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-rw-r--r--drivers/gles3/storage/material_storage.cpp282
-rw-r--r--drivers/gles3/storage/material_storage.h64
-rw-r--r--drivers/gles3/storage/mesh_storage.cpp5
-rw-r--r--drivers/gles3/storage/mesh_storage.h3
-rw-r--r--drivers/gles3/storage/particles_storage.cpp1211
-rw-r--r--drivers/gles3/storage/particles_storage.h315
-rw-r--r--drivers/gles3/storage/texture_storage.cpp28
-rw-r--r--drivers/gles3/storage/texture_storage.h2
-rw-r--r--drivers/gles3/storage/utilities.cpp61
9 files changed, 1850 insertions, 121 deletions
diff --git a/drivers/gles3/storage/material_storage.cpp b/drivers/gles3/storage/material_storage.cpp
index 6748eb3676..d413c2b00e 100644
--- a/drivers/gles3/storage/material_storage.cpp
+++ b/drivers/gles3/storage/material_storage.cpp
@@ -34,6 +34,7 @@
#include "config.h"
#include "material_storage.h"
+#include "particles_storage.h"
#include "texture_storage.h"
#include "drivers/gles3/rasterizer_canvas_gles3.h"
@@ -1342,13 +1343,13 @@ MaterialStorage::MaterialStorage() {
shader_data_request_func[RS::SHADER_SPATIAL] = _create_scene_shader_func;
shader_data_request_func[RS::SHADER_CANVAS_ITEM] = _create_canvas_shader_func;
- shader_data_request_func[RS::SHADER_PARTICLES] = nullptr;
+ shader_data_request_func[RS::SHADER_PARTICLES] = _create_particles_shader_func;
shader_data_request_func[RS::SHADER_SKY] = _create_sky_shader_func;
shader_data_request_func[RS::SHADER_FOG] = nullptr;
material_data_request_func[RS::SHADER_SPATIAL] = _create_scene_material_func;
material_data_request_func[RS::SHADER_CANVAS_ITEM] = _create_canvas_material_func;
- material_data_request_func[RS::SHADER_PARTICLES] = nullptr;
+ material_data_request_func[RS::SHADER_PARTICLES] = _create_particles_material_func;
material_data_request_func[RS::SHADER_SKY] = _create_sky_material_func;
material_data_request_func[RS::SHADER_FOG] = nullptr;
@@ -1613,32 +1614,32 @@ MaterialStorage::MaterialStorage() {
{
// Setup Particles compiler
- /*
-ShaderCompiler::DefaultIdentifierActions actions;
- actions.renames["COLOR"] = "PARTICLE.color";
- actions.renames["VELOCITY"] = "PARTICLE.velocity";
+ ShaderCompiler::DefaultIdentifierActions actions;
+
+ actions.renames["COLOR"] = "out_color";
+ actions.renames["VELOCITY"] = "out_velocity_flags.xyz";
//actions.renames["MASS"] = "mass"; ?
actions.renames["ACTIVE"] = "particle_active";
actions.renames["RESTART"] = "restart";
- actions.renames["CUSTOM"] = "PARTICLE.custom";
- for (int i = 0; i < ParticlesShader::MAX_USERDATAS; i++) {
+ actions.renames["CUSTOM"] = "out_custom";
+ for (int i = 0; i < PARTICLES_MAX_USERDATAS; i++) {
String udname = "USERDATA" + itos(i + 1);
- actions.renames[udname] = "PARTICLE.userdata" + itos(i + 1);
+ actions.renames[udname] = "out_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["TRANSFORM"] = "xform";
+ actions.renames["TIME"] = "time";
actions.renames["PI"] = _MKSTR(Math_PI);
actions.renames["TAU"] = _MKSTR(Math_TAU);
actions.renames["E"] = _MKSTR(Math_E);
- actions.renames["LIFETIME"] = "params.lifetime";
+ actions.renames["LIFETIME"] = "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["RANDOM_SEED"] = "FRAME.random_seed";
+ actions.renames["EMISSION_TRANSFORM"] = "emission_transform";
+ actions.renames["RANDOM_SEED"] = "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";
@@ -1660,18 +1661,10 @@ ShaderCompiler::DefaultIdentifierActions actions;
actions.render_mode_defines["keep_data"] = "#define ENABLE_KEEP_DATA\n";
actions.render_mode_defines["collision_use_scale"] = "#define USE_COLLISION_SCALE\n";
- actions.sampler_array_name = "material_samplers";
- 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);
- */
+ shaders.compiler_particles.initialize(actions);
}
{
@@ -2470,8 +2463,8 @@ void MaterialStorage::shader_set_code(RID p_shader, const String &p_code) {
RS::ShaderMode new_mode;
if (mode_string == "canvas_item") {
new_mode = RS::SHADER_CANVAS_ITEM;
- //} else if (mode_string == "particles") {
- // new_mode = RS::SHADER_PARTICLES;
+ } else if (mode_string == "particles") {
+ new_mode = RS::SHADER_PARTICLES;
} else if (mode_string == "spatial") {
new_mode = RS::SHADER_SPATIAL;
} else if (mode_string == "sky") {
@@ -2542,6 +2535,9 @@ void MaterialStorage::shader_set_path_hint(RID p_shader, const String &p_path) {
ERR_FAIL_COND(!shader);
shader->path_hint = p_path;
+ if (shader->data) {
+ shader->data->set_path_hint(p_path);
+ }
}
String MaterialStorage::shader_get_code(RID p_shader) const {
@@ -2809,6 +2805,10 @@ void MaterialStorage::material_update_dependency(RID p_material, DependencyTrack
/* Canvas Shader Data */
+void CanvasShaderData::set_path_hint(const String &p_path) {
+ path = p_path;
+}
+
void CanvasShaderData::set_code(const String &p_code) {
// compile the shader
@@ -3007,7 +3007,7 @@ GLES3::ShaderData *GLES3::_create_canvas_shader_func() {
}
void CanvasMaterialData::update_parameters(const HashMap<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty) {
- return update_parameters_internal(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);
+ update_parameters_internal(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);
}
void CanvasMaterialData::bind_uniforms() {
@@ -3043,6 +3043,10 @@ GLES3::MaterialData *GLES3::_create_canvas_material_func(ShaderData *p_shader) {
////////////////////////////////////////////////////////////////////////////////
// SKY SHADER
+void SkyShaderData::set_path_hint(const String &p_path) {
+ path = p_path;
+}
+
void SkyShaderData::set_code(const String &p_code) {
//compile
@@ -3251,7 +3255,7 @@ GLES3::ShaderData *GLES3::_create_sky_shader_func() {
void SkyMaterialData::update_parameters(const HashMap<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty) {
uniform_set_updated = true;
- return update_parameters_internal(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);
+ update_parameters_internal(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);
}
SkyMaterialData::~SkyMaterialData() {
@@ -3286,6 +3290,10 @@ void SkyMaterialData::bind_uniforms() {
////////////////////////////////////////////////////////////////////////////////
// Scene SHADER
+void SceneShaderData::set_path_hint(const String &p_path) {
+ path = p_path;
+}
+
void SceneShaderData::set_code(const String &p_code) {
//compile
@@ -3358,6 +3366,9 @@ void SceneShaderData::set_code(const String &p_code) {
actions.usage_flag_pointers["ALPHA"] = &uses_alpha;
actions.usage_flag_pointers["ALPHA_SCISSOR_THRESHOLD"] = &uses_alpha_clip;
+ // Use alpha clip pipeline for alpha hash/dither.
+ // This prevents sorting issues inherent to alpha blending and allows such materials to cast shadows.
+ actions.usage_flag_pointers["ALPHA_HASH_SCALE"] = &uses_alpha_clip;
actions.render_mode_flags["depth_prepass_alpha"] = &uses_depth_pre_pass;
actions.usage_flag_pointers["SSS_STRENGTH"] = &uses_sss;
@@ -3418,6 +3429,8 @@ void SceneShaderData::set_code(const String &p_code) {
vertex_input_mask |= uses_bones << 9;
vertex_input_mask |= uses_weights << 10;
uses_screen_texture_mipmaps = gen_code.uses_screen_texture_mipmaps;
+ uses_vertex_time = gen_code.uses_vertex_time;
+ uses_fragment_time = gen_code.uses_fragment_time;
#if 0
print_line("**compiling shader:");
@@ -3538,11 +3551,15 @@ bool SceneShaderData::is_parameter_texture(const StringName &p_param) const {
}
bool SceneShaderData::is_animated() const {
- return false;
+ return (uses_fragment_time && uses_discard) || (uses_vertex_time && uses_vertex);
}
bool SceneShaderData::casts_shadows() const {
- return false;
+ bool has_read_screen_alpha = uses_screen_texture || uses_depth_texture || uses_normal_texture;
+ bool has_base_alpha = (uses_alpha && !uses_alpha_clip) || has_read_screen_alpha;
+ bool has_alpha = has_base_alpha || uses_blend_alpha;
+
+ return !has_alpha || (uses_depth_pre_pass && !(depth_draw == DEPTH_DRAW_DISABLED || depth_test == DEPTH_TEST_DISABLED));
}
Variant SceneShaderData::get_default_parameter(const StringName &p_parameter) const {
@@ -3583,7 +3600,7 @@ void SceneMaterialData::set_next_pass(RID p_pass) {
}
void SceneMaterialData::update_parameters(const HashMap<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty) {
- return update_parameters_internal(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);
+ update_parameters_internal(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);
}
SceneMaterialData::~SceneMaterialData() {
@@ -3616,4 +3633,209 @@ void SceneMaterialData::bind_uniforms() {
}
}
+/* Particles SHADER */
+
+void ParticlesShaderData::set_path_hint(const String &p_path) {
+ path = p_path;
+}
+
+void ParticlesShaderData::set_code(const String &p_code) {
+ //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_VERTEX;
+ actions.entry_point_stages["process"] = ShaderCompiler::STAGE_VERTEX;
+
+ actions.usage_flag_pointers["COLLIDED"] = &uses_collision;
+
+ userdata_count = 0;
+ for (uint32_t i = 0; i < PARTICLES_MAX_USERDATAS; i++) {
+ userdatas_used[i] = false;
+ actions.usage_flag_pointers["USERDATA" + itos(i + 1)] = &userdatas_used[i];
+ }
+
+ actions.uniforms = &uniforms;
+
+ Error err = MaterialStorage::get_singleton()->shaders.compiler_particles.compile(RS::SHADER_PARTICLES, code, &actions, path, gen_code);
+ ERR_FAIL_COND_MSG(err != OK, "Shader compilation failed.");
+
+ if (version.is_null()) {
+ version = MaterialStorage::get_singleton()->shaders.particles_process_shader.version_create();
+ }
+
+ for (uint32_t i = 0; i < PARTICLES_MAX_USERDATAS; i++) {
+ if (userdatas_used[i]) {
+ userdata_count++;
+ }
+ }
+
+ Vector<StringName> texture_uniform_names;
+ for (int i = 0; i < gen_code.texture_uniforms.size(); i++) {
+ texture_uniform_names.push_back(gen_code.texture_uniforms[i].name);
+ }
+
+ MaterialStorage::get_singleton()->shaders.particles_process_shader.version_set_code(version, gen_code.code, gen_code.uniforms, gen_code.stage_globals[ShaderCompiler::STAGE_VERTEX], gen_code.stage_globals[ShaderCompiler::STAGE_FRAGMENT], gen_code.defines, texture_uniform_names);
+ ERR_FAIL_COND(!MaterialStorage::get_singleton()->shaders.particles_process_shader.version_is_valid(version));
+
+ ubo_size = gen_code.uniform_total_size;
+ ubo_offsets = gen_code.uniform_offsets;
+ texture_uniforms = gen_code.texture_uniforms;
+
+ valid = true;
+}
+
+void ParticlesShaderData::set_default_texture_parameter(const StringName &p_name, RID p_texture, int p_index) {
+ if (!p_texture.is_valid()) {
+ if (default_texture_params.has(p_name) && default_texture_params[p_name].has(p_index)) {
+ default_texture_params[p_name].erase(p_index);
+
+ if (default_texture_params[p_name].is_empty()) {
+ default_texture_params.erase(p_name);
+ }
+ }
+ } else {
+ if (!default_texture_params.has(p_name)) {
+ default_texture_params[p_name] = HashMap<int, RID>();
+ }
+ default_texture_params[p_name][p_index] = p_texture;
+ }
+}
+
+void ParticlesShaderData::get_shader_uniform_list(List<PropertyInfo> *p_param_list) const {
+ HashMap<int, StringName> order;
+
+ for (const KeyValue<StringName, ShaderLanguage::ShaderNode::Uniform> &E : uniforms) {
+ if (E.value.scope == ShaderLanguage::ShaderNode::Uniform::SCOPE_GLOBAL || E.value.scope == ShaderLanguage::ShaderNode::Uniform::SCOPE_INSTANCE) {
+ continue;
+ }
+
+ if (E.value.texture_order >= 0) {
+ order[E.value.texture_order + 100000] = E.key;
+ } else {
+ order[E.value.order] = E.key;
+ }
+ }
+
+ String last_group;
+ for (const KeyValue<int, StringName> &E : order) {
+ String group = uniforms[E.value].group;
+ if (!uniforms[E.value].subgroup.is_empty()) {
+ group += "::" + uniforms[E.value].subgroup;
+ }
+
+ if (group != last_group) {
+ PropertyInfo pi;
+ pi.usage = PROPERTY_USAGE_GROUP;
+ pi.name = group;
+ p_param_list->push_back(pi);
+
+ last_group = group;
+ }
+
+ PropertyInfo pi = ShaderLanguage::uniform_to_property_info(uniforms[E.value]);
+ pi.name = E.value;
+ p_param_list->push_back(pi);
+ }
+}
+
+void ParticlesShaderData::get_instance_param_list(List<RendererMaterialStorage::InstanceShaderParam> *p_param_list) const {
+ for (const KeyValue<StringName, ShaderLanguage::ShaderNode::Uniform> &E : uniforms) {
+ if (E.value.scope != ShaderLanguage::ShaderNode::Uniform::SCOPE_INSTANCE) {
+ continue;
+ }
+
+ RendererMaterialStorage::InstanceShaderParam p;
+ p.info = ShaderLanguage::uniform_to_property_info(E.value);
+ p.info.name = E.key; //supply name
+ p.index = E.value.instance_index;
+ p.default_value = ShaderLanguage::constant_value_to_variant(E.value.default_value, E.value.type, E.value.array_size, E.value.hint);
+ p_param_list->push_back(p);
+ }
+}
+
+bool ParticlesShaderData::is_parameter_texture(const StringName &p_param) const {
+ if (!uniforms.has(p_param)) {
+ return false;
+ }
+
+ return uniforms[p_param].texture_order >= 0;
+}
+
+bool ParticlesShaderData::is_animated() const {
+ return false;
+}
+
+bool ParticlesShaderData::casts_shadows() const {
+ return false;
+}
+
+Variant ParticlesShaderData::get_default_parameter(const StringName &p_parameter) const {
+ if (uniforms.has(p_parameter)) {
+ ShaderLanguage::ShaderNode::Uniform uniform = uniforms[p_parameter];
+ Vector<ShaderLanguage::ConstantNode::Value> default_value = uniform.default_value;
+ return ShaderLanguage::constant_value_to_variant(default_value, uniform.type, uniform.array_size, uniform.hint);
+ }
+ return Variant();
+}
+
+RS::ShaderNativeSourceCode ParticlesShaderData::get_native_source_code() const {
+ return MaterialStorage::get_singleton()->shaders.particles_process_shader.version_get_native_source_code(version);
+}
+
+ParticlesShaderData::~ParticlesShaderData() {
+ if (version.is_valid()) {
+ MaterialStorage::get_singleton()->shaders.particles_process_shader.version_free(version);
+ }
+}
+
+GLES3::ShaderData *GLES3::_create_particles_shader_func() {
+ ParticlesShaderData *shader_data = memnew(ParticlesShaderData);
+ return shader_data;
+}
+
+void ParticleProcessMaterialData::update_parameters(const HashMap<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty) {
+ update_parameters_internal(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);
+}
+
+ParticleProcessMaterialData::~ParticleProcessMaterialData() {
+}
+
+GLES3::MaterialData *GLES3::_create_particles_material_func(ShaderData *p_shader) {
+ ParticleProcessMaterialData *material_data = memnew(ParticleProcessMaterialData);
+ material_data->shader_data = static_cast<ParticlesShaderData *>(p_shader);
+ //update will happen later anyway so do nothing.
