godot/drivers/gles3/storage/particles_storage.h

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/**************************************************************************/
/* particles_storage.h */
/**************************************************************************/
/* 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. */
/**************************************************************************/
#ifndef PARTICLES_STORAGE_GLES3_H
#define PARTICLES_STORAGE_GLES3_H
#ifdef GLES3_ENABLED
#include "core/templates/local_vector.h"
#include "core/templates/rid_owner.h"
#include "core/templates/self_list.h"
#include "drivers/gles3/shaders/particles_copy.glsl.gen.h"
#include "servers/rendering/storage/particles_storage.h"
#include "servers/rendering/storage/utilities.h"
#include "platform_gl.h"
namespace GLES3 {
enum ParticlesUniformLocation {
PARTICLES_FRAME_UNIFORM_LOCATION,
PARTICLES_GLOBALS_UNIFORM_LOCATION,
PARTICLES_MATERIAL_UNIFORM_LOCATION,
};
class ParticlesStorage : public RendererParticlesStorage {
private:
static ParticlesStorage *singleton;
/* PARTICLES */
struct ParticleInstanceData3D {
float xform[12];
float color[2]; // Color and custom are packed together into one vec4;
float custom[2];
};
struct ParticleInstanceData2D {
float xform[8];
float color[2]; // Color and custom are packed together into one vec4;
float custom[2];
};
struct ParticlesViewSort {
Vector3 z_dir;
bool operator()(const ParticleInstanceData3D &p_a, const ParticleInstanceData3D &p_b) const {
return z_dir.dot(Vector3(p_a.xform[3], p_a.xform[7], p_a.xform[11])) < z_dir.dot(Vector3(p_b.xform[3], p_b.xform[7], p_b.xform[11]));
}
};
struct ParticlesFrameParams {
enum {
MAX_ATTRACTORS = 32,
MAX_COLLIDERS = 32,
MAX_3D_TEXTURES = 0 // GLES3 renderer doesn't support using 3D textures for flow field or collisions.
};
enum AttractorType {
ATTRACTOR_TYPE_SPHERE,
ATTRACTOR_TYPE_BOX,
ATTRACTOR_TYPE_VECTOR_FIELD,
};
struct Attractor {
float transform[16];
float extents[4]; // Extents or radius. w-channel is padding.
uint32_t type;
float strength;
float attenuation;
float directionality;
};
enum CollisionType {
COLLISION_TYPE_SPHERE,
COLLISION_TYPE_BOX,
COLLISION_TYPE_SDF,
COLLISION_TYPE_HEIGHT_FIELD,
COLLISION_TYPE_2D_SDF,
};
struct Collider {
float transform[16];
float extents[4]; // Extents or radius. w-channel is padding.
uint32_t type;
float scale;
float pad0;
float pad1;
};
uint32_t emitting;
uint32_t cycle;
float system_phase;
float prev_system_phase;
float explosiveness;
float randomness;
float time;
float delta;
float particle_size;
float amount_ratio;
float pad1;
float pad2;
uint32_t random_seed;
uint32_t attractor_count;
uint32_t collider_count;
uint32_t frame;
float emission_transform[16];
float emitter_velocity[3];
float interp_to_end;
Attractor attractors[MAX_ATTRACTORS];
Collider colliders[MAX_COLLIDERS];
};
struct Particles {
RS::ParticlesMode mode = RS::PARTICLES_MODE_3D;
bool inactive = true;
double inactive_time = 0.0;
bool emitting = false;
bool one_shot = false;
float amount_ratio = 1.0;
int amount = 0;
double lifetime = 1.0;
double pre_process_time = 0.0;
real_t explosiveness = 0.0;
real_t randomness = 0.0;
bool restart_request = false;
AABB custom_aabb = AABB(Vector3(-4, -4, -4), Vector3(8, 8, 8));
bool use_local_coords = false;
bool has_collision_cache = false;
bool has_sdf_collision = false;
Transform2D sdf_collision_transform;
Rect2 sdf_collision_to_screen;
GLuint sdf_collision_texture = 0;
RID process_material;
uint32_t frame_counter = 0;
RS::ParticlesTransformAlign transform_align = RS::PARTICLES_TRANSFORM_ALIGN_DISABLED;
RS::ParticlesDrawOrder draw_order = RS::PARTICLES_DRAW_ORDER_INDEX;
Vector<RID> draw_passes;
GLuint frame_params_ubo = 0;
// We may process particles multiple times each frame (if they have a fixed FPS higher than the game FPS).
