Path: blob/master/drivers/gles3/storage/particles_storage.h
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/**************************************************************************/1/* particles_storage.h */2/**************************************************************************/3/* This file is part of: */4/* GODOT ENGINE */5/* https://godotengine.org */6/**************************************************************************/7/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */8/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */9/* */10/* Permission is hereby granted, free of charge, to any person obtaining */11/* a copy of this software and associated documentation files (the */12/* "Software"), to deal in the Software without restriction, including */13/* without limitation the rights to use, copy, modify, merge, publish, */14/* distribute, sublicense, and/or sell copies of the Software, and to */15/* permit persons to whom the Software is furnished to do so, subject to */16/* the following conditions: */17/* */18/* The above copyright notice and this permission notice shall be */19/* included in all copies or substantial portions of the Software. */20/* */21/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */22/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */23/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */24/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */25/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */26/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */27/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */28/**************************************************************************/2930#pragma once3132#ifdef GLES3_ENABLED3334#include "core/templates/rid_owner.h"35#include "core/templates/self_list.h"36#include "drivers/gles3/shaders/particles_copy.glsl.gen.h"37#include "servers/rendering/storage/particles_storage.h"38#include "servers/rendering/storage/utilities.h"3940#include "platform_gl.h"4142namespace GLES3 {4344enum ParticlesUniformLocation {45PARTICLES_FRAME_UNIFORM_LOCATION,46PARTICLES_GLOBALS_UNIFORM_LOCATION,47PARTICLES_MATERIAL_UNIFORM_LOCATION,48};4950class ParticlesStorage : public RendererParticlesStorage {51private:52static ParticlesStorage *singleton;5354/* PARTICLES */5556struct ParticleInstanceData3D {57float xform[12];58float color[2]; // Color and custom are packed together into one vec4;59float custom[2];60};6162struct ParticleInstanceData2D {63float xform[8];64float color[2]; // Color and custom are packed together into one vec4;65float custom[2];66};6768struct ParticlesViewSort {69Vector3 z_dir;70bool operator()(const ParticleInstanceData3D &p_a, const ParticleInstanceData3D &p_b) const {71return 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]));72}73};7475struct ParticlesFrameParams {76enum {77MAX_ATTRACTORS = 32,78MAX_COLLIDERS = 32,79MAX_3D_TEXTURES = 0 // GLES3 renderer doesn't support using 3D textures for flow field or collisions.80};8182enum AttractorType {83ATTRACTOR_TYPE_SPHERE,84ATTRACTOR_TYPE_BOX,85ATTRACTOR_TYPE_VECTOR_FIELD,86};8788struct Attractor {89float transform[16];90float extents[4]; // Extents or radius. w-channel is padding.9192uint32_t type;93float strength;94float attenuation;95float directionality;96};9798enum CollisionType {99COLLISION_TYPE_SPHERE,100COLLISION_TYPE_BOX,101COLLISION_TYPE_SDF,102COLLISION_TYPE_HEIGHT_FIELD,103COLLISION_TYPE_2D_SDF,104105};106107struct Collider {108float transform[16];109float extents[4]; // Extents or radius. w-channel is padding.110111uint32_t type;112float scale;113float pad0;114float pad1;115};116117uint32_t emitting;118uint32_t cycle;119float system_phase;120float prev_system_phase;121122float explosiveness;123float randomness;124float time;125float delta;126127float particle_size;128float amount_ratio;129float pad1;130float pad2;131132uint32_t random_seed;133uint32_t attractor_count;134uint32_t collider_count;135uint32_t frame;136137float emission_transform[16];138float emitter_velocity[3];139float interp_to_end;140141Attractor attractors[MAX_ATTRACTORS];142Collider colliders[MAX_COLLIDERS];143};144145static_assert(sizeof(ParticlesFrameParams) % 16 == 0, "ParticlesFrameParams size must be a multiple of 16 bytes");146static_assert(sizeof(ParticlesFrameParams) < 16384, "ParticlesFrameParams must be 16384 bytes or smaller");147148struct Particles {149RS::ParticlesMode mode = RS::PARTICLES_MODE_3D;150bool inactive = true;151double inactive_time = 0.0;152bool emitting = false;153bool one_shot = false;154float amount_ratio = 1.0;155int amount = 