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Diffstat (limited to 'drivers/gles3/rasterizer_storage_gles3.cpp')
-rw-r--r--drivers/gles3/rasterizer_storage_gles3.cpp30
1 files changed, 30 insertions, 0 deletions
diff --git a/drivers/gles3/rasterizer_storage_gles3.cpp b/drivers/gles3/rasterizer_storage_gles3.cpp
index 81baf542c0..f7e1fdee9d 100644
--- a/drivers/gles3/rasterizer_storage_gles3.cpp
+++ b/drivers/gles3/rasterizer_storage_gles3.cpp
@@ -5288,6 +5288,7 @@ void RasterizerStorageGLES3::_particles_process(Particles *particles, float p_de
if (particles->clear) {
particles->cycle_number = 0;
+ particles->random_seed = Math::rand();
} else if (new_phase < particles->phase) {
particles->cycle_number++;
}
@@ -5298,6 +5299,8 @@ void RasterizerStorageGLES3::_particles_process(Particles *particles, float p_de
shaders.particles.set_uniform(ParticlesShaderGLES3::DELTA, p_delta * particles->speed_scale);
shaders.particles.set_uniform(ParticlesShaderGLES3::CLEAR, particles->clear);
+ glUniform1ui(shaders.particles.get_uniform_location(ParticlesShaderGLES3::RANDOM_SEED), particles->random_seed);
+
if (particles->use_local_coords)
shaders.particles.set_uniform(ParticlesShaderGLES3::EMISSION_TRANSFORM, Transform());
else
@@ -5353,6 +5356,33 @@ void RasterizerStorageGLES3::update_particles() {
Particles *particles = particle_update_list.first()->self();
+ if (particles->inactive && !particles->emitting) {
+
+ particle_update_list.remove(particle_update_list.first());
+ 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->particle_valid_histories[0] = false;
+ particles->particle_valid_histories[1] = false;
+ }
+ particles->inactive = false;
+ particles->inactive_time = 0;
+ } else {
+ particles->inactive_time += particles->speed_scale * frame.delta;
+ if (particles->inactive_time > particles->lifetime * 1.2) {
+ particles->inactive = true;
+ particle_update_list.remove(particle_update_list.first());
+ continue;
+ }
+ }
+
Material *material = material_owner.getornull(particles->process_material);
if (!material || !material->shader || material->shader->mode != VS::SHADER_PARTICLES) {