diff options
author | reduz <reduzio@gmail.com> | 2021-05-20 11:25:06 -0300 |
---|---|---|
committer | reduz <reduzio@gmail.com> | 2021-05-23 16:43:36 -0300 |
commit | 789713b00883e7c9d3a912d1b088441ab17c1244 (patch) | |
tree | 59e0069f8e453123bd815bf87128ffbb166636cc /servers/rendering/renderer_rd | |
parent | 809948f977294c8bb61a6e46dfa132ea6e0478d8 (diff) |
Support for 2D particles to collide against SDF
-Added SDF collision support for 2D particles
-Changed the SDF generation to be fully signed
Diffstat (limited to 'servers/rendering/renderer_rd')
8 files changed, 405 insertions, 128 deletions
diff --git a/servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp b/servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp index f448698976..1f27dd54ec 100644 --- a/servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp +++ b/servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp @@ -33,6 +33,7 @@ #include "core/math/geometry_2d.h" #include "core/math/math_funcs.h" #include "renderer_compositor_rd.h" +#include "servers/rendering/rendering_server_default.h" void RendererCanvasRenderRD::_update_transform_2d_to_mat4(const Transform2D &p_transform, float *p_mat4) { p_mat4[0] = p_transform.elements[0][0]; @@ -390,7 +391,7 @@ void RendererCanvasRenderRD::_bind_canvas_texture(RD::DrawListID p_draw_list, RI r_last_texture = p_texture; } -void RendererCanvasRenderRD::_render_item(RD::DrawListID p_draw_list, const Item *p_item, RD::FramebufferFormatID p_framebuffer_format, const Transform2D &p_canvas_transform_inverse, Item *¤t_clip, Light *p_lights, PipelineVariants *p_pipeline_variants) { +void RendererCanvasRenderRD::_render_item(RD::DrawListID p_draw_list, RID p_render_target, const Item *p_item, RD::FramebufferFormatID p_framebuffer_format, const Transform2D &p_canvas_transform_inverse, Item *¤t_clip, Light *p_lights, PipelineVariants *p_pipeline_variants) { //create an empty push constant RS::CanvasItemTextureFilter current_filter = default_filter; @@ -747,9 +748,15 @@ void RendererCanvasRenderRD::_render_item(RD::DrawListID p_draw_list, const Item } else if (c->type == Item::Command::TYPE_PARTICLES) { const Item::CommandParticles *pt = static_cast<const Item::CommandParticles *>(c); ERR_BREAK(storage->particles_get_mode(pt->particles) != RS::PARTICLES_MODE_2D); + storage->particles_request_process(pt->particles); + if (storage->particles_is_inactive(pt->particles)) { break; } + + RenderingServerDefault::redraw_request(); // active particles means redraw request + + bool local_coords = true; int dpc = storage->particles_get_draw_passes(pt->particles); if (dpc == 0) { break; //nothing to draw @@ -768,6 +775,30 @@ void RendererCanvasRenderRD::_render_item(RD::DrawListID p_draw_list, const Item mesh = storage->particles_get_draw_pass_mesh(pt->particles, 0); //higher ones are ignored texture = pt->texture; + + if (storage->particles_has_collision(pt->particles) && storage->render_target_is_sdf_enabled(p_render_target)) { + //pass collision information + Transform2D xform; + if (local_coords) { + xform = p_item->final_transform; + } else { + xform = p_canvas_transform_inverse; + } + + RID sdf_texture = storage->render_target_get_sdf_texture(p_render_target); + + Rect2 to_screen; + { + Rect2 sdf_rect = storage->render_target_get_sdf_rect(p_render_target); + + to_screen.size = Vector2(1.0 / sdf_rect.size.width, 1.0 / sdf_rect.size.height); + to_screen.position = -sdf_rect.position * to_screen.size; + } + + storage->particles_set_canvas_sdf_collision(pt->particles, true, xform, to_screen, sdf_texture); + } else { + storage->particles_set_canvas_sdf_collision(pt->particles, false, Transform2D(), Rect2(), RID()); + } } if (mesh.is_null()) { @@ -1052,7 +1083,7 @@ void RendererCanvasRenderRD::_render_items(RID p_to_render_target, int p_item_co } } - _render_item(draw_list, ci, fb_format, canvas_transform_inverse, current_clip, p_lights, pipeline_variants); + _render_item(draw_list, p_to_render_target, ci, fb_format, canvas_transform_inverse, current_clip, p_lights, pipeline_variants); prev_material = material; } @@ -1280,6 +1311,7 @@ void RendererCanvasRenderRD::canvas_render_items(RID p_to_render_target, Item *p Item *canvas_group_owner = nullptr; bool update_skeletons = false; + bool time_used = false; while (ci) { if (ci->copy_back_buffer && canvas_group_owner == nullptr) { @@ -1305,6 +1337,9 @@ void RendererCanvasRenderRD::canvas_render_items(RID p_to_render_target, Item *p if (md->shader_data->uses_sdf) { r_sdf_used = true; } + if (md->shader_data->uses_time) { + time_used = true; + } if (md->last_frame != RendererCompositorRD::singleton->get_frame_number()) { md->last_frame = RendererCompositorRD::singleton->get_frame_number(); if (!RD::get_singleton()->uniform_set_is_valid(md->uniform_set)) { @@ -1401,6 +1436,10 @@ void RendererCanvasRenderRD::canvas_render_items(RID p_to_render_target, Item *p ci = ci->next; } + + if (time_used) { + RenderingServerDefault::redraw_request(); + } } RID RendererCanvasRenderRD::light_create() { @@ -1877,6 +1916,7 @@ void RendererCanvasRenderRD::ShaderData::set_code(const String &p_code) { uniforms.clear(); uses_screen_texture = false; uses_sdf = false; + uses_time = false; if (code == String()) { return; //just invalid, but no error @@ -1901,6 +1941,7 @@ void RendererCanvasRenderRD::ShaderData::set_code(const String &p_code) { actions.usage_flag_pointers["SCREEN_TEXTURE"] = &uses_screen_texture; actions.usage_flag_pointers["texture_sdf"] = &uses_sdf; + actions.usage_flag_pointers["TIME"] = &uses_time; actions.uniforms = &uniforms; diff --git a/servers/rendering/renderer_rd/renderer_canvas_render_rd.h b/servers/rendering/renderer_rd/renderer_canvas_render_rd.h index 8129cc6c9b..890a4e3649 100644 --- a/servers/rendering/renderer_rd/renderer_canvas_render_rd.h +++ b/servers/rendering/renderer_rd/renderer_canvas_render_rd.h @@ -176,6 +176,7 @@ class RendererCanvasRenderRD : public RendererCanvasRender { bool uses_screen_texture = false; bool uses_sdf = false; + bool uses_time = false; virtual void set_code(const String &p_Code); virtual void set_default_texture_param(const StringName &p_name, RID p_texture); @@ -425,7 +426,7 @@ class RendererCanvasRenderRD : public RendererCanvasRender { RID _create_base_uniform_set(RID p_to_render_target, bool p_backbuffer); inline void _bind_canvas_texture(RD::DrawListID p_draw_list, RID p_texture, RS::CanvasItemTextureFilter p_base_filter, RS::CanvasItemTextureRepeat p_base_repeat, RID &r_last_texture, PushConstant &push_constant, Size2 &r_texpixel_size); //recursive, so regular inline used instead. - void _render_item(RenderingDevice::DrawListID p_draw_list, const Item *p_item, RenderingDevice::FramebufferFormatID p_framebuffer_format, const Transform2D &p_canvas_transform_inverse, Item *¤t_clip, Light *p_lights, PipelineVariants *p_pipeline_variants); + void _render_item(RenderingDevice::DrawListID p_draw_list, RID p_render_target, const Item *p_item, RenderingDevice::FramebufferFormatID p_framebuffer_format, const Transform2D &p_canvas_transform_inverse, Item *¤t_clip, Light *p_lights, PipelineVariants *p_pipeline_variants); void _render_items(RID p_to_render_target, int p_item_count, const Transform2D &p_canvas_transform_inverse, Light *p_lights, bool p_to_backbuffer = false); _FORCE_INLINE_ void _update_transform_2d_to_mat2x4(const Transform2D &p_transform, float *p_mat2x4); diff --git a/servers/rendering/renderer_rd/renderer_storage_rd.cpp b/servers/rendering/renderer_rd/renderer_storage_rd.cpp index f419875d58..26ddd74a80 100644 --- a/servers/rendering/renderer_rd/renderer_storage_rd.cpp +++ b/servers/rendering/renderer_rd/renderer_storage_rd.cpp @@ -4305,6 +4305,15 @@ void RendererStorageRD::particles_remove_collision(RID p_particles, RID p_partic particles->collisions.erase(p_particles_collision_instance); } +void RendererStorageRD::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.getornull(p_particles); + ERR_FAIL_COND(!particles); + particles->has_sdf_collision = p_enable; + particles->sdf_collision_transform = p_xform; + particles->sdf_collision_to_screen = p_to_screen; + particles->sdf_collision_texture = p_texture; +} + void RendererStorageRD::_particles_process(Particles *p_particles, float p_delta) { if (p_particles->particles_material_uniform_set.is_null() || !RD::get_singleton()->uniform_set_is_valid(p_particles->particles_material_uniform_set)) { Vector<RD::Uniform> uniforms; @@ -4410,6 +4419,50 @@ void RendererStorageRD::_particles_process(Particles *p_particles, float p_delta 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 + Transform2D revert = xform.affine_inverse(); + frame_params.collider_count = 1; + frame_params.colliders[0].transform[0] = xform.elements[0][0]; + frame_params.colliders[0].transform[1] = xform.elements[0][1]; + frame_params.colliders[0].transform[2] = 0; + frame_params.colliders[0].transform[3] = xform.elements[2][0]; + + frame_params.colliders[0].transform[4] = xform.elements[1][0]; + frame_params.colliders[0].transform[5] = xform.elements[1][1]; + frame_params.colliders[0].transform[6] = 0; + frame_params.colliders[0].transform[7] = xform.elements[2][1]; + + frame_params.colliders[0].transform[8] = revert.elements[0][0]; + frame_params.colliders[0].transform[9] = revert.elements[0][1]; + frame_params.colliders[0].transform[10] = 