0;156double lifetime = 1.0;157double pre_process_time = 0.0;158real_t request_process_time = 0.0;159real_t explosiveness = 0.0;160real_t randomness = 0.0;161bool restart_request = false;162AABB custom_aabb = AABB(Vector3(-4, -4, -4), Vector3(8, 8, 8));163bool use_local_coords = false;164bool has_collision_cache = false;165166bool has_sdf_collision = false;167Transform2D sdf_collision_transform;168Rect2 sdf_collision_to_screen;169GLuint sdf_collision_texture = 0;170171RID process_material;172uint32_t frame_counter = 0;173RS::ParticlesTransformAlign transform_align = RS::PARTICLES_TRANSFORM_ALIGN_DISABLED;174175RS::ParticlesDrawOrder draw_order = RS::PARTICLES_DRAW_ORDER_INDEX;176177Vector<RID> draw_passes;178179GLuint frame_params_ubo = 0;180181// We may process particles multiple times each frame (if they have a fixed FPS higher than the game FPS).182// Unfortunately, this means we can't just use a round-robin system of 3 buffers.183// To ensure the sort buffer is accurate, we copy the last frame instance buffer just before processing.184185// Transform Feedback buffer and VAO for rendering.186// Each frame we render to this one.187GLuint front_vertex_array = 0; // Binds process buffer. Used for processing.188GLuint front_process_buffer = 0; // Transform + color + custom data + userdata + velocity + flags. Only needed for processing.189GLuint front_instance_buffer = 0; // Transform + color + custom data. In packed format needed for rendering.190191// VAO for transform feedback, contains last frame's data.192// Read from this one for particles process and then copy to last frame buffer.193GLuint back_vertex_array = 0; // Binds process buffer. Used for processing.194GLuint back_process_buffer = 0; // Transform + color + custom data + userdata + velocity + flags. Only needed for processing.195GLuint back_instance_buffer = 0; // Transform + color + custom data. In packed format needed for rendering.196197uint32_t instance_buffer_size_cache = 0;198uint32_t instance_buffer_stride_cache = 0;199uint32_t num_attrib_arrays_cache = 0;200uint32_t process_buffer_stride_cache = 0;201202// Only ever copied to, holds last frame's instance data, then swaps with sort_buffer.203GLuint last_frame_buffer = 0;204bool last_frame_buffer_filled = false;205float last_frame_phase = 0.0;206207// The frame-before-last's instance buffer.208// Use this to copy data back for sorting or computing AABB.209GLuint sort_buffer = 0;210bool sort_buffer_filled = false;211float sort_buffer_phase = 0.0;212213uint32_t userdata_count = 0;214215bool dirty = false;216SelfList<Particles> update_list;217218double phase = 0.0;219double prev_phase = 0.0;220uint64_t prev_ticks = 0;221uint32_t random_seed = 0;222223uint32_t cycle_number = 0;224225double speed_scale = 1.0;226227int fixed_fps = 30;228bool interpolate = true;229bool fractional_delta = false;230double frame_remainder = 0;231real_t collision_base_size = 0.01;232233bool clear = true;234235Transform3D emission_transform;236Vector3 emitter_velocity;237float interp_to_end = 0.0;238239HashSet<RID> collisions;240241Dependency dependency;242243double trail_length = 1.0;244bool trails_enabled = false;245246Particles() :247update_list(this) {248random_seed = Math::rand();249}250};251252void _particles_process(Particles *p_particles, double p_delta);253void _particles_free_data(Particles *particles);254void _particles_update_buffers(Particles *particles);255void _particles_allocate_history_buffers(Particles *particles);256void _particles_update_instance_buffer(Particles *particles, const Vector3 &p_axis, const Vector3 &p_up_axis);257258template <typename T>259void _particles_reverse_lifetime_sort(Particles *particles);260261struct ParticlesShader {262RID default_shader;263RID default_material;264RID default_shader_version;265266ParticlesCopyShaderGLES3 copy_shader;267RID copy_shader_version;268} particles_shader;269270SelfList<Particles>::List particle_update_list;271272mutable RID_Owner<Particles, true> particles_owner;273274/* Particles Collision */275276struct ParticlesCollision {277RS::ParticlesCollisionType type = RS::PARTICLES_COLLISION_TYPE_SPHERE_ATTRACT;278uint32_t cull_mask = 0xFFFFFFFF;279float radius = 1.0;280Vector3 extents = Vector3(1, 1, 1);281float attractor_strength = 1.0;282float attractor_attenuation = 1.0;283float attractor_directionality = 0.0;284GLuint field_texture = 0;285GLuint heightfield_texture = 0;286GLuint heightfield_fb = 0;287Size2i heightfield_fb_size;288uint32_t heightfield_mask = (1 << 20) - 1;289290RS::ParticlesCollisionHeightfieldResolution heightfield_resolution = RS::PARTICLES_COLLISION_HEIGHTFIELD_RESOLUTION_1024;291292Dependency dependency;293};294295struct ParticlesCollisionInstance {296RID collision;297Transform3D transform;298bool active = false;299};300301mutable RID_Owner<ParticlesCollision, true> particles_collision_owner;302303mutable RID_Owner<ParticlesCollisionInstance> particles_collision_instance_owner;304305public:306static ParticlesStorage *get_singleton();307308ParticlesStorage();309virtual ~ParticlesStorage();310311bool free(RID p_rid);312313/* PARTICLES */314315bool owns_particles(RID p_rid) { return particles_owner.owns(p_rid); }316317virtual RID particles_allocate() override;318virtual void particles_initialize(RID p_rid) override;319virtual void particles_free(RID p_rid) override;320321virtual void particles_set_mode(RID p_particles, RS::ParticlesMode p_mode) override;322virtual 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;323virtual void particles_set_emitting(RID p_particles, bool p_emitting) override;324virtual void particles_set_amount(RID p_particles, int p_amount) override;325virtual void particles_set_amount_ratio(RID p_particles, float p_amount_ratio) override;326virtual void particles_set_lifetime(RID p_particles, double p_lifetime) override;327virtual void particles_set_one_shot(RID p_particles, bool p_one_shot) override;328virtual void particles_set_pre_process_time(RID p_particles, double p_time) override;329virtual void particles_request_process_time(RID p_particles, real_t p_request_process_time) override;330virtual void particles_set_explosiveness_ratio(RID p_particles, real_t p_ratio) override;331virtual void particles_set_randomness_ratio(RID p_particles, real_t p_ratio) override;332virtual void particles_set_custom_aabb(RID p_particles, const AABB &p_aabb) override;333virtual void particles_set_speed_scale(RID p_particles, double p_scale) override;334virtual void particles_set_use_local_coordinates(RID p_particles, bool p_enable) override;335virtual void particles_set_process_material(RID p_particles, RID p_material) override;336virtual RID particles_get_process_material(RID p_particles) const override;337virtual void particles_set_fixed_fps(RID p_particles, int p_fps) override;338virtual void particles_set_interpolate(RID p_particles, bool p_enable) override;339virtual void particles_set_fractional_delta(RID p_particles, bool p_enable) override;340virtual void particles_set_subemitter(RID p_particles, RID p_subemitter_particles) override;341virtual void particles_set_view_axis(RID p_particles, const Vector3 &p_axis, const Vector3 &p_up_axis) override;342virtual void particles_set_collision_base_size(RID p_particles, real_t p_size) override;343344virtual void particles_set_transform_align(RID p_particles, RS::ParticlesTransformAlign p_transform_align) override;345virtual void particles_set_seed(RID p_particles, uint32_t p_seed) override;346347virtual void particles_set_trails(RID p_particles, bool p_enable, double p_length) override;348virtual void particles_set_trail_bind_poses(RID p_particles, const Vector<Transform3D> &p_bind_poses) override;349350virtual void particles_restart(RID p_particles) override;351352virtual void particles_set_draw_order(RID p_particles, RS::ParticlesDrawOrder p_order) override;353354virtual void particles_set_draw_passes(RID p_particles, int p_count) override;355virtual void particles_set_draw_pass_mesh(RID p_particles, int p_pass, RID p_mesh) override;356357virtual void particles_request_process(RID p_particles) override;358virtual AABB particles_get_current_aabb(RID p_particles) override;359virtual AABB particles_get_aabb(RID p_particles) const override;360361virtual void particles_set_emission_transform(RID p_particles, const Transform3D &p_transform) override;362virtual void particles_set_emitter_velocity(RID p_particles, const Vector3 &p_velocity) override;363virtual void particles_set_interp_to_end(RID p_particles, float p_interp) override;364365virtual bool particles_get_emitting(RID p_particles) override;366virtual int particles_get_draw_passes(RID p_particles) const override;367virtual RID particles_get_draw_pass_mesh(RID p_particles, int p_pass) const override;368369virtual void particles_add_collision(RID p_particles, RID p_instance) override;370virtual void particles_remove_collision(RID p_particles, RID p_instance) override;371372void particles_set_canvas_sdf_collision(RID p_particles, bool p_enable, const Transform2D &p_xform, const Rect2 &p_to_screen, GLuint p_texture);373374virtual void update_particles() override;375virtual bool particles_is_inactive(RID p_particles) const