particles_storage.h 18 KB

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  1. /**************************************************************************/
  2. /* particles_storage.h */
  3. /**************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /**************************************************************************/
  8. /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
  9. /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
  10. /* */
  11. /* Permission is hereby granted, free of charge, to any person obtaining */
  12. /* a copy of this software and associated documentation files (the */
  13. /* "Software"), to deal in the Software without restriction, including */
  14. /* without limitation the rights to use, copy, modify, merge, publish, */
  15. /* distribute, sublicense, and/or sell copies of the Software, and to */
  16. /* permit persons to whom the Software is furnished to do so, subject to */
  17. /* the following conditions: */
  18. /* */
  19. /* The above copyright notice and this permission notice shall be */
  20. /* included in all copies or substantial portions of the Software. */
  21. /* */
  22. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  23. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  24. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
  25. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  26. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  27. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  28. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  29. /**************************************************************************/
  30. #ifndef PARTICLES_STORAGE_GLES3_H
  31. #define PARTICLES_STORAGE_GLES3_H
  32. #ifdef GLES3_ENABLED
  33. #include "core/templates/rid_owner.h"
  34. #include "core/templates/self_list.h"
  35. #include "drivers/gles3/shaders/particles_copy.glsl.gen.h"
  36. #include "servers/rendering/storage/particles_storage.h"
  37. #include "servers/rendering/storage/utilities.h"
  38. #include "platform_gl.h"
  39. namespace GLES3 {
  40. enum ParticlesUniformLocation {
  41. PARTICLES_FRAME_UNIFORM_LOCATION,
  42. PARTICLES_GLOBALS_UNIFORM_LOCATION,
  43. PARTICLES_MATERIAL_UNIFORM_LOCATION,
  44. };
  45. class ParticlesStorage : public RendererParticlesStorage {
  46. private:
  47. static ParticlesStorage *singleton;
  48. /* PARTICLES */
  49. struct ParticleInstanceData3D {
  50. float xform[12];
  51. float color[2]; // Color and custom are packed together into one vec4;
  52. float custom[2];
  53. };
  54. struct ParticleInstanceData2D {
  55. float xform[8];
  56. float color[2]; // Color and custom are packed together into one vec4;
  57. float custom[2];
  58. };
  59. struct ParticlesViewSort {
  60. Vector3 z_dir;
  61. bool operator()(const ParticleInstanceData3D &p_a, const ParticleInstanceData3D &p_b) const {
  62. 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]));
  63. }
  64. };
  65. struct ParticlesFrameParams {
  66. enum {
  67. MAX_ATTRACTORS = 32,
  68. MAX_COLLIDERS = 32,
  69. MAX_3D_TEXTURES = 0 // GLES3 renderer doesn't support using 3D textures for flow field or collisions.
  70. };
  71. enum AttractorType {
  72. ATTRACTOR_TYPE_SPHERE,
  73. ATTRACTOR_TYPE_BOX,
  74. ATTRACTOR_TYPE_VECTOR_FIELD,
  75. };
  76. struct Attractor {
  77. float transform[16];
  78. float extents[4]; // Extents or radius. w-channel is padding.
  79. uint32_t type;
  80. float strength;
  81. float attenuation;
  82. float directionality;
  83. };
  84. enum CollisionType {
  85. COLLISION_TYPE_SPHERE,
  86. COLLISION_TYPE_BOX,
  87. COLLISION_TYPE_SDF,
  88. COLLISION_TYPE_HEIGHT_FIELD,
  89. COLLISION_TYPE_2D_SDF,
  90. };
  91. struct Collider {
  92. float transform[16];
  93. float extents[4]; // Extents or radius. w-channel is padding.
