/**************************************************************************/ /* particles_storage.cpp */ /**************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ /* "Software"), to deal in the Software without restriction, including */ /* without limitation the rights to use, copy, modify, merge, publish, */ /* distribute, sublicense, and/or sell copies of the Software, and to */ /* permit persons to whom the Software is furnished to do so, subject to */ /* the following conditions: */ /* */ /* The above copyright notice and this permission notice shall be */ /* included in all copies or substantial portions of the Software. */ /* */ /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */ /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /**************************************************************************/ #include "particles_storage.h" #include "servers/rendering/renderer_rd/renderer_compositor_rd.h" #include "servers/rendering/rendering_server_globals.h" #include "texture_storage.h" using namespace RendererRD; ParticlesStorage *ParticlesStorage::singleton = nullptr; ParticlesStorage *ParticlesStorage::get_singleton() { return singleton; } ParticlesStorage::ParticlesStorage() { singleton = this; MaterialStorage *material_storage = MaterialStorage::get_singleton(); /* Effects */ sort_effects = memnew(SortEffects); /* Particles */ { String defines = "#define SAMPLERS_BINDING_FIRST_INDEX " + itos(SAMPLERS_BINDING_FIRST_INDEX) + "\n"; // Initialize particles Vector particles_modes; particles_modes.push_back(""); particles_shader.shader.initialize(particles_modes, defines); } MaterialStorage::get_singleton()->shader_set_data_request_function(MaterialStorage::SHADER_TYPE_PARTICLES, _create_particles_shader_funcs); MaterialStorage::get_singleton()->material_set_data_request_function(MaterialStorage::SHADER_TYPE_PARTICLES, _create_particles_material_funcs); { ShaderCompiler::DefaultIdentifierActions actions; actions.renames["COLOR"] = "PARTICLE.color"; actions.renames["VELOCITY"] = "PARTICLE.velocity"; //actions.renames["MASS"] = "mass"; ? actions.renames["ACTIVE"] = "particle_active"; actions.renames["RESTART"] = "restart"; actions.renames["CUSTOM"] = "PARTICLE.custom"; actions.renames["AMOUNT_RATIO"] = "FRAME.amount_ratio"; for (int i = 0; i < ParticlesShader::MAX_USERDATAS; i++) { String udname = "USERDATA" + itos(i + 1); actions.renames[udname] = "PARTICLE.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["PI"] = _MKSTR(Math_PI); actions.renames["TAU"] = _MKSTR(Math_TAU); actions.renames["E"] = _MKSTR(Math_E); actions.renames["LIFETIME"] = "params.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["EMITTER_VELOCITY"] = "FRAME.emitter_velocity"; actions.renames["INTERPOLATE_TO_END"] = "FRAME.interp_to_end"; actions.renames["RANDOM_SEED"] = "FRAME.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"; actions.renames["FLAG_EMIT_COLOR"] = "EMISSION_FLAG_HAS_COLOR"; actions.renames["FLAG_EMIT_CUSTOM"] = "EMISSION_FLAG_HAS_CUSTOM"; actions.renames["RESTART_POSITION"] = "restart_position"; actions.renames["RESTART_ROT_SCALE"] = "restart_rotation_scale"; actions.renames["RESTART_VELOCITY"] = "restart_velocity"; actions.renames["RESTART_COLOR"] = "restart_color"; actions.renames["RESTART_CUSTOM"] = "restart_custom"; actions.renames["emit_subparticle"] = "emit_subparticle"; actions.renames["COLLIDED"] = "collided"; actions.renames["COLLISION_NORMAL"] = "collision_normal"; actions.renames["COLLISION_DEPTH"] = "collision_depth"; actions.renames["ATTRACTOR_FORCE"] = "attractor_force"; actions.render_mode_defines["disable_force"] = "#define DISABLE_FORCE\n"; actions.render_mode_defines["disable_velocity"] = "#define DISABLE_VELOCITY\n"; actions.render_mode_defines["keep_data"] = "#define ENABLE_KEEP_DATA\n"; actions.render_mode_defines["collision_use_scale"] = "#define USE_COLLISION_SCALE\n"; 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); } { // 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); ParticleProcessMaterialData *md = static_cast(material_storage->material_get_data(particles_shader.default_material, MaterialStorage::SHADER_TYPE_PARTICLES)); particles_shader.default_shader_rd = particles_shader.shader.version_get_shader(md->shader_data->version, 0); Vector uniforms; { RD::Uniform u; u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER; u.binding = 2; u.append_id(material_storage->global_shader_uniforms_get_storage_buffer()); uniforms.push_back(u); } uniforms.append_array(material_storage->samplers_rd_get_default().get_uniforms(SAMPLERS_BINDING_FIRST_INDEX)); particles_shader.base_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, particles_shader.default_shader_rd, BASE_UNIFORM_SET); } { Vector copy_modes; for (int i = 0; i <= ParticlesShader::MAX_USERDATAS; i++) { if (i == 0) { copy_modes.push_back("\n#define MODE_FILL_INSTANCES\n"); copy_modes.push_back("\n#define MODE_FILL_SORT_BUFFER\n#define USE_SORT_BUFFER\n"); copy_modes.push_back("\n#define MODE_FILL_INSTANCES\n#define USE_SORT_BUFFER\n"); } else { copy_modes.push_back("\n#define MODE_FILL_INSTANCES\n#define USERDATA_COUNT " + itos(i) + "\n"); copy_modes.push_back("\n#define MODE_FILL_SORT_BUFFER\n#define USE_SORT_BUFFER\n#define USERDATA_COUNT " + itos(i) + "\n"); copy_modes.push_back("\n#define MODE_FILL_INSTANCES\n#define USE_SORT_BUFFER\n#define USERDATA_COUNT " + itos(i) + "\n"); } } particles_shader.copy_shader.initialize(copy_modes); particles_shader.copy_shader_version = particles_shader.copy_shader.version_create(); for (int i = 0; i <= ParticlesShader::MAX_USERDATAS; i++) { for (int j = 0; j < ParticlesShader::COPY_MODE_MAX; j++) { particles_shader.copy_pipelines[i * ParticlesShader::COPY_MODE_MAX + j] = RD::get_singleton()->compute_pipeline_create(particles_shader.copy_shader.version_get_shader(particles_shader.copy_shader_version, i * ParticlesShader::COPY_MODE_MAX + j)); } } } } ParticlesStorage::~ParticlesStorage() { MaterialStorage *material_storage = MaterialStorage::get_singleton(); particles_shader.copy_shader.version_free(particles_shader.copy_shader_version); material_storage->material_free(particles_shader.default_material); material_storage->shader_free(particles_shader.default_shader); if (sort_effects) { memdelete(sort_effects); sort_effects = nullptr; } singleton = nullptr; } bool ParticlesStorage::free(RID p_rid) { if (owns_particles(p_rid)) { particles_free(p_rid); return true; } else if (owns_particles_collision(p_rid)) { particles_collision_free(p_rid); return true; } else if (owns_particles_collision_instance(p_rid)) { particles_collision_instance_free(p_rid); return true; } return false; } /* PARTICLES */ RID ParticlesStorage::particles_allocate() { return