// Unfortunately, this means we can't just use a round-robin system of 3 buffers.
// To ensure the sort buffer is accurate, we copy the last frame instance buffer just before processing.
// Transform Feedback buffer and VAO for rendering.
// Each frame we render to this one.
GLuint front_vertex_array = 0; // Binds process buffer. Used for processing.
GLuint front_process_buffer = 0; // Transform + color + custom data + userdata + velocity + flags. Only needed for processing.
GLuint front_instance_buffer = 0; // Transform + color + custom data. In packed format needed for rendering.
// VAO for transform feedback, contains last frame's data.
// Read from this one for particles process and then copy to last frame buffer.
GLuint back_vertex_array = 0; // Binds process buffer. Used for processing.
GLuint back_process_buffer = 0; // Transform + color + custom data + userdata + velocity + flags. Only needed for processing.
GLuint back_instance_buffer = 0; // Transform + color + custom data. In packed format needed for rendering.
uint32_t instance_buffer_size_cache = 0;
uint32_t instance_buffer_stride_cache = 0;
uint32_t num_attrib_arrays_cache = 0;
uint32_t process_buffer_stride_cache = 0;
// Only ever copied to, holds last frame's instance data, then swaps with sort_buffer.
GLuint last_frame_buffer = 0;
bool last_frame_buffer_filled = false;
float last_frame_phase = 0.0;
// The frame-before-last's instance buffer.
// Use this to copy data back for sorting or computing AABB.
GLuint sort_buffer = 0;
bool sort_buffer_filled = false;
float sort_buffer_phase = 0.0;
uint32_t userdata_count = 0;
bool dirty = false;
SelfList<Particles> update_list;
double phase = 0.0;
double prev_phase = 0.0;
uint64_t prev_ticks = 0;
uint32_t random_seed = 0;
uint32_t cycle_number = 0;
double speed_scale = 1.0;
int fixed_fps = 30;
bool interpolate = true;
bool fractional_delta = false;
double frame_remainder = 0;
real_t collision_base_size = 0.01;
bool clear = true;
Transform3D emission_transform;
Vector3 emitter_velocity;
float interp_to_end = 0.0;
HashSet<RID> collisions;
Dependency dependency;
double trail_length = 1.0;
bool trails_enabled = false;
Particles() :
update_list(this) {
}
};
void _particles_process(Particles *p_particles, double p_delta);
void _particles_free_data(Particles *particles);
void _particles_update_buffers(Particles *particles);
void _particles_allocate_history_buffers(Particles *particles);
void _particles_update_instance_buffer(Particles *particles, const Vector3 &p_axis, const Vector3 &p_up_axis);
template <typename T>
void _particles_reverse_lifetime_sort(Particles *particles);
struct ParticlesShader {
RID default_shader;
RID default_material;
RID default_shader_version;
ParticlesCopyShaderGLES3 copy_shader;
RID copy_shader_version;
} particles_shader;
SelfList<Particles>::List particle_update_list;
mutable RID_Owner<Particles, true> particles_owner;
/* Particles Collision */
struct ParticlesCollision {
RS::ParticlesCollisionType type = RS::PARTICLES_COLLISION_TYPE_SPHERE_ATTRACT;
uint32_t cull_mask = 0xFFFFFFFF;
float radius = 1.0;
Vector3 extents = Vector3(1, 1, 1);
float attractor_strength = 1.0;
float attractor_attenuation = 1.0;
float attractor_directionality = 0.0;
GLuint field_texture = 0;
GLuint heightfield_texture = 0;
GLuint heightfield_fb = 0;
Size2i heightfield_fb_size;
RS::ParticlesCollisionHeightfieldResolution heightfield_resolution = RS::PARTICLES_COLLISION_HEIGHTFIELD_RESOLUTION_1024;
Dependency dependency;
};
struct ParticlesCollisionInstance {
RID collision;
Transform3D transform;
bool active = false;
};
mutable RID_Owner<ParticlesCollision, true> particles_collision_owner;
mutable RID_Owner<ParticlesCollisionInstance> particles_collision_instance_owner;
public:
static ParticlesStorage *get_singleton();
ParticlesStorage();
virtual ~ParticlesStorage();
bool free(RID p_rid);
/* PARTICLES */
bool owns_particles(RID p_rid) { return particles_owner.owns(p_rid); }