  94. uint32_t type;
  95. float scale;
  96. float pad0;
  97. float pad1;
  98. };
  99. uint32_t emitting;
  100. uint32_t cycle;
  101. float system_phase;
  102. float prev_system_phase;
  103. float explosiveness;
  104. float randomness;
  105. float time;
  106. float delta;
  107. float particle_size;
  108. float amount_ratio;
  109. float pad1;
  110. float pad2;
  111. uint32_t random_seed;
  112. uint32_t attractor_count;
  113. uint32_t collider_count;
  114. uint32_t frame;
  115. float emission_transform[16];
  116. float emitter_velocity[3];
  117. float interp_to_end;
  118. Attractor attractors[MAX_ATTRACTORS];
  119. Collider colliders[MAX_COLLIDERS];
  120. };
  121. static_assert(sizeof(ParticlesFrameParams) % 16 == 0, "ParticlesFrameParams size must be a multiple of 16 bytes");
  122. static_assert(sizeof(ParticlesFrameParams) < 16384, "ParticlesFrameParams must be 16384 bytes or smaller");
  123. struct Particles {
  124. RS::ParticlesMode mode = RS::PARTICLES_MODE_3D;
  125. bool inactive = true;
  126. double inactive_time = 0.0;
  127. bool emitting = false;
  128. bool one_shot = false;
  129. float amount_ratio = 1.0;
  130. int amount = 0;
  131. double lifetime = 1.0;
  132. double pre_process_time = 0.0;
  133. real_t request_process_time = 0.0;
  134. real_t explosiveness = 0.0;
  135. real_t randomness = 0.0;
  136. bool restart_request = false;
  137. AABB custom_aabb = AABB(Vector3(-4, -4, -4), Vector3(8, 8, 8));
  138. bool use_local_coords = false;
  139. bool has_collision_cache = false;
  140. bool has_sdf_collision = false;
  141. Transform2D sdf_collision_transform;
  142. Rect2 sdf_collision_to_screen;
  143. GLuint sdf_collision_texture = 0;
  144. RID process_material;
  145. uint32_t frame_counter = 0;
  146. RS::ParticlesTransformAlign transform_align = RS::PARTICLES_TRANSFORM_ALIGN_DISABLED;
  147. RS::ParticlesDrawOrder draw_order = RS::PARTICLES_DRAW_ORDER_INDEX;
  148. Vector<RID> draw_passes;
  149. GLuint frame_params_ubo = 0;
  150. // We may process particles multiple times each frame (if they have a fixed FPS higher than the game FPS).
  151. // Unfortunately, this means we can't just use a round-robin system of 3 buffers.
  152. // To ensure the sort buffer is accurate, we copy the last frame instance buffer just before processing.
  153. // Transform Feedback buffer and VAO for rendering.
  154. // Each frame we render to this one.
  155. GLuint front_vertex_array = 0; // Binds process buffer. Used for processing.
  156. GLuint front_process_buffer = 0; // Transform + color + custom data + userdata + velocity + flags. Only needed for processing.
  157. GLuint front_instance_buffer = 0; // Transform + color + custom data. In packed format needed for rendering.
  158. // VAO for transform feedback, contains last frame's data.
  159. // Read from this one for particles process and then copy to last frame buffer.
  160. GLuint back_vertex_array = 0; // Binds process buffer. Used for processing.
  161. GLuint back_process_buffer = 0; // Transform + color + custom data + userdata + velocity + flags. Only needed for processing.
  162. GLuint back_instance_buffer = 0; // Transform + color + custom data. In packed format needed for rendering.
  163. uint32_t instance_buffer_size_cache = 0;
  164. uint32_t instance_buffer_stride_cache = 0;
  165. uint32_t num_attrib_arrays_cache = 0;
  166. uint32_t process_buffer_stride_cache = 0;
  167. // Only ever copied to, holds last frame's instance data, then swaps with sort_buffer.
  168. GLuint last_frame_buffer = 0;
  169. bool last_frame_buffer_filled = false;
  170. float last_frame_phase = 0.0;
  171. // The frame-before-last's instance buffer.
  172. // Use this to copy data back for sorting or computing AABB.
