Merge pull request #6490 from Atlante45/particle

Particle speedup
This commit is contained in:
Anthony Thibault 2015-12-10 15:27:35 -08:00
commit 3daf80f498
17 changed files with 439 additions and 589 deletions

View file

@ -23,43 +23,73 @@
#include "untextured_particle_frag.h"
#include "textured_particle_vert.h"
#include "textured_particle_frag.h"
#include "textured_particle_alpha_discard_frag.h"
class ParticlePayload {
class ParticlePayloadData {
public:
typedef render::Payload<ParticlePayload> Payload;
typedef Payload::DataPointer Pointer;
typedef RenderableParticleEffectEntityItem::Vertex Vertex;
static const size_t VERTEX_PER_PARTICLE = 4;
ParticlePayload(EntityItemPointer entity) :
_entity(entity),
_vertexFormat(std::make_shared<gpu::Stream::Format>()),
_vertexBuffer(std::make_shared<gpu::Buffer>()),
_indexBuffer(std::make_shared<gpu::Buffer>()) {
_vertexFormat->setAttribute(gpu::Stream::POSITION, 0, gpu::Element::VEC3F_XYZ, 0);
_vertexFormat->setAttribute(gpu::Stream::TEXCOORD, 0, gpu::Element(gpu::VEC2, gpu::FLOAT, gpu::UV), offsetof(Vertex, uv));
_vertexFormat->setAttribute(gpu::Stream::COLOR, 0, gpu::Element::COLOR_RGBA_32, offsetof(Vertex, rgba));
template<typename T>
struct InterpolationData {
T start;
T middle;
T finish;
T spread;
};
struct ParticleUniforms {
InterpolationData<float> radius;
InterpolationData<glm::vec4> color; // rgba
float lifespan;
};
struct ParticlePrimitive {
ParticlePrimitive(glm::vec3 xyzIn, glm::vec2 uvIn) : xyz(xyzIn), uv(uvIn) {}
glm::vec3 xyz; // Position
glm::vec2 uv; // Lifetime + seed
};
using Payload = render::Payload<ParticlePayloadData>;
using Pointer = Payload::DataPointer;
using PipelinePointer = gpu::PipelinePointer;
using FormatPointer = gpu::Stream::FormatPointer;
using BufferPointer = gpu::BufferPointer;
using TexturePointer = gpu::TexturePointer;
using Format = gpu::Stream::Format;
using Buffer = gpu::Buffer;
using BufferView = gpu::BufferView;
using ParticlePrimitives = std::vector<ParticlePrimitive>;
ParticlePayloadData() {
ParticleUniforms uniforms;
_uniformBuffer = std::make_shared<Buffer>(sizeof(ParticleUniforms), (const gpu::Byte*) &uniforms);
_vertexFormat->setAttribute(gpu::Stream::POSITION, 0, gpu::Element::VEC3F_XYZ,
offsetof(ParticlePrimitive, xyz), gpu::Stream::PER_INSTANCE);
_vertexFormat->setAttribute(gpu::Stream::COLOR, 0, gpu::Element::VEC2F_UV,
offsetof(ParticlePrimitive, uv), gpu::Stream::PER_INSTANCE);
}
void setPipeline(gpu::PipelinePointer pipeline) { _pipeline = pipeline; }
const gpu::PipelinePointer& getPipeline() const { return _pipeline; }
void setPipeline(PipelinePointer pipeline) { _pipeline = pipeline; }
const PipelinePointer& getPipeline() const { return _pipeline; }
const Transform& getModelTransform() const { return _modelTransform; }
void setModelTransform(const Transform& modelTransform) { _modelTransform = modelTransform; }
const AABox& getBound() const { return _bound; }
void setBound(AABox& bound) { _bound = bound; }
void setBound(const AABox& bound) { _bound = bound; }
gpu::BufferPointer getVertexBuffer() { return _vertexBuffer; }
const gpu::BufferPointer& getVertexBuffer() const { return _vertexBuffer; }
BufferPointer getParticleBuffer() { return _particleBuffer; }
const BufferPointer& getParticleBuffer() const { return _particleBuffer; }
const ParticleUniforms& getParticleUniforms() const { return _uniformBuffer.get<ParticleUniforms>(); }
ParticleUniforms& editParticleUniforms() { return _uniformBuffer.edit<ParticleUniforms>(); }
gpu::BufferPointer getIndexBuffer() { return _indexBuffer; }
const gpu::BufferPointer& getIndexBuffer() const { return _indexBuffer; }
void setTexture(gpu::TexturePointer texture) { _texture = texture; }
const gpu::TexturePointer& getTexture() const { return _texture; }
void setTexture(TexturePointer texture) { _texture = texture; }
const TexturePointer& getTexture() const { return _texture; }
bool getVisibleFlag() const { return _visibleFlag; }
void setVisibleFlag(bool visibleFlag) { _visibleFlag = visibleFlag; }
void render(RenderArgs* args) const {
assert(_pipeline);
@ -71,30 +101,29 @@ public:
}
batch.setModelTransform(_modelTransform);
batch.setUniformBuffer(0, _uniformBuffer);
batch.setInputFormat(_vertexFormat);
batch.setInputBuffer(0, _vertexBuffer, 0, sizeof(Vertex));
batch.setIndexBuffer(gpu::UINT16, _indexBuffer, 0);
batch.setInputBuffer(0, _particleBuffer, 0, sizeof(ParticlePrimitive));
auto numIndices = _indexBuffer->getSize() / sizeof(uint16_t);
batch.drawIndexed(gpu::TRIANGLES, numIndices);
auto numParticles = _particleBuffer->getSize() / sizeof(ParticlePrimitive);
batch.drawInstanced(numParticles, gpu::TRIANGLE_STRIP, VERTEX_PER_PARTICLE);
}
EntityItemPointer _entity;
protected:
Transform _modelTransform;
AABox _bound;
gpu::PipelinePointer _pipeline;
gpu::Stream::FormatPointer _vertexFormat;
gpu::BufferPointer _vertexBuffer;
gpu::BufferPointer _indexBuffer;
gpu::TexturePointer _texture;
PipelinePointer _pipeline;
FormatPointer _vertexFormat { std::make_shared<Format>() };
BufferPointer _particleBuffer { std::make_shared<Buffer>() };
BufferView _uniformBuffer;
TexturePointer _texture;
bool _visibleFlag = true;
};
namespace render {
template <>
const ItemKey payloadGetKey(const ParticlePayload::Pointer& payload) {
