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-rw-r--r--drivers/gles3/effects/copy_effects.cpp18
-rw-r--r--drivers/gles3/rasterizer_canvas_gles3.cpp137
-rw-r--r--drivers/gles3/rasterizer_canvas_gles3.h10
-rw-r--r--drivers/gles3/rasterizer_gles3.cpp2
-rw-r--r--drivers/gles3/rasterizer_scene_gles3.cpp209
-rw-r--r--drivers/gles3/rasterizer_scene_gles3.h22
-rw-r--r--drivers/gles3/shader_gles3.cpp22
-rw-r--r--drivers/gles3/shader_gles3.h18
-rw-r--r--drivers/gles3/shaders/SCsub2
-rw-r--r--drivers/gles3/shaders/cubemap_filter.glsl4
-rw-r--r--drivers/gles3/shaders/particles.glsl501
-rw-r--r--drivers/gles3/shaders/particles_copy.glsl122
-rw-r--r--drivers/gles3/shaders/scene.glsl14
-rw-r--r--drivers/gles3/storage/material_storage.cpp279
-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.cpp20
-rw-r--r--drivers/gles3/storage/texture_storage.h2
-rw-r--r--drivers/gles3/storage/utilities.cpp61
22 files changed, 2807 insertions, 234 deletions
diff --git a/drivers/gles3/effects/copy_effects.cpp b/drivers/gles3/effects/copy_effects.cpp
index 3acbcf6b53..b552b52cd5 100644
--- a/drivers/gles3/effects/copy_effects.cpp
+++ b/drivers/gles3/effects/copy_effects.cpp
@@ -115,13 +115,21 @@ CopyEffects::~CopyEffects() {
}
void CopyEffects::copy_to_rect(const Rect2 &p_rect) {
- copy.shader.version_bind_shader(copy.shader_version, CopyShaderGLES3::MODE_COPY_SECTION);
+ bool success = copy.shader.version_bind_shader(copy.shader_version, CopyShaderGLES3::MODE_COPY_SECTION);
+ if (!success) {
+ return;
+ }
+
copy.shader.version_set_uniform(CopyShaderGLES3::COPY_SECTION, p_rect.position.x, p_rect.position.y, p_rect.size.x, p_rect.size.y, copy.shader_version, CopyShaderGLES3::MODE_COPY_SECTION);
draw_screen_quad();
}
void CopyEffects::copy_screen() {
- copy.shader.version_bind_shader(copy.shader_version, CopyShaderGLES3::MODE_DEFAULT);
+ bool success = copy.shader.version_bind_shader(copy.shader_version, CopyShaderGLES3::MODE_DEFAULT);
+ if (!success) {
+ return;
+ }
+
draw_screen_triangle();
}
@@ -151,7 +159,11 @@ void CopyEffects::bilinear_blur(GLuint p_source_texture, int p_mipmap_count, con
}
void CopyEffects::set_color(const Color &p_color, const Rect2i &p_region) {
- copy.shader.version_bind_shader(copy.shader_version, CopyShaderGLES3::MODE_SIMPLE_COLOR);
+ bool success = copy.shader.version_bind_shader(copy.shader_version, CopyShaderGLES3::MODE_SIMPLE_COLOR);
+ if (!success) {
+ return;
+ }
+
copy.shader.version_set_uniform(CopyShaderGLES3::COPY_SECTION, p_region.position.x, p_region.position.y, p_region.size.x, p_region.size.y, copy.shader_version, CopyShaderGLES3::MODE_SIMPLE_COLOR);
copy.shader.version_set_uniform(CopyShaderGLES3::COLOR_IN, p_color, copy.shader_version, CopyShaderGLES3::MODE_SIMPLE_COLOR);
draw_screen_quad();
diff --git a/drivers/gles3/rasterizer_canvas_gles3.cpp b/drivers/gles3/rasterizer_canvas_gles3.cpp
index 0a64cda787..0c102bfc1d 100644
--- a/drivers/gles3/rasterizer_canvas_gles3.cpp
+++ b/drivers/gles3/rasterizer_canvas_gles3.cpp
@@ -41,6 +41,7 @@
#include "storage/config.h"
#include "storage/material_storage.h"
#include "storage/mesh_storage.h"
+#include "storage/particles_storage.h"
#include "storage/texture_storage.h"
void RasterizerCanvasGLES3::_update_transform_2d_to_mat4(const Transform2D &p_transform, float *p_mat4) {
@@ -578,7 +579,7 @@ void RasterizerCanvasGLES3::_render_items(RID p_to_render_target, int p_item_cou
GLES3::CanvasShaderData::BlendMode blend_mode = shader_data_cache ? shader_data_cache->blend_mode : GLES3::CanvasShaderData::BLEND_MODE_MIX;
- _record_item_commands(ci, p_canvas_transform_inverse, current_clip, blend_mode, p_lights, index, batch_broken);
+ _record_item_commands(ci, p_to_render_target, p_canvas_transform_inverse, current_clip, blend_mode, p_lights, index, batch_broken);
}
if (index == 0) {
@@ -623,7 +624,10 @@ void RasterizerCanvasGLES3::_render_items(RID p_to_render_target, int p_item_cou
uint64_t specialization = 0;
specialization |= uint64_t(state.canvas_instance_batches[i].lights_disabled);
specialization |= uint64_t(!GLES3::Config::get_singleton()->float_texture_supported) << 1;
- _bind_material(material_data, variant, specialization);
+ bool success = _bind_material(material_data, variant, specialization);
+ if (!success) {
+ continue;
+ }
GLES3::CanvasShaderData::BlendMode blend_mode = state.canvas_instance_batches[i].blend_mode;
@@ -707,7 +711,7 @@ void RasterizerCanvasGLES3::_render_items(RID p_to_render_target, int p_item_cou
r_last_index += index;
}
-void RasterizerCanvasGLES3::_record_item_commands(const Item *p_item, const Transform2D &p_canvas_transform_inverse, Item *&current_clip, GLES3::CanvasShaderData::BlendMode p_blend_mode, Light *p_lights, uint32_t &r_index, bool &r_batch_broken) {
+void RasterizerCanvasGLES3::_record_item_commands(const Item *p_item, RID p_render_target, const Transform2D &p_canvas_transform_inverse, Item *&current_clip, GLES3::CanvasShaderData::BlendMode p_blend_mode, Light *p_lights, uint32_t &r_index, bool &r_batch_broken) {
RenderingServer::CanvasItemTextureFilter texture_filter = p_item->texture_filter == RS::CANVAS_ITEM_TEXTURE_FILTER_DEFAULT ? state.default_filter : p_item->texture_filter;
if (texture_filter != state.canvas_instance_batches[state.current_batch_index].filter) {
@@ -1064,15 +1068,45 @@ void RasterizerCanvasGLES3::_record_item_commands(const Item *p_item, const Tran
state.canvas_instance_batches[state.current_batch_index].tex = m->texture;
_update_transform_2d_to_mat2x3(base_transform * draw_transform * m->transform, state.instance_data_array[r_index].world);
modulate = m->modulate;
+
} else if (c->type == Item::Command::TYPE_MULTIMESH) {
const Item::CommandMultiMesh *mm = static_cast<const Item::CommandMultiMesh *>(c);
state.canvas_instance_batches[state.current_batch_index].tex = mm->texture;
- uint32_t instance_count = GLES3::MeshStorage::get_singleton()->multimesh_get_instances_to_draw(mm->multimesh);
- if (instance_count > 1) {
- state.canvas_instance_batches[state.current_batch_index].shader_variant = CanvasShaderGLES3::MODE_INSTANCED;
- }
+ state.canvas_instance_batches[state.current_batch_index].shader_variant = CanvasShaderGLES3::MODE_INSTANCED;
+
} else if (c->type == Item::Command::TYPE_PARTICLES) {
- WARN_PRINT_ONCE("Particles not supported yet, sorry :(");
+ GLES3::ParticlesStorage *particles_storage = GLES3::ParticlesStorage::get_singleton();
+ GLES3::TextureStorage *texture_storage = GLES3::TextureStorage::get_singleton();
+
+ const Item::CommandParticles *pt = static_cast<const Item::CommandParticles *>(c);
+ RID particles = pt->particles;
+ state.canvas_instance_batches[state.current_batch_index].tex = pt->texture;
+ state.canvas_instance_batches[state.current_batch_index].shader_variant = CanvasShaderGLES3::MODE_INSTANCED;
+ bool local_coords = particles_storage->particles_is_using_local_coords(particles);
+
+ if (particles_storage->particles_has_collision(particles) && texture_storage->render_target_is_sdf_enabled(p_render_target)) {
+ // Pass collision information.
+ Transform2D xform;
+ if (local_coords) {
+ xform = p_item->final_transform;
+ } else {
+ xform = p_canvas_transform_inverse;
+ }
+
+ GLuint sdf_texture = texture_storage->render_target_get_sdf_texture(p_render_target);
+
+ Rect2 to_screen;
+ {
+ Rect2 sdf_rect = texture_storage->render_target_get_sdf_rect(p_render_target);
+
+ to_screen.size = Vector2(1.0 / sdf_rect.size.width, 1.0 / sdf_rect.size.height);
+ to_screen.position = -sdf_rect.position * to_screen.size;
+ }
+
+ particles_storage->particles_set_canvas_sdf_collision(pt->particles, true, xform, to_screen, sdf_texture);
+ } else {
+ particles_storage->particles_set_canvas_sdf_collision(pt->particles, false, Transform2D(), Rect2(), 0);
+ }
}
state.canvas_instance_batches[state.current_batch_index].command = c;
@@ -1209,20 +1243,21 @@ void RasterizerCanvasGLES3::_render_batch(Light *p_lights, uint32_t p_index) {
case Item::Command::TYPE_MULTIMESH:
case Item::Command::TYPE_PARTICLES: {
GLES3::MeshStorage *mesh_storage = GLES3::MeshStorage::get_singleton();
+ GLES3::ParticlesStorage *particles_storage = GLES3::ParticlesStorage::get_singleton();
RID mesh;
RID mesh_instance;
- RID texture;
uint32_t instance_count = 1;
- GLuint multimesh_buffer = 0;
- uint32_t multimesh_stride = 0;
- uint32_t multimesh_color_offset = 0;
- bool multimesh_uses_color = false;
- bool multimesh_uses_custom_data = false;
+ GLuint instance_buffer = 0;
+ uint32_t instance_stride = 0;
+ uint32_t instance_color_offset = 0;
+ bool instance_uses_color = false;
+ bool instance_uses_custom_data = false;
if (state.canvas_instance_batches[p_index].command_type == Item::Command::TYPE_MESH) {
const Item::CommandMesh *m = static_cast<const Item::CommandMesh *>(state.canvas_instance_batches[p_index].command);
mesh = m->mesh;
mesh_instance = m->mesh_instance;
+
} else if (state.canvas_instance_batches[p_index].command_type == Item::Command::TYPE_MULTIMESH) {
const Item::CommandMultiMesh *mm = static_cast<const Item::CommandMultiMesh *>(state.canvas_instance_batches[p_index].command);
RID multimesh = mm->multimesh;
@@ -1238,13 +1273,41 @@ void RasterizerCanvasGLES3::_render_batch(Light *p_lights, uint32_t p_index) {
break;
}
- multimesh_buffer = mesh_storage->multimesh_get_gl_buffer(multimesh);
- multimesh_stride = mesh_storage->multimesh_get_stride(multimesh);
- multimesh_color_offset = mesh_storage->multimesh_get_color_offset(multimesh);
- multimesh_uses_color = mesh_storage->multimesh_uses_colors(multimesh);
- multimesh_uses_custom_data = mesh_storage->multimesh_uses_custom_data(multimesh);
+ instance_buffer = mesh_storage->multimesh_get_gl_buffer(multimesh);
+ instance_stride = mesh_storage->multimesh_get_stride(multimesh);
+ instance_color_offset = mesh_storage->multimesh_get_color_offset(multimesh);
+ instance_uses_color = mesh_storage->multimesh_uses_colors(multimesh);
+ instance_uses_custom_data = mesh_storage->multimesh_uses_custom_data(multimesh);
+
} else if (state.canvas_instance_batches[p_index].command_type == Item::Command::TYPE_PARTICLES) {
- // Do nothing for now.