+ return material_data;
+}
+
+void ParticleProcessMaterialData::bind_uniforms() {
+ // Bind Material Uniforms
+ glBindBufferBase(GL_UNIFORM_BUFFER, GLES3::PARTICLES_MATERIAL_UNIFORM_LOCATION, uniform_buffer);
+
+ RID *textures = texture_cache.ptrw();
+ ShaderCompiler::GeneratedCode::Texture *texture_uniforms = shader_data->texture_uniforms.ptrw();
+ for (int ti = 0; ti < texture_cache.size(); ti++) {
+ Texture *texture = TextureStorage::get_singleton()->get_texture(textures[ti]);
+ glActiveTexture(GL_TEXTURE1 + ti); // Start at GL_TEXTURE1 becuase texture slot 0 is reserved for the heightmap texture.
+ glBindTexture(target_from_type[texture_uniforms[ti].type], texture->tex_id);
+
+ // Set sampler state here as the same texture can be used in multiple places with different flags
+ // Need to convert sampler state from ShaderLanguage::Texture* to RS::CanvasItemTexture*
+ RS::CanvasItemTextureFilter filter = RS::CanvasItemTextureFilter((int(texture_uniforms[ti].filter) + 1) % RS::CANVAS_ITEM_TEXTURE_FILTER_MAX);
+ RS::CanvasItemTextureRepeat repeat = RS::CanvasItemTextureRepeat((int(texture_uniforms[ti].repeat) + 1) % RS::CANVAS_ITEM_TEXTURE_REPEAT_MIRROR);
+ texture->gl_set_filter(filter);
+ texture->gl_set_repeat(repeat);
+ }
+}
+
#endif // !GLES3_ENABLED
diff --git a/drivers/gles3/storage/material_storage.h b/drivers/gles3/storage/material_storage.h
index 24d9a0fee1..8ae5e5eb9c 100644
--- a/drivers/gles3/storage/material_storage.h
+++ b/drivers/gles3/storage/material_storage.h
@@ -44,6 +44,7 @@
#include "../shaders/canvas.glsl.gen.h"
#include "../shaders/cubemap_filter.glsl.gen.h"
+#include "../shaders/particles.glsl.gen.h"
#include "../shaders/scene.glsl.gen.h"
#include "../shaders/sky.glsl.gen.h"
@@ -53,6 +54,7 @@ namespace GLES3 {
struct ShaderData {
virtual void set_code(const String &p_Code) = 0;
+ virtual void set_path_hint(const String &p_hint) = 0;
virtual void set_default_texture_parameter(const StringName &p_name, RID p_texture, int p_index) = 0;
virtual void get_shader_uniform_list(List<PropertyInfo> *p_param_list) const = 0;
@@ -165,6 +167,7 @@ struct CanvasShaderData : public ShaderData {
bool uses_time = false;
virtual void set_code(const String &p_Code);
+ virtual void set_path_hint(const String &p_hint);
virtual void set_default_texture_parameter(const StringName &p_name, RID p_texture, int p_index);
virtual void get_shader_uniform_list(List<PropertyInfo> *p_param_list) const;
virtual void get_instance_param_list(List<RendererMaterialStorage::InstanceShaderParam> *p_param_list) const;
@@ -216,6 +219,7 @@ struct SkyShaderData : public ShaderData {
bool uses_light;
virtual void set_code(const String &p_Code);
+ virtual void set_path_hint(const String &p_hint);
virtual void set_default_texture_parameter(const StringName &p_name, RID p_texture, int p_index);
virtual void get_shader_uniform_list(List<PropertyInfo> *p_param_list) const;
virtual void get_instance_param_list(List<RendererMaterialStorage::InstanceShaderParam> *p_param_list) const;
@@ -318,6 +322,8 @@ struct SceneShaderData : public ShaderData {
bool uses_depth_texture;
bool uses_normal_texture;
bool uses_time;
+ bool uses_vertex_time;
+ bool uses_fragment_time;
bool writes_modelview_or_projection;
bool uses_world_coordinates;
bool uses_tangent;
@@ -337,6 +343,7 @@ struct SceneShaderData : public ShaderData {
uint32_t index = 0;
virtual void set_code(const String &p_Code);
+ virtual void set_path_hint(const String &p_hint);
virtual void set_default_texture_parameter(const StringName &p_name, RID p_texture, int p_index);
virtual void get_shader_uniform_list(List<PropertyInfo> *p_param_list) const;
virtual void get_instance_param_list(List<RendererMaterialStorage::InstanceShaderParam> *p_param_list) const;
@@ -368,6 +375,62 @@ struct SceneMaterialData : public MaterialData {
MaterialData *_create_scene_material_func(ShaderData *p_shader);
+/* Particle Shader */
+
+enum {
+ PARTICLES_MAX_USERDATAS = 6
+};
+
+struct ParticlesShaderData : public ShaderData {
+ bool valid = false;
+ RID version;
+ bool uses_collision = false;
+
+ HashMap<StringName, ShaderLanguage::ShaderNode::Uniform> uniforms;
+ Vector<ShaderCompiler::GeneratedCode::Texture> texture_uniforms;
+
+ Vector<uint32_t> ubo_offsets;
+ uint32_t ubo_size = 0;
+
+ String path;
+ String code;
+ HashMap<StringName, HashMap<int, RID>> default_texture_params;
+
+ bool uses_time = false;
+
+ bool userdatas_used[PARTICLES_MAX_USERDATAS] = {};
+ uint32_t userdata_count = 0;
+
+ virtual void set_code(const String &p_Code);
+ virtual void set_path_hint(const String &p_hint);
+ virtual void set_default_texture_parameter(const StringName &p_name, RID p_texture, int p_index);
+ virtual void get_shader_uniform_list(List<PropertyInfo> *p_param_list) const;
+ virtual void get_instance_param_list(List<RendererMaterialStorage::InstanceShaderParam> *p_param_list) const;
+ virtual bool is_parameter_texture(const StringName &p_param) const;
+ virtual bool is_animated() const;
+ virtual bool casts_shadows() const;
+ virtual Variant get_default_parameter(const StringName &p_parameter) const;
+ virtual RS::ShaderNativeSourceCode get_native_source_code() const;
+
+ ParticlesShaderData() {}
+ virtual ~ParticlesShaderData();
+};
+
+ShaderData *_create_particles_shader_func();
+
+struct ParticleProcessMaterialData : public MaterialData {
+ ParticlesShaderData *shader_data = nullptr;
+ RID uniform_set;
+
+ virtual void set_render_priority(int p_priority) {}
+ virtual void set_next_pass(RID p_pass) {}
+ virtual void update_parameters(const HashMap<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty);
+ virtual void bind_uniforms();
+ virtual ~ParticleProcessMaterialData();
+};
+
+MaterialData *_create_particles_material_func(ShaderData *p_shader);
+
/* Global shader uniform structs */
struct GlobalShaderUniforms {
enum {
@@ -504,6 +567,7 @@ public:
SkyShaderGLES3 sky_shader;
SceneShaderGLES3 scene_shader;
CubemapFilterShaderGLES3 cubemap_filter_shader;
+ ParticlesShaderGLES3 particles_process_shader;
ShaderCompiler compiler_canvas;
ShaderCompiler compiler_scene;
diff --git a/drivers/gles3/storage/mesh_storage.cpp b/drivers/gles3/storage/mesh_storage.cpp
index 9ec0fc0286..a47df42500 100644
--- a/drivers/gles3/storage/mesh_storage.cpp
+++ b/drivers/gles3/storage/mesh_storage.cpp
@@ -87,8 +87,11 @@ void MeshStorage::mesh_set_blend_shape_count(RID p_mesh, int p_blend_shape_count
ERR_FAIL_COND(!mesh);
ERR_FAIL_COND(mesh->surface_count > 0); //surfaces already exist
- WARN_PRINT_ONCE("blend shapes not supported by GLES3 renderer yet");
mesh->blend_shape_count = p_blend_shape_count;
+
+ if (p_blend_shape_count > 0) {
+ WARN_PRINT_ONCE("blend shapes not supported by GLES3 renderer yet");
+ }
}
bool MeshStorage::mesh_needs_instance(RID p_mesh, bool p_has_skeleton) {
diff --git a/drivers/gles3/storage/mesh_storage.h b/drivers/gles3/storage/mesh_storage.h
index a31db24f2d..1aef3cbf78 100644
--- a/drivers/gles3/storage/mesh_storage.h
+++ b/drivers/gles3/storage/mesh_storage.h
@@ -327,6 +327,7 @@ public:
_FORCE_INLINE_ uint32_t mesh_surface_get_lod(void *p_surface, float p_model_scale, float p_distance_threshold, float p_mesh_lod_threshold, uint32_t &r_index_count) const {
Mesh::Surface *s = reinterpret_cast<Mesh::Surface *>(p_surface);
+ ERR_FAIL_COND_V(!s, 0);
int32_t current_lod = -1;
r_index_count = s->index_count;
@@ -403,6 +404,8 @@ public:
virtual void mesh_instance_check_for_update(RID p_mesh_instance) override;
virtual void update_mesh_instances() override;
+ // TODO: considering hashing versions with multimesh buffer RID.
+ // Doing so would allow us to avoid specifying multimesh buffer pointers every frame and may improve performance.
_FORCE_INLINE_ void mesh_instance_surface_get_vertex_arrays_and_format(RID p_mesh_instance, uint32_t p_surface_index, uint32_t p_input_mask, GLuint &r_vertex_array_gl) {
MeshInstance *mi = mesh_instance_owner.get_or_null(p_mesh_instance);
ERR_FAIL_COND(!mi);
diff --git a/drivers/gles3/storage/particles_storage.cpp b/drivers/gles3/storage/particles_storage.cpp
index 9ed9fedd5a..1a0d97df01 100644
--- a/drivers/gles3/storage/particles_storage.cpp
+++ b/drivers/gles3/storage/particles_storage.cpp
@@ -31,6 +31,12 @@
#ifdef GLES3_ENABLED
#include "particles_storage.h"
+#include "material_storage.h"
+#include "mesh_storage.h"
+#include "texture_storage.h"
+#include "utilities.h"
+
+#include "servers/rendering/rendering_server_default.h"
using namespace GLES3;
@@ -42,213 +48,1338 @@ ParticlesStorage *ParticlesStorage::get_singleton() {
ParticlesStorage::ParticlesStorage() {
singleton = this;
+ GLES3::MaterialStorage *material_storage = GLES3::MaterialStorage::get_singleton();
+
+ {
+ String global_defines;
+ global_defines += "#define MAX_GLOBAL_SHADER_UNIFORMS 256\n"; // TODO: this is arbitrary for now
+ material_storage->shaders.particles_process_shader.initialize(global_defines);
+ }
+ {
+ // default material and shader for particles shader
+ particles_shader.default_shader = material_storage->shader_allocate();
+ material_storage->shader_initialize(particles_shader.default_shader);
+ material_storage->shader_set_code(particles_shader.default_shader, R"(
+// Default particles shader.