0; + frame_params.colliders[0].transform[11] = revert.elements[2][0]; + + frame_params.colliders[0].transform[12] = revert.elements[1][0]; + frame_params.colliders[0].transform[13] = revert.elements[1][1]; + frame_params.colliders[0].transform[14] = 0; + frame_params.colliders[0].transform[15] = revert.elements[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 (uint32_t i = 1; i < p_particles->frame_history.size(); i++) { + if (p_particles->frame_history[i].collider_count > 0 && p_particles->frame_history[i].colliders[0].type == ParticlesFrameParams::COLLISION_TYPE_2D_SDF) { + p_particles->frame_history[i].colliders[0] = frame_params.colliders[0]; + } + } + } + uint32_t collision_3d_textures_used = 0; for (const Set<RID>::Element *E = p_particles->collisions.front(); E; E = E->next()) { ParticlesCollisionInstance *pci = particles_collision_instance_owner.getornull(E->get()); @@ -4657,6 +4710,8 @@ void RendererStorageRD::_particles_process(Particles *p_particles, float p_delta ERR_FAIL_COND(!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); @@ -4740,6 +4795,11 @@ void RendererStorageRD::particles_set_view_axis(RID p_particles, const Vector3 & copy_push_constant.trail_total = 1; copy_push_constant.frame_delta = 0.0; } + + copy_push_constant.order_by_lifetime = (particles->draw_order == RS::PARTICLES_DRAW_ORDER_LIFETIME || particles->draw_order == RS::PARTICLES_DRAW_ORDER_REVERSE_LIFETIME); + copy_push_constant.lifetime_split = MIN(particles->amount * particles->phase, particles->amount - 1); + copy_push_constant.lifetime_reverse = particles->draw_order == RS::PARTICLES_DRAW_ORDER_REVERSE_LIFETIME; + copy_push_constant.frame_remainder = particles->interpolate ? particles->frame_remainder : 0.0; copy_push_constant.total_particles = particles->amount; @@ -5019,6 +5079,10 @@ void RendererStorageRD::update_particles() { copy_push_constant.frame_delta = 0.0; } + copy_push_constant.order_by_lifetime = (particles->draw_order == RS::PARTICLES_DRAW_ORDER_LIFETIME || particles->draw_order == RS::PARTICLES_DRAW_ORDER_REVERSE_LIFETIME); + copy_push_constant.lifetime_split = MIN(particles->amount * particles->phase, particles->amount - 1); + copy_push_constant.lifetime_reverse = particles->draw_order == RS::PARTICLES_DRAW_ORDER_REVERSE_LIFETIME; + 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->mode == RS::PARTICLES_MODE_2D ? ParticlesShader::COPY_MODE_FILL_INSTANCES_2D : ParticlesShader::COPY_MODE_FILL_INSTANCES]); RD::get_singleton()->compute_list_bind_uniform_set(compute_list, particles->particles_copy_uniform_set, 0); @@ -5049,6 +5113,7 @@ void RendererStorageRD::ParticlesShaderData::set_code(const String &p_code) { valid = false; ubo_size = 0; uniforms.clear(); + uses_collision = false; if (code == String()) { return; //just invalid, but no error @@ -5068,6 +5133,8 @@ void RendererStorageRD::ParticlesShaderData::set_code(const String &p_code) { actions.usage_flag_pointers["TIME"] = &uses_time; */ + actions.usage_flag_pointers["COLLIDED"] = &uses_collision; + actions.uniforms = &uniforms; Error err = base_singleton->particles_shader.compiler.compile(RS::SHADER_PARTICLES, code, &actions, path, gen_code); @@ -7133,6 +7200,20 @@ Rect2i RendererStorageRD::render_target_get_sdf_rect(RID p_render_target) const return _render_target_get_sdf_rect(rt); } +void RendererStorageRD::render_target_mark_sdf_enabled(RID p_render_target, bool p_enabled) { + RenderTarget *rt = render_target_owner.getornull(p_render_target); + ERR_FAIL_COND(!rt); + + rt->sdf_enabled = p_enabled; +} + +bool RendererStorageRD::render_target_is_sdf_enabled(RID p_render_target) const { + const RenderTarget *rt = render_target_owner.getornull(p_render_target); + ERR_FAIL_COND_V(!rt, false); + + return rt->sdf_enabled; +} + RID RendererStorageRD::render_target_get_sdf_texture(RID p_render_target) { RenderTarget *rt = render_target_owner.getornull(p_render_target); ERR_FAIL_COND_V(!rt, RID()); @@ -7200,7 +7281,7 @@ void RendererStorageRD::_render_target_allocate_sdf(RenderTarget *rt) { rt->process_size.x = MAX(rt->process_size.x, 1); rt->process_size.y = MAX(rt->process_size.y, 1); - tformat.format = RD::DATA_FORMAT_R16G16_UINT; + tformat.format = RD::DATA_FORMAT_R16G16_SINT; tformat.width = rt->process_size.width; tformat.height = rt->process_size.height; tformat.usage_bits = RD::TEXTURE_USAGE_STORAGE_BIT; @@ -7208,7 +7289,7 @@ void RendererStorageRD::_render_target_allocate_sdf(RenderTarget *rt) { rt->sdf_buffer_process[0] = RD::get_singleton()->texture_create(tformat, RD::TextureView()); rt->sdf_buffer_process[1] = RD::get_singleton()->texture_create(tformat, RD::TextureView()); - tformat.format = RD::DATA_FORMAT_R16_UNORM; + tformat.format = RD::DATA_FORMAT_R16_SNORM; tformat.