particles_owner.allocate_rid(); } void ParticlesStorage::particles_initialize(RID p_rid) { particles_owner.initialize_rid(p_rid); } void ParticlesStorage::particles_free(RID p_rid) { Particles *particles = particles_owner.get_or_null(p_rid); particles->dependency.deleted_notify(p_rid); particles->update_list.remove_from_list(); _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_NULL(particles); if (particles->mode == p_mode) { return; } _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_NULL(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_NULL_V(particles, false); return particles->emitting; } void ParticlesStorage::_particles_free_data(Particles *particles) { if (particles->particle_buffer.is_valid()) { RD::get_singleton()->free(particles->particle_buffer); particles->particle_buffer = RID(); RD::get_singleton()->free(particles->particle_instance_buffer); particles->particle_instance_buffer = RID(); } particles->userdata_count = 0; if (particles->frame_params_buffer.is_valid()) { RD::get_singleton()->free(particles->frame_params_buffer); particles->frame_params_buffer = RID(); } particles->particles_transforms_buffer_uniform_set = RID(); if (RD::get_singleton()->uniform_set_is_valid(particles->trail_bind_pose_uniform_set)) { RD::get_singleton()->free(particles->trail_bind_pose_uniform_set); } particles->trail_bind_pose_uniform_set = RID(); if (particles->trail_bind_pose_buffer.is_valid()) { RD::get_singleton()->free(particles->trail_bind_pose_buffer); particles->trail_bind_pose_buffer = RID(); } if (RD::get_singleton()->uniform_set_is_valid(particles->collision_textures_uniform_set)) { RD::get_singleton()->free(particles->collision_textures_uniform_set); } particles->collision_textures_uniform_set = RID(); if (particles->particles_sort_buffer.is_valid()) { RD::get_singleton()->free(particles->particles_sort_buffer); particles->particles_sort_buffer = RID(); particles->particles_sort_uniform_set = RID(); } if (particles->emission_buffer != nullptr) { particles->emission_buffer = nullptr; particles->emission_buffer_data.clear(); RD::get_singleton()->free(particles->emission_storage_buffer); particles->emission_storage_buffer = RID(); } if (particles->unused_storage_buffer.is_valid()) { RD::get_singleton()->free(particles->unused_storage_buffer); particles->unused_storage_buffer = RID(); } if (RD::get_singleton()->uniform_set_is_valid(particles->particles_material_uniform_set)) { //will need to be re-created RD::get_singleton()->free(particles->particles_material_uniform_set); } particles->particles_material_uniform_set = RID(); } void ParticlesStorage::particles_set_amount(RID p_particles, int p_amount) { Particles *particles = particles_owner.get_or_null(p_particles); ERR_FAIL_NULL(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_amount_ratio(RID p_particles, float p_amount_ratio) { Particles *particles = particles_owner.get_or_null(p_particles); ERR_FAIL_NULL(particles); particles->amount_ratio = p_amount_ratio; } void ParticlesStorage::particles_set_lifetime(RID p_particles, double p_lifetime) { Particles *particles = particles_owner.get_or_null(p_particles); ERR_FAIL_NULL(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_NULL(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_NULL(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_NULL(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_NULL(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_NULL(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) { Particles *particles = particles_owner.get_or_null(p_particles); ERR_FAIL_NULL(particles); 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_NULL(particles); 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_NULL(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_NULL(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_NULL(particles); particles->fractional_delta = p_enable; } void ParticlesStorage::particles_set_trails(RID p_particles, bool p_enable, double p_length) { Particles *particles = particles_owner.get_or_null(p_particles); ERR_FAIL_NULL(particles); ERR_FAIL_COND(p_length < 0.01); p_length = MIN(10.0, p_length); particles->trails_enabled = p_enable; particles->trail_lifetime = p_length; _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_trail_bind_poses(RID p_particles, const Vector &p_bind_poses) { Particles *particles = particles_owner.get_or_null(p_particles); ERR_FAIL_NULL(particles); if (particles->trail_bind_pose_buffer.is_valid() && particles->trail_bind_poses.size() != p_bind_poses.size()) { _particles_free_data(particles); particles->prev_ticks = 0; particles->phase = 0; particles->prev_phase = 0; particles->clear = true; } particles->trail_bind_poses = p_bind_poses; particles->trail_bind_poses_dirty = true; particles->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_PARTICLES); } 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_NULL(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_NULL(particles); particles->transform_align = p_transform_align; } void ParticlesStorage::particles_set_process_material(RID p_particles, RID p_material) { Particles *particles = particles_owner.get_or_null(p_particles); ERR_FAIL_NULL(particles); particles->process_material = p_material; particles->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_PARTICLES); //the instance buffer may have changed } RID ParticlesStorage::particles_get_process_material(RID p_particles) const { Particles *particles = particles_owner.get_or_null(p_particles); ERR_FAIL_NULL_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_NULL(particles); particles->draw_order = p_order; } void ParticlesStorage::particles_set_draw_passes(RID p_particles, int p_passes) { Particles *particles = particles_owner.get_or_null(p_particles); ERR_FAIL_NULL(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_NULL(particles); ERR_FAIL_INDEX(p_pass, particles->draw_passes.size()); particles->draw_passes.write[p_pass] = p_mesh; } void ParticlesStorage::particles_restart(RID p_particles) { Particles *particles = particles_owner.get_or_null(p_particles); ERR_FAIL_NULL(particles); particles->restart_request = true; } void ParticlesStorage::_particles_allocate_emission_buffer(Particles *particles) { ERR_FAIL_COND(particles->emission_buffer != nullptr); particles->emission_buffer_data.resize(sizeof(ParticleEmissionBuffer::Data) * particles->amount + sizeof(uint32_t) * 4); memset(particles->emission_buffer_data.ptrw(), 0, particles->emission_buffer_data.size()); particles->emission_buffer = reinterpret_cast(particles->emission_buffer_data.ptrw()); particles->emission_buffer->particle_max = particles->amount; particles->emission_storage_buffer = RD::get_singleton()->storage_buffer_create(particles->emission_buffer_data.size(), particles->emission_buffer_data); if (RD::get_singleton()->uniform_set_is_valid(particles->particles_material_uniform_set)) { //will need to be re-created RD::get_singleton()->free(particles->particles_material_uniform_set); particles->particles_material_uniform_set = RID(); } } void ParticlesStorage::_particles_ensure_unused_buffer(Particles *particles) { if (particles->unused_storage_buffer.is_null()) { particles->unused_storage_buffer = RD::get_singleton()->storage_buffer_create(sizeof(uint32_t) * 4); } } void ParticlesStorage::particles_set_subemitter(RID p_particles, RID p_subemitter_particles) { Particles *particles = particles_owner.get_or_null(p_particles); ERR_FAIL_NULL(particles); ERR_FAIL_COND(p_particles == p_subemitter_particles); particles->sub_emitter = p_subemitter_particles; if (RD::get_singleton()->uniform_set_is_valid(particles->particles_material_uniform_set)) { RD::get_singleton()->free(particles->particles_material_uniform_set); particles->particles_material_uniform_set = RID(); //clear and force to re create sub emitting } } 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 *particles = particles_owner.get_or_null(p_particles); ERR_FAIL_NULL(particles); ERR_FAIL_COND(particles->amount == 0); if (particles->emitting) { particles->clear = true; particles->emitting = false; } if (particles->emission_buffer == nullptr) { _particles_allocate_emission_buffer(particles); } particles->inactive = false; particles->inactive_time = 0; int32_t idx = particles->emission_buffer->particle_count; if (idx < particles->emission_buffer->particle_max) { RendererRD::MaterialStorage::store_transform(p_transform, particles->emission_buffer->data[idx].xform); particles->emission_buffer->data[idx].velocity[0] = p_velocity.x; particles->emission_buffer->data[idx].velocity[1] = p_velocity.y; particles->emission_buffer->data[idx].velocity[2] = p_velocity.z; particles->emission_buffer->data[idx].custom[0] = p_custom.r; particles->emission_buffer->data[idx].custom[1] = p_custom.g; particles->emission_buffer->data[idx].custom[2] = p_custom.b; particles->emission_buffer->data[idx].custom[3] = p_custom.a; particles->emission_buffer->data[idx].color[0] = p_color.r; particles->emission_buffer->data[idx].color[1] = p_color.g; particles->emission_buffer->data[idx].color[2] = p_color.b; particles->emission_buffer->data[idx].color[3] = p_color.a; particles->emission_buffer->data[idx].flags = p_emit_flags; particles->emission_buffer->particle_count++; } } void ParticlesStorage::particles_request_process(RID p_particles) { Particles *particles = particles_owner.get_or_null(p_particles); ERR_FAIL_NULL(particles); if (!particles->dirty) { particles->dirty = true; if (!particles->update_list.in_list()) { particle_update_list.add(&particles->update_list); } } } AABB ParticlesStorage::particles_get_current_aabb(RID p_particles) { 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_NULL_V(particles, AABB()); int total_amount = particles->amount; if (particles->trails_enabled && particles->trail_bind_poses.size() > 1) { total_amount *= particles->trail_bind_poses.size(); } uint32_t particle_data_size = sizeof(ParticleData) + sizeof(float) * 4 * particles->userdata_count; Vector buffer = RD::get_singleton()->buffer_get_data(particles->particle_buffer); ERR_FAIL_COND_V(buffer.size() != (int)(total_amount * particle_data_size), 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(); for (int i = 0; i < total_amount; i++) { const ParticleData &particle_data = *(const ParticleData *)&data_ptr[particle_data_size * i]; if (particle_data.active) { Vector3 pos = Vector3(particle_data.xform[12], particle_data.xform[13], particle_data.xform[14]); 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 { const Particles *particles = particles_owner.get_or_null(p_particles); ERR_FAIL_NULL_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_NULL(particles); particles->emission_transform = p_transform; } void ParticlesStorage::particles_set_emitter_velocity(RID p_particles, const Vector3 &p_velocity) { Particles *particles = particles_owner.get_or_null(p_particles); ERR_FAIL_NULL(particles); particles->emitter_velocity = p_velocity; } void ParticlesStorage::particles_set_interp_to_end(RID p_particles, float p_interp) { Particles *particles = particles_owner.get_or_null(p_particles); ERR_FAIL_NULL(particles); particles->interp_to_end = p_interp; } int ParticlesStorage::particles_get_draw_passes(RID p_particles) const { const Particles *particles = particles_owner.get_or_null(p_particles); ERR_FAIL_NULL_V(particles, 0); return particles->draw_passes.size(); } 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_NULL_V(particles, RID()); ERR_FAIL_INDEX_V(p_pass, particles->draw_passes.size(), RID()); return particles->draw_passes[p_pass]; } void ParticlesStorage::particles_update_dependency(RID p_particles, DependencyTracker *p_instance) { Particles *particles = particles_owner.get_or_null(p_particles); ERR_FAIL_NULL(particles); p_instance->update_dependency(&particles->dependency); } void ParticlesStorage::particles_get_instance_buffer_motion_vectors_offsets(RID p_particles, uint32_t &r_current_offset, uint32_t &r_prev_offset) { Particles *particles = particles_owner.get_or_null(p_particles); ERR_FAIL_NULL(particles); r_current_offset = particles->instance_motion_vectors_current_offset; r_prev_offset = particles->instance_motion_vectors_previous_offset; } void ParticlesStorage::particles_add_collision(RID p_particles, RID p_particles_collision_instance) { Particles *particles = particles_owner.get_or_null(p_particles); ERR_FAIL_NULL(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_NULL(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, RID p_texture) { Particles *particles = particles_owner.get_or_null(p_particles); ERR_FAIL_NULL(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; } void ParticlesStorage::_particles_process(Particles *p_particles, double p_delta) { TextureStorage *texture_storage = TextureStorage::get_singleton(); MaterialStorage *material_storage = MaterialStorage::get_singleton(); if (p_particles->particles_material_uniform_set.is_null() || !RD::get_singleton()->uniform_set_is_valid(p_particles->particles_material_uniform_set)) { Vector uniforms; { RD::Uniform u; u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER; u.binding = 0; u.append_id(p_particles->frame_params_buffer); uniforms.push_back(u); } { RD::Uniform u; u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER; u.binding = 1; u.append_id(p_particles->particle_buffer); uniforms.push_back(u); } { RD::Uniform