+
+shader_type particles;
+
+void process() {
+ COLOR = vec4(1.0);
+}
+)");
+ particles_shader.default_material = material_storage->material_allocate();
+ material_storage->material_initialize(particles_shader.default_material);
+ material_storage->material_set_shader(particles_shader.default_material, particles_shader.default_shader);
+ }
+ {
+ particles_shader.copy_shader.initialize();
+ particles_shader.copy_shader_version = particles_shader.copy_shader.version_create();
+ }
}
ParticlesStorage::~ParticlesStorage() {
singleton = nullptr;
+ GLES3::MaterialStorage *material_storage = GLES3::MaterialStorage::get_singleton();
+
+ material_storage->material_free(particles_shader.default_material);
+ material_storage->shader_free(particles_shader.default_shader);
+ particles_shader.copy_shader.version_free(particles_shader.copy_shader_version);
}
/* PARTICLES */
RID ParticlesStorage::particles_allocate() {
- return RID();
+ return particles_owner.allocate_rid();
}
void ParticlesStorage::particles_initialize(RID p_rid) {
+ particles_owner.initialize_rid(p_rid, Particles());
}
void ParticlesStorage::particles_free(RID p_rid) {
+ update_particles();
+ Particles *particles = particles_owner.get_or_null(p_rid);
+ particles->dependency.deleted_notify(p_rid);
+ _particles_free_data(particles);
+ particles_owner.free(p_rid);
}
void ParticlesStorage::particles_set_mode(RID p_particles, RS::ParticlesMode p_mode) {
-}
+ Particles *particles = particles_owner.get_or_null(p_particles);
+ ERR_FAIL_COND(!particles);
+ if (particles->mode == p_mode) {
+ return;
+ }
-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_free_data(particles);
+
+ particles->mode = p_mode;
}
void ParticlesStorage::particles_set_emitting(RID p_particles, bool p_emitting) {
+ Particles *particles = particles_owner.get_or_null(p_particles);
+ ERR_FAIL_COND(!particles);
+
+ particles->emitting = p_emitting;
+}
+
+bool ParticlesStorage::particles_get_emitting(RID p_particles) {
+ ERR_FAIL_COND_V_MSG(RSG::threaded, false, "This function should never be used with threaded rendering, as it stalls the renderer.");
+ Particles *particles = particles_owner.get_or_null(p_particles);
+ ERR_FAIL_COND_V(!particles, false);
+
+ return particles->emitting;
+}
+
+void ParticlesStorage::_particles_free_data(Particles *particles) {
+ particles->userdata_count = 0;
+ particles->instance_buffer_size_cache = 0;
+ particles->instance_buffer_stride_cache = 0;
+ particles->num_attrib_arrays_cache = 0;
+ particles->process_buffer_stride_cache = 0;
+
+ if (particles->front_process_buffer != 0) {
+ glDeleteVertexArrays(1, &particles->front_vertex_array);
+ glDeleteBuffers(1, &particles->front_process_buffer);
+ glDeleteBuffers(1, &particles->front_instance_buffer);
+ particles->front_vertex_array = 0;
+ particles->front_process_buffer = 0;
+ particles->front_instance_buffer = 0;
+
+ glDeleteVertexArrays(1, &particles->back_vertex_array);
+ glDeleteBuffers(1, &particles->back_process_buffer);
+ glDeleteBuffers(1, &particles->back_instance_buffer);
+ particles->back_vertex_array = 0;
+ particles->back_process_buffer = 0;
+ particles->back_instance_buffer = 0;
+ }
+
+ if (particles->sort_buffer != 0) {
+ glDeleteBuffers(1, &particles->last_frame_buffer);
+ glDeleteBuffers(1, &particles->sort_buffer);
+ particles->last_frame_buffer = 0;
+ particles->sort_buffer = 0;
+ particles->sort_buffer_filled = false;
+ particles->last_frame_buffer_filled = false;
+ }
+
+ if (particles->frame_params_ubo != 0) {
+ glDeleteBuffers(1, &particles->frame_params_ubo);
+ particles->frame_params_ubo = 0;
+ }
}
void ParticlesStorage::particles_set_amount(RID p_particles, int p_amount) {
+ Particles *particles = particles_owner.get_or_null(p_particles);
+ ERR_FAIL_COND(!particles);
+
+ if (particles->amount == p_amount) {
+ return;
+ }
+
+ _particles_free_data(particles);
+
+ particles->amount = p_amount;
+
+ particles->prev_ticks = 0;
+ particles->phase = 0;
+ particles->prev_phase = 0;
+ particles->clear = true;
+
+ particles->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_PARTICLES);
}
void ParticlesStorage::particles_set_lifetime(RID p_particles, double p_lifetime) {
+ Particles *particles = particles_owner.get_or_null(p_particles);
+ ERR_FAIL_COND(!particles);
+ particles->lifetime = p_lifetime;
}
void ParticlesStorage::particles_set_one_shot(RID p_particles, bool p_one_shot) {
+ Particles *particles = particles_owner.get_or_null(p_particles);
+ ERR_FAIL_COND(!particles);
+ particles->one_shot = p_one_shot;
}
void ParticlesStorage::particles_set_pre_process_time(RID p_particles, double p_time) {
+ Particles *particles = particles_owner.get_or_null(p_particles);
+ ERR_FAIL_COND(!particles);
+ particles->pre_process_time = p_time;
}
-
void ParticlesStorage::particles_set_explosiveness_ratio(RID p_particles, real_t p_ratio) {
+ Particles *particles = particles_owner.get_or_null(p_particles);
+ ERR_FAIL_COND(!particles);
+ particles->explosiveness = p_ratio;
}
-
void ParticlesStorage::particles_set_randomness_ratio(RID p_particles, real_t p_ratio) {
+ Particles *particles = particles_owner.get_or_null(p_particles);
+ ERR_FAIL_COND(!particles);
+ particles->randomness = p_ratio;
}
void ParticlesStorage::particles_set_custom_aabb(RID p_particles, const AABB &p_aabb) {
+ Particles *particles = particles_owner.get_or_null(p_particles);
+ ERR_FAIL_COND(!particles);
+ particles->custom_aabb = p_aabb;
+ particles->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_AABB);
}
void ParticlesStorage::particles_set_speed_scale(RID p_particles, double p_scale) {
-}
-
-void ParticlesStorage::particles_set_use_local_coordinates(RID p_particles, bool p_enable) {
-}
+ Particles *particles = particles_owner.get_or_null(p_particles);
+ ERR_FAIL_COND(!particles);
-void ParticlesStorage::particles_set_process_material(RID p_particles, RID p_material) {
+ particles->speed_scale = p_scale;
}
+void ParticlesStorage::particles_set_use_local_coordinates(RID p_particles, bool p_enable) {
+ Particles *particles = particles_owner.get_or_null(p_particles);
+ ERR_FAIL_COND(!particles);
-RID ParticlesStorage::particles_get_process_material(RID p_particles) const {
- return RID();
+ particles->use_local_coords = p_enable;
+ particles->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_PARTICLES);
}
void ParticlesStorage::particles_set_fixed_fps(RID p_particles, int p_fps) {
+ Particles *particles = particles_owner.get_or_null(p_particles);
+ ERR_FAIL_COND(!particles);
+
+ particles->fixed_fps = p_fps;
+
+ _particles_free_data(particles);
+
+ particles->prev_ticks = 0;
+ particles->phase = 0;
+ particles->prev_phase = 0;
+ particles->clear = true;
+
+ particles->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_PARTICLES);
}
void ParticlesStorage::particles_set_interpolate(RID p_particles, bool p_enable) {
+ Particles *particles = particles_owner.get_or_null(p_particles);
+ ERR_FAIL_COND(!particles);
+
+ particles->interpolate = p_enable;
}
void ParticlesStorage::particles_set_fractional_delta(RID p_particles, bool p_enable) {
+ Particles *particles = particles_owner.get_or_null(p_particles);
+ ERR_FAIL_COND(!particles);
+
+ particles->fractional_delta = p_enable;
}
-void ParticlesStorage::particles_set_subemitter(RID p_particles, RID p_subemitter_particles) {
+void ParticlesStorage::particles_set_trails(RID p_particles, bool p_enable, double p_length) {
+ if (p_enable) {
+ WARN_PRINT_ONCE("The OpenGL 3 renderer does not support particle trails");
+ }
}
-void ParticlesStorage::particles_set_view_axis(RID p_particles, const Vector3 &p_axis, const Vector3 &p_up_axis) {
+void ParticlesStorage::particles_set_trail_bind_poses(RID p_particles, const Vector<Transform3D> &p_bind_poses) {
+ if (p_bind_poses.size() != 0) {
+ WARN_PRINT_ONCE("The OpenGL 3 renderer does not support particle trails");
+ }
}
void ParticlesStorage::particles_set_collision_base_size(RID p_particles, real_t p_size) {
+ Particles *particles = particles_owner.get_or_null(p_particles);
+ ERR_FAIL_COND(!particles);
+
+ particles->collision_base_size = p_size;
}
void ParticlesStorage::particles_set_transform_align(RID p_particles, RS::ParticlesTransformAlign p_transform_align) {
-}
+ Particles *particles = particles_owner.get_or_null(p_particles);
+ ERR_FAIL_COND(!particles);
-void ParticlesStorage::particles_set_trails(RID p_particles, bool p_enable, double p_length) {
+ particles->transform_align = p_transform_align;
}
-void ParticlesStorage::particles_set_trail_bind_poses(RID p_particles, const Vector<Transform3D> &p_bind_poses) {
+void ParticlesStorage::particles_set_process_material(RID p_particles, RID p_material) {
+ Particles *particles = particles_owner.get_or_null(p_particles);
+ ERR_FAIL_COND(!particles);
+
+ particles->process_material = p_material;
+ particles->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_PARTICLES); //the instance buffer may have changed
}
-void ParticlesStorage::particles_restart(RID p_particles) {
+RID ParticlesStorage::particles_get_process_material(RID p_particles) const {
+ Particles *particles = particles_owner.get_or_null(p_particles);
+ ERR_FAIL_COND_V(!particles, RID());
+
+ return particles->process_material;
}
void ParticlesStorage::particles_set_draw_order(RID p_particles, RS::ParticlesDrawOrder p_order) {
+ Particles *particles = particles_owner.get_or_null(p_particles);
+ ERR_FAIL_COND(!particles);
+
+ particles->draw_order = p_order;
}
-void ParticlesStorage::particles_set_draw_passes(RID p_particles, int p_count) {
+void ParticlesStorage::particles_set_draw_passes(RID p_particles, int p_passes) {
+ Particles *particles = particles_owner.get_or_null(p_particles);
+ ERR_FAIL_COND(!particles);
+
+ particles->draw_passes.resize(p_passes);
}
void ParticlesStorage::particles_set_draw_pass_mesh(RID p_particles, int p_pass, RID p_mesh) {
+ Particles *particles = particles_owner.get_or_null(p_particles);
+ ERR_FAIL_COND(!particles);
+ ERR_FAIL_INDEX(p_pass, particles->draw_passes.size());
+ particles->draw_passes.write[p_pass] = p_mesh;
+ particles->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_PARTICLES);
+}
+
+void ParticlesStorage::particles_restart(RID p_particles) {
+ Particles *particles = particles_owner.get_or_null(p_particles);
+ ERR_FAIL_COND(!particles);
+
+ particles->restart_request = true;
+}
+
+void ParticlesStorage::particles_set_subemitter(RID p_particles, RID p_subemitter_particles) {
+ if (p_subemitter_particles.is_valid()) {
+ WARN_PRINT_ONCE("The OpenGL 3 renderer does not support particle sub emitters");
+ }
+}
+
+void ParticlesStorage::particles_emit(RID p_particles, const Transform3D &p_transform, const Vector3 &p_velocity, const Color &p_color, const Color &p_custom, uint32_t p_emit_flags) {
+ WARN_PRINT_ONCE("The OpenGL 3 renderer does not support manually emitting particles");
}
void ParticlesStorage::particles_request_process(RID p_particles) {
+ Particles *particles = particles_owner.get_or_null(p_particles);
+ ERR_FAIL_COND(!particles);
+
+ if (!particles->dirty) {
+ particles->dirty = true;
+ particles->update_list = particle_update_list;
+ particle_update_list = particles;
+ }
}
AABB ParticlesStorage::particles_get_current_aabb(RID p_particles) {
- return AABB();
+ if (RSG::threaded) {
+ WARN_PRINT_ONCE("Calling this function with threaded rendering enabled stalls the renderer, use with care.");
+ }
+
+ const Particles *particles = particles_owner.get_or_null(p_particles);
+ ERR_FAIL_COND_V(!particles, AABB());
+
+ int total_amount = particles->amount;
+
+ // If available, read from the sort buffer which should be 2 frames out of date.
+ // This will help alleviate GPU stalls.
+ GLuint read_buffer = particles->sort_buffer_filled ? particles->sort_buffer : particles->back_instance_buffer;
+
+ Vector<uint8_t> buffer = Utilities::buffer_get_data(GL_ARRAY_BUFFER, read_buffer, total_amount * sizeof(ParticleInstanceData3D));
+ ERR_FAIL_COND_V(buffer.size() != (int)(total_amount * sizeof(ParticleInstanceData3D)), AABB());
+
+ Transform3D inv = particles->emission_transform.affine_inverse();
+
+ AABB aabb;
+ if (buffer.size()) {
+ bool first = true;
+
+ const uint8_t *data_ptr = (const uint8_t *)buffer.ptr();
+ uint32_t particle_data_size = sizeof(ParticleInstanceData3D) + sizeof(float) * particles->userdata_count;
+
+ for (int i = 0; i < total_amount; i++) {
+ const ParticleInstanceData3D &particle_data = *(const ParticleInstanceData3D *)&data_ptr[particle_data_size * i];
+ // If scale is 0.0, we assume the particle is inactive.