if (payload->_entity->getVisible()) {
const ItemKey payloadGetKey(const ParticlePayloadData::Pointer& payload) {
if (payload->getVisibleFlag()) {
return ItemKey::Builder::transparentShape();
} else {
return ItemKey::Builder().withInvisible().build();
@ -102,16 +131,15 @@ namespace render {
}
template <>
const Item::Bound payloadGetBound(const ParticlePayload::Pointer& payload) {
const Item::Bound payloadGetBound(const ParticlePayloadData::Pointer& payload) {
return payload->getBound();
}
template <>
void payloadRender(const ParticlePayload::Pointer& payload, RenderArgs* args) {
if (payload->_entity->getVisible()) {
void payloadRender(const ParticlePayloadData::Pointer& payload, RenderArgs* args) {
if (payload->getVisibleFlag()) {
payload->render(args);
}
}
}
@ -119,7 +147,7 @@ namespace render {
EntityItemPointer RenderableParticleEffectEntityItem::factory(const EntityItemID& entityID,
const EntityItemProperties& properties) {
EntityItemPointer entity{ new RenderableParticleEffectEntityItem(entityID) };
auto entity = std::make_shared<RenderableParticleEffectEntityItem>(entityID);
entity->setProperties(properties);
return entity;
}
@ -127,7 +155,7 @@ EntityItemPointer RenderableParticleEffectEntityItem::factory(const EntityItemID
RenderableParticleEffectEntityItem::RenderableParticleEffectEntityItem(const EntityItemID& entityItemID) :
ParticleEffectEntityItem(entityItemID) {
// lazy creation of particle system pipeline
if (!_untexturedPipeline && !_texturedPipeline) {
if (!_untexturedPipeline || !_texturedPipeline) {
createPipelines();
}
}
@ -135,18 +163,15 @@ RenderableParticleEffectEntityItem::RenderableParticleEffectEntityItem(const Ent
bool RenderableParticleEffectEntityItem::addToScene(EntityItemPointer self,
render::ScenePointer scene,
render::PendingChanges& pendingChanges) {
auto particlePayload =
std::shared_ptr<ParticlePayload>(new ParticlePayload(getThisPointer()));
particlePayload->setPipeline(_untexturedPipeline);
_renderItemId = scene->allocateID();
auto renderData = ParticlePayload::Pointer(particlePayload);
auto renderPayload = render::PayloadPointer(new ParticlePayload::Payload(renderData));
_scene = scene;
_renderItemId = _scene->allocateID();
auto particlePayloadData = std::make_shared<ParticlePayloadData>();
particlePayloadData->setPipeline(_untexturedPipeline);
auto renderPayload = std::make_shared<ParticlePayloadData::Payload>(particlePayloadData);
render::Item::Status::Getters statusGetters;
makeEntityItemStatusGetters(getThisPointer(), statusGetters);
renderPayload->addStatusGetters(statusGetters);
pendingChanges.resetItem(_renderItemId, renderPayload);
_scene = scene;
return true;
}
@ -174,141 +199,71 @@ void RenderableParticleEffectEntityItem::update(const quint64& now) {
updateRenderItem();
}
uint32_t toRGBA(uint8_t r, uint8_t g, uint8_t b, uint8_t a) {
return ((uint32_t)r | (uint32_t)g << 8 | (uint32_t)b << 16 | (uint32_t)a << 24);
}
class ParticleDetails {
public:
ParticleDetails(glm::vec3 position, float radius, uint32_t rgba) : position(position), radius(radius), rgba(rgba) { }
glm::vec3 position;
float radius;
uint32_t rgba;
};
static glm::vec3 zSortAxis;
static bool zSort(const ParticleDetails& rhs, const ParticleDetails& lhs) {
return glm::dot(rhs.position, ::zSortAxis) > glm::dot(lhs.position, ::zSortAxis);
}
void RenderableParticleEffectEntityItem::updateRenderItem() {
if (!_scene) {
return;
}
// make a copy of each particle's details
std::vector<ParticleDetails> particleDetails;
particleDetails.reserve(getLivingParticleCount());
for (quint32 i = _particleHeadIndex; i != _particleTailIndex; i = (i + 1) % _maxParticles) {
auto xcolor = _particleColors[i];
auto alpha = (uint8_t)(glm::clamp(_particleAlphas[i] * getLocalRenderAlpha(), 0.0f, 1.0f) * 255.0f);
auto rgba = toRGBA(xcolor.red, xcolor.green, xcolor.blue, alpha);
particleDetails.push_back(ParticleDetails(_particlePositions[i], _particleRadiuses[i], rgba));
if (!getVisible()) {
render::PendingChanges pendingChanges;
pendingChanges.updateItem<ParticlePayloadData>(_renderItemId, [](ParticlePayloadData& payload) {
payload.setVisibleFlag(false);
});
_scene->enqueuePendingChanges(pendingChanges);
return;
}
// sort particles back to front
// NOTE: this is view frustum might be one frame out of date.
auto frustum = AbstractViewStateInterface::instance()->getCurrentViewFrustum();
using ParticleUniforms = ParticlePayloadData::ParticleUniforms;
using ParticlePrimitive = ParticlePayloadData::ParticlePrimitive;
using ParticlePrimitives = ParticlePayloadData::ParticlePrimitives;
// No need to sort if we're doing additive blending
if (_additiveBlending != true) {
::zSortAxis = frustum->getDirection();
qSort(particleDetails.begin(), particleDetails.end(), zSort);
}
// allocate vertices
_vertices.clear();
// build vertices from particle positions and radiuses
glm::vec3 dir = frustum->getDirection();
for (auto&& particle : particleDetails) {
glm::vec3 right = glm::normalize(glm::cross(glm::vec3(0.0f, 1.0f, 0.0f), dir));
glm::vec3 up = glm::normalize(glm::cross(right, dir));
glm::vec3 upOffset = up * particle.radius;
glm::vec3 rightOffset = right * particle.radius;
// generate corners of quad aligned to face the camera.