u; u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER; u.binding = 2; if (p_particles->emission_storage_buffer.is_valid()) { u.append_id(p_particles->emission_storage_buffer); } else { _particles_ensure_unused_buffer(p_particles); u.append_id(p_particles->unused_storage_buffer); } uniforms.push_back(u); } { RD::Uniform u; u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER; u.binding = 3; Particles *sub_emitter = particles_owner.get_or_null(p_particles->sub_emitter); if (sub_emitter) { if (sub_emitter->emission_buffer == nullptr) { //no emission buffer, allocate emission buffer _particles_allocate_emission_buffer(sub_emitter); } u.append_id(sub_emitter->emission_storage_buffer); } else { _particles_ensure_unused_buffer(p_particles); u.append_id(p_particles->unused_storage_buffer); } uniforms.push_back(u); } p_particles->particles_material_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, particles_shader.default_shader_rd, 1); } double new_phase = Math::fmod((double)p_particles->phase + (p_delta / p_particles->lifetime) * p_particles->speed_scale, 1.0); //move back history (if there is any) for (uint32_t i = p_particles->frame_history.size() - 1; i > 0; i--) { p_particles->frame_history[i] = p_particles->frame_history[i - 1]; } //update current frame ParticlesFrameParams &frame_params = p_particles->frame_history[0]; 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 = RendererCompositorRD::get_singleton()->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) { RendererRD::MaterialStorage::store_transform(Transform3D(), frame_params.emission_transform); } else { RendererRD::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.amount_ratio = p_particles->amount_ratio; frame_params.pad1 = 0; frame_params.pad2 = 0; frame_params.emitter_velocity[0] = p_particles->emitter_velocity.x; frame_params.emitter_velocity[1] = p_particles->emitter_velocity.y; frame_params.emitter_velocity[2] = p_particles->emitter_velocity.z; frame_params.interp_to_end = p_particles->interp_to_end; { //collision and attractors frame_params.collider_count = 0; frame_params.attractor_count = 0; frame_params.particle_size = p_particles->collision_base_size; RID collision_3d_textures[ParticlesFrameParams::MAX_3D_TEXTURES]; RID collision_heightmap_texture; Transform3D to_particles; if (p_particles->use_local_coords) { to_particles = p_particles->emission_transform.affine_inverse(); } if (p_particles->has_sdf_collision && RD::get_singleton()->texture_is_valid(p_particles->sdf_collision_texture)) { //2D collision Transform2D xform = p_particles->sdf_collision_transform; //will use dotproduct manually so invert beforehand if (!p_particles->use_local_coords) { Transform2D emission; emission.columns[0] = Vector2(p_particles->emission_transform.basis.get_column(0).x, p_particles->emission_transform.basis.get_column(0).y); emission.columns[1] = Vector2(p_particles->emission_transform.basis.get_column(1).x, p_particles->emission_transform.basis.get_column(1).y); emission.set_origin(Vector2(p_particles->emission_transform.origin.x, p_particles->emission_transform.origin.y)); xform = xform * emission.affine_inverse(); } 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].texture_index = 0; frame_params.colliders[0].type = ParticlesFrameParams::COLLISION_TYPE_2D_SDF; collision_heightmap_texture = p_particles->sdf_collision_texture; //replace in all other history frames where used because parameters are no longer valid if screen moves for (ParticlesFrameParams ¶ms : p_particles->frame_history) { if (params.collider_count > 0 && params.colliders[0].type == ParticlesFrameParams::COLLISION_TYPE_2D_SDF) { params.colliders[0] = frame_params.colliders[0]; } } } uint32_t collision_3d_textures_used = 0; 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]; RendererRD::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: { if (collision_3d_textures_used >= ParticlesFrameParams::MAX_3D_TEXTURES) { continue; } attr.type = ParticlesFrameParams::ATTRACTOR_TYPE_VECTOR_FIELD; Vector3 extents = pc->extents * scale; attr.extents[0] = extents.x; attr.extents[1] = extents.y; attr.extents[2] = extents.z; attr.texture_index = collision_3d_textures_used; collision_3d_textures[collision_3d_textures_used] = pc->field_texture; collision_3d_textures_used++; } 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]; RendererRD::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: { if (collision_3d_textures_used >= ParticlesFrameParams::MAX_3D_TEXTURES) { continue; } col.type = ParticlesFrameParams::COLLISION_TYPE_SDF; Vector3 extents = pc->extents * scale; col.extents[0] = extents.x; col.extents[1] = extents.y; col.extents[2] = extents.z; col.texture_index = collision_3d_textures_used; col.scale = (scale.x + scale.y + scale.z) * 0.333333333333; //non uniform scale non supported collision_3d_textures[collision_3d_textures_used] = pc->field_texture; collision_3d_textures_used++; } break; case RS::PARTICLES_COLLISION_TYPE_HEIGHTFIELD_COLLIDE: { if (collision_heightmap_texture != RID()) { //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++; } } bool different = false; if (collision_3d_textures_used == p_particles->collision_3d_textures_used) { for (int i = 0; i < ParticlesFrameParams::MAX_3D_TEXTURES; i++) { if (p_particles->collision_3d_textures[i] != collision_3d_textures[i]) { different = true; break; } } } if (collision_heightmap_texture != p_particles->collision_heightmap_texture) { different = true; } bool uniform_set_valid = RD::get_singleton()->uniform_set_is_valid(p_particles->collision_textures_uniform_set); if (different || !uniform_set_valid) { if (uniform_set_valid) { RD::get_singleton()->free(p_particles->collision_textures_uniform_set); } Vector uniforms; { RD::Uniform u; u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; u.binding = 0; for (uint32_t i = 0; i < ParticlesFrameParams::MAX_3D_TEXTURES; i++) { RID rd_tex; if (i < collision_3d_textures_used) { if (TextureStorage::get_singleton()->texture_get_type(collision_3d_textures[i]) == TextureStorage::TYPE_3D) { rd_tex = TextureStorage::get_singleton()->texture_get_rd_texture(collision_3d_textures[i]); } } if (rd_tex == RID()) { rd_tex = texture_storage->texture_rd_get_default(TextureStorage::DEFAULT_RD_TEXTURE_3D_WHITE); } u.append_id(rd_tex); } uniforms.push_back(u); } { RD::Uniform u; u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; u.binding = 1; if (collision_heightmap_texture.is_valid()) { u.append_id(collision_heightmap_texture); } else { u.append_id(texture_storage->texture_rd_get_default(TextureStorage::DEFAULT_RD_TEXTURE_BLACK)); } uniforms.push_back(u); } p_particles->collision_textures_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, particles_shader.default_shader_rd, 