+ if (particle_data.xform[0] > 0.0) {
+ Vector3 pos = Vector3(particle_data.xform[3], particle_data.xform[7], particle_data.xform[11]);
+ if (!particles->use_local_coords) {
+ pos = inv.xform(pos);
+ }
+ if (first) {
+ aabb.position = pos;
+ first = false;
+ } else {
+ aabb.expand_to(pos);
+ }
+ }
+ }
+ }
+
+ float longest_axis_size = 0;
+ for (int i = 0; i < particles->draw_passes.size(); i++) {
+ if (particles->draw_passes[i].is_valid()) {
+ AABB maabb = MeshStorage::get_singleton()->mesh_get_aabb(particles->draw_passes[i], RID());
+ longest_axis_size = MAX(maabb.get_longest_axis_size(), longest_axis_size);
+ }
+ }
+
+ aabb.grow_by(longest_axis_size);
+
+ return aabb;
}
AABB ParticlesStorage::particles_get_aabb(RID p_particles) const {
- return AABB();
+ const Particles *particles = particles_owner.get_or_null(p_particles);
+ ERR_FAIL_COND_V(!particles, AABB());
+
+ return particles->custom_aabb;
}
void ParticlesStorage::particles_set_emission_transform(RID p_particles, const Transform3D &p_transform) {
-}
+ Particles *particles = particles_owner.get_or_null(p_particles);
+ ERR_FAIL_COND(!particles);
-bool ParticlesStorage::particles_get_emitting(RID p_particles) {
- return false;
+ particles->emission_transform = p_transform;
}
int ParticlesStorage::particles_get_draw_passes(RID p_particles) const {
- return 0;
-}
+ const Particles *particles = particles_owner.get_or_null(p_particles);
+ ERR_FAIL_COND_V(!particles, 0);
-RID ParticlesStorage::particles_get_draw_pass_mesh(RID p_particles, int p_pass) const {
- return RID();
+ return particles->draw_passes.size();
}
-void ParticlesStorage::particles_add_collision(RID p_particles, RID p_instance) {
+RID ParticlesStorage::particles_get_draw_pass_mesh(RID p_particles, int p_pass) const {
+ const Particles *particles = particles_owner.get_or_null(p_particles);
+ ERR_FAIL_COND_V(!particles, RID());
+ ERR_FAIL_INDEX_V(p_pass, particles->draw_passes.size(), RID());
+
+ return particles->draw_passes[p_pass];
}
-void ParticlesStorage::particles_remove_collision(RID p_particles, RID p_instance) {
+void ParticlesStorage::particles_add_collision(RID p_particles, RID p_particles_collision_instance) {
+ Particles *particles = particles_owner.get_or_null(p_particles);
+ ERR_FAIL_COND(!particles);
+ particles->collisions.insert(p_particles_collision_instance);
+}
+
+void ParticlesStorage::particles_remove_collision(RID p_particles, RID p_particles_collision_instance) {
+ Particles *particles = particles_owner.get_or_null(p_particles);
+ ERR_FAIL_COND(!particles);
+ particles->collisions.erase(p_particles_collision_instance);
+}
+
+void ParticlesStorage::particles_set_canvas_sdf_collision(RID p_particles, bool p_enable, const Transform2D &p_xform, const Rect2 &p_to_screen, GLuint p_texture) {
+ Particles *particles = particles_owner.get_or_null(p_particles);
+ ERR_FAIL_COND(!particles);
+ particles->has_sdf_collision = p_enable;
+ particles->sdf_collision_transform = p_xform;
+ particles->sdf_collision_to_screen = p_to_screen;
+ particles->sdf_collision_texture = p_texture;
+}
+
+// Does one step of processing particles by reading from back_process_buffer and writing to front_process_buffer.
+void ParticlesStorage::_particles_process(Particles *p_particles, double p_delta) {
+ GLES3::TextureStorage *texture_storage = GLES3::TextureStorage::get_singleton();
+ GLES3::MaterialStorage *material_storage = GLES3::MaterialStorage::get_singleton();
+
+ double new_phase = Math::fmod(p_particles->phase + (p_delta / p_particles->lifetime) * p_particles->speed_scale, 1.0);
+
+ //update current frame
+ ParticlesFrameParams frame_params;
+
+ if (p_particles->clear) {
+ p_particles->cycle_number = 0;
+ p_particles->random_seed = Math::rand();
+ } else if (new_phase < p_particles->phase) {
+ if (p_particles->one_shot) {
+ p_particles->emitting = false;
+ }
+ p_particles->cycle_number++;
+ }
+
+ frame_params.emitting = p_particles->emitting;
+ frame_params.system_phase = new_phase;
+ frame_params.prev_system_phase = p_particles->phase;
+
+ p_particles->phase = new_phase;
+
+ frame_params.time = RSG::rasterizer->get_total_time();
+ frame_params.delta = p_delta * p_particles->speed_scale;
+ frame_params.random_seed = p_particles->random_seed;
+ frame_params.explosiveness = p_particles->explosiveness;
+ frame_params.randomness = p_particles->randomness;
+
+ if (p_particles->use_local_coords) {
+ GLES3::MaterialStorage::store_transform(Transform3D(), frame_params.emission_transform);
+ } else {
+ GLES3::MaterialStorage::store_transform(p_particles->emission_transform, frame_params.emission_transform);
+ }
+
+ frame_params.cycle = p_particles->cycle_number;
+ frame_params.frame = p_particles->frame_counter++;
+ frame_params.pad0 = 0;
+ frame_params.pad1 = 0;
+ frame_params.pad2 = 0;
+
+ { //collision and attractors
+
+ frame_params.collider_count = 0;
+ frame_params.attractor_count = 0;
+ frame_params.particle_size = p_particles->collision_base_size;
+
+ GLuint collision_heightmap_texture = 0;
+
+ Transform3D to_particles;
+ if (p_particles->use_local_coords) {
+ to_particles = p_particles->emission_transform.affine_inverse();
+ }
+
+ if (p_particles->has_sdf_collision && p_particles->sdf_collision_texture != 0) {
+ //2D collision
+
+ Transform2D xform = p_particles->sdf_collision_transform; //will use dotproduct manually so invert beforehand
+ Transform2D revert = xform.affine_inverse();
+ frame_params.collider_count = 1;
+ frame_params.colliders[0].transform[0] = xform.columns[0][0];
+ frame_params.colliders[0].transform[1] = xform.columns[0][1];
+ frame_params.colliders[0].transform[2] = 0;
+ frame_params.colliders[0].transform[3] = xform.columns[2][0];
+
+ frame_params.colliders[0].transform[4] = xform.columns[1][0];
+ frame_params.colliders[0].transform[5] = xform.columns[1][1];
+ frame_params.colliders[0].transform[6] = 0;
+ frame_params.colliders[0].transform[7] = xform.columns[2][1];
+
+ frame_params.colliders[0].transform[8] = revert.columns[0][0];
+ frame_params.colliders[0].transform[9] = revert.columns[0][1];
+ frame_params.colliders[0].transform[10] = 0;
+ frame_params.colliders[0].transform[11] = revert.columns[2][0];
+
+ frame_params.colliders[0].transform[12] = revert.columns[1][0];
+ frame_params.colliders[0].transform[13] = revert.columns[1][1];
+ frame_params.colliders[0].transform[14] = 0;
+ frame_params.colliders[0].transform[15] = revert.columns[2][1];
+
+ frame_params.colliders[0].extents[0] = p_particles->sdf_collision_to_screen.size.x;
+ frame_params.colliders[0].extents[1] = p_particles->sdf_collision_to_screen.size.y;
+ frame_params.colliders[0].extents[2] = p_particles->sdf_collision_to_screen.position.x;
+ frame_params.colliders[0].scale = p_particles->sdf_collision_to_screen.position.y;
+ frame_params.colliders[0].type = ParticlesFrameParams::COLLISION_TYPE_2D_SDF;
+
+ collision_heightmap_texture = p_particles->sdf_collision_texture;
+ }
+
+ for (const RID &E : p_particles->collisions) {
+ ParticlesCollisionInstance *pci = particles_collision_instance_owner.get_or_null(E);
+ if (!pci || !pci->active) {
+ continue;
+ }
+ ParticlesCollision *pc = particles_collision_owner.get_or_null(pci->collision);
+ ERR_CONTINUE(!pc);
+
+ Transform3D to_collider = pci->transform;
+ if (p_particles->use_local_coords) {
+ to_collider = to_particles * to_collider;
+ }
+ Vector3 scale = to_collider.basis.get_scale();
+ to_collider.basis.orthonormalize();
+
+ if (pc->type <= RS::PARTICLES_COLLISION_TYPE_VECTOR_FIELD_ATTRACT) {
+ //attractor
+ if (frame_params.attractor_count >= ParticlesFrameParams::MAX_ATTRACTORS) {
+ continue;
+ }
+
+ ParticlesFrameParams::Attractor &attr = frame_params.attractors[frame_params.attractor_count];
+
+ GLES3::MaterialStorage::store_transform(to_collider, attr.transform);
+ attr.strength = pc->attractor_strength;
+ attr.attenuation = pc->attractor_attenuation;
+ attr.directionality = pc->attractor_directionality;
+
+ switch (pc->type) {
+ case RS::PARTICLES_COLLISION_TYPE_SPHERE_ATTRACT: {
+ attr.type = ParticlesFrameParams::ATTRACTOR_TYPE_SPHERE;
+ float radius = pc->radius;
+ radius *= (scale.x + scale.y + scale.z) / 3.0;
+ attr.extents[0] = radius;
+ attr.extents[1] = radius;
+ attr.extents[2] = radius;
+ } break;
+ case RS::PARTICLES_COLLISION_TYPE_BOX_ATTRACT: {
+ attr.type = ParticlesFrameParams::ATTRACTOR_TYPE_BOX;
+ Vector3 extents = pc->extents * scale;
+ attr.extents[0] = extents.x;
+ attr.extents[1] = extents.y;
+ attr.extents[2] = extents.z;
+ } break;
+ case RS::PARTICLES_COLLISION_TYPE_VECTOR_FIELD_ATTRACT: {
+ WARN_PRINT_ONCE("Vector field particle attractors are not available in the OpenGL2 renderer.");
+ } break;
+ default: {
+ }
+ }
+
+ frame_params.attractor_count++;
+ } else {
+ //collider
+ if (frame_params.collider_count >= ParticlesFrameParams::MAX_COLLIDERS) {
+ continue;
+ }
+
+ ParticlesFrameParams::Collider &col = frame_params.colliders[frame_params.collider_count];
+
+ GLES3::MaterialStorage::store_transform(to_collider, col.transform);
+ switch (pc->type) {
+ case RS::PARTICLES_COLLISION_TYPE_SPHERE_COLLIDE: {
+ col.type = ParticlesFrameParams::COLLISION_TYPE_SPHERE;
+ float radius = pc->radius;
+ radius *= (scale.x + scale.y + scale.z) / 3.0;
+ col.extents[0] = radius;
+ col.extents[1] = radius;
+ col.extents[2] = radius;
+ } break;
+ case RS::PARTICLES_COLLISION_TYPE_BOX_COLLIDE: {
+ col.type = ParticlesFrameParams::COLLISION_TYPE_BOX;
+ Vector3 extents = pc->extents * scale;
+ col.extents[0] = extents.x;
+ col.extents[1] = extents.y;
+ col.extents[2] = extents.z;
+ } break;
+ case RS::PARTICLES_COLLISION_TYPE_SDF_COLLIDE: {
+ WARN_PRINT_ONCE("SDF Particle Colliders are not available in the OpenGL 3 renderer.");
+ } break;
+ case RS::PARTICLES_COLLISION_TYPE_HEIGHTFIELD_COLLIDE: {
+ if (collision_heightmap_texture != 0) { //already taken
+ continue;
+ }
+
+ col.type = ParticlesFrameParams::COLLISION_TYPE_HEIGHT_FIELD;
+ Vector3 extents = pc->extents * scale;
+ col.extents[0] = extents.x;
+ col.extents[1] = extents.y;
+ col.extents[2] = extents.z;
+ collision_heightmap_texture = pc->heightfield_texture;
+ } break;
+ default: {
+ }
+ }
+
+ frame_params.collider_count++;
+ }
+ }
+
+ // Bind heightmap or SDF texture.
+ GLuint heightmap = collision_heightmap_texture;
+ if (heightmap == 0) {
+ GLES3::Texture *tex = texture_storage->get_texture(texture_storage->texture_gl_get_default(GLES3::DEFAULT_GL_TEXTURE_BLACK));
+ heightmap = tex->tex_id;
+ }
+ glActiveTexture(GL_TEXTURE0);
+ glBindTexture(GL_TEXTURE_2D, heightmap);
+ }
+
+ if (p_particles->frame_params_ubo == 0) {
+ glGenBuffers(1, &p_particles->frame_params_ubo);
+ }
+ // Update per-frame UBO.
+ glBindBufferBase(GL_UNIFORM_BUFFER, PARTICLES_FRAME_UNIFORM_LOCATION, p_particles->frame_params_ubo);
+ glBufferData(GL_UNIFORM_BUFFER, sizeof(ParticlesFrameParams), &frame_params, GL_STREAM_DRAW);
+
+ // Get shader and set shader uniforms;
+ ParticleProcessMaterialData *m = static_cast<ParticleProcessMaterialData *>(material_storage->material_get_data(p_particles->process_material, RS::SHADER_PARTICLES));
+ if (!m) {
+ m = static_cast<ParticleProcessMaterialData *>(material_storage->material_get_data(particles_shader.default_material, RS::SHADER_PARTICLES));
+ }
+
+ ERR_FAIL_COND(!m);
+
+ ParticlesShaderGLES3::ShaderVariant variant = ParticlesShaderGLES3::MODE_DEFAULT;
+
+ uint32_t specialization = 0;
+ for (uint32_t i = 0; i < p_particles->userdata_count; i++) {
+ specialization |= (1 << i);
+ }
+
+ if (p_particles->mode == RS::ParticlesMode::PARTICLES_MODE_3D) {
+ specialization |= ParticlesShaderGLES3::MODE_3D;
+ }
+
+ RID version = particles_shader.default_shader_version;
+ if (m->shader_data->version.is_valid() && m->shader_data->valid) {
+ // Bind material uniform buffer and textures.
