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-rw-r--r--servers/rendering/renderer_rd/shaders/particles.glsl321
1 files changed, 204 insertions, 117 deletions
diff --git a/servers/rendering/renderer_rd/shaders/particles.glsl b/servers/rendering/renderer_rd/shaders/particles.glsl
index 3712220dc4..9f8410fd8a 100644
--- a/servers/rendering/renderer_rd/shaders/particles.glsl
+++ b/servers/rendering/renderer_rd/shaders/particles.glsl
@@ -19,6 +19,8 @@ layout(local_size_x = 64, local_size_y = 1, local_size_z = 1) in;
#define SAMPLER_NEAREST_WITH_MIPMAPS_ANISOTROPIC_REPEAT 10
#define SAMPLER_LINEAR_WITH_MIPMAPS_ANISOTROPIC_REPEAT 11
+#define SDF_MAX_LENGTH 16384.0
+
/* SET 0: GLOBAL DATA */
layout(set = 0, binding = 1) uniform sampler material_samplers[12];
@@ -54,6 +56,7 @@ struct Attractor {
#define COLLIDER_TYPE_BOX 1
#define COLLIDER_TYPE_SDF 2
#define COLLIDER_TYPE_HEIGHT_FIELD 3
+#define COLLIDER_TYPE_2D_SDF 4
struct Collider {
mat4 transform;
@@ -76,6 +79,11 @@ struct FrameParams {
float time;
float delta;
+ uint frame;
+ uint pad0;
+ uint pad1;
+ uint pad2;
+
uint random_seed;
uint attractor_count;
uint collider_count;
@@ -92,10 +100,16 @@ layout(set = 1, binding = 0, std430) restrict buffer FrameHistory {
}
frame_history;
+#define PARTICLE_FLAG_ACTIVE uint(1)
+#define PARTICLE_FLAG_STARTED uint(2)
+#define PARTICLE_FLAG_TRAILED uint(4)
+#define PARTICLE_FRAME_MASK uint(0xFFFF)
+#define PARTICLE_FRAME_SHIFT uint(16)
+
struct ParticleData {
mat4 xform;
vec3 velocity;
- bool is_active;
+ uint flags;
vec4 color;
vec4 custom;
};
@@ -162,7 +176,7 @@ layout(push_constant, binding = 0, std430) uniform Params {
bool use_fractional_delta;
bool sub_emitter_mode;
bool can_emit;
- uint pad;
+ bool trail_pass;
}
params;
@@ -201,6 +215,14 @@ bool emit_subparticle(mat4 p_xform, vec3 p_velocity, vec4 p_color, vec4 p_custom
void main() {
uint particle = gl_GlobalInvocationID.x;
+ if (params.trail_size > 1) {
+ if (params.trail_pass) {
+ particle += (particle / (params.trail_size - 1)) + 1;
+ } else {
+ particle *= params.trail_size;
+ }
+ }
+
if (particle >= params.total_particles * params.trail_size) {
return; //discard
}
@@ -229,7 +251,7 @@ void main() {
PARTICLE.color = vec4(1.0);
PARTICLE.custom = vec4(0.0);
PARTICLE.velocity = vec3(0.0);
- PARTICLE.is_active = false;
+ PARTICLE.flags = 0;
PARTICLE.xform = mat4(
vec4(1.0, 0.0, 0.0, 0.0),
vec4(0.0, 1.0, 0.0, 0.0),
@@ -237,6 +259,29 @@ void main() {
vec4(0.0, 0.0, 0.0, 1.0));
}
+ //clear started flag if set
+
+ if (params.trail_pass) {
+ //trail started
+ uint src_idx = index * params.trail_size;
+ if (bool(particles.data[src_idx].flags & PARTICLE_FLAG_STARTED)) {
+ //save start conditions for trails
+ PARTICLE.color = particles.data[src_idx].color;
+ PARTICLE.custom = particles.data[src_idx].custom;
+ PARTICLE.velocity = particles.data[src_idx].velocity;
+ PARTICLE.flags = PARTICLE_FLAG_TRAILED | ((frame_history.data[0].frame & PARTICLE_FRAME_MASK) << PARTICLE_FRAME_SHIFT); //mark it as trailed, save in which frame it will start
+ PARTICLE.xform = particles.data[src_idx].xform;
+ }
+
+ if (bool(PARTICLE.flags & PARTICLE_FLAG_TRAILED) && ((PARTICLE.flags >> PARTICLE_FRAME_SHIFT) == (FRAME.frame & PARTICLE_FRAME_MASK))) { //check this is trailed and see if it should start now
+ // we just assume that this is the first frame of the particle, the rest is deterministic
+ PARTICLE.flags = PARTICLE_FLAG_ACTIVE | (particles.data[src_idx].flags & (PARTICLE_FRAME_MASK << PARTICLE_FRAME_SHIFT));
+ return; //- this appears like it should be correct, but it seems not to be.. wonder why.