2); p_particles->collision_heightmap_texture = collision_heightmap_texture; } } ParticlesShader::PushConstant push_constant; int process_amount = p_particles->amount; if (p_particles->trails_enabled && p_particles->trail_bind_poses.size() > 1) { process_amount *= p_particles->trail_bind_poses.size(); } push_constant.clear = p_particles->clear; push_constant.total_particles = p_particles->amount; push_constant.lifetime = p_particles->lifetime; push_constant.trail_size = p_particles->trail_params.size(); push_constant.use_fractional_delta = p_particles->fractional_delta; push_constant.sub_emitter_mode = !p_particles->emitting && p_particles->emission_buffer && (p_particles->emission_buffer->particle_count > 0 || p_particles->force_sub_emit); push_constant.trail_pass = false; p_particles->force_sub_emit = false; //reset Particles *sub_emitter = particles_owner.get_or_null(p_particles->sub_emitter); if (sub_emitter && sub_emitter->emission_storage_buffer.is_valid()) { // print_line("updating subemitter buffer"); int32_t zero[4] = { 0, sub_emitter->amount, 0, 0 }; RD::get_singleton()->buffer_update(sub_emitter->emission_storage_buffer, 0, sizeof(uint32_t) * 4, zero); push_constant.can_emit = true; if (sub_emitter->emitting) { sub_emitter->emitting = false; sub_emitter->clear = true; //will need to clear if it was emitting, sorry } //make sure the sub emitter processes particles too sub_emitter->inactive = false; sub_emitter->inactive_time = 0; sub_emitter->force_sub_emit = true; } else { push_constant.can_emit = false; } if (p_particles->emission_buffer && p_particles->emission_buffer->particle_count) { RD::get_singleton()->buffer_update(p_particles->emission_storage_buffer, 0, sizeof(uint32_t) * 4 + sizeof(ParticleEmissionBuffer::Data) * p_particles->emission_buffer->particle_count, p_particles->emission_buffer); p_particles->emission_buffer->particle_count = 0; } p_particles->clear = false; if (p_particles->trail_params.size() > 1) { //fill the trail params for (uint32_t i = 0; i < p_particles->trail_params.size(); i++) { uint32_t src_idx = i * p_particles->frame_history.size() / p_particles->trail_params.size(); p_particles->trail_params[i] = p_particles->frame_history[src_idx]; } } else { p_particles->trail_params[0] = p_particles->frame_history[0]; } RD::get_singleton()->buffer_update(p_particles->frame_params_buffer, 0, sizeof(ParticlesFrameParams) * p_particles->trail_params.size(), p_particles->trail_params.ptr()); ParticleProcessMaterialData *m = static_cast(material_storage->material_get_data(p_particles->process_material, MaterialStorage::SHADER_TYPE_PARTICLES)); if (!m) { m = static_cast(material_storage->material_get_data(particles_shader.default_material, MaterialStorage::SHADER_TYPE_PARTICLES)); } ERR_FAIL_NULL(m); p_particles->has_collision_cache = m->shader_data->uses_collision; //todo should maybe compute all particle systems together? RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin(); RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, m->shader_data->pipeline); RD::get_singleton()->compute_list_bind_uniform_set(compute_list, particles_shader.base_uniform_set, BASE_UNIFORM_SET); RD::get_singleton()->compute_list_bind_uniform_set(compute_list, p_particles->particles_material_uniform_set, MATERIAL_UNIFORM_SET); RD::get_singleton()->compute_list_bind_uniform_set(compute_list, p_particles->collision_textures_uniform_set, COLLISION_TEXTURTES_UNIFORM_SET); if (m->uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(m->uniform_set)) { RD::get_singleton()->compute_list_bind_uniform_set(compute_list, m->uniform_set, 3); m->set_as_used(); } RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(ParticlesShader::PushConstant)); if (p_particles->trails_enabled && p_particles->trail_bind_poses.size() > 1) { //trails requires two passes in order to catch particle starts RD::get_singleton()->compute_list_dispatch_threads(compute_list, process_amount / p_particles->trail_bind_poses.size(), 1, 1); RD::get_singleton()->compute_list_add_barrier(compute_list); push_constant.trail_pass = true; RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(ParticlesShader::PushConstant)); RD::get_singleton()->compute_list_dispatch_threads(compute_list, process_amount - p_particles->amount, 1, 1); } else { RD::get_singleton()->compute_list_dispatch_threads(compute_list, process_amount, 1, 1); } RD::get_singleton()->compute_list_end(); } 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_NULL(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->particle_buffer.is_null() || particles->trail_bind_pose_uniform_set.is_null()) { return; //particles have not processed yet } bool do_sort = particles->draw_order == RS::PARTICLES_DRAW_ORDER_VIEW_DEPTH; //copy to sort buffer if (do_sort && particles->particles_sort_buffer == RID()) { uint32_t size = particles->amount; if (size & 1) { size++; //make multiple of 16 } size *= sizeof(float) * 2; particles->particles_sort_buffer = RD::get_singleton()->storage_buffer_create(size); { Vector uniforms; { RD::Uniform u; u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER; u.binding = 0; u.append_id(particles->particles_sort_buffer); uniforms.push_back(u); } particles->particles_sort_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, particles_shader.copy_shader.version_get_shader(particles_shader.copy_shader_version, ParticlesShader::COPY_MODE_FILL_SORT_BUFFER), 1); } } ParticlesShader::CopyPushConstant copy_push_constant; if (particles->trails_enabled && particles->trail_bind_poses.size() > 1) { int fixed_fps = 60.0; if (particles->fixed_fps > 0) { fixed_fps = particles->fixed_fps; } copy_push_constant.trail_size = particles->trail_bind_poses.size(); copy_push_constant.trail_total = particles->frame_history.size(); copy_push_constant.frame_delta = 1.0 / fixed_fps; } else { copy_push_constant.trail_size = 1; copy_push_constant.trail_total = 1; copy_push_constant.frame_delta = 0.0; } copy_push_constant.order_by_lifetime = (particles->draw_order == RS::PARTICLES_DRAW_ORDER_LIFETIME || particles->draw_order == RS::PARTICLES_DRAW_ORDER_REVERSE_LIFETIME); copy_push_constant.lifetime_split = (MIN(int(particles->amount * particles->phase), particles->amount - 1) + 1) % particles->amount; copy_push_constant.lifetime_reverse = particles->draw_order == RS::PARTICLES_DRAW_ORDER_REVERSE_LIFETIME; copy_push_constant.motion_vectors_current_offset = particles->instance_motion_vectors_current_offset; copy_push_constant.frame_remainder = particles->interpolate ? particles->frame_remainder : 0.0; copy_push_constant.total_particles = particles->amount; copy_push_constant.copy_mode_2d = false; Vector3 axis = -p_axis; // cameras look to z negative