Merge pull request #85880 from Rudolph-B/GPU-particles-2D-spread-issue

Fixed particle spread values affecting particle velocity
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Rémi Verschelde 2024-04-24 09:59:04 +02:00
commit 6f21267a46
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@ -741,26 +741,33 @@ void ParticleProcessMaterial::_update_shader() {
code += "vec3 get_random_direction_from_spread(inout uint alt_seed, float spread_angle){\n";
code += " float pi = 3.14159;\n";
code += " float degree_to_rad = pi / 180.0;\n";
code += " vec3 velocity = vec3(0.);\n";
code += " float spread_rad = spread_angle * degree_to_rad;\n";
code += " float angle1_rad = rand_from_seed_m1_p1(alt_seed) * spread_rad;\n";
code += " float angle2_rad = rand_from_seed_m1_p1(alt_seed) * spread_rad * (1.0 - flatness);\n";
code += " vec3 direction_xz = vec3(sin(angle1_rad), 0.0, cos(angle1_rad));\n";
code += " vec3 direction_yz = vec3(0.0, sin(angle2_rad), cos(angle2_rad));\n";
code += " direction_yz.z = direction_yz.z / max(0.0001,sqrt(abs(direction_yz.z))); // better uniform distribution\n";
code += " vec3 spread_direction = vec3(direction_xz.x * direction_yz.z, direction_yz.y, direction_xz.z * direction_yz.z);\n";
code += " vec3 direction_nrm = length(direction) > 0.0 ? normalize(direction) : vec3(0.0, 0.0, 1.0);\n";
code += " // rotate spread to direction\n";
code += " vec3 binormal = cross(vec3(0.0, 1.0, 0.0), direction_nrm);\n";
code += " if (length(binormal) < 0.0001) {\n";
code += " // direction is parallel to Y. Choose Z as the binormal.\n";
code += " binormal = vec3(0.0, 0.0, 1.0);\n";
code += " }\n";
code += " binormal = normalize(binormal);\n";
code += " vec3 normal = cross(binormal, direction_nrm);\n";
code += " spread_direction = binormal * spread_direction.x + normal * spread_direction.y + direction_nrm * spread_direction.z;\n";
code += " return spread_direction;\n";
if (particle_flags[PARTICLE_FLAG_DISABLE_Z]) {
// Spread calculation for 2D.
code += " float angle1_rad = rand_from_seed_m1_p1(alt_seed) * spread_rad;\n";
code += " angle1_rad += direction.x != 0.0 ? atan(direction.y, direction.x) : sign(direction.y) * (pi / 2.0);\n";
code += " vec3 spread_direction = vec3(cos(angle1_rad), sin(angle1_rad), 0.0);\n";
code += " return spread_direction;\n";
} else {
// Spread calculation for 3D.
code += " float angle1_rad = rand_from_seed_m1_p1(alt_seed) * spread_rad;\n";
code += " float angle2_rad = rand_from_seed_m1_p1(alt_seed) * spread_rad * (1.0 - flatness);\n";
code += " vec3 direction_xz = vec3(sin(angle1_rad), 0.0, cos(angle1_rad));\n";
code += " vec3 direction_yz = vec3(0.0, sin(angle2_rad), cos(angle2_rad));\n";
code += " direction_yz.z = direction_yz.z / max(0.0001,sqrt(abs(direction_yz.z))); // better uniform distribution\n";
code += " vec3 spread_direction = vec3(direction_xz.x * direction_yz.z, direction_yz.y, direction_xz.z * direction_yz.z);\n";
code += " vec3 direction_nrm = length(direction) > 0.0 ? normalize(direction) : vec3(0.0, 0.0, 1.0);\n";
code += " // rotate spread to direction\n";
code += " vec3 binormal = cross(vec3(0.0, 1.0, 0.0), direction_nrm);\n";
code += " if (length(binormal) < 0.0001) {\n";
code += " // direction is parallel to Y. Choose Z as the binormal.\n";
code += " binormal = vec3(0.0, 0.0, 1.0);\n";
code += " }\n";
code += " binormal = normalize(binormal);\n";
code += " vec3 normal = cross(binormal, direction_nrm);\n";
code += " spread_direction = binormal * spread_direction.x + normal * spread_direction.y + direction_nrm * spread_direction.z;\n";
code += " return normalize(spread_direction);\n";
}
code += "}\n";
code += "vec3 process_radial_displacement(DynamicsParameters param, float lifetime, inout uint alt_seed, mat4 transform, mat4 emission_transform, float delta){\n";