+ m->bind_uniforms();
+ version = m->shader_data->version;
+ }
+
+ bool success = material_storage->shaders.particles_process_shader.version_bind_shader(version, variant, specialization);
+ if (!success) {
+ return;
+ }
+
+ material_storage->shaders.particles_process_shader.version_set_uniform(ParticlesShaderGLES3::LIFETIME, p_particles->lifetime, version, variant, specialization);
+ material_storage->shaders.particles_process_shader.version_set_uniform(ParticlesShaderGLES3::CLEAR, p_particles->clear, version, variant, specialization);
+ material_storage->shaders.particles_process_shader.version_set_uniform(ParticlesShaderGLES3::TOTAL_PARTICLES, uint32_t(p_particles->amount), version, variant, specialization);
+ material_storage->shaders.particles_process_shader.version_set_uniform(ParticlesShaderGLES3::USE_FRACTIONAL_DELTA, p_particles->fractional_delta, version, variant, specialization);
+
+ p_particles->clear = false;
+
+ p_particles->has_collision_cache = m->shader_data->uses_collision;
+
+ glBindVertexArray(p_particles->back_vertex_array);
+
+ glBindBufferBase(GL_TRANSFORM_FEEDBACK_BUFFER, 0, p_particles->front_process_buffer);
+
+ glBeginTransformFeedback(GL_POINTS);
+ glDrawArrays(GL_POINTS, 0, p_particles->amount);
+ glEndTransformFeedback();
+
+ glBindBufferBase(GL_TRANSFORM_FEEDBACK_BUFFER, 0, 0);
+ glBindVertexArray(0);
+
+ SWAP(p_particles->front_process_buffer, p_particles->back_process_buffer);
+ SWAP(p_particles->front_vertex_array, p_particles->back_vertex_array);
}
-void ParticlesStorage::particles_set_canvas_sdf_collision(RID p_particles, bool p_enable, const Transform2D &p_xform, const Rect2 &p_to_screen, RID p_texture) {
+void ParticlesStorage::particles_set_view_axis(RID p_particles, const Vector3 &p_axis, const Vector3 &p_up_axis) {
+ Particles *particles = particles_owner.get_or_null(p_particles);
+ ERR_FAIL_COND(!particles);
+
+ if (particles->draw_order != RS::PARTICLES_DRAW_ORDER_VIEW_DEPTH && particles->transform_align != RS::PARTICLES_TRANSFORM_ALIGN_Z_BILLBOARD && particles->transform_align != RS::PARTICLES_TRANSFORM_ALIGN_Z_BILLBOARD_Y_TO_VELOCITY) {
+ return;
+ }
+
+ if (particles->front_process_buffer == 0) {
+ return; //particles have not processed yet
+ }
+
+ Vector3 axis = -p_axis; // cameras look to z negative
+
+ if (particles->use_local_coords) {
+ axis = particles->emission_transform.basis.xform_inv(axis).normalized();
+ }
+
+ // Sort will be done on CPU since we don't have compute shaders.
+ // If the sort_buffer has valid data
+ // Use a buffer that is 2 frames out of date to avoid stalls.
+ if (particles->draw_order == RS::PARTICLES_DRAW_ORDER_VIEW_DEPTH && particles->sort_buffer_filled) {
+ glBindBuffer(GL_ARRAY_BUFFER, particles->sort_buffer);
+
+ ParticleInstanceData3D *particle_array;
+#ifndef __EMSCRIPTEN__
+ particle_array = static_cast<ParticleInstanceData3D *>(glMapBufferRange(GL_ARRAY_BUFFER, 0, particles->amount * sizeof(ParticleInstanceData3D), GL_MAP_READ_BIT | GL_MAP_WRITE_BIT));
+ ERR_FAIL_NULL(particle_array);
+#else
+ LocalVector<ParticleInstanceData3D> particle_vector;
+ particle_vector.resize(particles->amount);
+ particle_array = particle_vector.ptr();
+ glGetBufferSubData(GL_ARRAY_BUFFER, 0, particles->amount * sizeof(ParticleInstanceData3D), particle_array);
+#endif
+ SortArray<ParticleInstanceData3D, ParticlesViewSort> sorter;
+ sorter.compare.z_dir = axis;
+ sorter.sort(particle_array, particles->amount);
+
+#ifndef __EMSCRIPTEN__
+ glUnmapBuffer(GL_ARRAY_BUFFER);
+#else
+ glBufferSubData(GL_ARRAY_BUFFER, 0, particles->amount * sizeof(ParticleInstanceData3D), particle_vector.ptr());
+#endif
+ }
+
+ glEnable(GL_RASTERIZER_DISCARD);
+ _particles_update_instance_buffer(particles, axis, p_up_axis);
+ glDisable(GL_RASTERIZER_DISCARD);
+}
+
+void ParticlesStorage::_particles_update_buffers(Particles *particles) {
+ GLES3::MaterialStorage *material_storage = GLES3::MaterialStorage::get_singleton();
+ uint32_t userdata_count = 0;
+
+ if (particles->process_material.is_valid()) {
+ GLES3::ParticleProcessMaterialData *material_data = static_cast<GLES3::ParticleProcessMaterialData *>(material_storage->material_get_data(particles->process_material, RS::SHADER_PARTICLES));
+ if (material_data && material_data->shader_data->version.is_valid() && material_data->shader_data->valid) {
+ userdata_count = material_data->shader_data->userdata_count;
+ }
+ }
+
+ if (userdata_count != particles->userdata_count) {
+ // Mismatch userdata, re-create buffers.
+ _particles_free_data(particles);
+ }
+
+ if (particles->amount > 0 && particles->front_process_buffer == 0) {
+ int total_amount = particles->amount;
+
+ particles->userdata_count = userdata_count;
+
+ uint32_t xform_size = particles->mode == RS::PARTICLES_MODE_2D ? 2 : 3;
+ particles->instance_buffer_stride_cache = sizeof(float) * 4 * (xform_size + 1);
+ particles->instance_buffer_size_cache = particles->instance_buffer_stride_cache * total_amount;
+ particles->num_attrib_arrays_cache = 5 + userdata_count + (xform_size - 2);
+ particles->process_buffer_stride_cache = sizeof(float) * 4 * particles->num_attrib_arrays_cache;
+
+ int process_data_amount = 4 * particles->num_attrib_arrays_cache * total_amount;
+ float *data = memnew_arr(float, process_data_amount);
+
+ for (int i = 0; i < process_data_amount; i++) {
+ data[i] = 0;
+ }
+
+ {
+ glGenVertexArrays(1, &particles->front_vertex_array);
+ glBindVertexArray(particles->front_vertex_array);
+ glGenBuffers(1, &particles->front_process_buffer);
+ glGenBuffers(1, &particles->front_instance_buffer);
+
+ glBindBuffer(GL_ARRAY_BUFFER, particles->front_process_buffer);
+ glBufferData(GL_ARRAY_BUFFER, particles->process_buffer_stride_cache * total_amount, data, GL_DYNAMIC_COPY);
+
+ for (uint32_t j = 0; j < particles->num_attrib_arrays_cache; j++) {
+ glEnableVertexAttribArray(j);
+ glVertexAttribPointer(j, 4, GL_FLOAT, GL_FALSE, particles->process_buffer_stride_cache, CAST_INT_TO_UCHAR_PTR(sizeof(float) * 4 * j));
+ }
+ glBindVertexArray(0);
+
+ glBindBuffer(GL_ARRAY_BUFFER, particles->front_instance_buffer);
+ glBufferData(GL_ARRAY_BUFFER, particles->instance_buffer_size_cache, nullptr, GL_DYNAMIC_COPY);
+ }
+
+ {
+ glGenVertexArrays(1, &particles->back_vertex_array);
+ glBindVertexArray(particles->back_vertex_array);
+ glGenBuffers(1, &particles->back_process_buffer);
+ glGenBuffers(1, &particles->back_instance_buffer);
+
+ glBindBuffer(GL_ARRAY_BUFFER, particles->back_process_buffer);
+ glBufferData(GL_ARRAY_BUFFER, particles->process_buffer_stride_cache * total_amount, data, GL_DYNAMIC_COPY);
+
+ for (uint32_t j = 0; j < particles->num_attrib_arrays_cache; j++) {
+ glEnableVertexAttribArray(j);
+ glVertexAttribPointer(j, 4, GL_FLOAT, GL_FALSE, particles->process_buffer_stride_cache, CAST_INT_TO_UCHAR_PTR(sizeof(float) * 4 * j));
+ }
+ glBindVertexArray(0);
+
+ glBindBuffer(GL_ARRAY_BUFFER, particles->back_instance_buffer);
+ glBufferData(GL_ARRAY_BUFFER, particles->instance_buffer_size_cache, nullptr, GL_DYNAMIC_COPY);
+ }
+ glBindBuffer(GL_ARRAY_BUFFER, 0);
+
+ memdelete_arr(data);
+ }
+}
+
+void ParticlesStorage::_particles_allocate_history_buffers(Particles *particles) {
+ if (particles->sort_buffer == 0) {
+ glGenBuffers(1, &particles->last_frame_buffer);
+ glBindBuffer(GL_ARRAY_BUFFER, particles->last_frame_buffer);
+ glBufferData(GL_ARRAY_BUFFER, particles->instance_buffer_size_cache, nullptr, GL_DYNAMIC_READ);
+
+ glGenBuffers(1, &particles->sort_buffer);
+ glBindBuffer(GL_ARRAY_BUFFER, particles->sort_buffer);
+ glBufferData(GL_ARRAY_BUFFER, particles->instance_buffer_size_cache, nullptr, GL_DYNAMIC_READ);
+ particles->sort_buffer_filled = false;
+ particles->last_frame_buffer_filled = false;
+ glBindBuffer(GL_ARRAY_BUFFER, 0);
+ }
+}
+void ParticlesStorage::_particles_update_instance_buffer(Particles *particles, const Vector3 &p_axis, const Vector3 &p_up_axis) {
+ ParticlesCopyShaderGLES3::ShaderVariant variant = ParticlesCopyShaderGLES3::MODE_DEFAULT;
+
+ uint64_t specialization = 0;
+ if (particles->mode == RS::ParticlesMode::PARTICLES_MODE_3D) {
+ specialization |= ParticlesCopyShaderGLES3::MODE_3D;
+ }
+
+ bool success = particles_shader.copy_shader.version_bind_shader(particles_shader.copy_shader_version, variant, specialization);
+ if (!success) {
+ return;
+ }
+
+ // Affect 2D only.
+ if (particles->use_local_coords) {
+ // In local mode, particle positions are calculated locally (relative to the node position)
+ // and they're also drawn locally.
+ // It works as expected, so we just pass an identity transform.
+ particles_shader.copy_shader.version_set_uniform(ParticlesCopyShaderGLES3::INV_EMISSION_TRANSFORM, Transform3D(), particles_shader.copy_shader_version, variant, specialization);
+ } else {
+ // In global mode, particle positions are calculated globally (relative to the canvas origin)
+ // but they're drawn locally.
+ // So, we need to pass the inverse of the emission transform to bring the
+ // particles to local coordinates before drawing.
+ Transform3D inv = particles->emission_transform.affine_inverse();
+ particles_shader.copy_shader.version_set_uniform(ParticlesCopyShaderGLES3::INV_EMISSION_TRANSFORM, inv, particles_shader.copy_shader_version, variant, specialization);
+ }
+
+ particles_shader.copy_shader.version_set_uniform(ParticlesCopyShaderGLES3::FRAME_REMAINDER, particles->interpolate ? particles->frame_remainder : 0.0, particles_shader.copy_shader_version, variant, specialization);
+ particles_shader.copy_shader.version_set_uniform(ParticlesCopyShaderGLES3::ALIGN_MODE, uint32_t(particles->transform_align), particles_shader.copy_shader_version, variant, specialization);
+ particles_shader.copy_shader.version_set_uniform(ParticlesCopyShaderGLES3::ALIGN_UP, p_up_axis, particles_shader.copy_shader_version, variant, specialization);
+ particles_shader.copy_shader.version_set_uniform(ParticlesCopyShaderGLES3::SORT_DIRECTION, p_axis, particles_shader.copy_shader_version, variant, specialization);
+
+ glBindVertexArray(particles->back_vertex_array);
+ glBindBufferRange(GL_TRANSFORM_FEEDBACK_BUFFER, 0, particles->front_instance_buffer, 0, particles->instance_buffer_size_cache);
+ glBeginTransformFeedback(GL_POINTS);
+
+ if (particles->draw_order == RS::PARTICLES_DRAW_ORDER_LIFETIME) {
+ uint32_t lifetime_split = MIN(particles->amount * particles->phase, particles->amount - 1);
+ uint32_t stride = particles->process_buffer_stride_cache;
+
+ glBindBuffer(GL_ARRAY_BUFFER, particles->back_process_buffer);
+
+ // Offset VBO so you render starting at the newest particle.
+ if (particles->amount - lifetime_split > 0) {
+ glEnableVertexAttribArray(0); // Color.
+ glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(stride * lifetime_split + sizeof(float) * 4 * 0));
+ glEnableVertexAttribArray(1); // .xyz: velocity. .z: flags.
+ glVertexAttribPointer(1, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(stride * lifetime_split + sizeof(float) * 4 * 1));
+ glEnableVertexAttribArray(2); // Custom.
+ glVertexAttribPointer(2, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(stride * lifetime_split + sizeof(float) * 4 * 2));
+ glEnableVertexAttribArray(3); // Xform1.
+ glVertexAttribPointer(3, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(stride * lifetime_split + sizeof(float) * 4 * 3));
+ glEnableVertexAttribArray(4); // Xform2.
+ glVertexAttribPointer(4, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(stride * lifetime_split + sizeof(float) * 4 * 4));
+ if (particles->mode == RS::PARTICLES_MODE_3D) {
+ glEnableVertexAttribArray(5); // Xform3.
+ glVertexAttribPointer(5, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(stride * lifetime_split + sizeof(float) * 4 * 5));
+ }
+
+ uint32_t to_draw = particles->amount - lifetime_split;
+ glDrawArrays(GL_POINTS, 0, to_draw);
+ }
+
+ // Then render from index 0 up intil the newest particle.
+ if (lifetime_split > 0) {
+ glEndTransformFeedback();
+ // Now output to the second portion of the instance buffer.
+ glBindBufferRange(GL_TRANSFORM_FEEDBACK_BUFFER, 0, particles->front_instance_buffer, particles->instance_buffer_stride_cache * (particles->amount - lifetime_split), particles->instance_buffer_stride_cache * (lifetime_split));
+ glBeginTransformFeedback(GL_POINTS);
+ // Reset back to normal.