if (particles->use_local_coords) { axis = particles->emission_transform.basis.xform_inv(axis).normalized(); } copy_push_constant.sort_direction[0] = axis.x; copy_push_constant.sort_direction[1] = axis.y; copy_push_constant.sort_direction[2] = axis.z; copy_push_constant.align_up[0] = p_up_axis.x; copy_push_constant.align_up[1] = p_up_axis.y; copy_push_constant.align_up[2] = p_up_axis.z; copy_push_constant.align_mode = particles->transform_align; if (do_sort) { RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin(); RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, particles_shader.copy_pipelines[ParticlesShader::COPY_MODE_FILL_SORT_BUFFER + particles->userdata_count * ParticlesShader::COPY_MODE_MAX]); RD::get_singleton()->compute_list_bind_uniform_set(compute_list, particles->particles_copy_uniform_set, 0); RD::get_singleton()->compute_list_bind_uniform_set(compute_list, particles->particles_sort_uniform_set, 1); RD::get_singleton()->compute_list_bind_uniform_set(compute_list, particles->trail_bind_pose_uniform_set, 2); RD::get_singleton()->compute_list_set_push_constant(compute_list, ©_push_constant, sizeof(ParticlesShader::CopyPushConstant)); RD::get_singleton()->compute_list_dispatch_threads(compute_list, particles->amount, 1, 1); RD::get_singleton()->compute_list_end(); sort_effects->sort_buffer(particles->particles_sort_uniform_set, particles->amount); } if (particles->trails_enabled && particles->trail_bind_poses.size() > 1) { copy_push_constant.total_particles *= particles->trail_bind_poses.size(); } RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin(); uint32_t copy_pipeline = do_sort ? ParticlesShader::COPY_MODE_FILL_INSTANCES_WITH_SORT_BUFFER : ParticlesShader::COPY_MODE_FILL_INSTANCES; copy_pipeline += particles->userdata_count * ParticlesShader::COPY_MODE_MAX; copy_push_constant.copy_mode_2d = particles->mode == RS::PARTICLES_MODE_2D ? 1 : 0; RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, particles_shader.copy_pipelines[copy_pipeline]); RD::get_singleton()->compute_list_bind_uniform_set(compute_list, particles->particles_copy_uniform_set, 0); if (do_sort) { RD::get_singleton()->compute_list_bind_uniform_set(compute_list, particles->particles_sort_uniform_set, 1); } RD::get_singleton()->compute_list_bind_uniform_set(compute_list, particles->trail_bind_pose_uniform_set, 2); RD::get_singleton()->compute_list_set_push_constant(compute_list, ©_push_constant, sizeof(ParticlesShader::CopyPushConstant)); RD::get_singleton()->compute_list_dispatch_threads(compute_list, copy_push_constant.total_particles, 1, 1); RD::get_singleton()->compute_list_end(); } void ParticlesStorage::_particles_update_buffers(Particles *particles) { uint32_t userdata_count = 0; MaterialStorage::ShaderData *shader_data = MaterialStorage::get_singleton()->material_get_shader_data(particles->process_material); if (shader_data) { const ParticlesShaderData *particle_shader_data = static_cast(shader_data); userdata_count = particle_shader_data->userdata_count; } bool uses_motion_vectors = RSG::viewport->get_num_viewports_with_motion_vectors() > 0; bool index_draw_order = particles->draw_order == RS::ParticlesDrawOrder::PARTICLES_DRAW_ORDER_INDEX; bool enable_motion_vectors = uses_motion_vectors && index_draw_order && !particles->instance_motion_vectors_enabled; bool only_instances_changed = false; if (userdata_count != particles->userdata_count) { // Mismatch userdata, re-create all buffers. _particles_free_data(particles); } else if (enable_motion_vectors) { // Only motion vectors are required, release the transforms buffer and uniform set. if (particles->particle_instance_buffer.is_valid()) { RD::get_singleton()->free(particles->particle_instance_buffer); particles->particle_instance_buffer = RID(); } particles->particles_transforms_buffer_uniform_set = RID(); only_instances_changed = true; } else if (!particles->particle_buffer.is_null()) { // No operation is required because a buffer already exists, return early. return; } if (particles->amount > 0) { int total_amount = particles->amount; if (particles->trails_enabled && particles->trail_bind_poses.size() > 1) { total_amount *= particles->trail_bind_poses.size(); } uint32_t xform_size = particles->mode == RS::PARTICLES_MODE_2D ? 2 : 3; if (particles->particle_buffer.is_null()) { particles->particle_buffer = RD::get_singleton()->storage_buffer_create((sizeof(ParticleData) + userdata_count * sizeof(float) * 4) * total_amount); particles->userdata_count = userdata_count; } PackedByteArray data; uint32_t particle_instance_buffer_size = total_amount * (xform_size + 1 + 1) * sizeof(float) * 4; if (uses_motion_vectors) { particle_instance_buffer_size *= 2; particles->instance_motion_vectors_enabled = true; } data.resize_zeroed(particle_instance_buffer_size); particles->particle_instance_buffer = RD::get_singleton()->storage_buffer_create(particle_instance_buffer_size, data); { Vector uniforms; { RD::Uniform u; u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER; u.binding = 1; u.append_id(particles->particle_buffer); uniforms.push_back(u); } { RD::Uniform u; u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER; u.binding = 2; u.append_id(particles->particle_instance_buffer); uniforms.push_back(u); } particles->particles_copy_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, particles_shader.copy_shader.version_get_shader(particles_shader.copy_shader_version, 0), 0); } particles->instance_motion_vectors_current_offset = 0; particles->instance_motion_vectors_previous_offset = 0; particles->instance_motion_vectors_last_change = -1; if (only_instances_changed) { // Notify the renderer the instances uniform must be retrieved again, as it's the only element that has been changed because motion vectors were enabled. particles->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_PARTICLES_INSTANCES); } } } void ParticlesStorage::update_particles() { uint32_t frame = RSG::rasterizer->get_frame_number(); bool uses_motion_vectors = RSG::viewport->get_num_viewports_with_motion_vectors() > 0; while (particle_update_list.first()) { //use transform feedback to process particles Particles *particles = particle_update_list.first()->self(); particles->update_list.remove_from_list(); 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 * RendererCompositorRD::get_singleton()->get_frame_delta_time(); if (particles->inactive_time > particles->lifetime * 1.2) { particles->inactive = true; continue; } } // TODO: Should use display refresh rate for all this. float screen_hz = 60; int fixed_fps = 0; if (particles->fixed_fps > 0) { fixed_fps = particles->fixed_fps; } else if (particles->trails_enabled && particles->trail_bind_poses.size() > 