diff options
Diffstat (limited to 'servers/rendering/renderer_rd/shaders/particles.glsl')
-rw-r--r-- | servers/rendering/renderer_rd/shaders/particles.glsl | 321 |
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; + } } |