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT; rt->sdf_buffer_read = RD::get_singleton()->texture_create(tformat, RD::TextureView()); diff --git a/servers/rendering/renderer_rd/renderer_storage_rd.h b/servers/rendering/renderer_rd/renderer_storage_rd.h index 49f7f3dba6..67fbeb3008 100644 --- a/servers/rendering/renderer_rd/renderer_storage_rd.h +++ b/servers/rendering/renderer_rd/renderer_storage_rd.h @@ -638,7 +638,9 @@ private: COLLISION_TYPE_SPHERE, COLLISION_TYPE_BOX, COLLISION_TYPE_SDF, - COLLISION_TYPE_HEIGHT_FIELD + COLLISION_TYPE_HEIGHT_FIELD, + COLLISION_TYPE_2D_SDF, + }; struct Collider { @@ -710,6 +712,13 @@ private: bool restart_request = false; AABB custom_aabb = AABB(Vector3(-4, -4, -4), Vector3(8, 8, 8)); bool use_local_coords = true; + bool has_collision_cache = false; + + bool has_sdf_collision = false; + Transform2D sdf_collision_transform; + Rect2 sdf_collision_to_screen; + RID sdf_collision_texture; + RID process_material; uint32_t frame_counter = 0; RS::ParticlesTransformAlign transform_align = RS::PARTICLES_TRANSFORM_ALIGN_DISABLED; @@ -820,6 +829,11 @@ private: float align_up[3]; uint32_t align_mode; + + uint32_t order_by_lifetime; + uint32_t lifetime_split; + uint32_t lifetime_reverse; + uint32_t pad; }; enum { @@ -843,6 +857,7 @@ private: struct ParticlesShaderData : public ShaderData { bool valid; RID version; + bool uses_collision = false; //PipelineCacheRD pipelines[SKY_VERSION_MAX]; Map<StringName, ShaderLanguage::ShaderNode::Uniform> uniforms; @@ -1120,6 +1135,8 @@ private: bool flags[RENDER_TARGET_FLAG_MAX]; + bool sdf_enabled = false; + RID backbuffer; //used for effects RID backbuffer_fb; RID backbuffer_mipmap0; @@ -2175,6 +2192,13 @@ public: return particles->amount * r_trail_divisor; } + _FORCE_INLINE_ bool particles_has_collision(RID p_particles) { + Particles *particles = particles_owner.getornull(p_particles); + ERR_FAIL_COND_V(!particles, 0); + + return particles->has_collision_cache; + } + _FORCE_INLINE_ uint32_t particles_is_using_local_coords(RID p_particles) { Particles *particles = particles_owner.getornull(p_particles); ERR_FAIL_COND_V(!particles, false); @@ -2206,6 +2230,7 @@ public: virtual void particles_add_collision(RID p_particles, RID p_particles_collision_instance); virtual void particles_remove_collision(RID p_particles, RID p_particles_collision_instance); + virtual void particles_set_canvas_sdf_collision(RID p_particles, bool p_enable, const Transform2D &p_xform, const Rect2 &p_to_screen, RID p_texture); /* PARTICLES COLLISION */ @@ -2280,6 +2305,8 @@ public: RID render_target_get_sdf_framebuffer(RID p_render_target); void render_target_sdf_process(RID p_render_target); virtual Rect2i render_target_get_sdf_rect(RID p_render_target) const; + void render_target_mark_sdf_enabled(RID p_render_target, bool p_enabled); + bool render_target_is_sdf_enabled(RID p_render_target) const; Size2 render_target_get_size(RID p_render_target); RID render_target_get_rd_framebuffer(RID p_render_target); diff --git a/servers/rendering/renderer_rd/shaders/canvas.glsl b/servers/rendering/renderer_rd/shaders/canvas.glsl index cf4c77db0d..2186bd174b 100644 --- a/servers/rendering/renderer_rd/shaders/canvas.glsl +++ b/servers/rendering/renderer_rd/shaders/canvas.glsl @@ -101,36 +101,34 @@ void main() { uint offset = trail_size * stride * gl_InstanceIndex; - mat4 matrix; vec4 pcolor; + vec2 new_vertex; { uint boffset = offset + bone_attrib.x * stride; - matrix = mat4(transforms.data[boffset + 0], transforms.data[boffset + 1], vec4(0.0, 0.0, 1.0, 0.0), vec4(0.0, 0.0, 0.0, 1.0)) * weight_attrib.x; - pcolor = transforms.data[boffset + 3] * weight_attrib.x; + new_vertex = (vec4(vertex, 0.0, 1.0) * mat4(transforms.data[boffset + 0], transforms.data[boffset + 1], vec4(0.0, 0.0, 1.0, 0.0), vec4(0.0, 0.0, 0.0, 1.0))).xy * weight_attrib.x; + pcolor = transforms.data[boffset + 2] * weight_attrib.x; } if (weight_attrib.y > 0.001) { uint boffset = offset + bone_attrib.y * stride; - matrix += mat4(transforms.data[boffset + 0], transforms.data[boffset + 1], vec4(0.0, 0.0, 1.0, 0.0), vec4(0.0, 0.0, 0.0, 1.0)) * weight_attrib.y; - pcolor += transforms.data[boffset + 3] * weight_attrib.y; + new_vertex += (vec4(vertex, 0.0, 1.0) * mat4(transforms.data[boffset + 0], transforms.data[boffset + 1], vec4(0.0, 0.0, 1.0, 0.0), vec4(0.0, 0.0, 0.0, 1.0))).xy * weight_attrib.y; + pcolor += transforms.data[boffset + 2] * weight_attrib.y; } if (weight_attrib.z > 0.001) { uint boffset = offset + bone_attrib.z * stride; - matrix += mat4(transforms.data[boffset + 0], transforms.data[boffset + 1], vec4(0.0, 0.0, 1.0, 