+ const Item::CommandParticles *pt = static_cast<const Item::CommandParticles *>(state.canvas_instance_batches[p_index].command);
+ RID particles = pt->particles;
+ mesh = particles_storage->particles_get_draw_pass_mesh(particles, 0);
+
+ ERR_BREAK(particles_storage->particles_get_mode(particles) != RS::PARTICLES_MODE_2D);
+ particles_storage->particles_request_process(particles);
+
+ if (particles_storage->particles_is_inactive(particles)) {
+ break;
+ }
+
+ RenderingServerDefault::redraw_request(); // Active particles means redraw request.
+
+ int dpc = particles_storage->particles_get_draw_passes(particles);
+ if (dpc == 0) {
+ break; // Nothing to draw.
+ }
+
+ instance_count = particles_storage->particles_get_amount(particles);
+ instance_buffer = particles_storage->particles_get_gl_buffer(particles);
+ instance_stride = 12; // 8 bytes for instance transform and 4 bytes for packed color and custom.
+ instance_color_offset = 8; // 8 bytes for instance transform.
+ instance_uses_color = true;
+ instance_uses_custom_data = true;
+ }
+
+ if (instance_buffer == 0) {
+ break;
}
ERR_FAIL_COND(mesh.is_null());
@@ -1277,17 +1340,17 @@ void RasterizerCanvasGLES3::_render_batch(Light *p_lights, uint32_t p_index) {
if (instance_count > 1) {
// Bind instance buffers.
- glBindBuffer(GL_ARRAY_BUFFER, multimesh_buffer);
+ glBindBuffer(GL_ARRAY_BUFFER, instance_buffer);
glEnableVertexAttribArray(1);
- glVertexAttribPointer(1, 4, GL_FLOAT, GL_FALSE, multimesh_stride * sizeof(float), CAST_INT_TO_UCHAR_PTR(0));
+ glVertexAttribPointer(1, 4, GL_FLOAT, GL_FALSE, instance_stride * sizeof(float), CAST_INT_TO_UCHAR_PTR(0));
glVertexAttribDivisor(1, 1);
glEnableVertexAttribArray(2);
- glVertexAttribPointer(2, 4, GL_FLOAT, GL_FALSE, multimesh_stride * sizeof(float), CAST_INT_TO_UCHAR_PTR(4 * 4));
+ glVertexAttribPointer(2, 4, GL_FLOAT, GL_FALSE, instance_stride * sizeof(float), CAST_INT_TO_UCHAR_PTR(4 * 4));
glVertexAttribDivisor(2, 1);
- if (multimesh_uses_color || multimesh_uses_custom_data) {
+ if (instance_uses_color || instance_uses_custom_data) {
glEnableVertexAttribArray(5);
- glVertexAttribIPointer(5, 4, GL_UNSIGNED_INT, multimesh_stride * sizeof(float), CAST_INT_TO_UCHAR_PTR(multimesh_color_offset * sizeof(float)));
+ glVertexAttribIPointer(5, 4, GL_UNSIGNED_INT, instance_stride * sizeof(float), CAST_INT_TO_UCHAR_PTR(instance_color_offset * sizeof(float)));
glVertexAttribDivisor(5, 1);
}
}
@@ -1361,17 +1424,17 @@ void RasterizerCanvasGLES3::_new_batch(bool &r_batch_broken, uint32_t &r_index)
_align_instance_data_buffer(r_index);
}
-void RasterizerCanvasGLES3::_bind_material(GLES3::CanvasMaterialData *p_material_data, CanvasShaderGLES3::ShaderVariant p_variant, uint64_t p_specialization) {
+bool RasterizerCanvasGLES3::_bind_material(GLES3::CanvasMaterialData *p_material_data, CanvasShaderGLES3::ShaderVariant p_variant, uint64_t p_specialization) {
if (p_material_data) {
if (p_material_data->shader_data->version.is_valid() && p_material_data->shader_data->valid) {
// Bind uniform buffer and textures
p_material_data->bind_uniforms();
- GLES3::MaterialStorage::get_singleton()->shaders.canvas_shader.version_bind_shader(p_material_data->shader_data->version, p_variant, p_specialization);
+ return GLES3::MaterialStorage::get_singleton()->shaders.canvas_shader.version_bind_shader(p_material_data->shader_data->version, p_variant, p_specialization);
} else {
- GLES3::MaterialStorage::get_singleton()->shaders.canvas_shader.version_bind_shader(data.canvas_shader_default_version, p_variant, p_specialization);
+ return GLES3::MaterialStorage::get_singleton()->shaders.canvas_shader.version_bind_shader(data.canvas_shader_default_version, p_variant, p_specialization);
}
} else {
- GLES3::MaterialStorage::get_singleton()->shaders.canvas_shader.version_bind_shader(data.canvas_shader_default_version, p_variant, p_specialization);
+ return GLES3::MaterialStorage::get_singleton()->shaders.canvas_shader.version_bind_shader(data.canvas_shader_default_version, p_variant, p_specialization);
}
}
@@ -1435,7 +1498,10 @@ void RasterizerCanvasGLES3::light_update_shadow(RID p_rid, int p_shadow_index, c
RS::CanvasOccluderPolygonCullMode cull_mode = RS::CANVAS_OCCLUDER_POLYGON_CULL_DISABLED;
CanvasOcclusionShaderGLES3::ShaderVariant variant = config->float_texture_supported ? CanvasOcclusionShaderGLES3::MODE_SHADOW : CanvasOcclusionShaderGLES3::MODE_SHADOW_RGBA;
- shadow_render.shader.version_bind_shader(shadow_render.shader_version, variant);
+ bool success = shadow_render.shader.version_bind_shader(shadow_render.shader_version, variant);
+ if (!success) {
+ return;
+ }
for (int i = 0; i < 4; i++) {
glViewport((state.shadow_texture_size / 4) * i, p_shadow_index * 2, (state.shadow_texture_size / 4), 2);
@@ -1553,7 +1619,10 @@ void RasterizerCanvasGLES3::light_update_directional_shadow(RID p_rid, int p_sha
RS::CanvasOccluderPolygonCullMode cull_mode = RS::CANVAS_OCCLUDER_POLYGON_CULL_DISABLED;
CanvasOcclusionShaderGLES3::ShaderVariant variant = config->float_texture_supported ? CanvasOcclusionShaderGLES3::MODE_SHADOW : CanvasOcclusionShaderGLES3::MODE_SHADOW_RGBA;
- shadow_render.shader.version_bind_shader(shadow_render.shader_version, variant);
+ bool success = shadow_render.shader.version_bind_shader(shadow_render.shader_version, variant);
+ if (!success) {
+ return;
+ }
Projection projection;
projection.set_orthogonal(-half_size, half_size, -0.5, 0.5, 0.0, distance);
@@ -1685,7 +1754,10 @@ void RasterizerCanvasGLES3::render_sdf(RID p_render_target, LightOccluderInstanc
glClear(GL_COLOR_BUFFER_BIT);
CanvasOcclusionShaderGLES3::ShaderVariant variant = CanvasOcclusionShaderGLES3::MODE_SDF;
- shadow_render.shader.version_bind_shader(shadow_render.shader_version, variant);
+ bool success = shadow_render.shader.version_bind_shader(shadow_render.shader_version, variant);
+ if (!success) {
+ return;
+ }
shadow_render.shader.version_set_uniform(CanvasOcclusionShaderGLES3::PROJECTION, Projection(), shadow_render.shader_version, variant);
shadow_render.shader.version_set_uniform(CanvasOcclusionShaderGLES3::DIRECTION, 0.0, 0.0, shadow_render.shader_version, variant);
@@ -2555,7 +2627,6 @@ RasterizerCanvasGLES3::RasterizerCanvasGLES3() {
GLES3::MaterialStorage::get_singleton()->shaders.canvas_shader.initialize(global_defines);
data.canvas_shader_default_version = GLES3::MaterialStorage::get_singleton()->shaders.canvas_shader.version_create();
- GLES3::MaterialStorage::get_singleton()->shaders.canvas_shader.version_bind_shader(data.canvas_shader_default_version, CanvasShaderGLES3::MODE_QUAD);
shadow_render.shader.initialize();
shadow_render.shader_version = shadow_render.shader.version_create();
diff --git a/drivers/gles3/rasterizer_canvas_gles3.h b/drivers/gles3/rasterizer_canvas_gles3.h
index d672d05e14..0a03d43d07 100644
--- a/drivers/gles3/rasterizer_canvas_gles3.h
+++ b/drivers/gles3/rasterizer_canvas_gles3.h
@@ -254,7 +254,7 @@ public:
uint32_t start = 0;
uint32_t instance_count = 0;
- RID tex = RID();
+ RID tex;
RS::CanvasItemTextureFilter filter = RS::CANVAS_ITEM_TEXTURE_FILTER_MAX;
RS::CanvasItemTextureRepeat repeat = RS::CANVAS_ITEM_TEXTURE_REPEAT_MAX;
@@ -263,7 +263,7 @@ public:
Item *clip = nullptr;
- RID material = RID();
+ RID material;
GLES3::CanvasMaterialData *material_data = nullptr;
CanvasShaderGLES3::ShaderVariant shader_variant = CanvasShaderGLES3::MODE_QUAD;
@@ -303,7 +303,7 @@ public:
bool using_directional_lights = false;
- RID current_tex = RID();
+ RID current_tex;
RS::CanvasItemTextureFilter current_filter_mode = RS::CANVAS_ITEM_TEXTURE_FILTER_MAX;
RS::CanvasItemTextureRepeat current_repeat_mode = RS::CANVAS_ITEM_TEXTURE_REPEAT_MAX;
@@ -352,9 +352,9 @@ public:
void canvas_render_items(RID p_to_render_target, Item *p_item_list, const Color &p_modulate, Light *p_light_list, Light *p_directional_list, const Transform2D &p_canvas_transform, RS::CanvasItemTextureFilter p_default_filter, RS::CanvasItemTextureRepeat p_default_repeat, bool p_snap_2d_vertices_to_pixel, bool &r_sdf_used) override;
void _render_items(RID p_to_render_target, int p_item_count, const Transform2D &p_canvas_transform_inverse, Light *p_lights, uint32_t &r_last_index, bool p_to_backbuffer = false);