_vertices.emplace_back(particle.position + rightOffset + upOffset, glm::vec2(1.0f, 1.0f), particle.rgba);
_vertices.emplace_back(particle.position - rightOffset + upOffset, glm::vec2(0.0f, 1.0f), particle.rgba);
_vertices.emplace_back(particle.position - rightOffset - upOffset, glm::vec2(0.0f, 0.0f), particle.rgba);
_vertices.emplace_back(particle.position + rightOffset - upOffset, glm::vec2(1.0f, 0.0f), particle.rgba);
// Fill in Uniforms structure
ParticleUniforms particleUniforms;
particleUniforms.radius.start = getRadiusStart();
particleUniforms.radius.middle = getParticleRadius();
particleUniforms.radius.finish = getRadiusFinish();
particleUniforms.radius.spread = getRadiusSpread();
particleUniforms.color.start = toGlm(getColorStart(), getAlphaStart());
particleUniforms.color.middle = toGlm(getXColor(), getAlpha());
particleUniforms.color.finish = toGlm(getColorFinish(), getAlphaFinish());
particleUniforms.color.spread = toGlm(getColorSpread(), getAlphaSpread());
particleUniforms.lifespan = getLifespan();
// Build particle primitives
auto particlePrimitives = std::make_shared<ParticlePrimitives>();
particlePrimitives->reserve(_particles.size()); // Reserve space
for (auto& particle : _particles) {
particlePrimitives->emplace_back(particle.position, glm::vec2(particle.lifetime, particle.seed));
}
auto bounds = getAABox();
auto position = getPosition();
auto rotation = getRotation();
Transform transform;
transform.setTranslation(position);
transform.setRotation(rotation);
render::PendingChanges pendingChanges;
pendingChanges.updateItem<ParticlePayload>(_renderItemId, [this](ParticlePayload& payload) {
// update vertex buffer
auto vertexBuffer = payload.getVertexBuffer();
size_t numBytes = sizeof(Vertex) * _vertices.size();
pendingChanges.updateItem<ParticlePayloadData>(_renderItemId, [=](ParticlePayloadData& payload) {
payload.setVisibleFlag(true);
// Update particle uniforms
memcpy(&payload.editParticleUniforms(), &particleUniforms, sizeof(ParticleUniforms));
// Update particle buffer
auto particleBuffer = payload.getParticleBuffer();
size_t numBytes = sizeof(ParticlePrimitive) * particlePrimitives->size();
particleBuffer->resize(numBytes);
if (numBytes == 0) {
vertexBuffer->resize(0);
auto indexBuffer = payload.getIndexBuffer();
indexBuffer->resize(0);
return;
}
memcpy(particleBuffer->editData(), particlePrimitives->data(), numBytes);
vertexBuffer->resize(numBytes);
gpu::Byte* data = vertexBuffer->editData();
memcpy(data, &(_vertices[0]), numBytes);
// Update transform and bounds
payload.setModelTransform(transform);
payload.setBound(bounds);
// FIXME, don't update index buffer if num particles has not changed.
// update index buffer
auto indexBuffer = payload.getIndexBuffer();
const size_t NUM_VERTS_PER_PARTICLE = 4;
const size_t NUM_INDICES_PER_PARTICLE = 6;
auto numQuads = (_vertices.size() / NUM_VERTS_PER_PARTICLE);
numBytes = sizeof(uint16_t) * numQuads * NUM_INDICES_PER_PARTICLE;
indexBuffer->resize(numBytes);
data = indexBuffer->editData();
auto indexPtr = reinterpret_cast<uint16_t*>(data);
for (size_t i = 0; i < numQuads; ++i) {
indexPtr[i * NUM_INDICES_PER_PARTICLE + 0] = i * NUM_VERTS_PER_PARTICLE + 0;
indexPtr[i * NUM_INDICES_PER_PARTICLE + 1] = i * NUM_VERTS_PER_PARTICLE + 1;
indexPtr[i * NUM_INDICES_PER_PARTICLE + 2] = i * NUM_VERTS_PER_PARTICLE + 3;
indexPtr[i * NUM_INDICES_PER_PARTICLE + 3] = i * NUM_VERTS_PER_PARTICLE + 1;
indexPtr[i * NUM_INDICES_PER_PARTICLE + 4] = i * NUM_VERTS_PER_PARTICLE + 2;
indexPtr[i * NUM_INDICES_PER_PARTICLE + 5] = i * NUM_VERTS_PER_PARTICLE + 3;
}
// update transform
glm::quat rot = getRotation();
glm::vec3 pos = getPosition();
Transform t;
t.setRotation(rot);
payload.setModelTransform(t);
// transform _particleMinBound and _particleMaxBound corners into world coords
glm::vec3 d = _particleMaxBound - _particleMinBound;
const size_t NUM_BOX_CORNERS = 8;
glm::vec3 corners[NUM_BOX_CORNERS] = {
pos + rot * (_particleMinBound + glm::vec3(0.0f, 0.0f, 0.0f)),
pos + rot * (_particleMinBound + glm::vec3(d.x, 0.0f, 0.0f)),
pos + rot * (_particleMinBound + glm::vec3(0.0f, d.y, 0.0f)),
pos + rot * (_particleMinBound + glm::vec3(d.x, d.y, 0.0f)),
pos + rot * (_particleMinBound + glm::vec3(0.0f, 0.0f, d.z)),
pos + rot * (_particleMinBound + glm::vec3(d.x, 0.0f, d.z)),
pos + rot * (_particleMinBound + glm::vec3(0.0f, d.y, d.z)),
pos + rot * (_particleMinBound + glm::vec3(d.x, d.y, d.z))
};
glm::vec3 min(FLT_MAX, FLT_MAX, FLT_MAX);
glm::vec3 max = -min;
for (size_t i = 0; i < NUM_BOX_CORNERS; i++) {
min.x = std::min(min.x, corners[i].x);
min.y = std::min(min.y, corners[i].y);
min.z = std::min(min.z, corners[i].z);
max.x = std::max(max.x, corners[i].x);
max.y = std::max(max.y, corners[i].y);
max.z = std::max(max.z, corners[i].z);
}
AABox bound(min, max - min);
payload.setBound(bound);
bool textured = _texture && _texture->isLoaded();
if (textured) {
if (_texture && _texture->isLoaded()) {
payload.setTexture(_texture->getGPUTexture());
payload.setPipeline(_texturedPipeline);
} else {
@ -321,46 +276,29 @@ void RenderableParticleEffectEntityItem::updateRenderItem() {
}
void RenderableParticleEffectEntityItem::createPipelines() {
bool writeToDepthBuffer = false;
gpu::State::BlendArg destinationColorBlendArg;