+ }
+ } else {
+ PARTICLE.flags &= ~PARTICLE_FLAG_STARTED;
+ }
+
bool collided = false;
vec3 collision_normal = vec3(0.0);
float collision_depth = 0.0;
@@ -245,19 +290,17 @@ void main() {
#if !defined(DISABLE_VELOCITY)
- if (PARTICLE.is_active) {
+ if (bool(PARTICLE.flags & PARTICLE_FLAG_ACTIVE)) {
PARTICLE.xform[3].xyz += PARTICLE.velocity * local_delta;
}
#endif
- /* Process physics if active */
-
- if (params.sub_emitter_mode) {
- if (!PARTICLE.is_active) {
+ if (!params.trail_pass && params.sub_emitter_mode) {
+ if (!bool(PARTICLE.flags & PARTICLE_FLAG_ACTIVE)) {
int src_index = atomicAdd(src_particles.particle_count, -1) - 1;
if (src_index >= 0) {
- PARTICLE.is_active = true;
+ PARTICLE.flags = (PARTICLE_FLAG_ACTIVE | PARTICLE_FLAG_STARTED | (FRAME.cycle << PARTICLE_FRAME_SHIFT));
restart = true;
if (bool(src_particles.data[src_index].flags & EMISSION_FLAG_HAS_POSITION)) {
@@ -339,16 +382,12 @@ void main() {
}
}
- uint current_cycle = FRAME.cycle;
-
- if (FRAME.system_phase < restart_phase) {
- current_cycle -= uint(1);
+ if (params.trail_pass) {
+ restart = false;
}
- uint particle_number = current_cycle * uint(params.total_particles) + particle;
-
if (restart) {
- PARTICLE.is_active = FRAME.emitting;
+ PARTICLE.flags = FRAME.emitting ? (PARTICLE_FLAG_ACTIVE | PARTICLE_FLAG_STARTED | (FRAME.cycle << PARTICLE_FRAME_SHIFT)) : 0;
restart_position = true;
restart_rotation_scale = true;
restart_velocity = true;
@@ -357,11 +396,15 @@ void main() {
}
}
- if (restart && PARTICLE.is_active) {
+ bool particle_active = bool(PARTICLE.flags & PARTICLE_FLAG_ACTIVE);
+
+ uint particle_number = (PARTICLE.flags >> PARTICLE_FRAME_SHIFT) * uint(params.total_particles) + index;
+
+ if (restart && particle_active) {
#CODE : START
}
- if (PARTICLE.is_active) {
+ if (particle_active) {
for (uint i = 0; i < FRAME.attractor_count; i++) {
vec3 dir;
float amount;
@@ -412,134 +455,178 @@ void main() {
#endif
- for (uint i = 0; i < FRAME.collider_count; i++) {
- vec3 normal;
- float depth;
- bool col = false;
+ if (FRAME.collider_count == 1 && FRAME.colliders[0].type == COLLIDER_TYPE_2D_SDF) {
+ //2D collision
- vec3 rel_vec = PARTICLE.xform[3].xyz - FRAME.colliders[i].transform[3].xyz;
- vec3 local_pos = rel_vec * mat3(FRAME.colliders[i].transform);
+ vec2 pos = PARTICLE.xform[3].xy;
+ vec4 to_sdf_x = FRAME.colliders[0].transform[0];
+ vec4 to_sdf_y = FRAME.colliders[0].transform[1];
+ vec2 sdf_pos = vec2(dot(vec4(pos, 0, 1), to_sdf_x), dot(vec4(pos, 0, 1), to_sdf_y));
- switch (FRAME.colliders[i].type) {
- case COLLIDER_TYPE_SPHERE: {