+ for (uint32_t j = 0; j < particles->num_attrib_arrays_cache; j++) {
+ glEnableVertexAttribArray(j);
+ glVertexAttribPointer(j, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(sizeof(float) * 4 * j));
+ }
+
+ glDrawArrays(GL_POINTS, 0, lifetime_split);
+ }
+ } else {
+ glDrawArrays(GL_POINTS, 0, particles->amount);
+ }
+
+ glEndTransformFeedback();
+ glBindBufferRange(GL_TRANSFORM_FEEDBACK_BUFFER, 0, 0, 0, 0);
+ glBindVertexArray(0);
+ glBindBuffer(GL_ARRAY_BUFFER, 0);
}
void ParticlesStorage::update_particles() {
+ glEnable(GL_RASTERIZER_DISCARD);
+
+ GLuint global_buffer = GLES3::MaterialStorage::get_singleton()->global_shader_parameters_get_uniform_buffer();
+
+ glBindBufferBase(GL_UNIFORM_BUFFER, PARTICLES_GLOBALS_UNIFORM_LOCATION, global_buffer);
+ glBindBuffer(GL_UNIFORM_BUFFER, 0);
+
+ while (particle_update_list) {
+ // Use transform feedback to process particles.
+
+ Particles *particles = particle_update_list;
+
+ particle_update_list = particles->update_list;
+ particles->update_list = nullptr;
+ particles->dirty = false;
+
+ _particles_update_buffers(particles);
+
+ if (particles->restart_request) {
+ particles->prev_ticks = 0;
+ particles->phase = 0;
+ particles->prev_phase = 0;
+ particles->clear = true;
+ particles->restart_request = false;
+ }
+
+ if (particles->inactive && !particles->emitting) {
+ //go next
+ continue;
+ }
+
+ if (particles->emitting) {
+ if (particles->inactive) {
+ //restart system from scratch
+ particles->prev_ticks = 0;
+ particles->phase = 0;
+ particles->prev_phase = 0;
+ particles->clear = true;
+ }
+ particles->inactive = false;
+ particles->inactive_time = 0;
+ } else {
+ particles->inactive_time += particles->speed_scale * RSG::rasterizer->get_frame_delta_time();
+ if (particles->inactive_time > particles->lifetime * 1.2) {
+ particles->inactive = true;
+ continue;
+ }
+ }
+
+ // Copy the instance buffer that was last used into the last_frame buffer.
+ // sort_buffer should now be 2 frames out of date.
+ if (particles->draw_order == RS::PARTICLES_DRAW_ORDER_VIEW_DEPTH || particles->draw_order == RS::PARTICLES_DRAW_ORDER_REVERSE_LIFETIME) {
+ _particles_allocate_history_buffers(particles);
+ SWAP(particles->last_frame_buffer, particles->sort_buffer);
+
+ glBindBuffer(GL_COPY_READ_BUFFER, particles->back_instance_buffer);
+ glBindBuffer(GL_COPY_WRITE_BUFFER, particles->last_frame_buffer);
+ glCopyBufferSubData(GL_COPY_READ_BUFFER, GL_COPY_WRITE_BUFFER, 0, 0, particles->instance_buffer_size_cache);
+
+ // Last frame's last_frame turned into this frame's sort buffer.
+ particles->sort_buffer_filled = particles->last_frame_buffer_filled;
+ particles->sort_buffer_phase = particles->last_frame_phase;
+ particles->last_frame_buffer_filled = true;
+ particles->last_frame_phase = particles->phase;
+ glBindBuffer(GL_COPY_READ_BUFFER, 0);
+ glBindBuffer(GL_COPY_WRITE_BUFFER, 0);
+ }
+
+ int fixed_fps = 0;
+ if (particles->fixed_fps > 0) {
+ fixed_fps = particles->fixed_fps;
+ }
+
+ bool zero_time_scale = Engine::get_singleton()->get_time_scale() <= 0.0;
+
+ if (particles->clear && particles->pre_process_time > 0.0) {
+ double frame_time;
+ if (fixed_fps > 0) {
+ frame_time = 1.0 / fixed_fps;
+ } else {
+ frame_time = 1.0 / 30.0;
+ }
+
+ double todo = particles->pre_process_time;
+
+ while (todo >= 0) {
+ _particles_process(particles, frame_time);
+ todo -= frame_time;
+ }
+ }
+
+ if (fixed_fps > 0) {
+ double frame_time;
+ double decr;
+ if (zero_time_scale) {
+ frame_time = 0.0;
+ decr = 1.0 / fixed_fps;
+ } else {
+ frame_time = 1.0 / fixed_fps;
+ decr = frame_time;
+ }
+ double delta = RSG::rasterizer->get_frame_delta_time();
+ if (delta > 0.1) { //avoid recursive stalls if fps goes below 10
+ delta = 0.1;
+ } else if (delta <= 0.0) { //unlikely but..
+ delta = 0.001;
+ }
+ double todo = particles->frame_remainder + delta;
+
+ while (todo >= frame_time) {
+ _particles_process(particles, frame_time);
+ todo -= decr;
+ }
+
+ particles->frame_remainder = todo;
+
+ } else {
+ if (zero_time_scale) {
+ _particles_process(particles, 0.0);
+ } else {
+ _particles_process(particles, RSG::rasterizer->get_frame_delta_time());
+ }
+ }
+
+ // Copy particles to instance buffer and pack Color/Custom.
+ // We don't have camera information here, so don't copy here if we need camera information for view depth or align mode.
+ if (particles->draw_order != RS::PARTICLES_DRAW_ORDER_VIEW_DEPTH && particles->transform_align != RS::PARTICLES_TRANSFORM_ALIGN_Z_BILLBOARD && particles->transform_align != RS::PARTICLES_TRANSFORM_ALIGN_Z_BILLBOARD_Y_TO_VELOCITY) {
+ _particles_update_instance_buffer(particles, Vector3(0.0, 0.0, 0.0), Vector3(0.0, 0.0, 0.0));
+
+ if (particles->draw_order == RS::PARTICLES_DRAW_ORDER_REVERSE_LIFETIME && particles->sort_buffer_filled) {
+ if (particles->mode == RS::ParticlesMode::PARTICLES_MODE_2D) {
+ _particles_reverse_lifetime_sort<ParticleInstanceData2D>(particles);
+ } else {
+ _particles_reverse_lifetime_sort<ParticleInstanceData3D>(particles);
+ }
+ }
+ }
+
+ SWAP(particles->front_instance_buffer, particles->back_instance_buffer);
+
+ // At the end of update, the back_buffer contains the most up-to-date-information to read from.
+
+ particles->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_AABB);
+ }
+
+ glDisable(GL_RASTERIZER_DISCARD);
+}
+
+template <typename ParticleInstanceData>
+void ParticlesStorage::_particles_reverse_lifetime_sort(Particles *particles) {
+ glBindBuffer(GL_ARRAY_BUFFER, particles->sort_buffer);
+
+ ParticleInstanceData *particle_array;
+ uint32_t buffer_size = particles->amount * sizeof(ParticleInstanceData);
+#ifndef __EMSCRIPTEN__
+ particle_array = static_cast<ParticleInstanceData *>(glMapBufferRange(GL_ARRAY_BUFFER, 0, buffer_size, GL_MAP_READ_BIT | GL_MAP_WRITE_BIT));
+
+ ERR_FAIL_NULL(particle_array);
+#else
+ LocalVector<ParticleInstanceData> particle_vector;
+ particle_vector.resize(particles->amount);
+ particle_array = particle_vector.ptr();
+ glGetBufferSubData(GL_ARRAY_BUFFER, 0, buffer_size, particle_array);
+#endif
+
+ uint32_t lifetime_split = MIN(particles->amount * particles->sort_buffer_phase, particles->amount - 1);
+
+ for (uint32_t i = 0; i < lifetime_split / 2; i++) {
+ SWAP(particle_array[i], particle_array[lifetime_split - i]);
+ }
+
+ for (uint32_t i = 0; i < (particles->amount - lifetime_split) / 2; i++) {
+ SWAP(particle_array[lifetime_split + i + 1], particle_array[particles->amount - 1 - i]);
+ }
+
+#ifndef __EMSCRIPTEN__
+ glUnmapBuffer(GL_ARRAY_BUFFER);
+#else
+ glBufferSubData(GL_ARRAY_BUFFER, 0, buffer_size, particle_vector.ptr());
+#endif
+ glBindBuffer(GL_ARRAY_BUFFER, 0);
+}
+
+Dependency *ParticlesStorage::particles_get_dependency(RID p_particles) const {
+ Particles *particles = particles_owner.get_or_null(p_particles);
+ ERR_FAIL_NULL_V(particles, nullptr);
+
+ return &particles->dependency;
}
bool ParticlesStorage::particles_is_inactive(RID p_particles) const {
- return false;
+ ERR_FAIL_COND_V_MSG(RSG::threaded, false, "This function should never be used with threaded rendering, as it stalls the renderer.");
+ const Particles *particles = particles_owner.get_or_null(p_particles);
+ ERR_FAIL_COND_V(!particles, false);
+ return !particles->emitting && particles->inactive;
}
-/* PARTICLES COLLISION */
+/* PARTICLES COLLISION API */
RID ParticlesStorage::particles_collision_allocate() {
- return RID();
+ return particles_collision_owner.allocate_rid();
}
-
void ParticlesStorage::particles_collision_initialize(RID p_rid) {
+ particles_collision_owner.initialize_rid(p_rid, ParticlesCollision());
}
void ParticlesStorage::particles_collision_free(RID p_rid) {
+ ParticlesCollision *particles_collision = particles_collision_owner.get_or_null(p_rid);
+
+ if (particles_collision->heightfield_texture != 0) {
+ glDeleteTextures(1, &particles_collision->heightfield_texture);
+ particles_collision->heightfield_texture = 0;
+ glDeleteFramebuffers(1, &particles_collision->heightfield_fb);
+ particles_collision->heightfield_fb = 0;
+ }
+ particles_collision->dependency.deleted_notify(p_rid);
+ particles_collision_owner.free(p_rid);
+}
+
+GLuint ParticlesStorage::particles_collision_get_heightfield_framebuffer(RID p_particles_collision) const {
+ ParticlesCollision *particles_collision = particles_collision_owner.get_or_null(p_particles_collision);
+ ERR_FAIL_COND_V(!particles_collision, 0);
+ ERR_FAIL_COND_V(particles_collision->type != RS::PARTICLES_COLLISION_TYPE_HEIGHTFIELD_COLLIDE, 0);
+
+ if (particles_collision->heightfield_texture == 0) {
+ //create
+ const int resolutions[RS::PARTICLES_COLLISION_HEIGHTFIELD_RESOLUTION_MAX] = { 256, 512, 1024, 2048, 4096, 8192 };
+ Size2i size;
+ if (particles_collision->extents.x > particles_collision->extents.z) {
+ size.x = resolutions[particles_collision->heightfield_resolution];
+ size.y = int32_t(particles_collision->extents.z / particles_collision->extents.x * size.x);
+ } else {
+ size.y = resolutions[particles_collision->heightfield_resolution];
+ size.x = int32_t(particles_collision->extents.x / particles_collision->extents.z * size.y);
+ }
+
+ glGenTextures(1, &particles_collision->heightfield_texture);
+ glActiveTexture(GL_TEXTURE0);
+ glBindTexture(GL_TEXTURE_2D, particles_collision->heightfield_texture);
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT32F, size.x, size.y, 0, GL_DEPTH_COMPONENT, GL_FLOAT, nullptr);
+
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 1);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+
+ glGenFramebuffers(1, &particles_collision->heightfield_fb);
+ glBindFramebuffer(GL_FRAMEBUFFER, particles_collision->heightfield_fb);
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, particles_collision->heightfield_texture, 0);
+#ifdef DEBUG_ENABLED
+ GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
+ if (status != GL_FRAMEBUFFER_COMPLETE) {
+ WARN_PRINT("Could create heightmap texture status: " + GLES3::TextureStorage::get_singleton()->get_framebuffer_error(status));
+ }
+#endif
+ particles_collision->heightfield_fb_size = size;
+
+ glBindTexture(GL_TEXTURE_2D, 0);
+ glBindFramebuffer(GL_FRAMEBUFFER, 0);
+ }
+
+ return particles_collision->heightfield_fb;
}
void ParticlesStorage::particles_collision_set_collision_type(RID p_particles_collision, RS::ParticlesCollisionType p_type) {
+ ParticlesCollision *particles_collision = particles_collision_owner.get_or_null(p_particles_collision);
+ ERR_FAIL_COND(!particles_collision);
+
+ if (p_type == particles_collision->type) {
+ return;
+ }
+
+ if (particles_collision->heightfield_texture != 0) {
+ glDeleteTextures(1, &particles_collision->heightfield_texture);
+ particles_collision->heightfield_texture = 0;
+ glDeleteFramebuffers(1, &particles_collision->heightfield_fb);
+ particles_collision->heightfield_fb = 0;
+ }
+
+ particles_collision->type = p_type;
+ particles_collision->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_AABB);
}
void ParticlesStorage::particles_collision_set_cull_mask(RID p_particles_collision, uint32_t p_cull_mask) {