0.0), vec4(0.0, 0.0, 0.0, 1.0)) * weight_attrib.z; - pcolor += transforms.data[boffset + 3] * weight_attrib.z; + new_vertex += (vec4(vertex, 0.0, 1.0) * mat4(transforms.data[boffset + 0], transforms.data[boffset + 1], vec4(0.0, 0.0, 1.0, 0.0), vec4(0.0, 0.0, 0.0, 1.0))).xy * weight_attrib.z; + pcolor += transforms.data[boffset + 2] * weight_attrib.z; } if (weight_attrib.w > 0.001) { uint boffset = offset + bone_attrib.w * stride; - matrix += mat4(transforms.data[boffset + 0], transforms.data[boffset + 1], vec4(0.0, 0.0, 1.0, 0.0), vec4(0.0, 0.0, 0.0, 1.0)) * weight_attrib.w; - pcolor += transforms.data[boffset + 3] * weight_attrib.w; + new_vertex += (vec4(vertex, 0.0, 1.0) * mat4(transforms.data[boffset + 0], transforms.data[boffset + 1], vec4(0.0, 0.0, 1.0, 0.0), vec4(0.0, 0.0, 0.0, 1.0))).xy * weight_attrib.w; + pcolor += transforms.data[boffset + 2] * weight_attrib.w; } - instance_custom = transforms.data[offset + 4]; + instance_custom = transforms.data[offset + 3]; + vertex = new_vertex; color *= pcolor; - matrix = transpose(matrix); - world_matrix = world_matrix * matrix; - } else #endif // USE_ATTRIBUTES @@ -283,7 +281,7 @@ vec2 screen_uv_to_sdf(vec2 p_uv) { float texture_sdf(vec2 p_sdf) { vec2 uv = p_sdf * canvas_data.sdf_to_tex.xy + canvas_data.sdf_to_tex.zw; float d = texture(sampler2D(sdf_texture, material_samplers[SAMPLER_LINEAR_CLAMP]), uv).r; - d = d * SDF_MAX_LENGTH - 1.0; + d *= SDF_MAX_LENGTH; return d * canvas_data.tex_to_sdf; } diff --git a/servers/rendering/renderer_rd/shaders/canvas_sdf.glsl b/servers/rendering/renderer_rd/shaders/canvas_sdf.glsl index 65a554e839..2bdfbabfcf 100644 --- a/servers/rendering/renderer_rd/shaders/canvas_sdf.glsl +++ b/servers/rendering/renderer_rd/shaders/canvas_sdf.glsl @@ -7,7 +7,7 @@ layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in; layout(r8, set = 0, binding = 1) uniform restrict readonly image2D src_pixels; -layout(r16, set = 0, binding = 2) uniform restrict writeonly image2D dst_sdf; +layout(r16_snorm, set = 0, binding = 2) uniform restrict writeonly image2D dst_sdf; layout(rg16i, set = 0, binding = 3) uniform restrict readonly iimage2D src_process; layout(rg16i, set = 0, binding = 4) uniform restrict writeonly iimage2D dst_process; @@ -32,7 +32,7 @@ void main() { #ifdef MODE_LOAD bool solid = imageLoad(src_pixels, pos).r > 0.5; - imageStore(dst_process, pos, solid ? ivec4(pos, 0, 0) : ivec4(ivec2(32767), 0, 0)); + imageStore(dst_process, pos, solid ? ivec4(ivec2(-32767), 0, 0) : ivec4(ivec2(32767), 0, 0)); #endif #ifdef MODE_LOAD_SHRINK @@ -43,6 +43,8 @@ void main() { ivec2 rel = ivec2(32767); float d = 1e20; + int found = 0; + int solid_found = 0; for (int i = 0; i < s; i++) { for (int j = 0; j < s; j++) { ivec2 src_pos = base + ivec2(i, j); @@ -56,10 +58,17 @@ void main() { d = dist; rel = src_pos; } + solid_found++; } + found++; } } + if (solid_found == found) { + //mark solid only if all are solid + rel = ivec2(-32767); + } + imageStore(dst_process, pos, ivec4(rel, 0, 0)); #endif @@ -70,6 +79,12 @@ void main() { ivec2 rel = imageLoad(src_process, pos).xy; + bool solid = rel.x < 0; + + if (solid) { + rel = -rel - ivec2(1); + } + if (center != rel) { //only process if it does not point to itself const int ofs_table_size = 8; @@ -92,6 +107,15 @@ void main() { continue; } ivec2 src_rel = imageLoad(src_process, src_pos).xy; + bool src_solid = src_rel.x < 0; + if (src_solid) { + src_rel = -src_rel - ivec2(1); + } + + if (src_solid != solid) { + src_rel = ivec2(src_pos << params.shift); //point to itself if of different type + } + float src_dist = length(vec2(src_rel - center)); if (src_dist < dist) { dist = src_dist; @@ -100,18 +124,31 @@ void main() { } } + if (solid) { + rel = -rel - ivec2(1); + } + imageStore(dst_process, pos, ivec4(rel, 0, 0)); #endif #ifdef MODE_STORE ivec2 rel = imageLoad(src_process, pos).xy; + + bool solid = rel.x < 0; + + if (solid) { + rel = -rel - ivec2(1); + } + float d = length(vec2(rel - pos)); - if (d > 0.01) { - d += 1.0; //make it signed + + if (solid) { + d = -d; } + d /= SDF_MAX_LENGTH; - d = clamp(d, 0.0, 1.0); + d = clamp(d, -1.0, 1.0); imageStore(dst_sdf, pos, vec4(d)); #endif @@ -122,13 +159,20 @@ void main() { ivec2 center = base + ivec2(params.shift); ivec2 rel = imageLoad(src_process, pos).xy; + + bool solid = rel.x < 0; + + if (solid) { + rel = -rel - ivec2(1); + } + float d = length(vec2(rel - center)); - if (d > 0.01) { - d += 1.0; //make it signed + if (solid) { + d = -d; } d /= SDF_MAX_LENGTH; - d = clamp(d, 0.0, 1.0); + d = clamp(d, -1.0, 1.0); imageStore(dst_sdf, pos, vec4(d)); #endif diff --git a/servers/rendering/renderer_rd/shaders/particles.glsl