if (_additiveBlending) {
destinationColorBlendArg = gpu::State::ONE;
}
else {
destinationColorBlendArg = gpu::State::INV_SRC_ALPHA;
writeToDepthBuffer = true;
}
if (!_untexturedPipeline) {
auto state = std::make_shared<gpu::State>();
state->setCullMode(gpu::State::CULL_BACK);
state->setDepthTest(true, writeToDepthBuffer, gpu::LESS_EQUAL);
state->setBlendFunction(true, gpu::State::SRC_ALPHA, gpu::State::BLEND_OP_ADD,
destinationColorBlendArg, gpu::State::FACTOR_ALPHA,
gpu::State::BLEND_OP_ADD, gpu::State::ONE);
state->setDepthTest(true, false, gpu::LESS_EQUAL);
state->setBlendFunction(true, gpu::State::SRC_ALPHA, gpu::State::BLEND_OP_ADD, gpu::State::ONE,
gpu::State::FACTOR_ALPHA, gpu::State::BLEND_OP_ADD, gpu::State::ONE);
auto vertShader = gpu::Shader::createVertex(std::string(untextured_particle_vert));
auto fragShader = gpu::Shader::createPixel(std::string(untextured_particle_frag));
auto program = gpu::Shader::createProgram(vertShader, fragShader);
_untexturedPipeline = gpu::Pipeline::create(program, state);
}
if (!_texturedPipeline) {
auto state = std::make_shared<gpu::State>();
state->setCullMode(gpu::State::CULL_BACK);
state->setDepthTest(true, false, gpu::LESS_EQUAL);
state->setBlendFunction(true, gpu::State::SRC_ALPHA, gpu::State::BLEND_OP_ADD, gpu::State::ONE,
gpu::State::FACTOR_ALPHA, gpu::State::BLEND_OP_ADD, gpu::State::ONE);
bool writeToDepthBuffer = !_additiveBlending;
state->setDepthTest(true, writeToDepthBuffer, gpu::LESS_EQUAL);
state->setBlendFunction(true, gpu::State::SRC_ALPHA, gpu::State::BLEND_OP_ADD,
destinationColorBlendArg, gpu::State::FACTOR_ALPHA,
gpu::State::BLEND_OP_ADD, gpu::State::ONE);
auto vertShader = gpu::Shader::createVertex(std::string(textured_particle_vert));
gpu::ShaderPointer fragShader;
if (_additiveBlending) {
fragShader = gpu::Shader::createPixel(std::string(textured_particle_frag));
}
else {
//If we are sorting and have no additive blending, we want to discard pixels with low alpha to avoid inter-particle entity artifacts
fragShader = gpu::Shader::createPixel(std::string(textured_particle_alpha_discard_frag));
}
auto fragShader = gpu::Shader::createPixel(std::string(textured_particle_frag));
auto program = gpu::Shader::createProgram(vertShader, fragShader);
_texturedPipeline = gpu::Pipeline::create(program, state);
}

View file

@ -16,7 +16,7 @@
#include "RenderableEntityItem.h"
class RenderableParticleEffectEntityItem : public ParticleEffectEntityItem {
friend class ParticlePayload;
friend class ParticlePayloadData;
public:
static EntityItemPointer factory(const EntityItemID& entityID, const EntityItemProperties& properties);
RenderableParticleEffectEntityItem(const EntityItemID& entityItemID);
@ -29,23 +29,14 @@ public:
virtual void removeFromScene(EntityItemPointer self, render::ScenePointer scene, render::PendingChanges& pendingChanges) override;
protected:
render::ItemID _renderItemId;
struct Vertex {
Vertex(glm::vec3 xyzIn, glm::vec2 uvIn, uint32_t rgbaIn) : xyz(xyzIn), uv(uvIn), rgba(rgbaIn) {}
glm::vec3 xyz;
glm::vec2 uv;
uint32_t rgba;
};
void createPipelines();
std::vector<Vertex> _vertices;
render::ScenePointer _scene;
render::ItemID _renderItemId;
NetworkTexturePointer _texture;
gpu::PipelinePointer _untexturedPipeline;
gpu::PipelinePointer _texturedPipeline;
render::ScenePointer _scene;
NetworkTexturePointer _texture;
};

View file

@ -11,12 +11,11 @@
uniform sampler2D colorMap;
in vec4 _color;
in vec2 _texCoord0;
in vec4 varColor;
in vec2 varTexcoord;
out vec4 outFragColor;
void main(void) {
vec4 color = texture(colorMap, _texCoord0);
outFragColor = color * _color;
outFragColor = texture(colorMap, varTexcoord.xy) * varColor;
}

View file

@ -10,21 +10,84 @@
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
<@include gpu/Inputs.slh@>
<@include gpu/Transform.slh@>
<$declareStandardTransform()$>
out vec4 _color;
out vec2 _texCoord0;
struct Radii {
float start;
float middle;
float finish;
float spread;
};
struct Colors {
vec4 start;
vec4 middle;
vec4 finish;
vec4 spread;
};
struct ParticleUniforms {
Radii radius;
Colors color;
float lifespan;
};
uniform particleBuffer {
ParticleUniforms particle;
};
in vec3 inPosition;
in vec2 inColor; // This is actual Lifetime + Seed
out vec4 varColor;
out vec2 varTexcoord;
const int NUM_VERTICES_PER_PARTICLE = 4;
const vec4 UNIT_QUAD[NUM_VERTICES_PER_PARTICLE] = vec4[NUM_VERTICES_PER_PARTICLE](
vec4(-1.0, -1.0, 0.0, 0.0),
vec4(1.0, -1.0, 0.0, 0.0),
vec4(-1.0, 1.0, 0.0, 0.0),
vec4(1.0, 1.0, 0.0, 0.0)
);
float bezierInterpolate(float y1, float y2, float y3, float u) {
// https://en.wikipedia.org/wiki/Bezier_curve
return (1.0 - u) * (1.0 - u) * y1 + 2.0 * (1.0 - u) * u * y2 + u * u * y3;
}
vec4 interpolate3Vec4(vec4 y1, vec4 y2, vec4 y3, float u) {
return vec4(bezierInterpolate(y1.x, y2.x, y3.x, u),
bezierInterpolate(y1.y, y2.y, y3.y, u),
bezierInterpolate(y1.z, y2.z, y3.z, u),
bezierInterpolate(y1.w, y2.w, y3.w, u));
}
void main(void) {
// pass along the color & uvs to fragment shader
_color = inColor;
_texCoord0 = inTexCoord0.xy;
TransformCamera cam = getTransformCamera();
TransformObject obj = getTransformObject();
<$transformModelToClipPos(cam, obj, inPosition, gl_Position)$>
// Which icon are we dealing with ?