- float d = length(rel_vec) - (particle_size + FRAME.colliders[i].extents.x);
+ vec4 sdf_to_screen = vec4(FRAME.colliders[0].extents, FRAME.colliders[0].scale);
- if (d < 0.0) {
- col = true;
- depth = -d;
- normal = normalize(rel_vec);
- }
+ vec2 uv_pos = sdf_pos * sdf_to_screen.xy + sdf_to_screen.zw;
- } break;
- case COLLIDER_TYPE_BOX: {
- vec3 abs_pos = abs(local_pos);
- vec3 sgn_pos = sign(local_pos);
+ if (all(greaterThan(uv_pos, vec2(0.0))) && all(lessThan(uv_pos, vec2(1.0)))) {
+ vec2 pos2 = pos + vec2(0, particle_size);
+ vec2 sdf_pos2 = vec2(dot(vec4(pos2, 0, 1), to_sdf_x), dot(vec4(pos2, 0, 1), to_sdf_y));
+ float sdf_particle_size = distance(sdf_pos, sdf_pos2);
+
+ float d = texture(sampler2D(height_field_texture, material_samplers[SAMPLER_LINEAR_CLAMP]), uv_pos).r * SDF_MAX_LENGTH;
+
+ d -= sdf_particle_size;
+
+ if (d < 0.0) {
+ const float EPSILON = 0.001;
+ vec2 n = normalize(vec2(
+ texture(sampler2D(height_field_texture, material_samplers[SAMPLER_LINEAR_CLAMP]), uv_pos + vec2(EPSILON, 0.0)).r - texture(sampler2D(height_field_texture, material_samplers[SAMPLER_LINEAR_CLAMP]), uv_pos - vec2(EPSILON, 0.0)).r,
+ texture(sampler2D(height_field_texture, material_samplers[SAMPLER_LINEAR_CLAMP]), uv_pos + vec2(0.0, EPSILON)).r - texture(sampler2D(height_field_texture, material_samplers[SAMPLER_LINEAR_CLAMP]), uv_pos - vec2(0.0, EPSILON)).r));
+
+ collided = true;
+ sdf_pos2 = sdf_pos + n * d;
+ pos2 = vec2(dot(vec4(sdf_pos2, 0, 1), FRAME.colliders[0].transform[2]), dot(vec4(sdf_pos2, 0, 1), FRAME.colliders[0].transform[3]));
+
+ n = pos - pos2;
+
+ collision_normal = normalize(vec3(n, 0.0));
+ collision_depth = length(n);
+ }
+ }
+
+ } else {
+ for (uint i = 0; i < FRAME.collider_count; i++) {
+ vec3 normal;
+ float depth;
+ bool col = false;
- if (any(greaterThan(abs_pos, FRAME.colliders[i].extents))) {
- //point outside box
+ vec3 rel_vec = PARTICLE.xform[3].xyz - FRAME.colliders[i].transform[3].xyz;
+ vec3 local_pos = rel_vec * mat3(FRAME.colliders[i].transform);
- vec3 closest = min(abs_pos, FRAME.colliders[i].extents);
- vec3 rel = abs_pos - closest;
- depth = length(rel) - particle_size;
- if (depth < 0.0) {
+ switch (FRAME.colliders[i].type) {
+ case COLLIDER_TYPE_SPHERE: {
+ float d = length(rel_vec) - (particle_size + FRAME.colliders[i].extents.x);
+
+ if (d < 0.0) {
col = true;
- normal = mat3(FRAME.colliders[i].transform) * (normalize(rel) * sgn_pos);
- depth = -depth;
+ depth = -d;
+ normal = normalize(rel_vec);
}
- } else {
- //point inside box
- vec3 axis_len = FRAME.colliders[i].extents - abs_pos;
- // there has to be a faster way to do this?