b/servers/rendering/renderer_rd/shaders/particles.glsl index beaff10793..9f8410fd8a 100644 --- a/servers/rendering/renderer_rd/shaders/particles.glsl +++ b/servers/rendering/renderer_rd/shaders/particles.glsl @@ -19,6 +19,8 @@ layout(local_size_x = 64, local_size_y = 1, local_size_z = 1) in; #define SAMPLER_NEAREST_WITH_MIPMAPS_ANISOTROPIC_REPEAT 10 #define SAMPLER_LINEAR_WITH_MIPMAPS_ANISOTROPIC_REPEAT 11 +#define SDF_MAX_LENGTH 16384.0 + /* SET 0: GLOBAL DATA */ layout(set = 0, binding = 1) uniform sampler material_samplers[12]; @@ -54,6 +56,7 @@ struct Attractor { #define COLLIDER_TYPE_BOX 1 #define COLLIDER_TYPE_SDF 2 #define COLLIDER_TYPE_HEIGHT_FIELD 3 +#define COLLIDER_TYPE_2D_SDF 4 struct Collider { mat4 transform; @@ -452,128 +455,167 @@ void main() { #endif - for (uint i = 0; i < FRAME.collider_count; i++) { - vec3 normal; - float depth; - bool col = false; + if (FRAME.collider_count == 1 && FRAME.colliders[0].type == COLLIDER_TYPE_2D_SDF) { + //2D collision - vec3 rel_vec = PARTICLE.xform[3].xyz - FRAME.colliders[i].transform[3].xyz; - vec3 local_pos = rel_vec * mat3(FRAME.colliders[i].transform); + vec2 pos = PARTICLE.xform[3].xy; + vec4 to_sdf_x = FRAME.colliders[0].transform[0]; + vec4 to_sdf_y = FRAME.colliders[0].transform[1]; + vec2 sdf_pos = vec2(dot(vec4(pos, 0, 1), to_sdf_x), dot(vec4(pos, 0, 1), to_sdf_y)); - switch (FRAME.colliders[i].type) { - case COLLIDER_TYPE_SPHERE: { - float d = length(rel_vec) - (particle_size + FRAME.colliders[i].extents.x); + vec4 sdf_to_screen = vec4(FRAME.colliders[0].extents, FRAME.colliders[0].scale); - if (d < 0.0) { - col = true; - depth = -d; - normal = normalize(rel_vec); - } + vec2 uv_pos = sdf_pos * sdf_to_screen.xy + sdf_to_screen.zw; - } break; - case COLLIDER_TYPE_BOX: { - vec3 abs_pos = abs(local_pos); - vec3 sgn_pos = sign(local_pos); + if (all(greaterThan(uv_pos, vec2(0.0))) && all(lessThan(uv_pos, vec2(1.0)))) { + vec2 pos2 = pos + vec2(0, particle_size); + vec2 sdf_pos2 = vec2(dot(vec4(pos2, 0, 1), to_sdf_x), dot(vec4(pos2, 0, 1), to_sdf_y)); + float sdf_particle_size = distance(sdf_pos, sdf_pos2); + + float d = texture(sampler2D(height_field_texture, material_samplers[SAMPLER_LINEAR_CLAMP]), uv_pos).r * SDF_MAX_LENGTH; + + d -= sdf_particle_size; + + if (d < 0.0) { + const float EPSILON = 0.001; + vec2 n = normalize(vec2( + texture(sampler2D(height_field_texture, material_samplers[SAMPLER_LINEAR_CLAMP]), uv_pos + vec2(EPSILON, 0.0)).r - texture(sampler2D(height_field_texture, material_samplers[SAMPLER_LINEAR_CLAMP]), uv_pos - vec2(EPSILON, 0.0)).r, + texture(sampler2D(height_field_texture, material_samplers[SAMPLER_LINEAR_CLAMP]), uv_pos + vec2(0.0, EPSILON)).r - texture(sampler2D(height_field_texture, material_samplers[SAMPLER_LINEAR_CLAMP]), uv_pos - vec2(0.0, EPSILON)).r)); + + collided = true; + sdf_pos2 = sdf_pos + n * d; + pos2 = vec2(dot(vec4(sdf_pos2, 0, 1), FRAME.colliders[0].transform[2]), dot(vec4(sdf_pos2, 0, 1), FRAME.colliders[0].transform[3])); + + n = pos - pos2; + + collision_normal = normalize(vec3(n, 0.0)); + collision_depth = length(n); + } + } + + } else { + for (uint i = 0; i < FRAME.collider_count; i++) { + vec3 normal; + float depth; + bool col = false; - if (any(greaterThan(abs_pos, FRAME.colliders[i].extents))) { - //point outside box + vec3 rel_vec = PARTICLE.xform[3].xyz - FRAME.colliders[i].transform[3].xyz; + vec3 local_pos = rel_vec * mat3(FRAME.colliders[i].transform); - vec3 closest = min(abs_pos, FRAME.colliders[i].extents); - vec3 rel = abs_pos - closest; - depth = length(rel) - particle_size; - if (depth < 0.0) { + switch (FRAME.colliders[i].type) { + case COLLIDER_TYPE_SPHERE: { + float d = length(rel_vec) - (particle_size + FRAME.colliders[i].extents.x); + + if (d < 0.0) { col = true; - normal = mat3(FRAME.colliders[i].transform) * (normalize(rel) * sgn_pos); - depth = -depth; + depth = -d; + normal = normalize(rel_vec); } - } else { - //point inside box - vec3 axis_len = FRAME.colliders[i].extents - abs_pos; - // there has to be a faster way to do this? - if (all(lessThan(axis_len.xx, axis_len.yz))) { - normal = vec3(1, 0, 0); - } else if (all(lessThan(axis_len.yy, axis_len.xz))) { - normal = vec3(0, 1, 0); + + } break; + case COLLIDER_TYPE_BOX: { + vec3 abs_pos = abs(local_pos); + vec3 sgn_pos = sign(local_pos); + + if (any(greaterThan(abs_pos, FRAME.colliders[i].extents))) { + //point outside box + + vec3 closest = min(abs_pos, FRAME.colliders[i].extents); + vec3 rel = abs_pos - closest; + depth = length(rel) - particle_size; + if (depth < 0.0) { + col = true; + normal = mat3(FRAME.colliders[i].transform) * (normalize(rel) * sgn_pos); + depth = -depth; + } } else { - normal = vec3(0, 0, 