int particleID = gl_VertexID / NUM_VERTICES_PER_PARTICLE;
// Which quad vertex pos?
int twoTriID = gl_VertexID - particleID * NUM_VERTICES_PER_PARTICLE;
// Particle properties
float age = inColor.x / particle.lifespan;
float seed = inColor.y;
// Pass the texcoord and the z texcoord is representing the texture icon
varTexcoord = vec2((UNIT_QUAD[twoTriID].xy + 1.0) * 0.5);
varColor = interpolate3Vec4(particle.color.start, particle.color.middle, particle.color.finish, age);
// anchor point in eye space
float radius = bezierInterpolate(particle.radius.start, particle.radius.middle, particle.radius.finish , age);
vec4 quadPos = radius * UNIT_QUAD[twoTriID];
vec4 anchorPoint;
<$transformModelToEyePos(cam, obj, inPosition, anchorPoint)$>
vec4 eyePos = anchorPoint + quadPos;
<$transformEyeToClipPos(cam, eyePos, gl_Position)$>
}

View file

@ -1,25 +0,0 @@
<@include gpu/Config.slh@>
<$VERSION_HEADER$>
// Generated on <$_SCRIBE_DATE$>
// fragment shader
//
// Copyright 2015 High Fidelity, Inc.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
uniform sampler2D colorMap;
in vec4 _color;
in vec2 _texCoord0;
out vec4 outFragColor;
void main(void) {
vec4 color = texture(colorMap, _texCoord0);
if (color.a < 0.1) {
discard;
}
outFragColor = color * _color;
}

View file

@ -40,9 +40,6 @@
#include "EntityScriptingInterface.h"
#include "ParticleEffectEntityItem.h"
const glm::vec3 X_AXIS = glm::vec3(1.0f, 0.0f, 0.0f);
const glm::vec3 Z_AXIS = glm::vec3(0.0f, 0.0f, 1.0f);
const float SCRIPT_MAXIMUM_PI = 3.1416f; // Round up so that reasonable property values work
const xColor ParticleEffectEntityItem::DEFAULT_COLOR = { 255, 255, 255 };
@ -66,8 +63,8 @@ const float ParticleEffectEntityItem::DEFAULT_EMIT_SPEED = 5.0f;
const float ParticleEffectEntityItem::MINIMUM_EMIT_SPEED = 0.0f;
const float ParticleEffectEntityItem::MAXIMUM_EMIT_SPEED = 1000.0f; // Approx mach 3
const float ParticleEffectEntityItem::DEFAULT_SPEED_SPREAD = 1.0f;
const glm::quat ParticleEffectEntityItem::DEFAULT_EMIT_ORIENTATION = glm::angleAxis(-PI_OVER_TWO, X_AXIS); // Vertical
const glm::vec3 ParticleEffectEntityItem::DEFAULT_EMIT_DIMENSIONS = glm::vec3(0.0f, 0.0f, 0.0f); // Emit from point
const glm::quat ParticleEffectEntityItem::DEFAULT_EMIT_ORIENTATION = glm::angleAxis(-PI_OVER_TWO, Vectors::UNIT_X); // Vertical
const glm::vec3 ParticleEffectEntityItem::DEFAULT_EMIT_DIMENSIONS = Vectors::ZERO; // Emit from point
const float ParticleEffectEntityItem::MINIMUM_EMIT_DIMENSION = 0.0f;
const float ParticleEffectEntityItem::MAXIMUM_EMIT_DIMENSION = (float)TREE_SCALE;
const float ParticleEffectEntityItem::DEFAULT_EMIT_RADIUS_START = 1.0f; // Emit from surface (when emitDimensions > 0)
@ -106,36 +103,12 @@ EntityItemPointer ParticleEffectEntityItem::factory(const EntityItemID& entityID
// our non-pure virtual subclass for now...
