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-rw-r--r--drivers/gles3/storage/particles_storage.h315
1 files changed, 313 insertions, 2 deletions
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;