1); + //point inside box + vec3 axis_len = FRAME.colliders[i].extents - abs_pos; + // there has to be a faster way to do this? + if (all(lessThan(axis_len.xx, axis_len.yz))) { + normal = vec3(1, 0, 0); + } else if (all(lessThan(axis_len.yy, axis_len.xz))) { + normal = vec3(0, 1, 0); + } else { + normal = vec3(0, 0, 1); + } + + col = true; + depth = dot(normal * axis_len, vec3(1)) + particle_size; + normal = mat3(FRAME.colliders[i].transform) * (normal * sgn_pos); } - col = true; - depth = dot(normal * axis_len, vec3(1)) + particle_size; - normal = mat3(FRAME.colliders[i].transform) * (normal * sgn_pos); - } + } break; + case COLLIDER_TYPE_SDF: { + vec3 apos = abs(local_pos); + float extra_dist = 0.0; + if (any(greaterThan(apos, FRAME.colliders[i].extents))) { //outside + vec3 mpos = min(apos, FRAME.colliders[i].extents); + extra_dist = distance(mpos, apos); + } - } break; - case COLLIDER_TYPE_SDF: { - vec3 apos = abs(local_pos); - float extra_dist = 0.0; - if (any(greaterThan(apos, FRAME.colliders[i].extents))) { //outside - vec3 mpos = min(apos, FRAME.colliders[i].extents); - extra_dist = distance(mpos, apos); - } + if (extra_dist > particle_size) { + continue; + } - if (extra_dist > particle_size) { - continue; - } + vec3 uvw_pos = (local_pos / FRAME.colliders[i].extents) * 0.5 + 0.5; + float s = texture(sampler3D(sdf_vec_textures[FRAME.colliders[i].texture_index], material_samplers[SAMPLER_LINEAR_CLAMP]), uvw_pos).r; + s *= FRAME.colliders[i].scale; + s += extra_dist; + if (s < particle_size) { + col = true; + depth = particle_size - s; + const float EPSILON = 0.001; + normal = mat3(FRAME.colliders[i].transform) * + normalize( + vec3( + texture(sampler3D(sdf_vec_textures[FRAME.colliders[i].texture_index], material_samplers[SAMPLER_LINEAR_CLAMP]), uvw_pos + vec3(EPSILON, 0.0, 0.0)).r - texture(sampler3D(sdf_vec_textures[FRAME.colliders[i].texture_index], material_samplers[SAMPLER_LINEAR_CLAMP]), uvw_pos - vec3(EPSILON, 0.0, 0.0)).r, + texture(sampler3D(sdf_vec_textures[FRAME.colliders[i].texture_index], material_samplers[SAMPLER_LINEAR_CLAMP]), uvw_pos + vec3(0.0, EPSILON, 0.0)).r - texture(sampler3D(sdf_vec_textures[FRAME.colliders[i].texture_index], material_samplers[SAMPLER_LINEAR_CLAMP]), uvw_pos - vec3(0.0, EPSILON, 0.0)).r, + texture(sampler3D(sdf_vec_textures[FRAME.colliders[i].texture_index], material_samplers[SAMPLER_LINEAR_CLAMP]), uvw_pos + vec3(0.0, 0.0, EPSILON)).r - texture(sampler3D(sdf_vec_textures[FRAME.colliders[i].texture_index], material_samplers[SAMPLER_LINEAR_CLAMP]), uvw_pos - vec3(0.0, 0.0, EPSILON)).r)); + } - vec3 uvw_pos = (local_pos / FRAME.colliders[i].extents) * 0.5 + 0.5; - float s = texture(sampler3D(sdf_vec_textures[FRAME.colliders[i].texture_index], material_samplers[SAMPLER_LINEAR_CLAMP]), uvw_pos).r; - s *= FRAME.colliders[i].scale; - s += extra_dist; - if (s < particle_size) { - col = true; - depth = particle_size - s; - const float EPSILON = 0.001; - normal = mat3(FRAME.colliders[i].transform) * - normalize( - vec3( - texture(sampler3D(sdf_vec_textures[FRAME.colliders[i].texture_index], material_samplers[SAMPLER_LINEAR_CLAMP]), uvw_pos + vec3(EPSILON, 0.0, 0.0)).r - texture(sampler3D(sdf_vec_textures[FRAME.colliders[i].texture_index], material_samplers[SAMPLER_LINEAR_CLAMP]), uvw_pos - vec3(EPSILON, 0.0, 0.0)).r, - texture(sampler3D(sdf_vec_textures[FRAME.colliders[i].texture_index], material_samplers[SAMPLER_LINEAR_CLAMP]), uvw_pos + vec3(0.0, EPSILON, 0.0)).r - texture(sampler3D(sdf_vec_textures[FRAME.colliders[i].texture_index], material_samplers[SAMPLER_LINEAR_CLAMP]), uvw_pos - vec3(0.0, EPSILON, 0.0)).r, - texture(sampler3D(sdf_vec_textures[FRAME.colliders[i].texture_index], material_samplers[SAMPLER_LINEAR_CLAMP]), uvw_pos + vec3(0.0, 0.0, EPSILON)).r - texture(sampler3D(sdf_vec_textures[FRAME.colliders[i].texture_index], material_samplers[SAMPLER_LINEAR_CLAMP]), uvw_pos - vec3(0.0, 0.0, EPSILON)).r)); - } + } break; + case COLLIDER_TYPE_HEIGHT_FIELD: { + vec3 local_pos_bottom = local_pos; + local_pos_bottom.y -= particle_size; - } break; - case COLLIDER_TYPE_HEIGHT_FIELD: { - vec3 local_pos_bottom = local_pos; - local_pos_bottom.y -= particle_size; + if (any(greaterThan(abs(local_pos_bottom), FRAME.colliders[i].extents))) { + continue; + } + const float DELTA = 1.0 / 8192.0; - if (any(greaterThan(abs(local_pos_bottom), FRAME.colliders[i].extents))) { - continue; - } + vec3 uvw_pos = vec3(local_pos_bottom / FRAME.colliders[i].extents) * 0.5 + 0.5; - const float DELTA = 1.0 / 8192.0; + float y = 1.0 - texture(sampler2D(height_field_texture, material_samplers[SAMPLER_LINEAR_CLAMP]), uvw_pos.xz).r; - vec3 uvw_pos = vec3(local_pos_bottom / FRAME.colliders[i].extents) * 0.5 + 0.5; + if (y > uvw_pos.y) { + //inside heightfield - float y = 1.0 - texture(sampler2D(height_field_texture, material_samplers[SAMPLER_LINEAR_CLAMP]), uvw_pos.xz).r; + vec3 pos1 = (vec3(uvw_pos.x, y, uvw_pos.z) * 2.0 - 1.0) * FRAME.colliders[i].extents; + vec3 pos2 = (vec3(uvw_pos.x + DELTA, 1.0 - texture(sampler2D(height_field_texture, material_samplers[SAMPLER_LINEAR_CLAMP]), uvw_pos.xz + vec2(DELTA, 0)).r, uvw_pos.z) * 2.0 - 1.0) * FRAME.colliders[i].extents; + vec3 pos3 = (vec3(uvw_pos.x, 1.0 - texture(sampler2D(height_field_texture, material_samplers[SAMPLER_LINEAR_CLAMP]), uvw_pos.xz + vec2(0, DELTA)).r, uvw_pos.z + DELTA) * 2.0 - 1.0) * FRAME.colliders[i].extents; - if (y > uvw_pos.y) { - //inside heightfield + normal = normalize(cross(pos1 - pos2, pos1 - pos3)); + float local_y = (vec3(local_pos / FRAME.colliders[i].extents) * 0.5 + 0.5).y; - vec3 pos1 = (vec3(uvw_pos.x, y, uvw_pos.z) * 2.0 - 1.0) * FRAME.colliders[i].extents; - vec3 pos2 = (vec3(uvw_pos.x + DELTA, 1.0 - texture(sampler2D(height_field_texture, material_samplers[SAMPLER_LINEAR_CLAMP]), uvw_pos.xz + vec2(DELTA, 0)).r, uvw_pos.z) * 2.0 - 1.0) * FRAME.colliders[i].extents; - vec3 pos3 = (vec3(uvw_pos.x, 1.0 - texture(sampler2D(height_field_texture, material_samplers[SAMPLER_LINEAR_CLAMP]), uvw_pos.xz + vec2(0, DELTA)).r, uvw_pos.z + DELTA) * 2.0 - 1.0) * FRAME.colliders[i].extents; + col = true; + depth = dot(normal, pos1) - dot(normal, local_pos_bottom); + } - normal = normalize(cross(pos1 - pos2, pos1 - pos3)); - float local_y = (vec3(local_pos / FRAME.colliders[i].extents) * 0.5 + 0.5).y; + } break; + } - col = true; - depth = dot(normal, pos1) - dot(normal, local_pos_bottom); + if (col) { + if (!collided) { + collided = true; + collision_normal = normal; + collision_depth = depth; + } else { + vec3 c = collision_normal * collision_depth; + c += normal * max(0.0, depth - dot(normal, c)); + collision_normal = normalize(c); + collision_depth = length(c); } - - } break; - } - - if (col) { - if (!collided) { - collided = true; - collision_normal = normal; - collision_depth = depth; - } else { - vec3 c = collision_normal * collision_depth; - c += normal * max(0.0, depth - dot(normal, c)); - collision_normal = normalize(c); - collision_depth = length(c); } } } diff --git a/servers/rendering/renderer_rd/shaders/particles_copy.glsl b/servers/rendering/renderer_rd/shaders/particles_copy.glsl index e2bebadf1a..4dceeea995 100644 --- a/servers/rendering/renderer_rd/shaders/particles_copy.glsl +++ b/servers/rendering/renderer_rd/shaders/particles_copy.glsl @@ -53,6 +53,11 @@ layout(push_constant, binding = 0, std430) uniform Params { vec3 align_up; uint align_mode; + + bool order_by_lifetime; + uint lifetime_split; + bool lifetime_reverse; + uint pad; } params; @@ -80,7 +85,6 @@ void main() { #ifdef MODE_FILL_INSTANCES uint particle = gl_GlobalInvocationID.x; - uint write_offset = gl_GlobalInvocationID.x * (3 + 1 + 1); //xform + color + custom if (particle >= params.total_particles) { return; //discard @@ -93,7 +97,41 @@ void main() { } else { particle = uint(sort_buffer.data[particle].y); //use index from sort buffer } -#endif +#else + if (params.order_by_lifetime) { + if (params.trail_size > 1) { + uint limit = (params.total_particles / params.trail_size) - params.lifetime_split; + + uint base_index = particle / params.trail_size; + uint base_offset = particle % params.trail_size; + + if (params.lifetime_reverse) { + base_index = (params.total_particles / params.trail_size) - base_index - 1; + } + + if (base_index < limit) { + base_index = params.lifetime_split + base_index; + } else { + base_index -= limit; + } + + particle = base_index * params.trail_size + base_offset; + + } else { + uint limit = params.total_particles - params.lifetime_split; + + if (params.lifetime_reverse) { + particle = params.total_particles - particle - 1; + } + + if (particle < limit) { + particle = params.lifetime_split + particle; + } else { + particle -= limit; + } + } + } +#endif // USE_SORT_BUFFER mat4 txform; @@ -165,12 +203,17 @@ void main() { #ifdef MODE_2D + uint write_offset = gl_GlobalInvocationID.x * (2 + 1 + 1); //xform + color + custom + instances.data[write_offset + 0] = txform[0]; instances.data[write_offset + 1] = txform[1]; instances.data[write_offset + 2] = particles.data[particle].color; instances.data[write_offset + 3] = particles.data[particle].custom; #else + + uint write_offset = gl_GlobalInvocationID.x * (3 + 1 + 1); //xform + color + custom + instances.data[write_offset + 0] = txform[0]; instances.data[write_offset + 1] = txform[1]; instances.data[write_offset + 2] = txform[2]; |