- void _record_item_commands(const Item *p_item, const Transform2D &p_canvas_transform_inverse, Item *&current_clip, GLES3::CanvasShaderData::BlendMode p_blend_mode, Light *p_lights, uint32_t &r_index, bool &r_break_batch);
+ void _record_item_commands(const Item *p_item, RID p_render_target, const Transform2D &p_canvas_transform_inverse, Item *&current_clip, GLES3::CanvasShaderData::BlendMode p_blend_mode, Light *p_lights, uint32_t &r_index, bool &r_break_batch);
void _render_batch(Light *p_lights, uint32_t p_index);
- void _bind_material(GLES3::CanvasMaterialData *p_material_data, CanvasShaderGLES3::ShaderVariant p_variant, uint64_t p_specialization);
+ bool _bind_material(GLES3::CanvasMaterialData *p_material_data, CanvasShaderGLES3::ShaderVariant p_variant, uint64_t p_specialization);
void _new_batch(bool &r_batch_broken, uint32_t &r_index);
void _add_to_batch(uint32_t &r_index, bool &r_batch_broken);
void _allocate_instance_data_buffer();
diff --git a/drivers/gles3/rasterizer_gles3.cpp b/drivers/gles3/rasterizer_gles3.cpp
index b2d01b02fb..1b42b55425 100644
--- a/drivers/gles3/rasterizer_gles3.cpp
+++ b/drivers/gles3/rasterizer_gles3.cpp
@@ -199,7 +199,7 @@ void RasterizerGLES3::finalize() {
RasterizerGLES3::RasterizerGLES3() {
#ifdef GLAD_ENABLED
- if (!gladLoadGL()) {
+ if (!gladLoaderLoadGL()) {
ERR_PRINT("Error initializing GLAD");
// FIXME this is an early return from a constructor. Any other code using this instance will crash or the finalizer will crash, because none of
// the members of this instance are initialized, so this just makes debugging harder. It should either crash here intentionally,
diff --git a/drivers/gles3/rasterizer_scene_gles3.cpp b/drivers/gles3/rasterizer_scene_gles3.cpp
index 734911ccdb..026ec85e6b 100644
--- a/drivers/gles3/rasterizer_scene_gles3.cpp
+++ b/drivers/gles3/rasterizer_scene_gles3.cpp
@@ -35,6 +35,7 @@
#include "servers/rendering/rendering_server_globals.h"
#include "storage/config.h"
#include "storage/mesh_storage.h"
+#include "storage/particles_storage.h"
#include "storage/texture_storage.h"
#ifdef GLES3_ENABLED
@@ -50,6 +51,9 @@ RenderGeometryInstance *RasterizerSceneGLES3::geometry_instance_create(RID p_bas
ginstance->data->base = p_base;
ginstance->data->base_type = type;
+ ginstance->data->dependency_tracker.userdata = ginstance;
+ ginstance->data->dependency_tracker.changed_callback = _geometry_instance_dependency_changed;
+ ginstance->data->dependency_tracker.deleted_callback = _geometry_instance_dependency_deleted;
ginstance->_mark_dirty();
@@ -314,6 +318,8 @@ void RasterizerSceneGLES3::_geometry_instance_add_surface(GeometryInstanceGLES3
void RasterizerSceneGLES3::_geometry_instance_update(RenderGeometryInstance *p_geometry_instance) {
GLES3::MeshStorage *mesh_storage = GLES3::MeshStorage::get_singleton();
+ GLES3::ParticlesStorage *particles_storage = GLES3::ParticlesStorage::get_singleton();
+
GeometryInstanceGLES3 *ginstance = static_cast<GeometryInstanceGLES3 *>(p_geometry_instance);
if (ginstance->data->dirty_dependencies) {
@@ -361,6 +367,26 @@ void RasterizerSceneGLES3::_geometry_instance_update(RenderGeometryInstance *p_g
} break;
case RS::INSTANCE_PARTICLES: {
+ int draw_passes = particles_storage->particles_get_draw_passes(ginstance->data->base);
+
+ for (int j = 0; j < draw_passes; j++) {
+ RID mesh = particles_storage->particles_get_draw_pass_mesh(ginstance->data->base, j);
+ if (!mesh.is_valid()) {
+ continue;
+ }
+
+ const RID *materials = nullptr;
+ uint32_t surface_count;
+
+ materials = mesh_storage->mesh_get_surface_count_and_materials(mesh, surface_count);
+ if (materials) {
+ for (uint32_t k = 0; k < surface_count; k++) {
+ _geometry_instance_add_surface(ginstance, k, materials[k], mesh);
+ }
+ }
+ }
+
+ ginstance->instance_count = particles_storage->particles_get_amount(ginstance->data->base);
} break;
default: {
@@ -382,9 +408,17 @@ void RasterizerSceneGLES3::_geometry_instance_update(RenderGeometryInstance *p_g
ginstance->base_flags |= INSTANCE_DATA_FLAG_MULTIMESH_HAS_CUSTOM_DATA;
}
- //ginstance->transforms_uniform_set = mesh_storage->multimesh_get_3d_uniform_set(ginstance->data->base, scene_globals.default_shader_rd, TRANSFORMS_UNIFORM_SET);
-
} else if (ginstance->data->base_type == RS::INSTANCE_PARTICLES) {
+ ginstance->base_flags |= INSTANCE_DATA_FLAG_PARTICLES;
+ ginstance->base_flags |= INSTANCE_DATA_FLAG_MULTIMESH;
+
+ ginstance->base_flags |= INSTANCE_DATA_FLAG_MULTIMESH_HAS_COLOR;
+ ginstance->base_flags |= INSTANCE_DATA_FLAG_MULTIMESH_HAS_CUSTOM_DATA;
+
+ if (!particles_storage->particles_is_using_local_coords(ginstance->data->base)) {
+ store_transform = false;
+ }
+
} else if (ginstance->data->base_type == RS::INSTANCE_MESH) {
}
@@ -751,12 +785,16 @@ void RasterizerSceneGLES3::_draw_sky(RID p_env, const Projection &p_projection,
sky_transform.invert();
sky_transform = p_transform.basis * sky_transform;
- GLES3::MaterialStorage::get_singleton()->shaders.sky_shader.version_bind_shader(shader_data->version, SkyShaderGLES3::MODE_BACKGROUND);
- GLES3::MaterialStorage::get_singleton()->shaders.sky_shader.version_set_uniform(SkyShaderGLES3::ORIENTATION, sky_transform, shader_data->version, SkyShaderGLES3::MODE_BACKGROUND);
- GLES3::MaterialStorage::get_singleton()->shaders.sky_shader.version_set_uniform(SkyShaderGLES3::PROJECTION, camera.columns[2][0], camera.columns[0][0], camera.columns[2][1], camera.columns[1][1], shader_data->version, SkyShaderGLES3::MODE_BACKGROUND);
- GLES3::MaterialStorage::get_singleton()->shaders.sky_shader.version_set_uniform(SkyShaderGLES3::POSITION, p_transform.origin, shader_data->version, SkyShaderGLES3::MODE_BACKGROUND);
- GLES3::MaterialStorage::get_singleton()->shaders.sky_shader.version_set_uniform(SkyShaderGLES3::TIME, time, shader_data->version, SkyShaderGLES3::MODE_BACKGROUND);
- GLES3::MaterialStorage::get_singleton()->shaders.sky_shader.version_set_uniform(SkyShaderGLES3::LUMINANCE_MULTIPLIER, p_luminance_multiplier, shader_data->version, SkyShaderGLES3::MODE_BACKGROUND);
+ bool success = material_storage->shaders.sky_shader.version_bind_shader(shader_data->version, SkyShaderGLES3::MODE_BACKGROUND);
+ if (!success) {
+ return;
+ }
+
+ material_storage->shaders.sky_shader.version_set_uniform(SkyShaderGLES3::ORIENTATION, sky_transform, shader_data->version, SkyShaderGLES3::MODE_BACKGROUND);
+ material_storage->shaders.sky_shader.version_set_uniform(SkyShaderGLES3::PROJECTION, camera.columns[2][0], camera.columns[0][0], camera.columns[2][1], camera.columns[1][1], shader_data->version, SkyShaderGLES3::MODE_BACKGROUND);
+ material_storage->shaders.sky_shader.version_set_uniform(SkyShaderGLES3::POSITION, p_transform.origin, shader_data->version, SkyShaderGLES3::MODE_BACKGROUND);
+ material_storage->shaders.sky_shader.version_set_uniform(SkyShaderGLES3::TIME, time, shader_data->version, SkyShaderGLES3::MODE_BACKGROUND);
+ material_storage->shaders.sky_shader.version_set_uniform(SkyShaderGLES3::LUMINANCE_MULTIPLIER, p_luminance_multiplier, shader_data->version, SkyShaderGLES3::MODE_BACKGROUND);
glBindVertexArray(sky_globals.screen_triangle_array);
glDrawArrays(GL_TRIANGLES, 0, 3);
@@ -850,12 +888,15 @@ void RasterizerSceneGLES3::_update_sky_radiance(RID p_env, const Projection &p_p
correction.columns[1][1] = -1.0;
cm = correction * cm;
- GLES3::MaterialStorage::get_singleton()->shaders.sky_shader.version_bind_shader(shader_data->version, SkyShaderGLES3::MODE_CUBEMAP);
+ bool success = material_storage->shaders.sky_shader.version_bind_shader(shader_data->version, SkyShaderGLES3::MODE_CUBEMAP);
+ if (!success) {
+ return;
+ }
- GLES3::MaterialStorage::get_singleton()->shaders.sky_shader.version_set_uniform(SkyShaderGLES3::POSITION, p_transform.origin, shader_data->version, SkyShaderGLES3::MODE_CUBEMAP);
- GLES3::MaterialStorage::get_singleton()->shaders.sky_shader.version_set_uniform(SkyShaderGLES3::TIME, time, shader_data->version, SkyShaderGLES3::MODE_CUBEMAP);