  173. GLuint sort_buffer = 0;
  174. bool sort_buffer_filled = false;
  175. float sort_buffer_phase = 0.0;
  176. uint32_t userdata_count = 0;
  177. bool dirty = false;
  178. SelfList<Particles> update_list;
  179. double phase = 0.0;
  180. double prev_phase = 0.0;
  181. uint64_t prev_ticks = 0;
  182. uint32_t random_seed = 0;
  183. uint32_t cycle_number = 0;
  184. double speed_scale = 1.0;
  185. int fixed_fps = 30;
  186. bool interpolate = true;
  187. bool fractional_delta = false;
  188. double frame_remainder = 0;
  189. real_t collision_base_size = 0.01;
  190. bool clear = true;
  191. Transform3D emission_transform;
  192. Vector3 emitter_velocity;
  193. float interp_to_end = 0.0;
  194. HashSet<RID> collisions;
  195. Dependency dependency;
  196. double trail_length = 1.0;
  197. bool trails_enabled = false;
  198. Particles() :
  199. update_list(this) {
  200. random_seed = Math::rand();
  201. }
  202. };
  203. void _particles_process(Particles *p_particles, double p_delta);
  204. void _particles_free_data(Particles *particles);
  205. void _particles_update_buffers(Particles *particles);
  206. void _particles_allocate_history_buffers(Particles *particles);
  207. void _particles_update_instance_buffer(Particles *particles, const Vector3 &p_axis, const Vector3 &p_up_axis);
  208. template <typename T>
  209. void _particles_reverse_lifetime_sort(Particles *particles);
  210. struct ParticlesShader {
  211. RID default_shader;
  212. RID default_material;
  213. RID default_shader_version;
  214. ParticlesCopyShaderGLES3 copy_shader;
  215. RID copy_shader_version;
  216. } particles_shader;
  217. SelfList<Particles>::List particle_update_list;
  218. mutable RID_Owner<Particles, true> particles_owner;
  219. /* Particles Collision */
  220. struct ParticlesCollision {
  221. RS::ParticlesCollisionType type = RS::PARTICLES_COLLISION_TYPE_SPHERE_ATTRACT;
  222. uint32_t cull_mask = 0xFFFFFFFF;
  223. float radius = 1.0;
  224. Vector3 extents = Vector3(1, 1, 1);
  225. float attractor_strength = 1.0;
  226. float attractor_attenuation = 1.0;
  227. float attractor_directionality = 0.0;
  228. GLuint field_texture = 0;
  229. GLuint heightfield_texture = 0;
  230. GLuint heightfield_fb = 0;
  231. Size2i heightfield_fb_size;
  232. uint32_t heightfield_mask = (1 << 20) - 1;
  233. RS::ParticlesCollisionHeightfieldResolution heightfield_resolution = RS::PARTICLES_COLLISION_HEIGHTFIELD_RESOLUTION_1024;
  234. Dependency dependency;
  235. };
  236. struct ParticlesCollisionInstance {
  237. RID collision;
  238. Transform3D transform;
  239. bool active = false;
  240. };
  241. mutable RID_Owner<ParticlesCollision, true> particles_collision_owner;
  242. mutable RID_Owner<ParticlesCollisionInstance> particles_collision_instance_owner;
  243. public:
  244. static ParticlesStorage *get_singleton();
  245. ParticlesStorage();
  246. virtual ~ParticlesStorage();
  247. bool free(RID p_rid);
  248. /* PARTICLES */
  249. bool owns_particles(RID p_rid) { return particles_owner.owns(p_rid); }
  250. virtual RID particles_allocate() override;
  251. virtual void particles_initialize(RID p_rid) override;
  252. virtual void particles_free(RID p_rid) override;
  253. virtual void particles_set_mode(RID p_particles, RS::ParticlesMode p_mode) override;
  254. virtual void 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) override;
  255. virtual void particles_set_emitting(RID p_particles, bool p_emitting) override;
  256. virtual void particles_set_amount(RID p_particles, int p_amount) override;
  257. virtual void particles_set_amount_ratio(RID p_particles, float p_amount_ratio) override;
  258. virtual void particles_set_lifetime(RID p_particles, double p_lifetime) override;
  259. virtual void particles_set_one_shot(RID p_particles, bool p_one_shot) override;
  260. virtual void particles_set_pre_process_time(RID p_particles, double p_time) override;
  261. virtual void particles_request_process_time(RID p_particles, real_t p_request_process_time) override;