virtual RID particles_allocate() override;
virtual void particles_initialize(RID p_rid) override;
virtual void particles_free(RID p_rid) override;
virtual void particles_set_mode(RID p_particles, RS::ParticlesMode p_mode) override;
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;
virtual void particles_set_emitting(RID p_particles, bool p_emitting) override;
virtual void particles_set_amount(RID p_particles, int p_amount) override;
virtual void particles_set_amount_ratio(RID p_particles, float p_amount_ratio) override;
virtual void particles_set_lifetime(RID p_particles, double p_lifetime) override;
virtual void particles_set_one_shot(RID p_particles, bool p_one_shot) override;
virtual void particles_set_pre_process_time(RID p_particles, double p_time) override;
virtual void particles_set_explosiveness_ratio(RID p_particles, real_t p_ratio) override;
virtual void particles_set_randomness_ratio(RID p_particles, real_t p_ratio) override;
virtual void particles_set_custom_aabb(RID p_particles, const AABB &p_aabb) override;
virtual void particles_set_speed_scale(RID p_particles, double p_scale) override;
virtual void particles_set_use_local_coordinates(RID p_particles, bool p_enable) override;
virtual void particles_set_process_material(RID p_particles, RID p_material) override;
virtual RID particles_get_process_material(RID p_particles) const override;
virtual void particles_set_fixed_fps(RID p_particles, int p_fps) override;
virtual void particles_set_interpolate(RID p_particles, bool p_enable) override;
virtual void particles_set_fractional_delta(RID p_particles, bool p_enable) override;
virtual void particles_set_subemitter(RID p_particles, RID p_subemitter_particles) override;
virtual void particles_set_view_axis(RID p_particles, const Vector3 &p_axis, const Vector3 &p_up_axis) override;
virtual void particles_set_collision_base_size(RID p_particles, real_t p_size) override;
virtual void particles_set_transform_align(RID p_particles, RS::ParticlesTransformAlign p_transform_align) override;
virtual void particles_set_trails(RID p_particles, bool p_enable, double p_length) override;
virtual void particles_set_trail_bind_poses(RID p_particles, const Vector<Transform3D> &p_bind_poses) override;
virtual void particles_restart(RID p_particles) override;
virtual void particles_set_draw_order(RID p_particles, RS::ParticlesDrawOrder p_order) override;
virtual void particles_set_draw_passes(RID p_particles, int p_count) override;
virtual void particles_set_draw_pass_mesh(RID p_particles, int p_pass, RID p_mesh) override;
virtual void particles_request_process(RID p_particles) override;
virtual AABB particles_get_current_aabb(RID p_particles) override;
virtual AABB particles_get_aabb(RID p_particles) const override;
virtual void particles_set_emission_transform(RID p_particles, const Transform3D &p_transform) override;
virtual void particles_set_emitter_velocity(RID p_particles, const Vector3 &p_velocity) override;
virtual void particles_set_interp_to_end(RID p_particles, float p_interp) override;
virtual bool particles_get_emitting(RID p_particles) override;
virtual int particles_get_draw_passes(RID p_particles) const override;
virtual RID particles_get_draw_pass_mesh(RID p_particles, int p_pass) const override;
virtual void particles_add_collision(RID p_particles, RID p_instance) override;
virtual void particles_remove_collision(RID p_particles, RID p_instance) override;
void particles_set_canvas_sdf_collision(RID p_particles, bool p_enable, const Transform2D &p_xform, const Rect2 &p_to_screen, GLuint p_texture);
virtual void update_particles() override;
virtual bool particles_is_inactive(RID p_particles) const override;
_FORCE_INLINE_ RS::ParticlesMode particles_get_mode(RID p_particles) {
Particles *particles = particles_owner.get_or_null(p_particles);
ERR_FAIL_NULL_V(particles, RS::PARTICLES_MODE_2D);