- GLES3::MaterialStorage::get_singleton()->shaders.sky_shader.version_set_uniform(SkyShaderGLES3::PROJECTION, cm.columns[2][0], cm.columns[0][0], cm.columns[2][1], cm.columns[1][1], shader_data->version, SkyShaderGLES3::MODE_CUBEMAP);
- GLES3::MaterialStorage::get_singleton()->shaders.sky_shader.version_set_uniform(SkyShaderGLES3::LUMINANCE_MULTIPLIER, p_luminance_multiplier, shader_data->version, SkyShaderGLES3::MODE_CUBEMAP);
+ material_storage->shaders.sky_shader.version_set_uniform(SkyShaderGLES3::POSITION, p_transform.origin, shader_data->version, SkyShaderGLES3::MODE_CUBEMAP);
+ material_storage->shaders.sky_shader.version_set_uniform(SkyShaderGLES3::TIME, time, shader_data->version, SkyShaderGLES3::MODE_CUBEMAP);
+ material_storage->shaders.sky_shader.version_set_uniform(SkyShaderGLES3::PROJECTION, cm.columns[2][0], cm.columns[0][0], cm.columns[2][1], cm.columns[1][1], shader_data->version, SkyShaderGLES3::MODE_CUBEMAP);
+ material_storage->shaders.sky_shader.version_set_uniform(SkyShaderGLES3::LUMINANCE_MULTIPLIER, p_luminance_multiplier, shader_data->version, SkyShaderGLES3::MODE_CUBEMAP);
glBindVertexArray(sky_globals.screen_triangle_array);
@@ -864,7 +905,7 @@ void RasterizerSceneGLES3::_update_sky_radiance(RID p_env, const Projection &p_p
for (int i = 0; i < 6; i++) {
Basis local_view = Basis::looking_at(view_normals[i], view_up[i]);
- GLES3::MaterialStorage::get_singleton()->shaders.sky_shader.version_set_uniform(SkyShaderGLES3::ORIENTATION, local_view, shader_data->version, SkyShaderGLES3::MODE_CUBEMAP);
+ material_storage->shaders.sky_shader.version_set_uniform(SkyShaderGLES3::ORIENTATION, local_view, shader_data->version, SkyShaderGLES3::MODE_CUBEMAP);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, sky->raw_radiance, 0);
glDrawArrays(GL_TRIANGLES, 0, 3);
}
@@ -945,7 +986,10 @@ void RasterizerSceneGLES3::_filter_sky_radiance(Sky *p_sky, int p_base_layer) {
glViewport(0, 0, size, size);
glBindVertexArray(sky_globals.screen_triangle_array);
- material_storage->shaders.cubemap_filter_shader.version_bind_shader(scene_globals.cubemap_filter_shader_version, mode);
+ bool success = material_storage->shaders.cubemap_filter_shader.version_bind_shader(scene_globals.cubemap_filter_shader_version, mode);
+ if (!success) {
+ return;
+ }
if (p_base_layer > 0) {
const uint32_t sample_counts[4] = { 1, sky_globals.ggx_samples / 4, sky_globals.ggx_samples / 2, sky_globals.ggx_samples };
@@ -1851,8 +1895,11 @@ void RasterizerSceneGLES3::render_scene(const Ref<RenderSceneBuffers> &p_render_
glColorMask(0, 0, 0, 0);
glClearDepth(1.0f);
glClear(GL_DEPTH_BUFFER_BIT);
+ uint32_t spec_constant = SceneShaderGLES3::DISABLE_FOG | SceneShaderGLES3::DISABLE_LIGHT_DIRECTIONAL |
+ SceneShaderGLES3::DISABLE_LIGHTMAP | SceneShaderGLES3::DISABLE_LIGHT_OMNI |
+ SceneShaderGLES3::DISABLE_LIGHT_SPOT;
- RenderListParameters render_list_params(render_list[RENDER_LIST_OPAQUE].elements.ptr(), render_list[RENDER_LIST_OPAQUE].elements.size(), reverse_cull, 0, use_wireframe);
+ RenderListParameters render_list_params(render_list[RENDER_LIST_OPAQUE].elements.ptr(), render_list[RENDER_LIST_OPAQUE].elements.size(), reverse_cull, spec_constant, use_wireframe);
_render_list_template<PASS_MODE_DEPTH>(&render_list_params, &render_data, 0, render_list[RENDER_LIST_OPAQUE].elements.size());
glColorMask(1, 1, 1, 1);
@@ -1894,11 +1941,11 @@ void RasterizerSceneGLES3::render_scene(const Ref<RenderSceneBuffers> &p_render_
{
// Specialization Constants that apply for entire rendering pass.
if (render_data.directional_light_count == 0) {
- spec_constant_base_flags |= 1 << SPEC_CONSTANT_DISABLE_DIRECTIONAL_LIGHTS;
+ spec_constant_base_flags |= SceneShaderGLES3::DISABLE_LIGHT_DIRECTIONAL;
}
if (render_data.environment.is_null() || (render_data.environment.is_valid() && !environment_get_fog_enabled(render_data.environment))) {
- spec_constant_base_flags |= 1 << SPEC_CONSTANT_DISABLE_FOG;
+ spec_constant_base_flags |= SceneShaderGLES3::DISABLE_FOG;
}
}
// Render Opaque Objects.
@@ -1947,6 +1994,7 @@ void RasterizerSceneGLES3::render_scene(const Ref<RenderSceneBuffers> &p_render_
template <PassMode p_pass_mode>
void RasterizerSceneGLES3::_render_list_template(RenderListParameters *p_params, const RenderDataGLES3 *p_render_data, uint32_t p_from_element, uint32_t p_to_element, bool p_alpha_pass) {
GLES3::MeshStorage *mesh_storage = GLES3::MeshStorage::get_singleton();
+ GLES3::ParticlesStorage *particles_storage = GLES3::ParticlesStorage::get_singleton();
GLES3::MaterialStorage *material_storage = GLES3::MaterialStorage::get_singleton();
GLES3::TextureStorage *texture_storage = GLES3::TextureStorage::get_singleton();
GLES3::Config *config = GLES3::Config::get_singleton();
@@ -1960,11 +2008,10 @@ void RasterizerSceneGLES3::_render_list_template(RenderListParameters *p_params,
SceneShaderGLES3::ShaderVariant prev_variant = SceneShaderGLES3::ShaderVariant::MODE_COLOR;
SceneShaderGLES3::ShaderVariant shader_variant = SceneShaderGLES3::MODE_COLOR; // Assigned to silence wrong -Wmaybe-initialized
- // @todo Get this from p_params->spec_constant_base_flags instead of hardcoding it.
- uint32_t base_spec_constants = 0;
+ uint32_t base_spec_constants = p_params->spec_constant_base_flags;
if (p_render_data->view_count > 1) {
- base_spec_constants |= 1 << SPEC_CONSTANT_USE_MULTIVIEW;
+ base_spec_constants |= SceneShaderGLES3::USE_MULTIVIEW;
}
switch (p_pass_mode) {
@@ -1987,7 +2034,7 @@ void RasterizerSceneGLES3::_render_list_template(RenderListParameters *p_params,
Sky *sky = sky_owner.get_or_null(environment_get_sky(p_render_data->environment));
if (sky && sky->radiance != 0) {
texture_to_bind = sky->radiance;
- // base_spec_constant |= USE_RADIANCE_MAP;
+ base_spec_constants |= SceneShaderGLES3::USE_RADIANCE_MAP;
}
glBindTexture(GL_TEXTURE_CUBE_MAP, texture_to_bind);
}
@@ -2157,7 +2204,7 @@ void RasterizerSceneGLES3::_render_list_template(RenderListParameters *p_params,
}
bool use_index_buffer = index_array_gl != 0;
- if (prev_index_array_gl != index_array_gl) {
+ if (prev_index_array_gl != index_array_gl || prev_vertex_array_gl != vertex_array_gl) {
if (index_array_gl != 0) {
// Bind index each time so we can use LODs
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, index_array_gl);
@@ -2177,11 +2224,16 @@ void RasterizerSceneGLES3::_render_list_template(RenderListParameters *p_params,
SceneShaderGLES3::ShaderVariant instance_variant = shader_variant;
if (inst->instance_count > 0) {
+ // Will need to use instancing to draw (either MultiMesh or Particles).
instance_variant = SceneShaderGLES3::ShaderVariant(1 + int(shader_variant));
}
if (prev_shader != shader || prev_variant != instance_variant) {
- material_storage->shaders.scene_shader.version_bind_shader(shader->version, instance_variant, base_spec_constants);
+ bool success = material_storage->shaders.scene_shader.version_bind_shader(shader->version, instance_variant, base_spec_constants);
+ if (!success) {
+ continue;
+ }
+
float opaque_prepass_threshold = 0.0;
if constexpr (p_pass_mode == PASS_MODE_DEPTH) {
opaque_prepass_threshold = 0.99;
@@ -2213,25 +2265,42 @@ void RasterizerSceneGLES3::_render_list_template(RenderListParameters *p_params,
material_storage->shaders.scene_shader.version_set_uniform(SceneShaderGLES3::WORLD_TRANSFORM, world_transform, shader->version, instance_variant, base_spec_constants);
if (inst->instance_count > 0) {
- // Using MultiMesh.
+ // Using MultiMesh or Particles.
// Bind instance buffers.
- GLuint multimesh_buffer = mesh_storage->multimesh_get_gl_buffer(inst->data->base);
- glBindBuffer(GL_ARRAY_BUFFER, multimesh_buffer);
- uint32_t multimesh_stride = mesh_storage->multimesh_get_stride(inst->data->base);
+ GLuint instance_buffer = 0;
+ uint32_t stride = 0;
+ if (inst->flags_cache & INSTANCE_DATA_FLAG_PARTICLES) {
+ instance_buffer = particles_storage->particles_get_gl_buffer(inst->data->base);
+ stride = 16; // 12 bytes for instance transform and 4 bytes for packed color and custom.
+ } else {
+ instance_buffer = mesh_storage->multimesh_get_gl_buffer(inst->data->base);
+ stride = mesh_storage->multimesh_get_stride(inst->data->base);
+ }
+
+ if (instance_buffer == 0) {
+ // Instance buffer not initialized yet. Skip rendering for now.