ParticleEffectEntityItem::ParticleEffectEntityItem(const EntityItemID& entityItemID) :
EntityItem(entityItemID),
_lastSimulated(usecTimestampNow()),
_particleLifetimes(DEFAULT_MAX_PARTICLES, 0.0f),
_particlePositions(DEFAULT_MAX_PARTICLES, glm::vec3(0.0f, 0.0f, 0.0f)),
_particleVelocities(DEFAULT_MAX_PARTICLES, glm::vec3(0.0f, 0.0f, 0.0f)),
_particleAccelerations(DEFAULT_MAX_PARTICLES, glm::vec3(0.0f, 0.0f, 0.0f)),
_particleRadiuses(DEFAULT_MAX_PARTICLES, DEFAULT_PARTICLE_RADIUS),
_radiusStarts(DEFAULT_MAX_PARTICLES, DEFAULT_PARTICLE_RADIUS),
_radiusMiddles(DEFAULT_MAX_PARTICLES, DEFAULT_PARTICLE_RADIUS),
_radiusFinishes(DEFAULT_MAX_PARTICLES, DEFAULT_PARTICLE_RADIUS),
_particleColors(DEFAULT_MAX_PARTICLES, DEFAULT_COLOR),
_colorStarts(DEFAULT_MAX_PARTICLES, DEFAULT_COLOR),
_colorMiddles(DEFAULT_MAX_PARTICLES, DEFAULT_COLOR),
_colorFinishes(DEFAULT_MAX_PARTICLES, DEFAULT_COLOR),
_particleAlphas(DEFAULT_MAX_PARTICLES, DEFAULT_ALPHA),
_alphaStarts(DEFAULT_MAX_PARTICLES, DEFAULT_ALPHA),
_alphaMiddles(DEFAULT_MAX_PARTICLES, DEFAULT_ALPHA),
_alphaFinishes(DEFAULT_MAX_PARTICLES, DEFAULT_ALPHA),
_particleMaxBound(glm::vec3(1.0f, 1.0f, 1.0f)),
_particleMinBound(glm::vec3(-1.0f, -1.0f, -1.0f)) ,
_additiveBlending(DEFAULT_ADDITIVE_BLENDING)
_lastSimulated(usecTimestampNow())
{
_type = EntityTypes::ParticleEffect;
setColor(DEFAULT_COLOR);
}
ParticleEffectEntityItem::~ParticleEffectEntityItem() {
}
void ParticleEffectEntityItem::setAlpha(float alpha) {
if (MINIMUM_ALPHA <= alpha && alpha <= MAXIMUM_ALPHA) {
_alpha = alpha;
@ -310,8 +283,8 @@ void ParticleEffectEntityItem::setRadiusSpread(float radiusSpread) {
void ParticleEffectEntityItem::computeAndUpdateDimensions() {
const float time = _lifespan * 1.1f; // add 10% extra time to account for incremental timer accumulation error
glm::vec3 velocity = _emitSpeed * (_emitOrientation * Z_AXIS);
glm::vec3 velocitySpread = _speedSpread * (_emitOrientation * Z_AXIS);
glm::vec3 velocity = _emitSpeed * (_emitOrientation * Vectors::UNIT_Z);
glm::vec3 velocitySpread = _speedSpread * (_emitOrientation * Vectors::UNIT_Z);
glm::vec3 maxVelocity = glm::abs(velocity) + velocitySpread;
glm::vec3 maxAccleration = glm::abs(_acceleration) + _accelerationSpread;
@ -578,7 +551,7 @@ void ParticleEffectEntityItem::appendSubclassData(OctreePacketData* packetData,
bool ParticleEffectEntityItem::isEmittingParticles() const {
// keep emitting if there are particles still alive.
return (getIsEmitting() || getLivingParticleCount() > 0);
return (getIsEmitting() || !_particles.empty());
}
bool ParticleEffectEntityItem::needsToCallUpdate() const {
@ -613,62 +586,25 @@ void ParticleEffectEntityItem::updateShapeType(ShapeType type) {
}
}
void ParticleEffectEntityItem::updateRadius(quint32 index, float age) {
_particleRadiuses[index] = Interpolate::interpolate3Points(_radiusStarts[index], _radiusMiddles[index],
_radiusFinishes[index], age);
}
void ParticleEffectEntityItem::updateColor(quint32 index, float age) {
_particleColors[index].red = (int)Interpolate::interpolate3Points(_colorStarts[index].red, _colorMiddles[index].red,
_colorFinishes[index].red, age);
_particleColors[index].green = (int)Interpolate::interpolate3Points(_colorStarts[index].green, _colorMiddles[index].green,
_colorFinishes[index].green, age);
_particleColors[index].blue = (int)Interpolate::interpolate3Points(_colorStarts[index].blue, _colorMiddles[index].blue,
_colorFinishes[index].blue, age);
}
void ParticleEffectEntityItem::updateAlpha(quint32 index, float age) {
_particleAlphas[index] = Interpolate::interpolate3Points(_alphaStarts[index], _alphaMiddles[index],
_alphaFinishes[index], age);
}
void ParticleEffectEntityItem::extendBounds(const glm::vec3& point) {
_particleMinBound.x = glm::min(_particleMinBound.x, point.x);
_particleMinBound.y = glm::min(_particleMinBound.y, point.y);
_particleMinBound.z = glm::min(_particleMinBound.z, point.z);
_particleMaxBound.x = glm::max(_particleMaxBound.x, point.x);
_particleMaxBound.y = glm::max(_particleMaxBound.y, point.y);
_particleMaxBound.z = glm::max(_particleMaxBound.z, point.z);
}
void ParticleEffectEntityItem::integrateParticle(quint32 index, float deltaTime) {
glm::vec3 accel = _particleAccelerations[index];
glm::vec3 atSquared = (0.5f * deltaTime * deltaTime) * accel;
glm::vec3 at = accel * deltaTime;
_particlePositions[index] += _particleVelocities[index] * deltaTime + atSquared;
_particleVelocities[index] += at;
void ParticleEffectEntityItem::integrateParticle(Particle& particle, float deltaTime) {
glm::vec3 atSquared = (0.5f * deltaTime * deltaTime) * particle.acceleration;
glm::vec3 at = particle.acceleration * deltaTime;
particle.position += particle.velocity * deltaTime + atSquared;
particle.velocity += at;
}
void ParticleEffectEntityItem::stepSimulation(float deltaTime) {
_particleMinBound = glm::vec3(-1.0f, -1.0f, -1.0f);
_particleMaxBound = glm::vec3(1.0f, 1.0f, 1.0f);
// update particles between head and tail
for (quint32 i = _particleHeadIndex; i != _particleTailIndex; i = (i + 1) % _maxParticles) {
_particleLifetimes[i] += deltaTime;
for (Particle& particle : _particles) {
particle.lifetime += deltaTime;
// if particle has died.