+ ParticlesCollision *particles_collision = particles_collision_owner.get_or_null(p_particles_collision);
+ ERR_FAIL_COND(!particles_collision);
+ particles_collision->cull_mask = p_cull_mask;
}
void ParticlesStorage::particles_collision_set_sphere_radius(RID p_particles_collision, real_t p_radius) {
+ ParticlesCollision *particles_collision = particles_collision_owner.get_or_null(p_particles_collision);
+ ERR_FAIL_COND(!particles_collision);
+
+ particles_collision->radius = p_radius;
+ particles_collision->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_AABB);
}
void ParticlesStorage::particles_collision_set_box_extents(RID p_particles_collision, const Vector3 &p_extents) {
+ ParticlesCollision *particles_collision = particles_collision_owner.get_or_null(p_particles_collision);
+ ERR_FAIL_COND(!particles_collision);
+
+ particles_collision->extents = p_extents;
+ particles_collision->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_AABB);
}
void ParticlesStorage::particles_collision_set_attractor_strength(RID p_particles_collision, real_t p_strength) {
+ ParticlesCollision *particles_collision = particles_collision_owner.get_or_null(p_particles_collision);
+ ERR_FAIL_COND(!particles_collision);
+
+ particles_collision->attractor_strength = p_strength;
}
void ParticlesStorage::particles_collision_set_attractor_directionality(RID p_particles_collision, real_t p_directionality) {
+ ParticlesCollision *particles_collision = particles_collision_owner.get_or_null(p_particles_collision);
+ ERR_FAIL_COND(!particles_collision);
+
+ particles_collision->attractor_directionality = p_directionality;
}
void ParticlesStorage::particles_collision_set_attractor_attenuation(RID p_particles_collision, real_t p_curve) {
+ ParticlesCollision *particles_collision = particles_collision_owner.get_or_null(p_particles_collision);
+ ERR_FAIL_COND(!particles_collision);
+
+ particles_collision->attractor_attenuation = p_curve;
}
void ParticlesStorage::particles_collision_set_field_texture(RID p_particles_collision, RID p_texture) {
+ WARN_PRINT_ONCE("The OpenGL 3 renderer does not support SDF collisions in 3D particle shaders");
}
void ParticlesStorage::particles_collision_height_field_update(RID p_particles_collision) {
+ ParticlesCollision *particles_collision = particles_collision_owner.get_or_null(p_particles_collision);
+ ERR_FAIL_COND(!particles_collision);
+ particles_collision->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_AABB);
}
void ParticlesStorage::particles_collision_set_height_field_resolution(RID p_particles_collision, RS::ParticlesCollisionHeightfieldResolution p_resolution) {
+ ParticlesCollision *particles_collision = particles_collision_owner.get_or_null(p_particles_collision);
+ ERR_FAIL_COND(!particles_collision);
+ ERR_FAIL_INDEX(p_resolution, RS::PARTICLES_COLLISION_HEIGHTFIELD_RESOLUTION_MAX);
+
+ if (particles_collision->heightfield_resolution == p_resolution) {
+ return;
+ }
+
+ particles_collision->heightfield_resolution = p_resolution;
+
+ if (particles_collision->heightfield_texture != 0) {
+ glDeleteTextures(1, &particles_collision->heightfield_texture);
+ particles_collision->heightfield_texture = 0;
+ glDeleteFramebuffers(1, &particles_collision->heightfield_fb);
+ particles_collision->heightfield_fb = 0;
+ }
}
AABB ParticlesStorage::particles_collision_get_aabb(RID p_particles_collision) const {
- return AABB();
+ ParticlesCollision *particles_collision = particles_collision_owner.get_or_null(p_particles_collision);
+ ERR_FAIL_COND_V(!particles_collision, AABB());
+
+ switch (particles_collision->type) {
+ case RS::PARTICLES_COLLISION_TYPE_SPHERE_ATTRACT:
+ case RS::PARTICLES_COLLISION_TYPE_SPHERE_COLLIDE: {
+ AABB aabb;
+ aabb.position = -Vector3(1, 1, 1) * particles_collision->radius;
+ aabb.size = Vector3(2, 2, 2) * particles_collision->radius;
+ return aabb;
+ }
+ default: {
+ AABB aabb;
+ aabb.position = -particles_collision->extents;
+ aabb.size = particles_collision->extents * 2;
+ return aabb;
+ }
+ }
+}
+
+Vector3 ParticlesStorage::particles_collision_get_extents(RID p_particles_collision) const {
+ const ParticlesCollision *particles_collision = particles_collision_owner.get_or_null(p_particles_collision);
+ ERR_FAIL_COND_V(!particles_collision, Vector3());
+ return particles_collision->extents;
}
bool ParticlesStorage::particles_collision_is_heightfield(RID p_particles_collision) const {
- return false;
+ const ParticlesCollision *particles_collision = particles_collision_owner.get_or_null(p_particles_collision);
+ ERR_FAIL_COND_V(!particles_collision, false);
+ return particles_collision->type == RS::PARTICLES_COLLISION_TYPE_HEIGHTFIELD_COLLIDE;
}
-RID ParticlesStorage::particles_collision_get_heightfield_framebuffer(RID p_particles_collision) const {
- return RID();
+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) {
- return RID();
+ ParticlesCollisionInstance pci;
+ pci.collision = p_collision;
+ return particles_collision_instance_owner.make_rid(pci);
}
void ParticlesStorage::particles_collision_instance_free(RID p_rid) {
+ particles_collision_instance_owner.free(p_rid);
}
void ParticlesStorage::particles_collision_instance_set_transform(RID p_collision_instance, const Transform3D &p_transform) {
+ ParticlesCollisionInstance *pci = particles_collision_instance_owner.get_or_null(p_collision_instance);
+ ERR_FAIL_COND(!pci);
+ pci->transform = p_transform;
}
void ParticlesStorage::particles_collision_instance_set_active(RID p_collision_instance, bool p_active) {
+ ParticlesCollisionInstance *pci = particles_collision_instance_owner.get_or_null(p_collision_instance);
+ ERR_FAIL_COND(!pci);
+ pci->active = p_active;
}
#endif // GLES3_ENABLED
diff --git a/drivers/gles3/storage/particles_storage.h b/drivers/gles3/storage/particles_storage.h
index 84d1f94d8c..434718006e 100644
--- a/drivers/gles3/storage/particles_storage.h
+++ b/drivers/gles3/storage/particles_storage.h
@@ -33,25 +33,283 @@
#ifdef GLES3_ENABLED
+#include "../shaders/particles_copy.glsl.gen.h"
#include "core/templates/local_vector.h"
#include "core/templates/rid_owner.h"
#include "core/templates/self_list.h"
#include "servers/rendering/storage/particles_storage.h"
+#include "servers/rendering/storage/utilities.h"
+
+#include "platform_config.h"
+#ifndef OPENGL_INCLUDE_H
+#include <GLES3/gl3.h>
+#else
+#include OPENGL_INCLUDE_H
+#endif
namespace GLES3 {
+enum ParticlesUniformLocation {
+ PARTICLES_FRAME_UNIFORM_LOCATION,
+ PARTICLES_GLOBALS_UNIFORM_LOCATION,
+ PARTICLES_MATERIAL_UNIFORM_LOCATION,
+};
+
class ParticlesStorage : public RendererParticlesStorage {
private:
static ParticlesStorage *singleton;
+ /* PARTICLES */
+
+ struct ParticleInstanceData3D {
+ float xform[12];
+ float color[2]; // Color and custom are packed together into one vec4;
+ float custom[2];
+ };
+
+ struct ParticleInstanceData2D {
+ float xform[8];
+ float color[2]; // Color and custom are packed together into one vec4;
+ float custom[2];
+ };
+
+ struct ParticlesViewSort {
+ Vector3 z_dir;
+ bool operator()(const ParticleInstanceData3D &p_a, const ParticleInstanceData3D &p_b) const {
+ return z_dir.dot(Vector3(p_a.xform[3], p_a.xform[7], p_a.xform[11])) < z_dir.dot(Vector3(p_b.xform[3], p_b.xform[7], p_b.xform[11]));
+ }
+ };
+
+ struct ParticlesFrameParams {
+ enum {
+ MAX_ATTRACTORS = 32,
+ MAX_COLLIDERS = 32,
+ MAX_3D_TEXTURES = 0 // GLES3 renderer doesn't support using 3D textures for flow field or collisions.
+ };
+
+ enum AttractorType {
+ ATTRACTOR_TYPE_SPHERE,
+ ATTRACTOR_TYPE_BOX,
+ ATTRACTOR_TYPE_VECTOR_FIELD,
+ };
+
+ struct Attractor {
+ float transform[16];
+ float extents[4]; // Extents or radius. w-channel is padding.
+
+ uint32_t type;
+ float strength;
+ float attenuation;
+ float directionality;
+ };
+
+ enum CollisionType {
+ COLLISION_TYPE_SPHERE,
+ COLLISION_TYPE_BOX,
+ COLLISION_TYPE_SDF,
+ COLLISION_TYPE_HEIGHT_FIELD,
+ COLLISION_TYPE_2D_SDF,
+
+ };
+
+ struct Collider {
+ float transform[16];
+ float extents[4]; // Extents or radius. w-channel is padding.
+
+ uint32_t type;
+ float scale;
+ float pad0;
+ float pad1;
+ };
+
+ uint32_t emitting;
+ uint32_t cycle;
+ float system_phase;
+ float prev_system_phase;
+
+ float explosiveness;
+ float randomness;
+ float time;
+ float delta;
+
+ float particle_size;
+ float pad0;
+ float pad1;
+ float pad2;
+
+ uint32_t random_seed;
+ uint32_t attractor_count;
+ uint32_t collider_count;
+ uint32_t frame;
+
+ float emission_transform[16];
+
+ Attractor attractors[MAX_ATTRACTORS];
+ Collider colliders[MAX_COLLIDERS];
+ };
+
+ struct Particles {
+ RS::ParticlesMode mode = RS::PARTICLES_MODE_3D;
+ bool inactive = true;
+ double inactive_time = 0.0;
+ bool emitting = false;
+ bool one_shot = false;
+ int amount = 0;
+ double lifetime = 1.0;
+ double pre_process_time = 0.0;
+ real_t explosiveness = 0.0;
+ real_t randomness = 0.0;
+ bool restart_request = false;
+ AABB custom_aabb = AABB(Vector3(-4, -4, -4), Vector3(8, 8, 8));
+ bool use_local_coords = false;
+ bool has_collision_cache = false;
+
+ bool has_sdf_collision = false;
+ Transform2D sdf_collision_transform;
+ Rect2 sdf_collision_to_screen;
+ GLuint sdf_collision_texture = 0;
+
+ RID process_material;
+ uint32_t frame_counter = 0;
+ RS::ParticlesTransformAlign transform_align = RS::PARTICLES_TRANSFORM_ALIGN_DISABLED;
+
+ RS::ParticlesDrawOrder draw_order = RS::PARTICLES_DRAW_ORDER_INDEX;
+
+ Vector<RID> draw_passes;
+
+ GLuint frame_params_ubo = 0;
+
+ // We may process particles multiple times each frame (if they have a fixed FPS higher than the game FPS).
+ // Unfortunately, this means we can't just use a round-robin system of 3 buffers.
+ // To ensure the sort buffer is accurate, we copy the last frame instance buffer just before processing.
+
+ // Transform Feedback buffer and VAO for rendering.
+ // Each frame we render to this one.
+ GLuint front_vertex_array = 0; // Binds process buffer. Used for processing.
+ GLuint front_process_buffer = 0; // Transform + color + custom data + userdata + velocity + flags. Only needed for processing.
+ GLuint front_instance_buffer = 0; // Transform + color + custom data. In packed format needed for rendering.
+
+ // VAO for transform feedback, contains last frame's data.
+ // Read from this one for particles process and then copy to last frame buffer.
+ GLuint back_vertex_array = 0; // Binds process buffer. Used for processing.
+ GLuint back_process_buffer = 0; // Transform + color + custom data + userdata + velocity + flags. Only needed for processing.
+ GLuint back_instance_buffer = 0; // Transform + color + custom data. In packed format needed for rendering.
+
+ uint32_t instance_buffer_size_cache = 0;
+ uint32_t instance_buffer_stride_cache = 0;
+ uint32_t num_attrib_arrays_cache = 0;
+ uint32_t process_buffer_stride_cache = 0;
+
+ // Only ever copied to, holds last frame's instance data, then swaps with sort_buffer.
+ GLuint last_frame_buffer = 0;
+ bool last_frame_buffer_filled = false;
+ float last_frame_phase = 0.0;
+
+ // The frame-before-last's instance buffer.
+ // Use this to copy data back for sorting or computing AABB.