+ continue;
+ }
+
+ glBindBuffer(GL_ARRAY_BUFFER, instance_buffer);
+
glEnableVertexAttribArray(12);
- glVertexAttribPointer(12, 4, GL_FLOAT, GL_FALSE, multimesh_stride * sizeof(float), CAST_INT_TO_UCHAR_PTR(0));
+ glVertexAttribPointer(12, 4, GL_FLOAT, GL_FALSE, stride * sizeof(float), CAST_INT_TO_UCHAR_PTR(0));
glVertexAttribDivisor(12, 1);
glEnableVertexAttribArray(13);
- glVertexAttribPointer(13, 4, GL_FLOAT, GL_FALSE, multimesh_stride * sizeof(float), CAST_INT_TO_UCHAR_PTR(4 * 4));
+ glVertexAttribPointer(13, 4, GL_FLOAT, GL_FALSE, stride * sizeof(float), CAST_INT_TO_UCHAR_PTR(sizeof(float) * 4));
glVertexAttribDivisor(13, 1);
- glEnableVertexAttribArray(14);
- glVertexAttribPointer(14, 4, GL_FLOAT, GL_FALSE, multimesh_stride * sizeof(float), CAST_INT_TO_UCHAR_PTR(4 * 8));
- glVertexAttribDivisor(14, 1);
+ if (!(inst->flags_cache & INSTANCE_DATA_FLAG_MULTIMESH_FORMAT_2D)) {
+ glEnableVertexAttribArray(14);
+ glVertexAttribPointer(14, 4, GL_FLOAT, GL_FALSE, stride * sizeof(float), CAST_INT_TO_UCHAR_PTR(sizeof(float) * 8));
+ glVertexAttribDivisor(14, 1);
+ }
- if (mesh_storage->multimesh_uses_colors(inst->data->base) || mesh_storage->multimesh_uses_custom_data(inst->data->base)) {
+ if ((inst->flags_cache & INSTANCE_DATA_FLAG_MULTIMESH_HAS_COLOR) || (inst->flags_cache & INSTANCE_DATA_FLAG_MULTIMESH_HAS_CUSTOM_DATA)) {
+ uint32_t color_custom_offset = inst->flags_cache & INSTANCE_DATA_FLAG_MULTIMESH_FORMAT_2D ? 8 : 12;
glEnableVertexAttribArray(15);
- glVertexAttribIPointer(15, 4, GL_UNSIGNED_INT, multimesh_stride * sizeof(float), CAST_INT_TO_UCHAR_PTR(mesh_storage->multimesh_get_color_offset(inst->data->base) * sizeof(float)));
+ glVertexAttribIPointer(15, 4, GL_UNSIGNED_INT, stride * sizeof(float), CAST_INT_TO_UCHAR_PTR(color_custom_offset * sizeof(float)));
glVertexAttribDivisor(15, 1);
}
if (use_index_buffer) {
@@ -2265,6 +2334,72 @@ void RasterizerSceneGLES3::render_material(const Transform3D &p_cam_transform, c
}
void RasterizerSceneGLES3::render_particle_collider_heightfield(RID p_collider, const Transform3D &p_transform, const PagedArray<RenderGeometryInstance *> &p_instances) {
+ GLES3::ParticlesStorage *particles_storage = GLES3::ParticlesStorage::get_singleton();
+
+ ERR_FAIL_COND(!particles_storage->particles_collision_is_heightfield(p_collider));
+ Vector3 extents = particles_storage->particles_collision_get_extents(p_collider) * p_transform.basis.get_scale();
+ Projection cm;
+ cm.set_orthogonal(-extents.x, extents.x, -extents.z, extents.z, 0, extents.y * 2.0);
+
+ Vector3 cam_pos = p_transform.origin;
+ cam_pos.y += extents.y;
+
+ Transform3D cam_xform;
+ cam_xform.set_look_at(cam_pos, cam_pos - p_transform.basis.get_column(Vector3::AXIS_Y), -p_transform.basis.get_column(Vector3::AXIS_Z).normalized());
+
+ GLuint fb = particles_storage->particles_collision_get_heightfield_framebuffer(p_collider);
+ Size2i fb_size = particles_storage->particles_collision_get_heightfield_size(p_collider);
+
+ RENDER_TIMESTAMP("Setup GPUParticlesCollisionHeightField3D");
+
+ RenderDataGLES3 render_data;
+
+ render_data.cam_projection = cm;
+ render_data.cam_transform = cam_xform;
+ render_data.view_projection[0] = cm;
+ render_data.inv_cam_transform = render_data.cam_transform.affine_inverse();
+ render_data.cam_orthogonal = true;
+ render_data.z_near = 0.0;
+ render_data.z_far = cm.get_z_far();
+
+ render_data.instances = &p_instances;
+
+ _setup_environment(&render_data, true, Vector2(fb_size), true, Color(), false);
+
+ PassMode pass_mode = PASS_MODE_SHADOW;
+
+ _fill_render_list(RENDER_LIST_SECONDARY, &render_data, pass_mode);
+ render_list[RENDER_LIST_SECONDARY].sort_by_key();
+
+ RENDER_TIMESTAMP("Render Collider Heightfield");
+
+ glBindFramebuffer(GL_FRAMEBUFFER, fb);
+ glViewport(0, 0, fb_size.width, fb_size.height);
+
+ GLuint global_buffer = GLES3::MaterialStorage::get_singleton()->global_shader_parameters_get_uniform_buffer();
+
+ glBindBufferBase(GL_UNIFORM_BUFFER, SCENE_GLOBALS_UNIFORM_LOCATION, global_buffer);
+ glBindBuffer(GL_UNIFORM_BUFFER, 0);
+
+ glDisable(GL_BLEND);
+ glDepthMask(GL_TRUE);
+ glEnable(GL_DEPTH_TEST);
+ glDepthFunc(GL_LESS);
+ glDisable(GL_SCISSOR_TEST);
+ glCullFace(GL_BACK);
+ glEnable(GL_CULL_FACE);
+ scene_state.cull_mode = GLES3::SceneShaderData::CULL_BACK;
+
+ glColorMask(0, 0, 0, 0);
+ glClearDepth(1.0f);
+ glClear(GL_DEPTH_BUFFER_BIT);
+
+ RenderListParameters render_list_params(render_list[RENDER_LIST_SECONDARY].elements.ptr(), render_list[RENDER_LIST_SECONDARY].elements.size(), false, 31, false);
+
+ _render_list_template<PASS_MODE_SHADOW>(&render_list_params, &render_data, 0, render_list[RENDER_LIST_SECONDARY].elements.size());
+
+ glColorMask(1, 1, 1, 1);
+ glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
void RasterizerSceneGLES3::set_time(double p_time, double p_step) {
@@ -2415,7 +2550,7 @@ RasterizerSceneGLES3::RasterizerSceneGLES3() {
global_defines += "#define MAX_GLOBAL_SHADER_UNIFORMS 256\n"; // TODO: this is arbitrary for now
global_defines += "\n#define MAX_LIGHT_DATA_STRUCTS " + itos(config->max_renderable_lights) + "\n";
global_defines += "\n#define MAX_DIRECTIONAL_LIGHT_DATA_STRUCTS " + itos(MAX_DIRECTIONAL_LIGHTS) + "\n";
- global_defines += "\n#define MAX_FORWARD_LIGHTS " + itos(config->max_lights_per_object) + "\n";
+ global_defines += "\n#define MAX_FORWARD_LIGHTS uint(" + itos(config->max_lights_per_object) + ")\n";
material_storage->shaders.scene_shader.initialize(global_defines);
scene_globals.shader_default_version = material_storage->shaders.scene_shader.version_create();
material_storage->shaders.scene_shader.version_bind_shader(scene_globals.shader_default_version, SceneShaderGLES3::MODE_COLOR);
@@ -2455,7 +2590,6 @@ void fragment() {
global_defines += "\n#define MAX_DIRECTIONAL_LIGHT_DATA_STRUCTS " + itos(sky_globals.max_directional_lights) + "\n";
material_storage->shaders.sky_shader.initialize(global_defines);
sky_globals.shader_default_version = material_storage->shaders.sky_shader.version_create();
- material_storage->shaders.sky_shader.version_bind_shader(sky_globals.shader_default_version, SkyShaderGLES3::MODE_BACKGROUND);
}
{
@@ -2463,7 +2597,6 @@ void fragment() {
global_defines += "\n#define MAX_SAMPLE_COUNT " + itos(sky_globals.ggx_samples) + "\n";
material_storage->shaders.cubemap_filter_shader.initialize(global_defines);
scene_globals.cubemap_filter_shader_version = material_storage->shaders.cubemap_filter_shader.version_create();
- material_storage->shaders.cubemap_filter_shader.version_bind_shader(scene_globals.cubemap_filter_shader_version, CubemapFilterShaderGLES3::MODE_DEFAULT);
}
{
diff --git a/drivers/gles3/rasterizer_scene_gles3.h b/drivers/gles3/rasterizer_scene_gles3.h
index 3a759425e2..6e1f1babf8 100644
--- a/drivers/gles3/rasterizer_scene_gles3.h
+++ b/drivers/gles3/rasterizer_scene_gles3.h
@@ -85,23 +85,13 @@ enum SkyUniformLocation {
SKY_DIRECTIONAL_LIGHT_UNIFORM_LOCATION,
};
-enum {
- SPEC_CONSTANT_DISABLE_LIGHTMAP = 0,
- SPEC_CONSTANT_DISABLE_DIRECTIONAL_LIGHTS = 1,
- SPEC_CONSTANT_DISABLE_OMNI_LIGHTS = 2,
- SPEC_CONSTANT_DISABLE_SPOT_LIGHTS = 3,
- SPEC_CONSTANT_DISABLE_FOG = 4,
- SPEC_CONSTANT_USE_RADIANCE_MAP = 5,
- SPEC_CONSTANT_USE_MULTIVIEW = 6,
-};
-
struct RenderDataGLES3 {
Ref<RenderSceneBuffersGLES3> render_buffers;
bool transparent_bg = false;
- Transform3D cam_transform = Transform3D();
- Transform3D inv_cam_transform = Transform3D();
- Projection cam_projection = Projection();
+ Transform3D cam_transform;
+ Transform3D inv_cam_transform;
+ Projection cam_projection;
bool cam_orthogonal = false;
// For stereo rendering
@@ -115,9 +105,9 @@ struct RenderDataGLES3 {
const PagedArray<RenderGeometryInstance *> *instances = nullptr;
const PagedArray<RID> *lights = nullptr;
const PagedArray<RID> *reflection_probes = nullptr;
- RID environment = RID();
- RID camera_attributes = RID();
- RID reflection_probe = RID();
+ RID environment;
+ RID camera_attributes;
+ RID reflection_probe;
int reflection_probe_pass = 0;
float lod_distance_multiplier = 0.0;
diff --git a/drivers/gles3/shader_gles3.cpp b/drivers/gles3/shader_gles3.cpp
index 2ff7f72180..1dcd17ea0e 100644
--- a/drivers/gles3/shader_gles3.cpp
+++ b/drivers/gles3/shader_gles3.cpp
@@ -92,7 +92,7 @@ void ShaderGLES3::_add_stage(const char *p_code, StageType p_stage_type) {
}
}
-void ShaderGLES3::_setup(const char *p_vertex_code, const char *p_fragment_code, const char *p_name, int p_uniform_count, const char **p_uniform_names, int p_ubo_count, const UBOPair *p_ubos, int p_texture_count, const TexUnitPair *p_tex_units, int p_specialization_count, const Specialization *p_specializations, int p_variant_count, const char **p_variants) {
+void ShaderGLES3::_setup(const char *p_vertex_code, const char *p_fragment_code, const char *p_name, int p_uniform_count, const char **p_uniform_names, int p_ubo_count, const UBOPair *p_ubos, int p_feedback_count, const Feedback *p_feedback, int p_texture_count, const TexUnitPair *p_tex_units, int p_specialization_count, const Specialization *p_specializations, int p_variant_count, const char **p_variants) {
name = p_name;
if (p_vertex_code) {
@@ -118,6 +118,8 @@ void ShaderGLES3::_setup(const char *p_vertex_code, const char *p_fragment_code,
}
variant_defines = p_variants;
variant_count = p_variant_count;
+ feedbacks = p_feedback;
+ feedback_count = p_feedback_count;
StringBuilder tohash;
/*
@@ -339,9 +341,21 @@ void ShaderGLES3::_compile_specialization(Version::Specialization &spec, uint32_
glAttachShader(spec.id, spec.frag_id);
glAttachShader(spec.id, spec.vert_id);
- //for (int i = 0; i < attribute_pair_count; i++) {
- // glBindAttribLocation(v.id, attribute_pairs[i].index, attribute_pairs[i].name);
- //}
+ // If feedback exists, set it up.