1) { fixed_fps = screen_hz; } { //update trails int history_size = 1; int trail_steps = 1; if (particles->trails_enabled && particles->trail_bind_poses.size() > 1) { history_size = MAX(1, int(particles->trail_lifetime * fixed_fps)); trail_steps = particles->trail_bind_poses.size(); } if (uint32_t(history_size) != particles->frame_history.size()) { particles->frame_history.resize(history_size); memset(particles->frame_history.ptr(), 0, sizeof(ParticlesFrameParams) * history_size); // Set the frame number so that we are able to distinguish an uninitialized // frame from the true frame number zero. See issue #88712 for details. for (int i = 0; i < history_size; i++) { particles->frame_history[i].frame = UINT32_MAX; } } if (uint32_t(trail_steps) != particles->trail_params.size() || particles->frame_params_buffer.is_null()) { particles->trail_params.resize(trail_steps); if (particles->frame_params_buffer.is_valid()) { RD::get_singleton()->free(particles->frame_params_buffer); } particles->frame_params_buffer = RD::get_singleton()->storage_buffer_create(sizeof(ParticlesFrameParams) * trail_steps); } if (particles->trail_bind_poses.size() > 1 && particles->trail_bind_pose_buffer.is_null()) { particles->trail_bind_pose_buffer = RD::get_singleton()->storage_buffer_create(sizeof(float) * 16 * particles->trail_bind_poses.size()); particles->trail_bind_poses_dirty = true; } if (particles->trail_bind_pose_uniform_set.is_null()) { Vector uniforms; { RD::Uniform u; u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER; u.binding = 0; if (particles->trail_bind_pose_buffer.is_valid()) { u.append_id(particles->trail_bind_pose_buffer); } else { _particles_ensure_unused_buffer(particles); u.append_id(particles->unused_storage_buffer); } uniforms.push_back(u); } particles->trail_bind_pose_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, particles_shader.copy_shader.version_get_shader(particles_shader.copy_shader_version, 0), 2); } if (particles->trail_bind_pose_buffer.is_valid() && particles->trail_bind_poses_dirty) { if (particles_shader.pose_update_buffer.size() < uint32_t(particles->trail_bind_poses.size()) * 16) { particles_shader.pose_update_buffer.resize(particles->trail_bind_poses.size() * 16); } for (int i = 0; i < particles->trail_bind_poses.size(); i++) { RendererRD::MaterialStorage::store_transform(particles->trail_bind_poses[i], &particles_shader.pose_update_buffer[i * 16]); } RD::get_singleton()->buffer_update(particles->trail_bind_pose_buffer, 0, particles->trail_bind_poses.size() * 16 * sizeof(float), particles_shader.pose_update_buffer.ptr()); } } 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 = RendererCompositorRD::get_singleton()->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->clear) { _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, RendererCompositorRD::get_singleton()->get_frame_delta_time()); } } // Ensure that memory is initialized (the code above should ensure that _particles_process is always called at least once upon clearing). DEV_ASSERT(!particles->clear); int total_amount = particles->amount; if (particles->trails_enabled && particles->trail_bind_poses.size() > 1) { total_amount *= particles->trail_bind_poses.size(); } // Swap offsets for motion vectors. Motion vectors can only be used when the draw order keeps the indices consistent across frames. bool index_draw_order = particles->draw_order == RS::ParticlesDrawOrder::PARTICLES_DRAW_ORDER_INDEX; particles->instance_motion_vectors_previous_offset = particles->instance_motion_vectors_current_offset; if (uses_motion_vectors && index_draw_order && particles->instance_motion_vectors_enabled && (frame - particles->instance_motion_vectors_last_change) == 1) { particles->instance_motion_vectors_current_offset = total_amount - particles->instance_motion_vectors_current_offset; } particles->instance_motion_vectors_last_change = frame; // Copy particles to instance buffer. 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) { //does not need view dependent operation, do copy here ParticlesShader::CopyPushConstant copy_push_constant; // 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. RendererRD::MaterialStorage::store_transform(Transform3D(), copy_push_constant.inv_emission_transform); } 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(); RendererRD::MaterialStorage::store_transform(inv, copy_push_constant.inv_emission_transform); } copy_push_constant.total_particles = total_amount; copy_push_constant.frame_remainder = particles->interpolate ? particles->frame_remainder : 0.0; copy_push_constant.align_mode = particles->transform_align; copy_push_constant.align_up[0] = 0; copy_push_constant.align_up[1] = 0; copy_push_constant.align_up[2] = 0; if (particles->trails_enabled && particles->trail_bind_poses.size() > 1) { copy_push_constant.trail_size = particles->trail_bind_poses.size(); copy_push_constant.trail_total = particles->frame_history.size(); copy_push_constant.frame_delta = 1.0 / fixed_fps; } else { copy_push_constant.trail_size = 1; copy_push_constant.trail_total = 1; copy_push_constant.frame_delta = 0.0; } copy_push_constant.order_by_lifetime = (particles->draw_order == RS::PARTICLES_DRAW_ORDER_LIFETIME || particles->draw_order == RS::PARTICLES_DRAW_ORDER_REVERSE_LIFETIME); copy_push_constant.lifetime_split = (MIN(int(particles->amount * particles->phase), particles->amount - 1) + 1) % particles->amount; copy_push_constant.lifetime_reverse = particles->draw_order == RS::PARTICLES_DRAW_ORDER_REVERSE_LIFETIME; copy_push_constant.motion_vectors_current_offset = particles->instance_motion_vectors_current_offset; RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin(); copy_push_constant.copy_mode_2d = particles->mode == RS::PARTICLES_MODE_2D ? 