if (_particleLifetimes[i] >= _lifespan || _lifespan < EPSILON) {
if (particle.lifetime >= _lifespan) {
// move head forward
_particleHeadIndex = (_particleHeadIndex + 1) % _maxParticles;
_particles.pop_front();
} else {
float age = _particleLifetimes[i] / _lifespan; // 0.0 .. 1.0
updateRadius(i, age);
updateColor(i, age);
updateAlpha(i, age);
integrateParticle(i, deltaTime);
extendBounds(_particlePositions[i]);
// Otherwise update it
integrateParticle(particle, deltaTime);
}
}
@ -677,192 +613,104 @@ void ParticleEffectEntityItem::stepSimulation(float deltaTime) {
float timeLeftInFrame = deltaTime;
while (_timeUntilNextEmit < timeLeftInFrame) {
timeLeftInFrame -= _timeUntilNextEmit;
_timeUntilNextEmit = 1.0f / _emitRate;
// emit a new particle at tail index.
quint32 i = _particleTailIndex;
_particleLifetimes[i] = 0.0f;
// Radius
if (_radiusSpread == 0.0f) {
_radiusStarts[i] = getRadiusStart();
_radiusMiddles[i] =_particleRadius;
_radiusFinishes[i] = getRadiusFinish();
} else {
float spreadMultiplier;
if (_particleRadius > 0.0f) {
spreadMultiplier = 1.0f + randFloatInRange(-1.0f, 1.0f) * _radiusSpread / _particleRadius;
} else {
spreadMultiplier = 1.0f;
}
_radiusStarts[i] =
glm::clamp(spreadMultiplier * getRadiusStart(), MINIMUM_PARTICLE_RADIUS, MAXIMUM_PARTICLE_RADIUS);
_radiusMiddles[i] =
glm::clamp(spreadMultiplier * _particleRadius, MINIMUM_PARTICLE_RADIUS, MAXIMUM_PARTICLE_RADIUS);
_radiusFinishes[i] =
glm::clamp(spreadMultiplier * getRadiusFinish(), MINIMUM_PARTICLE_RADIUS, MAXIMUM_PARTICLE_RADIUS);
}
updateRadius(i, 0.0f);
// Position, velocity, and acceleration
if (_polarStart == 0.0f && _polarFinish == 0.0f && _emitDimensions.z == 0.0f) {
// Emit along z-axis from position
_particlePositions[i] = getPosition();
_particleVelocities[i] =
(_emitSpeed + randFloatInRange(-1.0f, 1.0f) * _speedSpread) * (_emitOrientation * Z_AXIS);
_particleAccelerations[i] = _emitAcceleration + randFloatInRange(-1.0f, 1.0f) * _accelerationSpread;
} else {
// Emit around point or from ellipsoid
// - Distribute directions evenly around point
// - Distribute points relatively evenly over ellipsoid surface
// - Distribute points relatively evenly within ellipsoid volume
float elevationMinZ = sin(PI_OVER_TWO - _polarFinish);
float elevationMaxZ = sin(PI_OVER_TWO - _polarStart);
float elevation = asin(elevationMinZ + (elevationMaxZ - elevationMinZ) * randFloat());
float azimuth;
if (_azimuthFinish >= _azimuthStart) {
azimuth = _azimuthStart + (_azimuthFinish - _azimuthStart) * randFloat();
} else {
azimuth = _azimuthStart + (TWO_PI + _azimuthFinish - _azimuthStart) * randFloat();
}
glm::vec3 emitDirection;
if (_emitDimensions == glm::vec3()) {
// Point
emitDirection = glm::quat(glm::vec3(PI_OVER_TWO - elevation, 0.0f, azimuth)) * Z_AXIS;
_particlePositions[i] = getPosition();
} else {
// Ellipsoid
float radiusScale = 1.0f;
if (_emitRadiusStart < 1.0f) {
float emitRadiusStart = glm::max(_emitRadiusStart, EPSILON); // Avoid math complications at center
float randRadius =
emitRadiusStart + randFloatInRange(0.0f, MAXIMUM_EMIT_RADIUS_START - emitRadiusStart);
radiusScale = 1.0f - std::pow(1.0f - randRadius, 3.0f);
}
glm::vec3 radiuses = radiusScale * 0.5f * _emitDimensions;
float x = radiuses.x * glm::cos(elevation) * glm::cos(azimuth);
float y = radiuses.y * glm::cos(elevation) * glm::sin(azimuth);
float z = radiuses.z * glm::sin(elevation);
glm::vec3 emitPosition = glm::vec3(x, y, z);
emitDirection = glm::normalize(glm::vec3(
radiuses.x > 0.0f ? x / (radiuses.x * radiuses.x) : 0.0f,
radiuses.y > 0.0f ? y / (radiuses.y * radiuses.y) : 0.0f,
radiuses.z > 0.0f ? z / (radiuses.z * radiuses.z) : 0.0f
));
_particlePositions[i] = getPosition() + _emitOrientation * emitPosition;
}
_particleVelocities[i] =
(_emitSpeed + randFloatInRange(-1.0f, 1.0f) * _speedSpread) * (_emitOrientation * emitDirection);
_particleAccelerations[i] = _emitAcceleration + randFloatInRange(-1.0f, 1.0f) * _accelerationSpread;
}
integrateParticle(i, timeLeftInFrame);
extendBounds(_particlePositions[i]);
// Color
if (_colorSpread == xColor{ 0, 0, 0 }) {
_colorStarts[i] = getColorStart();
_colorMiddles[i] = getXColor();
_colorFinishes[i] = getColorFinish();
} else {
xColor startColor = getColorStart();
xColor middleColor = getXColor();
xColor finishColor = getColorFinish();
float spread = randFloatInRange(-1.0f, 1.0f);
float spreadMultiplierRed =
middleColor.red > 0 ? 1.0f + spread * (float)_colorSpread.red / (float)middleColor.red : 1.0f;
float spreadMultiplierGreen =
middleColor.green > 0 ? 1.0f + spread * (float)_colorSpread.green / (float)middleColor.green : 1.0f;
float spreadMultiplierBlue =
middleColor.blue > 0 ? 1.0f + spread * (float)_colorSpread.blue / (float)middleColor.blue : 1.0f;
_colorStarts[i].red = (int)glm::clamp(spreadMultiplierRed * (float)startColor.red, 0.0f, 255.0f);
_colorStarts[i].green = (int)glm::clamp(spreadMultiplierGreen * (float)startColor.green, 0.0f, 255.0f);
_colorStarts[i].blue = (int)glm::clamp(spreadMultiplierBlue * (float)startColor.blue, 0.0f, 255.0f);
_colorMiddles[i].red = (int)glm::clamp(spreadMultiplierRed * (float)middleColor.red, 0.0f, 255.0f);
_colorMiddles[i].green = (int)glm::clamp(spreadMultiplierGreen * (float)middleColor.green, 0.0f, 255.0f);
_colorMiddles[i].blue = (int)glm::clamp(spreadMultiplierBlue * (float)middleColor.blue, 0.0f, 255.0f);
_colorFinishes[i].red = (int)glm::clamp(spreadMultiplierRed * (float)finishColor.red, 0.0f, 255.0f);
_colorFinishes[i].green = (int)glm::clamp(spreadMultiplierGreen * (float)finishColor.green, 0.0f, 255.0f);
_colorFinishes[i].blue = (int)glm::clamp(spreadMultiplierBlue * (float)finishColor.blue, 0.0f, 255.0f);
}
updateColor(i, 0.0f);
// Alpha
if (_alphaSpread == 0.0f) {
_alphaStarts[i] = getAlphaStart();
_alphaMiddles[i] = _alpha;
_alphaFinishes[i] = getAlphaFinish();
} else {
float spreadMultiplier = 1.0f + randFloatInRange(-1.0f, 1.0f) * _alphaSpread / _alpha;
_alphaStarts[i] = spreadMultiplier * getAlphaStart();
_alphaMiddles[i] = spreadMultiplier * _alpha;
_alphaFinishes[i] = spreadMultiplier * getAlphaFinish();
}
updateAlpha(i, 0.0f);
_particleTailIndex = (_particleTailIndex + 1) % _maxParticles;
// overflow! move head forward by one.