+
+ if (feedback_count) {
+ Vector<const char *> feedback;
+ for (int i = 0; i < feedback_count; i++) {
+ if (feedbacks[i].specialization == 0 || (feedbacks[i].specialization & p_specialization)) {
+ // Specialization for this feedback is enabled
+ feedback.push_back(feedbacks[i].name);
+ }
+ }
+
+ if (feedback.size()) {
+ glTransformFeedbackVaryings(spec.id, feedback.size(), feedback.ptr(), GL_INTERLEAVED_ATTRIBS);
+ }
+ }
glLinkProgram(spec.id);
diff --git a/drivers/gles3/shader_gles3.h b/drivers/gles3/shader_gles3.h
index 3ab7642357..83b950ef45 100644
--- a/drivers/gles3/shader_gles3.h
+++ b/drivers/gles3/shader_gles3.h
@@ -70,6 +70,11 @@ protected:
bool default_value = false;
};
+ struct Feedback {
+ const char *name;
+ uint64_t specialization;
+ };
+
private:
//versions
CharString general_defines;
@@ -165,6 +170,8 @@ private:
int uniform_count = 0;
const UBOPair *ubo_pairs = nullptr;
int ubo_count = 0;
+ const Feedback *feedbacks;
+ int feedback_count = 0;
const TexUnitPair *texunit_pairs = nullptr;
int texunit_pair_count = 0;
int specialization_count = 0;
@@ -178,13 +185,13 @@ private:
protected:
ShaderGLES3();
- void _setup(const char *p_vertex_code, const char *p_fragment_code, const char *p_name, int p_uniform_count, const char **p_uniform_names, int p_ubo_count, const UBOPair *p_ubos, int p_texture_count, const TexUnitPair *p_tex_units, int p_specialization_count, const Specialization *p_specializations, int p_variant_count, const char **p_variants);
+ void _setup(const char *p_vertex_code, const char *p_fragment_code, const char *p_name, int p_uniform_count, const char **p_uniform_names, int p_ubo_count, const UBOPair *p_ubos, int p_feedback_count, const Feedback *p_feedback, int p_texture_count, const TexUnitPair *p_tex_units, int p_specialization_count, const Specialization *p_specializations, int p_variant_count, const char **p_variants);
- _FORCE_INLINE_ void _version_bind_shader(RID p_version, int p_variant, uint64_t p_specialization) {
- ERR_FAIL_INDEX(p_variant, variant_count);
+ _FORCE_INLINE_ bool _version_bind_shader(RID p_version, int p_variant, uint64_t p_specialization) {
+ ERR_FAIL_INDEX_V(p_variant, variant_count, false);
Version *version = version_owner.get_or_null(p_version);
- ERR_FAIL_COND(!version);
+ ERR_FAIL_COND_V(!version, false);
if (version->variants.size() == 0) {
_initialize_version(version); //may lack initialization
@@ -210,11 +217,12 @@ protected:
if (!spec || !spec->ok) {
WARN_PRINT_ONCE("shader failed to compile, unable to bind shader.");
- return;
+ return false;
}
glUseProgram(spec->id);
current_shader = spec;
+ return true;
}
_FORCE_INLINE_ int _version_get_uniform(int p_which, RID p_version, int p_variant, uint64_t p_specialization) {
diff --git a/drivers/gles3/shaders/SCsub b/drivers/gles3/shaders/SCsub
index b8bb08ec34..2686b1aa48 100644
--- a/drivers/gles3/shaders/SCsub
+++ b/drivers/gles3/shaders/SCsub
@@ -19,3 +19,5 @@ if "GLES3_GLSL" in env["BUILDERS"]:
env.GLES3_GLSL("cubemap_filter.glsl")
env.GLES3_GLSL("canvas_occlusion.glsl")
env.GLES3_GLSL("canvas_sdf.glsl")
+ env.GLES3_GLSL("particles.glsl")
+ env.GLES3_GLSL("particles_copy.glsl")
diff --git a/drivers/gles3/shaders/cubemap_filter.glsl b/drivers/gles3/shaders/cubemap_filter.glsl
index 88464876f1..6fcb23204d 100644
--- a/drivers/gles3/shaders/cubemap_filter.glsl
+++ b/drivers/gles3/shaders/cubemap_filter.glsl
@@ -31,7 +31,7 @@ uniform samplerCube source_cube; //texunit:0
uniform int face_id;
#ifndef MODE_DIRECT_WRITE
-uniform int sample_count;
+uniform uint sample_count;
uniform vec4 sample_directions_mip[MAX_SAMPLE_COUNT];
uniform float weight;
#endif
@@ -105,7 +105,7 @@ void main() {
T[1] = cross(N, T[0]);
T[2] = N;
- for (int sample_num = 0; sample_num < sample_count; sample_num++) {
+ for (uint sample_num = 0u; sample_num < sample_count; sample_num++) {
vec4 sample_direction_mip = sample_directions_mip[sample_num];
vec3 L = T * sample_direction_mip.xyz;
vec3 val = textureLod(source_cube, L, sample_direction_mip.w).rgb;
diff --git a/drivers/gles3/shaders/particles.glsl b/drivers/gles3/shaders/particles.glsl
new file mode 100644
index 0000000000..f8741a22ab
--- /dev/null
+++ b/drivers/gles3/shaders/particles.glsl
@@ -0,0 +1,501 @@
+/* clang-format off */
+#[modes]
+
+mode_default =
+
+#[specializations]
+
+MODE_3D = false
+USERDATA1_USED = false
+USERDATA2_USED = false
+USERDATA3_USED = false
+USERDATA4_USED = false
+USERDATA5_USED = false
+USERDATA6_USED = false
+
+#[vertex]
+
+#define SDF_MAX_LENGTH 16384.0
+
+layout(std140) uniform GlobalShaderUniformData { //ubo:1
+ vec4 global_shader_uniforms[MAX_GLOBAL_SHADER_UNIFORMS];
+};
+
+// This needs to be outside clang-format so the ubo comment is in the right place
+#ifdef MATERIAL_UNIFORMS_USED
+layout(std140) uniform MaterialUniforms{ //ubo:2
+
+#MATERIAL_UNIFORMS
+
+};
+#endif
+
+/* clang-format on */
+
+#define MAX_ATTRACTORS 32
+
+#define ATTRACTOR_TYPE_SPHERE uint(0)
+#define ATTRACTOR_TYPE_BOX uint(1)
+#define ATTRACTOR_TYPE_VECTOR_FIELD uint(2)
+
+struct Attractor {
+ mat4 transform;
+ vec4 extents; // Extents or radius. w-channel is padding.
+
+ uint type;
+ float strength;
+ float attenuation;
+ float directionality;
+};
+
+#define MAX_COLLIDERS 32
+
+#define COLLIDER_TYPE_SPHERE uint(0)
+#define COLLIDER_TYPE_BOX uint(1)
+#define COLLIDER_TYPE_SDF uint(2)
+#define COLLIDER_TYPE_HEIGHT_FIELD uint(3)
+#define COLLIDER_TYPE_2D_SDF uint(4)
+
+struct Collider {
+ mat4 transform;
+ vec4 extents; // Extents or radius. w-channel is padding.
+
+ uint type;
+ float scale;
+ float pad0;
+ float pad1;
+};
+
+layout(std140) uniform FrameData { //ubo:0
+ bool emitting;
+ uint 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;
+
+ uint random_seed;
+ uint attractor_count;
+ uint collider_count;
+ uint frame;
+
+ mat4 emission_transform;
+
+ Attractor attractors[MAX_ATTRACTORS];
+ Collider colliders[MAX_COLLIDERS];
+};
+
+#define PARTICLE_FLAG_ACTIVE uint(1)
+#define PARTICLE_FLAG_STARTED uint(2)
+#define PARTICLE_FLAG_TRAILED uint(4)
+#define PARTICLE_FRAME_MASK uint(0xFFFF)
+#define PARTICLE_FRAME_SHIFT uint(16)
+
+// ParticleData
+layout(location = 0) in highp vec4 color;
+layout(location = 1) in highp vec4 velocity_flags;
+layout(location = 2) in highp vec4 custom;
+layout(location = 3) in highp vec4 xform_1;
+layout(location = 4) in highp vec4 xform_2;
+#ifdef MODE_3D
+layout(location = 5) in highp vec4 xform_3;
+#endif
+#ifdef USERDATA1_USED
+layout(location = 6) in highp vec4 userdata1;
+#endif
+#ifdef USERDATA2_USED
+layout(location = 7) in highp vec4 userdata2;
+#endif
+#ifdef USERDATA3_USED
+layout(location = 8) in highp vec4 userdata3;
+#endif
+#ifdef USERDATA4_USED
+layout(location = 9) in highp vec4 userdata4;
+#endif
+#ifdef USERDATA5_USED
+layout(location = 10) in highp vec4 userdata5;
+#endif
+#ifdef USERDATA6_USED
+layout(location = 11) in highp vec4 userdata6;
+#endif
+
+out highp vec4 out_color; //tfb:
+out highp vec4 out_velocity_flags; //tfb:
+out highp vec4 out_custom; //tfb:
+out highp vec4 out_xform_1; //tfb:
+out highp vec4 out_xform_2; //tfb:
+#ifdef MODE_3D
+out highp vec4 out_xform_3; //tfb:MODE_3D
+#endif
+#ifdef USERDATA1_USED
+out highp vec4 out_userdata1; //tfb:USERDATA1_USED
+#endif
+#ifdef USERDATA2_USED
+out highp vec4 out_userdata2; //tfb:USERDATA2_USED
+#endif
+#ifdef USERDATA3_USED
+out highp vec4 out_userdata3; //tfb:USERDATA3_USED
+#endif
+#ifdef USERDATA4_USED
+out highp vec4 out_userdata4; //tfb:USERDATA4_USED
+#endif
+#ifdef USERDATA5_USED
+out highp vec4 out_userdata5; //tfb:USERDATA5_USED
+#endif
+#ifdef USERDATA6_USED
+out highp vec4 out_userdata6; //tfb:USERDATA6_USED
+#endif
+
+uniform sampler2D height_field_texture; //texunit:0
+
+uniform float lifetime;
+uniform bool clear;
+uniform uint total_particles;
+uniform bool use_fractional_delta;
+
+uint hash(uint x) {
+ x = ((x >> uint(16)) ^ x) * uint(0x45d9f3b);
+ x = ((x >> uint(16)) ^ x) * uint(0x45d9f3b);
+ x = (x >> uint(16)) ^ x;
+ return x;
+}
+
+vec3 safe_normalize(vec3 direction) {
+ const float EPSILON = 0.001;
+ if (length(direction) < EPSILON) {
+ return vec3(0.0);
+ }
+ return normalize(direction);
+}
+
+// Needed whenever 2D sdf texture is read from as it is packed in RGBA8.