override;376377_FORCE_INLINE_ RS::ParticlesMode particles_get_mode(RID p_particles) {378Particles *particles = particles_owner.get_or_null(p_particles);379ERR_FAIL_NULL_V(particles, RS::PARTICLES_MODE_2D);380return particles->mode;381}382383_FORCE_INLINE_ uint32_t particles_get_amount(RID p_particles) {384Particles *particles = particles_owner.get_or_null(p_particles);385ERR_FAIL_NULL_V(particles, 0);386387return particles->amount;388}389390_FORCE_INLINE_ GLuint particles_get_gl_buffer(RID p_particles) {391Particles *particles = particles_owner.get_or_null(p_particles);392393if ((particles->draw_order == RS::PARTICLES_DRAW_ORDER_VIEW_DEPTH || particles->draw_order == RS::PARTICLES_DRAW_ORDER_REVERSE_LIFETIME) && particles->sort_buffer_filled) {394return particles->sort_buffer;395}396return particles->back_instance_buffer;397}398399_FORCE_INLINE_ bool particles_has_collision(RID p_particles) {400Particles *particles = particles_owner.get_or_null(p_particles);401ERR_FAIL_NULL_V(particles, false);402403return particles->has_collision_cache;404}405406_FORCE_INLINE_ uint32_t particles_is_using_local_coords(RID p_particles) {407Particles *particles = particles_owner.get_or_null(p_particles);408ERR_FAIL_NULL_V(particles, false);409410return particles->use_local_coords;411}412413Dependency *particles_get_dependency(RID p_particles) const;414415/* PARTICLES COLLISION */416bool owns_particles_collision(RID p_rid) { return particles_collision_owner.owns(p_rid); }417418virtual RID particles_collision_allocate() override;419virtual void particles_collision_initialize(RID p_rid) override;420virtual void particles_collision_free(RID p_rid) override;421422virtual void particles_collision_set_collision_type(RID p_particles_collision, RS::ParticlesCollisionType p_type) override;423virtual void particles_collision_set_cull_mask(RID p_particles_collision, uint32_t p_cull_mask) override;424virtual void particles_collision_set_sphere_radius(RID p_particles_collision, real_t p_radius) override;425virtual void particles_collision_set_box_extents(RID p_particles_collision, const Vector3 &p_extents) override;426virtual void particles_collision_set_attractor_strength(RID p_particles_collision, real_t p_strength) override;427virtual void particles_collision_set_attractor_directionality(RID p_particles_collision, real_t p_directionality) override;428virtual void particles_collision_set_attractor_attenuation(RID p_particles_collision, real_t p_curve) override;429virtual void particles_collision_set_field_texture(RID p_particles_collision, RID p_texture) override;430virtual void particles_collision_height_field_update(RID p_particles_collision) override;431virtual void particles_collision_set_height_field_resolution(RID p_particles_collision, RS::ParticlesCollisionHeightfieldResolution p_resolution) override;432virtual AABB particles_collision_get_aabb(RID p_particles_collision) const override;433Vector3 particles_collision_get_extents(RID p_particles_collision) const;434virtual bool particles_collision_is_heightfield(RID p_particles_collision) const override;435GLuint particles_collision_get_heightfield_framebuffer(RID p_particles_collision) const;436virtual uint32_t particles_collision_get_height_field_mask(RID p_particles_collision) const override;437virtual void particles_collision_set_height_field_mask(RID p_particles_collision, uint32_t p_heightfield_mask) override;438virtual uint32_t particles_collision_get_cull_mask(RID p_particles_collision) const override;439440_FORCE_INLINE_ Size2i particles_collision_get_heightfield_size(RID p_particles_collision) const {441ParticlesCollision *particles_collision = particles_collision_owner.get_or_null(p_particles_collision);442ERR_FAIL_NULL_V(particles_collision, Size2i());443ERR_FAIL_COND_V(particles_collision->type != RS::PARTICLES_COLLISION_TYPE_HEIGHTFIELD_COLLIDE, Size2i());444445return particles_collision->heightfield_fb_size;446}447448Dependency *particles_collision_get_dependency(RID p_particles) const;449450/* PARTICLES COLLISION INSTANCE*/451bool owns_particles_collision_instance(RID p_rid) { return particles_collision_instance_owner.owns(p_rid); }452453virtual RID particles_collision_instance_create(RID p_collision) override;454virtual void particles_collision_instance_free(RID p_rid) override;455virtual void particles_collision_instance_set_transform(RID p_collision_instance, const Transform3D &p_transform) override;456virtual void particles_collision_instance_set_active(RID p_collision_instance, bool p_active) override;457};458459} // namespace GLES3460461#endif // GLES3_ENABLED462463464