- if (all(lessThan(axis_len.xx, axis_len.yz))) {
- normal = vec3(1, 0, 0);
- } else if (all(lessThan(axis_len.yy, axis_len.xz))) {
- normal = vec3(0, 1, 0);
+
+ } break;
+ case COLLIDER_TYPE_BOX: {
+ vec3 abs_pos = abs(local_pos);
+ vec3 sgn_pos = sign(local_pos);
+
+ if (any(greaterThan(abs_pos, FRAME.colliders[i].extents))) {
+ //point outside box
+
+ vec3 closest = min(abs_pos, FRAME.colliders[i].extents);
+ vec3 rel = abs_pos - closest;
+ depth = length(rel) - particle_size;
+ if (depth < 0.0) {
+ col = true;
+ normal = mat3(FRAME.colliders[i].transform) * (normalize(rel) * sgn_pos);
+ depth = -depth;
+ }
} else {
- normal = vec3(0, 0, 1);
+ //point inside box
+ vec3 axis_len = FRAME.colliders[i].extents - abs_pos;
+ // there has to be a faster way to do this?
+ if (all(lessThan(axis_len.xx, axis_len.yz))) {
+ normal = vec3(1, 0, 0);
+ } else if (all(lessThan(axis_len.yy, axis_len.xz))) {
+ normal = vec3(0, 1, 0);
+ } else {
+ normal = vec3(0, 0, 1);
+ }
+
+ col = true;
+ depth = dot(normal * axis_len, vec3(1)) + particle_size;
+ normal = mat3(FRAME.colliders[i].transform) * (normal * sgn_pos);
}
- col = true;
- depth = dot(normal * axis_len, vec3(1)) + particle_size;
- normal = mat3(FRAME.colliders[i].transform) * (normal * sgn_pos);
- }
+ } break;
+ case COLLIDER_TYPE_SDF: {
+ vec3 apos = abs(local_pos);
+ float extra_dist = 0.0;
+ if (any(greaterThan(apos, FRAME.colliders[i].extents))) { //outside
+ vec3 mpos = min(apos, FRAME.colliders[i].extents);
+ extra_dist = distance(mpos, apos);
+ }
- } break;
- case COLLIDER_TYPE_SDF: {
- vec3 apos = abs(local_pos);
- float extra_dist = 0.0;
- if (any(greaterThan(apos, FRAME.colliders[i].extents))) { //outside
- vec3 mpos = min(apos, FRAME.colliders[i].extents);
- extra_dist = distance(mpos, apos);
- }
+ if (extra_dist > particle_size) {
+ continue;
+ }
- if (extra_dist > particle_size) {
- continue;
- }
+ vec3 uvw_pos = (local_pos / FRAME.colliders[i].extents) * 0.5 + 0.5;
+ float s = texture(sampler3D(sdf_vec_textures[FRAME.colliders[i].texture_index], material_samplers[SAMPLER_LINEAR_CLAMP]), uvw_pos).r;
+ s *= FRAME.colliders[i].scale;
+ s += extra_dist;
+ if (s < particle_size) {
+ col = true;
+ depth = particle_size - s;
+ const float EPSILON = 0.001;
+ normal = mat3(FRAME.colliders[i].transform) *
+ normalize(
+ vec3(
+ texture(sampler3D(sdf_vec_textures[FRAME.colliders[i].texture_index], material_samplers[SAMPLER_LINEAR_CLAMP]), uvw_pos + vec3(EPSILON, 0.0, 0.0)).r - texture(sampler3D(sdf_vec_textures[FRAME.colliders[i].texture_index], material_samplers[SAMPLER_LINEAR_CLAMP]), uvw_pos - vec3(EPSILON, 0.0, 0.0)).r,