1 : 0; RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, particles_shader.copy_pipelines[ParticlesShader::COPY_MODE_FILL_INSTANCES + particles->userdata_count * ParticlesShader::COPY_MODE_MAX]); RD::get_singleton()->compute_list_bind_uniform_set(compute_list, particles->particles_copy_uniform_set, 0); RD::get_singleton()->compute_list_bind_uniform_set(compute_list, particles->trail_bind_pose_uniform_set, 2); RD::get_singleton()->compute_list_set_push_constant(compute_list, ©_push_constant, sizeof(ParticlesShader::CopyPushConstant)); RD::get_singleton()->compute_list_dispatch_threads(compute_list, total_amount, 1, 1); RD::get_singleton()->compute_list_end(); } particles->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_AABB); } } 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 { 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_NULL_V(particles, false); return !particles->emitting && particles->inactive; } /* Particles SHADER */ void ParticlesStorage::ParticlesShaderData::set_code(const String &p_code) { ParticlesStorage *particles_storage = ParticlesStorage::get_singleton(); //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_COMPUTE; actions.entry_point_stages["process"] = ShaderCompiler::STAGE_COMPUTE; /* uses_time = false; actions.render_mode_flags["use_half_res_pass"] = &uses_half_res; actions.render_mode_flags["use_quarter_res_pass"] = &uses_quarter_res; actions.usage_flag_pointers["TIME"] = &uses_time; */ actions.usage_flag_pointers["COLLIDED"] = &uses_collision; userdata_count = 0; for (uint32_t i = 0; i < ParticlesShader::MAX_USERDATAS; i++) { userdatas_used[i] = false; actions.usage_flag_pointers["USERDATA" + itos(i + 1)] = &userdatas_used[i]; } actions.uniforms = &uniforms; Error err = particles_storage->particles_shader.compiler.compile(RS::SHADER_PARTICLES, code, &actions, path, gen_code); ERR_FAIL_COND_MSG(err != OK, "Shader compilation failed."); if (version.is_null()) { version = particles_storage->particles_shader.shader.version_create(); } for (uint32_t i = 0; i < ParticlesShader::MAX_USERDATAS; i++) { if (userdatas_used[i]) { userdata_count++; } } particles_storage->particles_shader.shader.version_set_compute_code(version, gen_code.code, gen_code.uniforms, gen_code.stage_globals[ShaderCompiler::STAGE_COMPUTE], gen_code.defines); ERR_FAIL_COND(!particles_storage->particles_shader.shader.version_is_valid(version)); ubo_size = gen_code.uniform_total_size; ubo_offsets = gen_code.uniform_offsets; texture_uniforms = gen_code.texture_uniforms; //update pipelines pipeline = RD::get_singleton()->compute_pipeline_create(particles_storage->particles_shader.shader.version_get_shader(version, 0)); valid = true; } bool ParticlesStorage::ParticlesShaderData::is_animated() const { return false; } bool ParticlesStorage::ParticlesShaderData::casts_shadows() const { return false; } RS::ShaderNativeSourceCode ParticlesStorage::ParticlesShaderData::get_native_source_code() const { return ParticlesStorage::get_singleton()->particles_shader.shader.version_get_native_source_code(version); } ParticlesStorage::ParticlesShaderData::~ParticlesShaderData() { //pipeline variants will clear themselves if shader is gone if (version.is_valid()) { ParticlesStorage::get_singleton()->particles_shader.shader.version_free(version); } } MaterialStorage::ShaderData *ParticlesStorage::_create_particles_shader_func() { ParticlesShaderData *shader_data = memnew(ParticlesShaderData); return shader_data; } bool ParticlesStorage::ParticleProcessMaterialData::update_parameters(const HashMap &p_parameters, bool p_uniform_dirty, bool p_textures_dirty) { return update_parameters_uniform_set(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, uniform_set, ParticlesStorage::get_singleton()->particles_shader.shader.version_get_shader(shader_data->version, 0), 3, true, false); } ParticlesStorage::ParticleProcessMaterialData::~ParticleProcessMaterialData() { free_parameters_uniform_set(uniform_set); } MaterialStorage::MaterialData *ParticlesStorage::_create_particles_material_func(ParticlesShaderData *p_shader) { ParticleProcessMaterialData *material_data = memnew(ParticleProcessMaterialData); material_data->shader_data = p_shader; //update will happen later anyway so do nothing. return material_data; } //////// /* PARTICLES COLLISION API */ RID ParticlesStorage::particles_collision_allocate() { 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.is_valid()) { RD::get_singleton()->free(particles_collision->heightfield_texture); } particles_collision->dependency.deleted_notify(p_rid); particles_collision_owner.free(p_rid); } RID 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_NULL_V(particles_collision, RID()); ERR_FAIL_COND_V(particles_collision->type != RS::PARTICLES_COLLISION_TYPE_HEIGHTFIELD_COLLIDE, RID()); if (particles_collision->heightfield_texture == RID()) { //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); } RD::TextureFormat tf; tf.format = RD::DATA_FORMAT_D32_SFLOAT; tf.width = size.x; tf.height = size.y; tf.texture_type = RD::TEXTURE_TYPE_2D; tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT; particles_collision->heightfield_texture = RD::get_singleton()->texture_create(tf, RD::TextureView()); Vector fb_tex; fb_tex.push_back(particles_collision->heightfield_texture); particles_collision->heightfield_fb = RD::get_singleton()->framebuffer_create(fb_tex); particles_collision->heightfield_fb_size = size; } 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_NULL(particles_collision); if (p_type == particles_collision->type) { return; } if (particles_collision->heightfield_texture.is_valid()) { RD::get_singleton()->free(particles_collision->heightfield_texture); particles_collision->heightfield_texture = RID(); } 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_NULL(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_NULL(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_NULL(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_NULL(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_NULL(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_NULL(particles_collision); particles_collision->attractor_attenuation = p_curve; } void ParticlesStorage::particles_collision_set_field_texture(RID p_particles_collision, RID p_texture) { ParticlesCollision *particles_collision = particles_collision_owner.get_or_null(p_particles_collision); ERR_FAIL_NULL(particles_collision); particles_collision->field_texture = p_texture; } 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_NULL(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_NULL(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.is_valid()) { RD::get_singleton()->free(particles_collision->heightfield_texture); particles_collision->heightfield_texture = RID(); } } AABB ParticlesStorage::particles_collision_get_aabb(RID p_particles_collision) const { ParticlesCollision *particles_collision = particles_collision_owner.get_or_null(p_particles_collision); ERR_FAIL_NULL_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_NULL_V(particles_collision, Vector3()); return particles_collision->extents; } bool ParticlesStorage::particles_collision_is_heightfield(RID p_particles_collision) const { const ParticlesCollision *particles_collision = particles_collision_owner.get_or_null(p_particles_collision); ERR_FAIL_NULL_V(particles_collision, false); return particles_collision->type == RS::PARTICLES_COLLISION_TYPE_HEIGHTFIELD_COLLIDE; } 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) { 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_NULL(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_NULL(pci); pci->active = p_active; }