+float vec4_to_float(vec4 p_vec) {
+ return dot(p_vec, vec4(1.0 / (255.0 * 255.0 * 255.0), 1.0 / (255.0 * 255.0), 1.0 / 255.0, 1.0)) * 2.0 - 1.0;
+}
+
+#GLOBALS
+
+void main() {
+ bool apply_forces = true;
+ bool apply_velocity = true;
+ float local_delta = delta;
+
+ float mass = 1.0;
+
+ bool restart = false;
+
+ bool restart_position = false;
+ bool restart_rotation_scale = false;
+ bool restart_velocity = false;
+ bool restart_color = false;
+ bool restart_custom = false;
+
+ mat4 xform = mat4(1.0);
+ uint flags = 0u;
+
+ if (clear) {
+ out_color = vec4(1.0);
+ out_custom = vec4(0.0);
+ out_velocity_flags = vec4(0.0);
+ } else {
+ out_color = color;
+ out_velocity_flags = velocity_flags;
+ out_custom = custom;
+ xform[0] = xform_1;
+ xform[1] = xform_2;
+#ifdef MODE_3D
+ xform[2] = xform_3;
+#endif
+ xform = transpose(xform);
+ flags = floatBitsToUint(velocity_flags.w);
+ }
+
+ //clear started flag if set
+ flags &= ~PARTICLE_FLAG_STARTED;
+
+ bool collided = false;
+ vec3 collision_normal = vec3(0.0);
+ float collision_depth = 0.0;
+
+ vec3 attractor_force = vec3(0.0);
+
+#if !defined(DISABLE_VELOCITY)
+
+ if (bool(flags & PARTICLE_FLAG_ACTIVE)) {
+ xform[3].xyz += out_velocity_flags.xyz * local_delta;
+ }
+#endif
+ uint index = uint(gl_VertexID);
+ if (emitting) {
+ float restart_phase = float(index) / float(total_particles);
+
+ if (randomness > 0.0) {
+ uint seed = cycle;
+ if (restart_phase >= system_phase) {
+ seed -= uint(1);
+ }
+ seed *= uint(total_particles);
+ seed += index;
+ float random = float(hash(seed) % uint(65536)) / 65536.0;
+ restart_phase += randomness * random * 1.0 / float(total_particles);
+ }
+
+ restart_phase *= (1.0 - explosiveness);
+
+ if (system_phase > prev_system_phase) {
+ // restart_phase >= prev_system_phase is used so particles emit in the first frame they are processed
+
+ if (restart_phase >= prev_system_phase && restart_phase < system_phase) {
+ restart = true;
+ if (use_fractional_delta) {
+ local_delta = (system_phase - restart_phase) * lifetime;
+ }
+ }
+
+ } else if (delta > 0.0) {
+ if (restart_phase >= prev_system_phase) {
+ restart = true;
+ if (use_fractional_delta) {
+ local_delta = (1.0 - restart_phase + system_phase) * lifetime;
+ }
+
+ } else if (restart_phase < system_phase) {
+ restart = true;
+ if (use_fractional_delta) {
+ local_delta = (system_phase - restart_phase) * lifetime;
+ }
+ }
+ }
+
+ if (restart) {
+ flags = emitting ? (PARTICLE_FLAG_ACTIVE | PARTICLE_FLAG_STARTED | (cycle << PARTICLE_FRAME_SHIFT)) : 0u;
+ restart_position = true;
+ restart_rotation_scale = true;
+ restart_velocity = true;
+ restart_color = true;
+ restart_custom = true;
+ }
+ }
+
+ bool particle_active = bool(flags & PARTICLE_FLAG_ACTIVE);
+
+ uint particle_number = (flags >> PARTICLE_FRAME_SHIFT) * uint(total_particles) + index;
+
+ if (restart && particle_active) {
+#CODE : START
+ }
+
+ if (particle_active) {
+ for (uint i = 0u; i < attractor_count; i++) {
+ vec3 dir;
+ float amount;
+ vec3 rel_vec = xform[3].xyz - attractors[i].transform[3].xyz;
+ vec3 local_pos = rel_vec * mat3(attractors[i].transform);
+
+ switch (attractors[i].type) {
+ case ATTRACTOR_TYPE_SPHERE: {
+ dir = safe_normalize(rel_vec);
+ float d = length(local_pos) / attractors[i].extents.x;
+ if (d > 1.0) {
+ continue;
+ }
+ amount = max(0.0, 1.0 - d);
+ } break;
+ case ATTRACTOR_TYPE_BOX: {
+ dir = safe_normalize(rel_vec);
+
+ vec3 abs_pos = abs(local_pos / attractors[i].extents.xyz);
+ float d = max(abs_pos.x, max(abs_pos.y, abs_pos.z));
+ if (d > 1.0) {
+ continue;
+ }
+ amount = max(0.0, 1.0 - d);
+
+ } break;
+ case ATTRACTOR_TYPE_VECTOR_FIELD: {
+ } break;
+ }
+ amount = pow(amount, attractors[i].attenuation);
+ dir = safe_normalize(mix(dir, attractors[i].transform[2].xyz, attractors[i].directionality));
+ attractor_force -= amount * dir * attractors[i].strength;
+ }
+
+ float particle_size = particle_size;
+
+#ifdef USE_COLLISION_SCALE
+
+ particle_size *= dot(vec3(length(xform[0].xyz), length(xform[1].xyz), length(xform[2].xyz)), vec3(0.33333333333));
+
+#endif
+
+ if (collider_count == 1u && colliders[0].type == COLLIDER_TYPE_2D_SDF) {
+ //2D collision
+
+ vec2 pos = xform[3].xy;
+ vec4 to_sdf_x = colliders[0].transform[0];
+ vec4 to_sdf_y = colliders[0].transform[1];
+ vec2 sdf_pos = vec2(dot(vec4(pos, 0, 1), to_sdf_x), dot(vec4(pos, 0, 1), to_sdf_y));
+
+ vec4 sdf_to_screen = vec4(colliders[0].extents.xyz, colliders[0].scale);
+
+ vec2 uv_pos = sdf_pos * sdf_to_screen.xy + sdf_to_screen.zw;
+
+ if (all(greaterThan(uv_pos, vec2(0.0))) && all(lessThan(uv_pos, vec2(1.0)))) {
+ vec2 pos2 = pos + vec2(0, particle_size);
+ vec2 sdf_pos2 = vec2(dot(vec4(pos2, 0, 1), to_sdf_x), dot(vec4(pos2, 0, 1), to_sdf_y));
+ float sdf_particle_size = distance(sdf_pos, sdf_pos2);
+
+ float d = vec4_to_float(texture(height_field_texture, uv_pos)) * SDF_MAX_LENGTH;
+
+ d -= sdf_particle_size;
+
+ if (d < 0.0) {
+ const float EPSILON = 0.001;
+ vec2 n = normalize(vec2(
+ vec4_to_float(texture(height_field_texture, uv_pos + vec2(EPSILON, 0.0))) - vec4_to_float(texture(height_field_texture, uv_pos - vec2(EPSILON, 0.0))),
+ vec4_to_float(texture(height_field_texture, uv_pos + vec2(0.0, EPSILON))) - vec4_to_float(texture(height_field_texture, uv_pos - vec2(0.0, EPSILON)))));
+
+ collided = true;
+ sdf_pos2 = sdf_pos + n * d;
+ pos2 = vec2(dot(vec4(sdf_pos2, 0, 1), colliders[0].transform[2]), dot(vec4(sdf_pos2, 0, 1), colliders[0].transform[3]));
+
+ n = pos - pos2;
+
+ collision_normal = normalize(vec3(n, 0.0));
+ collision_depth = length(n);
+ }
+ }
+
+ } else {
+ for (uint i = 0u; i < collider_count; i++) {
+ vec3 normal;
+ float depth;
+ bool col = false;
+
+ vec3 rel_vec = xform[3].xyz - colliders[i].transform[3].xyz;
+ vec3 local_pos = rel_vec * mat3(colliders[i].transform);
+
+ switch (colliders[i].type) {
+ case COLLIDER_TYPE_SPHERE: {
+ float d = length(rel_vec) - (particle_size + colliders[i].extents.x);
+
+ if (d < 0.0) {
+ col = true;
+ depth = -d;
+ normal = normalize(rel_vec);
+ }
+
+ } break;
+ case COLLIDER_TYPE_BOX: {
+ vec3 abs_pos = abs(local_pos);
+ vec3 sgn_pos = sign(local_pos);
+
+ if (any(greaterThan(abs_pos, colliders[i].extents.xyz))) {
+ //point outside box
+
+ vec3 closest = min(abs_pos, colliders[i].extents.xyz);
+ vec3 rel = abs_pos - closest;
+ depth = length(rel) - particle_size;
+ if (depth < 0.0) {
+ col = true;
+ normal = mat3(colliders[i].transform) * (normalize(rel) * sgn_pos);
+ depth = -depth;
+ }
+ } else {
+ //point inside box
+ vec3 axis_len = colliders[i].extents.xyz - abs_pos;
+ // there has to be a faster way to do this?