+ texture(sampler3D(sdf_vec_textures[FRAME.colliders[i].texture_index], material_samplers[SAMPLER_LINEAR_CLAMP]), uvw_pos + vec3(0.0, EPSILON, 0.0)).r - texture(sampler3D(sdf_vec_textures[FRAME.colliders[i].texture_index], material_samplers[SAMPLER_LINEAR_CLAMP]), uvw_pos - vec3(0.0, EPSILON, 0.0)).r,
+ texture(sampler3D(sdf_vec_textures[FRAME.colliders[i].texture_index], material_samplers[SAMPLER_LINEAR_CLAMP]), uvw_pos + vec3(0.0, 0.0, EPSILON)).r - texture(sampler3D(sdf_vec_textures[FRAME.colliders[i].texture_index], material_samplers[SAMPLER_LINEAR_CLAMP]), uvw_pos - vec3(0.0, 0.0, EPSILON)).r));
+ }
- vec3 uvw_pos = (local_pos / FRAME.colliders[i].extents) * 0.5 + 0.5;
- float s = texture(sampler3D(sdf_vec_textures[FRAME.colliders[i].texture_index], material_samplers[SAMPLER_LINEAR_CLAMP]), uvw_pos).r;
- s *= FRAME.colliders[i].scale;
- s += extra_dist;
- if (s < particle_size) {
- col = true;
- depth = particle_size - s;
- const float EPSILON = 0.001;
- normal = mat3(FRAME.colliders[i].transform) *
- normalize(
- vec3(
- texture(sampler3D(sdf_vec_textures[FRAME.colliders[i].texture_index], material_samplers[SAMPLER_LINEAR_CLAMP]), uvw_pos + vec3(EPSILON, 0.0, 0.0)).r - texture(sampler3D(sdf_vec_textures[FRAME.colliders[i].texture_index], material_samplers[SAMPLER_LINEAR_CLAMP]), uvw_pos - vec3(EPSILON, 0.0, 0.0)).r,
- texture(sampler3D(sdf_vec_textures[FRAME.colliders[i].texture_index], material_samplers[SAMPLER_LINEAR_CLAMP]), uvw_pos + vec3(0.0, EPSILON, 0.0)).r - texture(sampler3D(sdf_vec_textures[FRAME.colliders[i].texture_index], material_samplers[SAMPLER_LINEAR_CLAMP]), uvw_pos - vec3(0.0, EPSILON, 0.0)).r,
- texture(sampler3D(sdf_vec_textures[FRAME.colliders[i].texture_index], material_samplers[SAMPLER_LINEAR_CLAMP]), uvw_pos + vec3(0.0, 0.0, EPSILON)).r - texture(sampler3D(sdf_vec_textures[FRAME.colliders[i].texture_index], material_samplers[SAMPLER_LINEAR_CLAMP]), uvw_pos - vec3(0.0, 0.0, EPSILON)).r));
- }
+ } break;
+ case COLLIDER_TYPE_HEIGHT_FIELD: {
+ vec3 local_pos_bottom = local_pos;
+ local_pos_bottom.y -= particle_size;
- } break;
- case COLLIDER_TYPE_HEIGHT_FIELD: {
- vec3 local_pos_bottom = local_pos;
- local_pos_bottom.y -= particle_size;
+ if (any(greaterThan(abs(local_pos_bottom), FRAME.colliders[i].extents))) {
+ continue;
+ }
+ const float DELTA = 1.0 / 8192.0;
- if (any(greaterThan(abs(local_pos_bottom), FRAME.colliders[i].extents))) {
- continue;
- }
+ vec3 uvw_pos = vec3(local_pos_bottom / FRAME.colliders[i].extents) * 0.5 + 0.5;
- const float DELTA = 1.0 / 8192.0;