  262. virtual void particles_set_explosiveness_ratio(RID p_particles, real_t p_ratio) override;
  263. virtual void particles_set_randomness_ratio(RID p_particles, real_t p_ratio) override;
  264. virtual void particles_set_custom_aabb(RID p_particles, const AABB &p_aabb) override;
  265. virtual void particles_set_speed_scale(RID p_particles, double p_scale) override;
  266. virtual void particles_set_use_local_coordinates(RID p_particles, bool p_enable) override;
  267. virtual void particles_set_process_material(RID p_particles, RID p_material) override;
  268. virtual RID particles_get_process_material(RID p_particles) const override;
  269. virtual void particles_set_fixed_fps(RID p_particles, int p_fps) override;
  270. virtual void particles_set_interpolate(RID p_particles, bool p_enable) override;
  271. virtual void particles_set_fractional_delta(RID p_particles, bool p_enable) override;
  272. virtual void particles_set_subemitter(RID p_particles, RID p_subemitter_particles) override;
  273. virtual void particles_set_view_axis(RID p_particles, const Vector3 &p_axis, const Vector3 &p_up_axis) override;
  274. virtual void particles_set_collision_base_size(RID p_particles, real_t p_size) override;
  275. virtual void particles_set_transform_align(RID p_particles, RS::ParticlesTransformAlign p_transform_align) override;
  276. virtual void particles_set_seed(RID p_particles, uint32_t p_seed) override;
  277. virtual void particles_set_trails(RID p_particles, bool p_enable, double p_length) override;
  278. virtual void particles_set_trail_bind_poses(RID p_particles, const Vector<Transform3D> &p_bind_poses) override;
  279. virtual void particles_restart(RID p_particles) override;
  280. virtual void particles_set_draw_order(RID p_particles, RS::ParticlesDrawOrder p_order) override;
  281. virtual void particles_set_draw_passes(RID p_particles, int p_count) override;
  282. virtual void particles_set_draw_pass_mesh(RID p_particles, int p_pass, RID p_mesh) override;
  283. virtual void particles_request_process(RID p_particles) override;
  284. virtual AABB particles_get_current_aabb(RID p_particles) override;
  285. virtual AABB particles_get_aabb(RID p_particles) const override;
  286. virtual void particles_set_emission_transform(RID p_particles, const Transform3D &p_transform) override;
  287. virtual void particles_set_emitter_velocity(RID p_particles, const Vector3 &p_velocity) override;
  288. virtual void particles_set_interp_to_end(RID p_particles, float p_interp) override;
  289. virtual bool particles_get_emitting(RID p_particles) override;
  290. virtual int particles_get_draw_passes(RID p_particles) const override;
  291. virtual RID particles_get_draw_pass_mesh(RID p_particles, int p_pass) const override;
  292. virtual void particles_add_collision(RID p_particles, RID p_instance) override;
  293. virtual void particles_remove_collision(RID p_particles, RID p_instance) override;
  294. void particles_set_canvas_sdf_collision(RID p_particles, bool p_enable, const Transform2D &p_xform, const Rect2 &p_to_screen, GLuint p_texture);
  295. virtual void update_particles() override;
  296. virtual bool particles_is_inactive(RID p_particles) const override;
  297. _FORCE_INLINE_ RS::ParticlesMode particles_get_mode(RID p_particles) {
  298. Particles *particles = particles_owner.get_or_null(p_particles);
  299. ERR_FAIL_NULL_V(particles, RS::PARTICLES_MODE_2D);
  300. return particles->mode;
  301. }
  302. _FORCE_INLINE_ uint32_t particles_get_amount(RID p_particles) {
  303. Particles *particles = particles_owner.get_or_null(p_particles);
  304. ERR_FAIL_NULL_V(particles, 0);
  305. return particles->amount;
  306. }
  307. _FORCE_INLINE_ GLuint particles_get_gl_buffer(RID p_particles) {
  308. Particles *particles = particles_owner.get_or_null(p_particles);
  309. if ((particles->draw_order == RS::PARTICLES_DRAW_ORDER_VIEW_DEPTH || particles->draw_order == RS::PARTICLES_DRAW_ORDER_REVERSE_LIFETIME) && particles->sort_buffer_filled) {