+ GLuint sort_buffer = 0;
+ bool sort_buffer_filled = false;
+ float sort_buffer_phase = 0.0;
+
+ uint32_t userdata_count = 0;
+
+ bool dirty = false;
+ Particles *update_list = nullptr;
+
+ double phase = 0.0;
+ double prev_phase = 0.0;
+ uint64_t prev_ticks = 0;
+ uint32_t random_seed = 0;
+
+ uint32_t cycle_number = 0;
+
+ double speed_scale = 1.0;
+
+ int fixed_fps = 30;
+ bool interpolate = true;
+ bool fractional_delta = false;
+ double frame_remainder = 0;
+ real_t collision_base_size = 0.01;
+
+ bool clear = true;
+
+ Transform3D emission_transform;
+
+ HashSet<RID> collisions;
+
+ Dependency dependency;
+
+ double trail_length = 1.0;
+ bool trails_enabled = false;
+
+ Particles() {
+ }
+ };
+
+ void _particles_process(Particles *p_particles, double p_delta);
+ void _particles_free_data(Particles *particles);
+ void _particles_update_buffers(Particles *particles);
+ void _particles_allocate_history_buffers(Particles *particles);
+ void _particles_update_instance_buffer(Particles *particles, const Vector3 &p_axis, const Vector3 &p_up_axis);
+
+ template <typename T>
+ void _particles_reverse_lifetime_sort(Particles *particles);
+
+ struct ParticlesShader {
+ RID default_shader;
+ RID default_material;
+ RID default_shader_version;
+
+ ParticlesCopyShaderGLES3 copy_shader;
+ RID copy_shader_version;
+ } particles_shader;
+
+ Particles *particle_update_list = nullptr;
+
+ mutable RID_Owner<Particles, true> particles_owner;
+
+ /* Particles Collision */
+
+ struct ParticlesCollision {
+ RS::ParticlesCollisionType type = RS::PARTICLES_COLLISION_TYPE_SPHERE_ATTRACT;
+ uint32_t cull_mask = 0xFFFFFFFF;
+ float radius = 1.0;
+ Vector3 extents = Vector3(1, 1, 1);
+ float attractor_strength = 1.0;
+ float attractor_attenuation = 1.0;
+ float attractor_directionality = 0.0;
+ GLuint field_texture = 0;
+ GLuint heightfield_texture = 0;
+ GLuint heightfield_fb = 0;
+ Size2i heightfield_fb_size;
+
+ RS::ParticlesCollisionHeightfieldResolution heightfield_resolution = RS::PARTICLES_COLLISION_HEIGHTFIELD_RESOLUTION_1024;
+
+ Dependency dependency;
+ };
+
+ struct ParticlesCollisionInstance {
+ RID collision;
+ Transform3D transform;
+ bool active = false;
+ };
+
+ mutable RID_Owner<ParticlesCollision, true> particles_collision_owner;
+
+ mutable RID_Owner<ParticlesCollisionInstance> particles_collision_instance_owner;
+
public:
static ParticlesStorage *get_singleton();
ParticlesStorage();
virtual ~ParticlesStorage();
+ bool free(RID p_rid);
+
/* PARTICLES */
+ bool owns_particles(RID p_rid) { return particles_owner.owns(p_rid); }
+
virtual RID particles_allocate() override;
virtual void particles_initialize(RID p_rid) override;
virtual void particles_free(RID p_rid) override;
@@ -102,12 +360,51 @@ public:
virtual void particles_add_collision(RID p_particles, RID p_instance) override;
virtual void particles_remove_collision(RID p_particles, RID p_instance) override;
- 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) override;
+ void particles_set_canvas_sdf_collision(RID p_particles, bool p_enable, const Transform2D &p_xform, const Rect2 &p_to_screen, GLuint p_texture);
virtual void update_particles() override;
virtual bool particles_is_inactive(RID p_particles) const override;
+ _FORCE_INLINE_ RS::ParticlesMode particles_get_mode(RID p_particles) {
+ Particles *particles = particles_owner.get_or_null(p_particles);
+ ERR_FAIL_COND_V(!particles, RS::PARTICLES_MODE_2D);
+ return particles->mode;
+ }
+
+ _FORCE_INLINE_ uint32_t particles_get_amount(RID p_particles) {
+ Particles *particles = particles_owner.get_or_null(p_particles);
+ ERR_FAIL_COND_V(!particles, 0);
+
+ return particles->amount;
+ }
+
+ _FORCE_INLINE_ GLuint particles_get_gl_buffer(RID p_particles) {
+ Particles *particles = particles_owner.get_or_null(p_particles);
+
+ if ((particles->draw_order == RS::PARTICLES_DRAW_ORDER_VIEW_DEPTH || particles->draw_order == RS::PARTICLES_DRAW_ORDER_REVERSE_LIFETIME) && particles->sort_buffer_filled) {
+ return particles->sort_buffer;
+ }
+ return particles->back_instance_buffer;
+ }
+
+ _FORCE_INLINE_ bool particles_has_collision(RID p_particles) {
+ Particles *particles = particles_owner.get_or_null(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.get_or_null(p_particles);
+ ERR_FAIL_COND_V(!particles, false);
+
+ return particles->use_local_coords;
+ }
+
+ Dependency *particles_get_dependency(RID p_particles) const;
+
/* PARTICLES COLLISION */
+ bool owns_particles_collision(RID p_rid) { return particles_collision_owner.owns(p_rid); }
virtual RID particles_collision_allocate() override;
virtual void particles_collision_initialize(RID p_rid) override;
@@ -124,8 +421,22 @@ public:
virtual void particles_collision_height_field_update(RID p_particles_collision) override;
virtual void particles_collision_set_height_field_resolution(RID p_particles_collision, RS::ParticlesCollisionHeightfieldResolution p_resolution) override;
virtual AABB particles_collision_get_aabb(RID p_particles_collision) const override;
+ Vector3 particles_collision_get_extents(RID p_particles_collision) const;
virtual bool particles_collision_is_heightfield(RID p_particles_collision) const override;
- virtual RID particles_collision_get_heightfield_framebuffer(RID p_particles_collision) const override;
+ GLuint particles_collision_get_heightfield_framebuffer(RID p_particles_collision) const;
+
+ _FORCE_INLINE_ Size2i particles_collision_get_heightfield_size(RID p_particles_collision) const {
+ ParticlesCollision *particles_collision = particles_collision_owner.get_or_null(p_particles_collision);
+ ERR_FAIL_COND_V(!particles_collision, Size2i());
+ ERR_FAIL_COND_V(particles_collision->type != RS::PARTICLES_COLLISION_TYPE_HEIGHTFIELD_COLLIDE, Size2i());
+
+ return particles_collision->heightfield_fb_size;
+ }
+
+ Dependency *particles_collision_get_dependency(RID p_particles) const;
+
+ /* PARTICLES COLLISION INSTANCE*/
+ bool owns_particles_collision_instance(RID p_rid) { return particles_collision_instance_owner.owns(p_rid); }
virtual RID particles_collision_instance_create(RID p_collision) override;
virtual void particles_collision_instance_free(RID p_rid) override;
diff --git a/drivers/gles3/storage/texture_storage.cpp b/drivers/gles3/storage/texture_storage.cpp
index 51e22fe779..15743c2d78 100644
--- a/drivers/gles3/storage/texture_storage.cpp
+++ b/drivers/gles3/storage/texture_storage.cpp
@@ -251,6 +251,8 @@ void TextureStorage::canvas_texture_free(RID p_rid) {
void TextureStorage::canvas_texture_set_channel(RID p_canvas_texture, RS::CanvasTextureChannel p_channel, RID p_texture) {
CanvasTexture *ct = canvas_texture_owner.get_or_null(p_canvas_texture);
+ ERR_FAIL_NULL(ct);
+
switch (p_channel) {
case RS::CANVAS_TEXTURE_CHANNEL_DIFFUSE: {
ct->diffuse = p_texture;
@@ -266,6 +268,8 @@ void TextureStorage::canvas_texture_set_channel(RID p_canvas_texture, RS::Canvas
void TextureStorage::canvas_texture_set_shading_parameters(RID p_canvas_texture, const Color &p_specular_color, float p_shininess) {
CanvasTexture *ct = canvas_texture_owner.get_or_null(p_canvas_texture);
+ ERR_FAIL_NULL(ct);
+
ct->specular_color.r = p_specular_color.r;
ct->specular_color.g = p_specular_color.g;
ct->specular_color.b = p_specular_color.b;
@@ -274,11 +278,15 @@ void TextureStorage::canvas_texture_set_shading_parameters(RID p_canvas_texture,
void TextureStorage::canvas_texture_set_texture_filter(RID p_canvas_texture, RS::CanvasItemTextureFilter p_filter) {
CanvasTexture *ct = canvas_texture_owner.get_or_null(p_canvas_texture);
+ ERR_FAIL_NULL(ct);
+
ct->texture_filter = p_filter;
}
void TextureStorage::canvas_texture_set_texture_repeat(RID p_canvas_texture, RS::CanvasItemTextureRepeat p_repeat) {
CanvasTexture *ct = canvas_texture_owner.get_or_null(p_canvas_texture);
+ ERR_FAIL_NULL(ct);
+
ct->texture_repeat = p_repeat;
}
@@ -647,7 +655,7 @@ void TextureStorage::texture_2d_initialize(RID p_texture, const Ref<Image> &p_im
texture.height = p_image->get_height();
texture.alloc_width = texture.width;
texture.alloc_height = texture.height;
- texture.mipmaps = p_image->get_mipmap_count();
+ texture.mipmaps = p_image->get_mipmap_count() + 1;
texture.format = p_image->get_format();
texture.type = Texture::TYPE_2D;
texture.target = GL_TEXTURE_2D;
@@ -2215,7 +2223,11 @@ void TextureStorage::render_target_sdf_process(RID p_render_target) {
// Load
CanvasSdfShaderGLES3::ShaderVariant variant = shrink ? CanvasSdfShaderGLES3::MODE_LOAD_SHRINK : CanvasSdfShaderGLES3::MODE_LOAD;
- sdf_shader.shader.version_bind_shader(sdf_shader.shader_version, variant);
+ bool success = sdf_shader.shader.version_bind_shader(sdf_shader.shader_version, variant);
+ if (!success) {
+ return;
+ }
+
sdf_shader.shader.version_set_uniform(CanvasSdfShaderGLES3::BASE_SIZE, r.size, sdf_shader.shader_version, variant);
sdf_shader.shader.version_set_uniform(CanvasSdfShaderGLES3::SIZE, size, sdf_shader.shader_version, variant);
sdf_shader.shader.version_set_uniform(CanvasSdfShaderGLES3::STRIDE, 0, sdf_shader.shader_version, variant);
@@ -2236,7 +2248,11 @@ void TextureStorage::render_target_sdf_process(RID p_render_target) {
int stride = nearest_power_of_2_templated(MAX(size.width, size.height) / 2);
variant = CanvasSdfShaderGLES3::MODE_PROCESS;
- sdf_shader.shader.version_bind_shader(sdf_shader.shader_version, variant);
+ success = sdf_shader.shader.version_bind_shader(sdf_shader.shader_version, variant);
+ if (!success) {
+ return;
+ }
+
sdf_shader.shader.version_set_uniform(CanvasSdfShaderGLES3::BASE_SIZE, r.size, sdf_shader.shader_version, variant);
sdf_shader.shader.version_set_uniform(CanvasSdfShaderGLES3::SIZE, size, sdf_shader.shader_version, variant);
sdf_shader.shader.version_set_uniform(CanvasSdfShaderGLES3::STRIDE, stride, sdf_shader.shader_version, variant);
@@ -2260,7 +2276,11 @@ void TextureStorage::render_target_sdf_process(RID p_render_target) {
// Store
variant = shrink ? CanvasSdfShaderGLES3::MODE_STORE_SHRINK : CanvasSdfShaderGLES3::MODE_STORE;
- sdf_shader.shader.version_bind_shader(sdf_shader.shader_version, variant);
+ success = sdf_shader.shader.version_bind_shader(sdf_shader.shader_version, variant);
+ if (!success) {
+ return;
+ }
+
sdf_shader.shader.version_set_uniform(CanvasSdfShaderGLES3::BASE_SIZE, r.size, sdf_shader.shader_version, variant);
sdf_shader.shader.version_set_uniform(CanvasSdfShaderGLES3::SIZE, size, sdf_shader.shader_version, variant);
sdf_shader.shader.version_set_uniform(CanvasSdfShaderGLES3::STRIDE, stride, sdf_shader.shader_version, variant);
diff --git a/drivers/gles3/storage/texture_storage.h b/drivers/gles3/storage/texture_storage.h
index 7714e72f62..c465576347 100644
--- a/drivers/gles3/storage/texture_storage.h
+++ b/drivers/gles3/storage/texture_storage.h
@@ -129,7 +129,7 @@ struct Texture {
bool is_external = false;
bool is_render_target = false;
- RID proxy_to = RID();
+ RID proxy_to;
Vector<RID> proxies;
String path;
diff --git a/drivers/gles3/storage/utilities.cpp b/drivers/gles3/storage/utilities.cpp
index 8e7e218bb9..393093c2a7 100644
--- a/drivers/gles3/storage/utilities.cpp
+++ b/drivers/gles3/storage/utilities.cpp
@@ -108,6 +108,10 @@ RS::InstanceType Utilities::get_base_type(RID p_rid) const {
return RS::INSTANCE_LIGHT;
} else if (GLES3::LightStorage::get_singleton()->owns_lightmap(p_rid)) {
return RS::INSTANCE_LIGHTMAP;
+ } else if (GLES3::ParticlesStorage::get_singleton()->owns_particles(p_rid)) {
+ return RS::INSTANCE_PARTICLES;
+ } else if (GLES3::ParticlesStorage::get_singleton()->owns_particles_collision(p_rid)) {
+ return RS::INSTANCE_PARTICLES_COLLISION;
}
return RS::INSTANCE_NONE;
}
@@ -143,53 +147,18 @@ bool Utilities::free(RID p_rid) {
} else if (GLES3::LightStorage::get_singleton()->owns_lightmap(p_rid)) {
GLES3::LightStorage::get_singleton()->lightmap_free(p_rid);
return true;
- } else {
- return false;
- }
- /*
- else if (reflection_probe_owner.owns(p_rid)) {
- // delete the texture
- ReflectionProbe *reflection_probe = reflection_probe_owner.get_or_null(p_rid);
- reflection_probe->instance_remove_deps();
-
- reflection_probe_owner.free(p_rid);
- memdelete(reflection_probe);
-
- return true;
- } else if (lightmap_capture_data_owner.owns(p_rid)) {
- // delete the texture
- LightmapCapture *lightmap_capture = lightmap_capture_data_owner.get_or_null(p_rid);
- lightmap_capture->instance_remove_deps();
-
- lightmap_capture_data_owner.free(p_rid);
- memdelete(lightmap_capture);
+ } else if (GLES3::ParticlesStorage::get_singleton()->owns_particles(p_rid)) {
+ GLES3::ParticlesStorage::get_singleton()->particles_free(p_rid);
return true;
-
- } else if (canvas_occluder_owner.owns(p_rid)) {
- CanvasOccluder *co = canvas_occluder_owner.get_or_null(p_rid);
- if (co->index_id) {
- glDeleteBuffers(1, &co->index_id);
- }
- if (co->vertex_id) {
- glDeleteBuffers(1, &co->vertex_id);
- }
-
- canvas_occluder_owner.free(p_rid);
- memdelete(co);
-
+ } else if (GLES3::ParticlesStorage::get_singleton()->owns_particles_collision(p_rid)) {
+ GLES3::ParticlesStorage::get_singleton()->particles_collision_free(p_rid);
return true;
-
- } else if (canvas_light_shadow_owner.owns(p_rid)) {
- CanvasLightShadow *cls = canvas_light_shadow_owner.get_or_null(p_rid);
- glDeleteFramebuffers(1, &cls->fbo);
- glDeleteRenderbuffers(1, &cls->depth);
- glDeleteTextures(1, &cls->distance);
- canvas_light_shadow_owner.free(p_rid);
- memdelete(cls);
-
+ } else if (GLES3::ParticlesStorage::get_singleton()->owns_particles_collision_instance(p_rid)) {
+ GLES3::ParticlesStorage::get_singleton()->particles_collision_instance_free(p_rid);
return true;
+ } else {
+ return false;
}
- */
}
/* DEPENDENCIES */
@@ -207,6 +176,12 @@ void Utilities::base_update_dependency(RID p_base, DependencyTracker *p_instance
} else if (LightStorage::get_singleton()->owns_light(p_base)) {
Light *l = LightStorage::get_singleton()->get_light(p_base);
p_instance->update_dependency(&l->dependency);
+ } else if (ParticlesStorage::get_singleton()->owns_particles(p_base)) {
+ Dependency *dependency = ParticlesStorage::get_singleton()->particles_get_dependency(p_base);
+ p_instance->update_dependency(dependency);
+ } else if (ParticlesStorage::get_singleton()->owns_particles_collision(p_base)) {
+ Dependency *dependency = ParticlesStorage::get_singleton()->particles_collision_get_dependency(p_base);
+ p_instance->update_dependency(dependency);
}
}