+ float y = 1.0 - texture(sampler2D(height_field_texture, material_samplers[SAMPLER_LINEAR_CLAMP]), uvw_pos.xz).r;
- vec3 uvw_pos = vec3(local_pos_bottom / FRAME.colliders[i].extents) * 0.5 + 0.5;
+ if (y > uvw_pos.y) {
+ //inside heightfield
- float y = 1.0 - texture(sampler2D(height_field_texture, material_samplers[SAMPLER_LINEAR_CLAMP]), uvw_pos.xz).r;
+ vec3 pos1 = (vec3(uvw_pos.x, y, uvw_pos.z) * 2.0 - 1.0) * FRAME.colliders[i].extents;
+ vec3 pos2 = (vec3(uvw_pos.x + DELTA, 1.0 - texture(sampler2D(height_field_texture, material_samplers[SAMPLER_LINEAR_CLAMP]), uvw_pos.xz + vec2(DELTA, 0)).r, uvw_pos.z) * 2.0 - 1.0) * FRAME.colliders[i].extents;
+ vec3 pos3 = (vec3(uvw_pos.x, 1.0 - texture(sampler2D(height_field_texture, material_samplers[SAMPLER_LINEAR_CLAMP]), uvw_pos.xz + vec2(0, DELTA)).r, uvw_pos.z + DELTA) * 2.0 - 1.0) * FRAME.colliders[i].extents;
- if (y > uvw_pos.y) {
- //inside heightfield
+ normal = normalize(cross(pos1 - pos2, pos1 - pos3));
+ float local_y = (vec3(local_pos / FRAME.colliders[i].extents) * 0.5 + 0.5).y;
- vec3 pos1 = (vec3(uvw_pos.x, y, uvw_pos.z) * 2.0 - 1.0) * FRAME.colliders[i].extents;
- vec3 pos2 = (vec3(uvw_pos.x + DELTA, 1.0 - texture(sampler2D(height_field_texture, material_samplers[SAMPLER_LINEAR_CLAMP]), uvw_pos.xz + vec2(DELTA, 0)).r, uvw_pos.z) * 2.0 - 1.0) * FRAME.colliders[i].extents;
- vec3 pos3 = (vec3(uvw_pos.x, 1.0 - texture(sampler2D(height_field_texture, material_samplers[SAMPLER_LINEAR_CLAMP]), uvw_pos.xz + vec2(0, DELTA)).r, uvw_pos.z + DELTA) * 2.0 - 1.0) * FRAME.colliders[i].extents;
+ col = true;
+ depth = dot(normal, pos1) - dot(normal, local_pos_bottom);
+ }
- normal = normalize(cross(pos1 - pos2, pos1 - pos3));
- float local_y = (vec3(local_pos / FRAME.colliders[i].extents) * 0.5 + 0.5).y;
+ } break;
+ }
- col = true;
- depth = dot(normal, pos1) - dot(normal, local_pos_bottom);
+ if (col) {
+ if (!collided) {
+ collided = true;
+ collision_normal = normal;
+ collision_depth = depth;
+ } else {
+ vec3 c = collision_normal * collision_depth;
+ c += normal * max(0.0, depth - dot(normal, c));
+ collision_normal = normalize(c);
+ collision_depth = length(c);
}
-
- } break;
- }
-
- if (col) {
- if (!collided) {
- collided = true;
- collision_normal = normal;
- collision_depth = depth;
- } else {
- vec3 c = collision_normal * collision_depth;
- c += normal * max(0.0, depth - dot(normal, c));
- collision_normal = normalize(c);
- collision_depth = length(c);
}
}
}
}
- if (PARTICLE.is_active) {
+ if (particle_active) {
#CODE : PROCESS
}
+
+ PARTICLE.flags &= ~PARTICLE_FLAG_ACTIVE;
+ if (particle_active) {
+ PARTICLE.flags |= PARTICLE_FLAG_ACTIVE;
+ }
}