  310. return particles->sort_buffer;
  311. }
  312. return particles->back_instance_buffer;
  313. }
  314. _FORCE_INLINE_ bool particles_has_collision(RID p_particles) {
  315. Particles *particles = particles_owner.get_or_null(p_particles);
  316. ERR_FAIL_NULL_V(particles, false);
  317. return particles->has_collision_cache;
  318. }
  319. _FORCE_INLINE_ uint32_t particles_is_using_local_coords(RID p_particles) {
  320. Particles *particles = particles_owner.get_or_null(p_particles);
  321. ERR_FAIL_NULL_V(particles, false);
  322. return particles->use_local_coords;
  323. }
  324. Dependency *particles_get_dependency(RID p_particles) const;
  325. /* PARTICLES COLLISION */
  326. bool owns_particles_collision(RID p_rid) { return particles_collision_owner.owns(p_rid); }
  327. virtual RID particles_collision_allocate() override;
  328. virtual void particles_collision_initialize(RID p_rid) override;
  329. virtual void particles_collision_free(RID p_rid) override;
  330. virtual void particles_collision_set_collision_type(RID p_particles_collision, RS::ParticlesCollisionType p_type) override;
  331. virtual void particles_collision_set_cull_mask(RID p_particles_collision, uint32_t p_cull_mask) override;
  332. virtual void particles_collision_set_sphere_radius(RID p_particles_collision, real_t p_radius) override;
  333. virtual void particles_collision_set_box_extents(RID p_particles_collision, const Vector3 &p_extents) override;
  334. virtual void particles_collision_set_attractor_strength(RID p_particles_collision, real_t p_strength) override;
  335. virtual void particles_collision_set_attractor_directionality(RID p_particles_collision, real_t p_directionality) override;
  336. virtual void particles_collision_set_attractor_attenuation(RID p_particles_collision, real_t p_curve) override;
  337. virtual void particles_collision_set_field_texture(RID p_particles_collision, RID p_texture) override;
  338. virtual void particles_collision_height_field_update(RID p_particles_collision) override;
  339. virtual void particles_collision_set_height_field_resolution(RID p_particles_collision, RS::ParticlesCollisionHeightfieldResolution p_resolution) override;
  340. virtual AABB particles_collision_get_aabb(RID p_particles_collision) const override;
  341. Vector3 particles_collision_get_extents(RID p_particles_collision) const;
  342. virtual bool particles_collision_is_heightfield(RID p_particles_collision) const override;
  343. GLuint particles_collision_get_heightfield_framebuffer(RID p_particles_collision) const;
  344. virtual uint32_t particles_collision_get_height_field_mask(RID p_particles_collision) const override;
  345. virtual void particles_collision_set_height_field_mask(RID p_particles_collision, uint32_t p_heightfield_mask) override;
  346. _FORCE_INLINE_ Size2i particles_collision_get_heightfield_size(RID p_particles_collision) const {
  347. ParticlesCollision *particles_collision = particles_collision_owner.get_or_null(p_particles_collision);
  348. ERR_FAIL_NULL_V(particles_collision, Size2i());
  349. ERR_FAIL_COND_V(particles_collision->type != RS::PARTICLES_COLLISION_TYPE_HEIGHTFIELD_COLLIDE, Size2i());
  350. return particles_collision->heightfield_fb_size;
  351. }
  352. Dependency *particles_collision_get_dependency(RID p_particles) const;
  353. /* PARTICLES COLLISION INSTANCE*/
  354. bool owns_particles_collision_instance(RID p_rid) { return particles_collision_instance_owner.owns(p_rid); }
  355. virtual RID particles_collision_instance_create(RID p_collision) override;
  356. virtual void particles_collision_instance_free(RID p_rid) override;
  357. virtual void particles_collision_instance_set_transform(RID p_collision_instance, const Transform3D &p_transform) override;
  358. virtual void particles_collision_instance_set_active(RID p_collision_instance, bool p_active) override;
  359. };
  360. } // namespace GLES3
  361. #endif // GLES3_ENABLED
  362. #endif // PARTICLES_STORAGE_GLES3_H