+ if (all(lessThan(axis_len.xx, axis_len.yz))) {
+ normal = vec3(1, 0, 0);
+ } else if (all(lessThan(axis_len.yy, axis_len.xz))) {
+ normal = vec3(0, 1, 0);
+ } else {
+ normal = vec3(0, 0, 1);
+ }
+
+ col = true;
+ depth = dot(normal * axis_len, vec3(1)) + particle_size;
+ normal = mat3(colliders[i].transform) * (normal * sgn_pos);
+ }
+
+ } break;
+ case COLLIDER_TYPE_SDF: {
+ } break;
+ case COLLIDER_TYPE_HEIGHT_FIELD: {
+ vec3 local_pos_bottom = local_pos;
+ local_pos_bottom.y -= particle_size;
+
+ if (any(greaterThan(abs(local_pos_bottom), colliders[i].extents.xyz))) {
+ continue;
+ }
+ const float DELTA = 1.0 / 8192.0;
+
+ vec3 uvw_pos = vec3(local_pos_bottom / colliders[i].extents.xyz) * 0.5 + 0.5;
+
+ float y = 1.0 - texture(height_field_texture, uvw_pos.xz).r;
+
+ if (y > uvw_pos.y) {
+ //inside heightfield
+
+ vec3 pos1 = (vec3(uvw_pos.x, y, uvw_pos.z) * 2.0 - 1.0) * colliders[i].extents.xyz;
+ vec3 pos2 = (vec3(uvw_pos.x + DELTA, 1.0 - texture(height_field_texture, uvw_pos.xz + vec2(DELTA, 0)).r, uvw_pos.z) * 2.0 - 1.0) * colliders[i].extents.xyz;
+ vec3 pos3 = (vec3(uvw_pos.x, 1.0 - texture(height_field_texture, uvw_pos.xz + vec2(0, DELTA)).r, uvw_pos.z + DELTA) * 2.0 - 1.0) * colliders[i].extents.xyz;
+
+ normal = normalize(cross(pos1 - pos2, pos1 - pos3));
+ float local_y = (vec3(local_pos / colliders[i].extents.xyz) * 0.5 + 0.5).y;
+
+ col = true;
+ depth = dot(normal, pos1) - dot(normal, local_pos_bottom);
+ }
+
+ } break;
+ }
+
+ if (col) {
+ if (!collided) {
+ collided = true;
+ collision_normal = normal;
+ collision_depth = depth;
+ } else {
+ vec3 c = collision_normal * collision_depth;
+ c += normal * max(0.0, depth - dot(normal, c));
+ collision_normal = normalize(c);
+ collision_depth = length(c);
+ }
+ }
+ }
+ }
+ }
+
+ if (particle_active) {
+#CODE : PROCESS
+ }
+
+ flags &= ~PARTICLE_FLAG_ACTIVE;
+ if (particle_active) {
+ flags |= PARTICLE_FLAG_ACTIVE;
+ }
+
+ xform = transpose(xform);
+ out_xform_1 = xform[0];
+ out_xform_2 = xform[1];
+#ifdef MODE_3D
+ out_xform_3 = xform[2];
+#endif
+ out_velocity_flags.w = uintBitsToFloat(flags);
+}
+
+/* clang-format off */
+#[fragment]
+
+void main() {
+}
+/* clang-format on */
diff --git a/drivers/gles3/shaders/particles_copy.glsl b/drivers/gles3/shaders/particles_copy.glsl
new file mode 100644
index 0000000000..f273cb7b64
--- /dev/null
+++ b/drivers/gles3/shaders/particles_copy.glsl
@@ -0,0 +1,122 @@
+/* clang-format off */
+#[modes]
+
+mode_default =
+
+#[specializations]
+
+MODE_3D = false
+
+#[vertex]
+
+#include "stdlib_inc.glsl"
+
+// ParticleData
+layout(location = 0) in highp vec4 color;
+layout(location = 1) in highp vec4 velocity_flags;
+layout(location = 2) in highp vec4 custom;
+layout(location = 3) in highp vec4 xform_1;
+layout(location = 4) in highp vec4 xform_2;
+#ifdef MODE_3D
+layout(location = 5) in highp vec4 xform_3;
+#endif
+
+/* clang-format on */
+out highp vec4 out_xform_1; //tfb:
+out highp vec4 out_xform_2; //tfb:
+#ifdef MODE_3D
+out highp vec4 out_xform_3; //tfb:MODE_3D
+#endif
+flat out highp uvec4 instance_color_custom_data; //tfb:
+
+uniform lowp vec3 sort_direction;
+uniform highp float frame_remainder;
+
+uniform highp vec3 align_up;
+uniform highp uint align_mode;
+
+uniform highp mat4 inv_emission_transform;
+
+#define TRANSFORM_ALIGN_DISABLED uint(0)
+#define TRANSFORM_ALIGN_Z_BILLBOARD uint(1)
+#define TRANSFORM_ALIGN_Y_TO_VELOCITY uint(2)
+#define TRANSFORM_ALIGN_Z_BILLBOARD_Y_TO_VELOCITY uint(3)
+
+#define PARTICLE_FLAG_ACTIVE uint(1)
+
+void main() {
+ mat4 txform = mat4(vec4(0.0), vec4(0.0), vec4(0.0), vec4(0.0)); // zero scale, becomes invisible.
+ if (bool(floatBitsToUint(velocity_flags.w) & PARTICLE_FLAG_ACTIVE)) {
+#ifdef MODE_3D
+ txform = transpose(mat4(xform_1, xform_2, xform_3, vec4(0.0, 0.0, 0.0, 1.0)));
+#else
+ txform = transpose(mat4(xform_1, xform_2, vec4(0.0, 0.0, 1.0, 0.0), vec4(0.0, 0.0, 0.0, 1.0)));
+#endif
+
+ switch (align_mode) {
+ case TRANSFORM_ALIGN_DISABLED: {
+ } break; //nothing
+ case TRANSFORM_ALIGN_Z_BILLBOARD: {
+ mat3 local = mat3(normalize(cross(align_up, sort_direction)), align_up, sort_direction);
+ local = local * mat3(txform);
+ txform[0].xyz = local[0];
+ txform[1].xyz = local[1];
+ txform[2].xyz = local[2];
+
+ } break;
+ case TRANSFORM_ALIGN_Y_TO_VELOCITY: {
+ vec3 v = velocity_flags.xyz;
+ float s = (length(txform[0]) + length(txform[1]) + length(txform[2])) / 3.0;
+ if (length(v) > 0.0) {
+ txform[1].xyz = normalize(v);
+ } else {
+ txform[1].xyz = normalize(txform[1].xyz);
+ }
+
+ txform[0].xyz = normalize(cross(txform[1].xyz, txform[2].xyz));
+ txform[2].xyz = vec3(0.0, 0.0, 1.0) * s;
+ txform[0].xyz *= s;
+ txform[1].xyz *= s;
+ } break;
+ case TRANSFORM_ALIGN_Z_BILLBOARD_Y_TO_VELOCITY: {
+ vec3 sv = velocity_flags.xyz - sort_direction * dot(sort_direction, velocity_flags.xyz); //screen velocity
+ float s = (length(txform[0]) + length(txform[1]) + length(txform[2])) / 3.0;
+
+ if (length(sv) == 0.0) {
+ sv = align_up;
+ }
+
+ sv = normalize(sv);
+
+ txform[0].xyz = normalize(cross(sv, sort_direction)) * s;
+ txform[1].xyz = sv * s;
+ txform[2].xyz = sort_direction * s;
+
+ } break;
+ }
+
+ txform[3].xyz += velocity_flags.xyz * frame_remainder;
+
+#ifndef MODE_3D
+ // In global mode, bring 2D particles to local coordinates
+ // as they will be drawn with the node position as origin.
+ txform = inv_emission_transform * txform;
+#endif
+
+ txform = transpose(txform);
+ }
+
+ instance_color_custom_data = uvec4(packHalf2x16(color.xy), packHalf2x16(color.zw), packHalf2x16(custom.xy), packHalf2x16(custom.zw));
+ out_xform_1 = txform[0];
+ out_xform_2 = txform[1];
+#ifdef MODE_3D
+ out_xform_3 = txform[2];
+#endif
+}
+
+/* clang-format off */
+#[fragment]
+
+void main() {
+}
+/* clang-format on */
diff --git a/drivers/gles3/shaders/scene.glsl b/drivers/gles3/shaders/scene.glsl
index ed176c7829..f14ed24965 100644
--- a/drivers/gles3/shaders/scene.glsl
+++ b/drivers/gles3/shaders/scene.glsl
@@ -197,7 +197,7 @@ out vec3 tangent_interp;
out vec3 binormal_interp;
#endif
-#if defined(MATERIAL_UNIFORMS_USED)
+#ifdef MATERIAL_UNIFORMS_USED
/* clang-format off */
layout(std140) uniform MaterialUniforms { // ubo:3
@@ -366,7 +366,9 @@ void main() {
#endif
#endif
+#ifndef MODE_RENDER_DEPTH
#include "tonemap_inc.glsl"
+#endif
#include "stdlib_inc.glsl"
/* texture unit usage, N is max_texture_unity-N
@@ -428,7 +430,7 @@ layout(std140) uniform GlobalShaderUniformData { //ubo:1
/* Material Uniforms */
-#if defined(MATERIAL_UNIFORMS_USED)
+#ifdef MATERIAL_UNIFORMS_USED
/* clang-format off */
layout(std140) uniform MaterialUniforms { // ubo:3
@@ -535,7 +537,7 @@ layout(std140) uniform OmniLightData { // ubo:5
LightData omni_lights[MAX_LIGHT_DATA_STRUCTS];
};
uniform uint omni_light_indices[MAX_FORWARD_LIGHTS];
-uniform int omni_light_count;
+uniform uint omni_light_count;
#endif
#ifndef DISABLE_LIGHT_SPOT
@@ -545,7 +547,7 @@ layout(std140) uniform SpotLightData { // ubo:6
LightData spot_lights[MAX_LIGHT_DATA_STRUCTS];
};
uniform uint spot_light_indices[MAX_FORWARD_LIGHTS];
-uniform int spot_light_count;
+uniform uint spot_light_count;
#endif
#ifdef USE_ADDITIVE_LIGHTING
@@ -1188,7 +1190,7 @@ void main() {
#endif //!DISABLE_LIGHT_DIRECTIONAL
#ifndef DISABLE_LIGHT_OMNI
- for (int i = 0; i < MAX_FORWARD_LIGHTS; i++) {
+ for (uint i = 0u; i < MAX_FORWARD_LIGHTS; i++) {
if (i >= omni_light_count) {
break;
}
@@ -1211,7 +1213,7 @@ void main() {
#endif // !DISABLE_LIGHT_OMNI
#ifndef DISABLE_LIGHT_SPOT
- for (int i = 0; i < MAX_FORWARD_LIGHTS; i++) {
+ for (uint i = 0u; i < MAX_FORWARD_LIGHTS; i++) {
if (i >= spot_light_count) {
break;
}
diff --git a/drivers/gles3/storage/material_storage.cpp b/drivers/gles3/storage/material_storage.cpp
index 2d6a793c9e..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
@@ -3421,6 +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:");
@@ -3541,11 +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 {
@@ -3586,7 +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() {
@@ -3619,4 +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..767ac2bf1a 100644
--- a/drivers/gles3/storage/texture_storage.cpp
+++ b/drivers/gles3/storage/texture_storage.cpp
@@ -647,7 +647,7 @@ 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 +2215,11 @@ 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 +2240,11 @@ 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 +2268,11 @@ 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);
}
}