_Y_TO_VELOCITY 2 +#define TRANSFORM_ALIGN_Z_BILLBOARD_Y_TO_VELOCITY 3 + void main() { #ifdef MODE_FILL_SORT_BUFFER @@ -47,7 +69,11 @@ void main() { return; //discard } - sort_buffer.data[particle].x = dot(params.sort_direction, particles.data[particle].xform[3].xyz); + uint src_particle = particle; + if (params.trail_size > 1) { + src_particle = src_particle * params.trail_size + params.trail_size / 2; //use trail center for sorting + } + sort_buffer.data[particle].x = dot(params.sort_direction, particles.data[src_particle].xform[3].xyz); sort_buffer.data[particle].y = float(particle); #endif @@ -61,13 +87,78 @@ void main() { } #ifdef USE_SORT_BUFFER - particle = uint(sort_buffer.data[particle].y); //use index from sort buffer + + if (params.trail_size > 1) { + particle = uint(sort_buffer.data[particle / params.trail_size].y) + (particle % params.trail_size); + } else { + particle = uint(sort_buffer.data[particle].y); //use index from sort buffer + } #endif mat4 txform; - if (particles.data[particle].is_active) { - txform = transpose(particles.data[particle].xform); + if (bool(particles.data[particle].flags & PARTICLE_FLAG_ACTIVE) || bool(particles.data[particle].flags & PARTICLE_FLAG_TRAILED)) { + txform = particles.data[particle].xform; + if (params.trail_size > 1) { + // since the steps dont fit precisely in the history frames, must do a tiny bit of + // interpolation to get them close to their intended location. + uint part_ofs = particle % params.trail_size; + float natural_ofs = fract((float(part_ofs) / float(params.trail_size)) * float(params.trail_total)) * params.frame_delta; + + txform[3].xyz -= particles.data[particle].velocity * natural_ofs; + } + + switch (params.align_mode) { + case TRANSFORM_ALIGN_DISABLED: { + } break; //nothing + case TRANSFORM_ALIGN_Z_BILLBOARD: { + mat3 local = mat3(normalize(cross(params.align_up, params.sort_direction)), params.align_up, params.sort_direction); + local = local * mat3(txform); + txform[0].xyz = local[0]; + txform[1].xyz = local[1]; + txform[2].xyz = local[2]; + + } break; + case TRANSFORM_ALIGN_Y_TO_VELOCITY: { + vec3 v = particles.data[particle].velocity; + float s = (length(txform[0]) + length(txform[1]) + length(txform[2])) / 3.0; + if (length(v) > 0.0) { + txform[1].xyz = normalize(v); + } else { + txform[1].xyz = normalize(txform[1].xyz); + } + + txform[0].xyz = normalize(cross(txform[1].xyz, txform[2].xyz)); + txform[2].xyz = vec3(0.0, 0.0, 1.0) * s; + txform[0].xyz *= s; + txform[1].xyz *= s; + } break; + case TRANSFORM_ALIGN_Z_BILLBOARD_Y_TO_VELOCITY: { + vec3 v = particles.data[particle].velocity; + vec3 sv = v - params.sort_direction * dot(params.sort_direction, v); //screen velocity + float s = (length(txform[0]) + length(txform[1]) + length(txform[2])) / 3.0; + + if (length(sv) == 0) { + sv = params.align_up; + } + + sv = normalize(sv); + + txform[0].xyz = normalize(cross(sv, params.sort_direction)) * s; + txform[1].xyz = sv * s; + txform[2].xyz = params.sort_direction * s; + + } break; + } + + txform[3].xyz += particles.data[particle].velocity * params.frame_remainder; + + if (params.trail_size > 1) { + uint part_ofs = particle % params.trail_size; + txform = txform * trail_bind_poses.data[part_ofs]; + } + + txform = transpose(txform); } else { txform = mat4(vec4(0.0), vec4(0.0), vec4(0.0), vec4(0.0)); //zero scale, becomes invisible } diff --git a/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl b/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl index fce17c47e8..f0dbe4eedf 100644 --- a/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl +++ b/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl @@ -48,11 +48,11 @@ layout(location = 8) in vec4 custom2_attrib; layout(location = 9) in vec4 custom3_attrib; #endif -#if defined(BONES_USED) +#if defined(BONES_USED) || defined(USE_PARTICLE_TRAILS) layout(location = 10) in uvec4 bone_attrib; #endif -#if defined(WEIGHTS_USED) +#if defined(WEIGHTS_USED) || defined(USE_PARTICLE_TRAILS) layout(location = 11) in vec4 weight_attrib; #endif @@ -125,10 +125,72 @@ void main() { if (is_multimesh) { //multimesh, instances are for it - uint offset = (instances.data[instance_index].flags >> INSTANCE_FLAGS_MULTIMESH_STRIDE_SHIFT) & INSTANCE_FLAGS_MULTIMESH_STRIDE_MASK; - offset *= gl_InstanceIndex; mat4 matrix; + +#ifdef USE_PARTICLE_TRAILS + uint trail_size = (instances.data[instance_index].flags >> INSTANCE_FLAGS_PARTICLE_TRAIL_SHIFT) & INSTANCE_FLAGS_PARTICLE_TRAIL_MASK; + uint stride = 3 + 1 + 1; //particles always uses this format + + uint offset = trail_size * stride * gl_InstanceIndex; + +#ifdef COLOR_USED + vec4 pcolor; +#endif + { + uint boffset = offset + bone_attrib.x * stride; + matrix = mat4(transforms.data[boffset + 0], transforms.data[boffset + 1], transforms.data[boffset + 2], vec4(0.0, 0.0, 0.0, 1.0)) * weight_attrib.x; +#ifdef COLOR_USED + pcolor = transforms.data[boffset + 3] * weight_attrib.x; +#endif + } + if (weight_attrib.y > 0.001) { + uint boffset = offset + bone_attrib.y * stride; + matrix += mat4(transforms.data[boffset + 0], transforms.data[boffset + 1], transforms.data[boffset + 2], vec4(0.0, 0.0, 0.0, 1.0)) * weight_attrib.y; +#ifdef COLOR_USED + pcolor += transforms.data[boffset + 3] * weight_attrib.y; +#endif + } + if (weight_attrib.z > 0.001) { + uint boffset = offset + bone_attrib.z * stride; + matrix += mat4(transforms.data[boffset + 0], transforms.data[boffset + 1], transforms.data[boffset + 2], vec4(0.0, 0.0, 0.0, 1.0)) * weight_attrib.z; +#ifdef COLOR_USED + pcolor += transforms.data[boffset + 3] * weight_attrib.z; +#endif + } + if (weight_attrib.w > 0.001) { + uint boffset = offset + bone_attrib.w * stride; + matrix += mat4(transforms.data[boffset + 0], transforms.data[boffset + 1], transforms.data[boffset + 2], vec4(0.0, 0.0, 0.0, 1.0)) * weight_attrib.w; +#ifdef COLOR_USED + pcolor += transforms.data[boffset + 3] * weight_attrib.w; +#endif + } + + instance_custom = transforms.data[offset + 4]; + +#ifdef COLOR_USED + color_interp *= pcolor; +#endif + +#else + uint stride = 0; + { + //TODO implement a small lookup table for the stride + if (bool(instances.data[instance_index].flags & INSTANCE_FLAGS_MULTIMESH_FORMAT_2D)) { + stride += 2; + } else { + stride += 3; + } + if (bool(instances.data[instance_index].flags & INSTANCE_FLAGS_MULTIMESH_HAS_COLOR)) { + stride += 1; + } + if (bool(instances.data[instance_index].flags & INSTANCE_FLAGS_MULTIMESH_HAS_CUSTOM_DATA)) { + stride += 1; + } + } + + uint offset = stride * gl_InstanceIndex; + if (bool(instances.data[instance_index].flags & INSTANCE_FLAGS_MULTIMESH_FORMAT_2D)) { matrix = mat4(transforms.data[offset + 0], transforms.data[offset + 1], vec4(0.0, 0.0, 1.0, 0.0), vec4(0.0, 0.0, 0.0, 1.0)); offset += 2; @@ -148,6 +210,7 @@ void main() { instance_custom = transforms.data[offset]; } +#endif //transpose matrix = transpose(matrix); world_matrix = world_matrix * matrix; @@ -165,32 +228,6 @@ void main() { vec3 binormal = normalize(cross(normal, tangent) * binormalf); #endif -#if 0 - if (bool(instances.data[instance_index].flags & INSTANCE_FLAGS_SKELETON)) { - //multimesh, instances are for it - - uvec2 bones_01 = uvec2(bone_attrib.x & 0xFFFF, bone_attrib.x >> 16) * 3; - uvec2 bones_23 = uvec2(bone_attrib.y & 0xFFFF, bone_attrib.y >> 16) * 3; - vec2 weights_01 = unpackUnorm2x16(bone_attrib.z); - vec2 weights_23 = unpackUnorm2x16(bone_attrib.w); - - mat4 m = mat4(transforms.data[bones_01.x], transforms.data[bones_01.x + 1], transforms.data[bones_01.x + 2], vec4(0.0, 0.0, 0.0, 1.0)) * weights_01.x; - m += mat4(transforms.data[bones_01.y], transforms.data[bones_01.y + 1], transforms.data[bones_01.y + 2], vec4(0.0, 0.0, 0.0, 1.0)) * weights_01.y; - m += mat4(transforms.data[bones_23.x], transforms.data[bones_23.x + 1], transforms.data[bones_23.x + 2], vec4(0.0, 0.0, 0.0, 1.0)) * weights_23.x; - m += mat4(transforms.data[bones_23.y], transforms.data[bones_23.y + 1], transforms.data[bones_23.y + 2], vec4(0.0, 0.0, 0.0, 1.0)) * weights_23.y; - - //reverse order because its transposed - vertex = (vec4(vertex, 1.0) * m).xyz; - normal = (vec4(normal, 0.0) * m).xyz; - -#if defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED) - - tangent = (vec4(tangent, 0.0) * m).xyz; - binormal = (vec4(binormal, 0.0) * m).xyz; -#endif - } -#endif - #ifdef UV_USED uv_interp = uv_attrib; #endif diff --git a/servers/rendering/renderer_rd/shaders/scene_forward_clustered_inc.glsl b/servers/rendering/renderer_rd/shaders/scene_forward_clustered_inc.glsl index 48e331714d..83423cdc24 100644 --- a/servers/rendering/renderer_rd/shaders/scene_forward_clustered_inc.glsl +++ b/servers/rendering/renderer_rd/shaders/scene_forward_clustered_inc.glsl @@ -61,12 +61,11 @@ layout(set = 0, binding = 2) uniform sampler shadow_sampler; #define INSTANCE_FLAGS_MULTIMESH_FORMAT_2D (1 << 13) #define INSTANCE_FLAGS_MULTIMESH_HAS_COLOR (1 << 14) #define INSTANCE_FLAGS_MULTIMESH_HAS_CUSTOM_DATA (1 << 15) -#define INSTANCE_FLAGS_MULTIMESH_STRIDE_SHIFT 16 +#define INSTANCE_FLAGS_PARTICLE_TRAIL_SHIFT 16 //3 bits of stride -#define INSTANCE_FLAGS_MULTIMESH_STRIDE_MASK 0x7 +#define INSTANCE_FLAGS_PARTICLE_TRAIL_MASK 0xFF -#define INSTANCE_FLAGS_SKELETON (1 << 19) -#define INSTANCE_FLAGS_NON_UNIFORM_SCALE (1 << 20) +#define INSTANCE_FLAGS_NON_UNIFORM_SCALE (1 << 24) layout(set = 0, binding = 3, std430) restrict readonly buffer OmniLights { LightData data[]; 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