return particles->mode;
}
_FORCE_INLINE_ uint32_t particles_get_amount(RID p_particles) {
Particles *particles = particles_owner.get_or_null(p_particles);
ERR_FAIL_NULL_V(particles, 0);
return particles->amount;
}
_FORCE_INLINE_ GLuint particles_get_gl_buffer(RID p_particles) {
Particles *particles = particles_owner.get_or_null(p_particles);
if ((particles->draw_order == RS::PARTICLES_DRAW_ORDER_VIEW_DEPTH || particles->draw_order == RS::PARTICLES_DRAW_ORDER_REVERSE_LIFETIME) && particles->sort_buffer_filled) {
return particles->sort_buffer;
}
return particles->back_instance_buffer;
}
_FORCE_INLINE_ bool particles_has_collision(RID p_particles) {
Particles *particles = particles_owner.get_or_null(p_particles);
ERR_FAIL_NULL_V(particles, 0);
return particles->has_collision_cache;
}
_FORCE_INLINE_ uint32_t particles_is_using_local_coords(RID p_particles) {
Particles *particles = particles_owner.get_or_null(p_particles);
ERR_FAIL_NULL_V(particles, false);
return particles->use_local_coords;
}
Dependency *particles_get_dependency(RID p_particles) const;
/* PARTICLES COLLISION */
bool owns_particles_collision(RID p_rid) { return particles_collision_owner.owns(p_rid); }
virtual RID particles_collision_allocate() override;
virtual void particles_collision_initialize(RID p_rid) override;
virtual void particles_collision_free(RID p_rid) override;
virtual void particles_collision_set_collision_type(RID p_particles_collision, RS::ParticlesCollisionType p_type) override;
virtual void particles_collision_set_cull_mask(RID p_particles_collision, uint32_t p_cull_mask) override;
virtual void particles_collision_set_sphere_radius(RID p_particles_collision, real_t p_radius) override;
virtual void particles_collision_set_box_extents(RID p_particles_collision, const Vector3 &p_extents) override;
virtual void particles_collision_set_attractor_strength(RID p_particles_collision, real_t p_strength) override;
virtual void particles_collision_set_attractor_directionality(RID p_particles_collision, real_t p_directionality) override;
virtual void particles_collision_set_attractor_attenuation(RID p_particles_collision, real_t p_curve) override;
virtual void particles_collision_set_field_texture(RID p_particles_collision, RID p_texture) override;
virtual void particles_collision_height_field_update(RID p_particles_collision) override;
virtual void particles_collision_set_height_field_resolution(RID p_particles_collision, RS::ParticlesCollisionHeightfieldResolution p_resolution) override;
virtual AABB particles_collision_get_aabb(RID p_particles_collision) const override;
Vector3 particles_collision_get_extents(RID p_particles_collision) const;
virtual bool particles_collision_is_heightfield(RID p_particles_collision) const override;
GLuint particles_collision_get_heightfield_framebuffer(RID p_particles_collision) const;
_FORCE_INLINE_ Size2i particles_collision_get_heightfield_size(RID p_particles_collision) const {
ParticlesCollision *particles_collision = particles_collision_owner.get_or_null(p_particles_collision);
ERR_FAIL_NULL_V(particles_collision, Size2i());
ERR_FAIL_COND_V(particles_collision->type != RS::PARTICLES_COLLISION_TYPE_HEIGHTFIELD_COLLIDE, Size2i());
return particles_collision->heightfield_fb_size;
}
Dependency *particles_collision_get_dependency(RID p_particles) const;
/* PARTICLES COLLISION INSTANCE*/
bool owns_particles_collision_instance(RID p_rid) { return particles_collision_instance_owner.owns(p_rid); }
virtual RID particles_collision_instance_create(RID p_collision) override;
virtual void particles_collision_instance_free(RID p_rid) override;
virtual void particles_collision_instance_set_transform(RID p_collision_instance, const Transform3D &p_transform) override;
virtual void particles_collision_instance_set_active(RID p_collision_instance, bool p_active) override;
};
} // namespace GLES3
#endif // GLES3_ENABLED
#endif // PARTICLES_STORAGE_GLES3_H