// because the case of head == tail indicates an empty array, not a full one.
// This can drop an existing older particle, but this is by design, newer particles are a higher priority.
if (_particleTailIndex == _particleHeadIndex) {
_particleHeadIndex = (_particleHeadIndex + 1) % _maxParticles;
if (_particles.size() >= _maxParticles) {
_particles.pop_front();
}
// emit a new particle at tail index.
_particles.push_back(createParticle());
auto particle = _particles.back();
particle.lifetime += timeLeftInFrame;
// Initialize it
integrateParticle(particle, deltaTime);
// Advance in frame
timeLeftInFrame -= _timeUntilNextEmit;
_timeUntilNextEmit = 1.0f / _emitRate;
}
_timeUntilNextEmit -= timeLeftInFrame;
}
}
ParticleEffectEntityItem::Particle ParticleEffectEntityItem::createParticle() {
Particle particle;
particle.seed = randFloatInRange(0.0f, 1.0f);
// Position, velocity, and acceleration
if (_polarStart == 0.0f && _polarFinish == 0.0f && _emitDimensions.z == 0.0f) {
// Emit along z-axis from position
particle.velocity = (_emitSpeed + randFloatInRange(-1.0f, 1.0f) * _speedSpread) * (_emitOrientation * Vectors::UNIT_Z);
particle.acceleration = _emitAcceleration + randFloatInRange(-1.0f, 1.0f) * _accelerationSpread;
} else {
// Emit around point or from ellipsoid
// - Distribute directions evenly around point
// - Distribute points relatively evenly over ellipsoid surface
// - Distribute points relatively evenly within ellipsoid volume
float elevationMinZ = sin(PI_OVER_TWO - _polarFinish);
float elevationMaxZ = sin(PI_OVER_TWO - _polarStart);
float elevation = asin(elevationMinZ + (elevationMaxZ - elevationMinZ) * randFloat());
float azimuth;
if (_azimuthFinish >= _azimuthStart) {
azimuth = _azimuthStart + (_azimuthFinish - _azimuthStart) * randFloat();
} else {
azimuth = _azimuthStart + (TWO_PI + _azimuthFinish - _azimuthStart) * randFloat();
}
glm::vec3 emitDirection;
if (_emitDimensions == Vectors::ZERO) {
// Point
emitDirection = glm::quat(glm::vec3(PI_OVER_TWO - elevation, 0.0f, azimuth)) * Vectors::UNIT_Z;
} else {
// Ellipsoid
float radiusScale = 1.0f;
if (_emitRadiusStart < 1.0f) {
float emitRadiusStart = glm::max(_emitRadiusStart, EPSILON); // Avoid math complications at center
float randRadius =
emitRadiusStart + randFloatInRange(0.0f, MAXIMUM_EMIT_RADIUS_START - emitRadiusStart);
radiusScale = 1.0f - std::pow(1.0f - randRadius, 3.0f);
}
glm::vec3 radii = radiusScale * 0.5f * _emitDimensions;
float x = radii.x * glm::cos(elevation) * glm::cos(azimuth);
float y = radii.y * glm::cos(elevation) * glm::sin(azimuth);
float z = radii.z * glm::sin(elevation);
glm::vec3 emitPosition = glm::vec3(x, y, z);
emitDirection = glm::normalize(glm::vec3(
radii.x > 0.0f ? x / (radii.x * radii.x) : 0.0f,
radii.y > 0.0f ? y / (radii.y * radii.y) : 0.0f,
radii.z > 0.0f ? z / (radii.z * radii.z) : 0.0f
));
particle.position = _emitOrientation * emitPosition;
}
particle.velocity = (_emitSpeed + randFloatInRange(-1.0f, 1.0f) * _speedSpread) * (_emitOrientation * emitDirection);
particle.acceleration = _emitAcceleration + randFloatInRange(-1.0f, 1.0f) * _accelerationSpread;
}
return particle;
}
void ParticleEffectEntityItem::setMaxParticles(quint32 maxParticles) {
if (_maxParticles != maxParticles && MINIMUM_MAX_PARTICLES <= maxParticles && maxParticles <= MAXIMUM_MAX_PARTICLES) {
_maxParticles = maxParticles;
// TODO: try to do something smart here and preserve the state of existing particles.
// resize vectors
_particleLifetimes.resize(_maxParticles);
_particlePositions.resize(_maxParticles);
_particleVelocities.resize(_maxParticles);
_particleRadiuses.resize(_maxParticles);
_radiusStarts.resize(_maxParticles);
_radiusMiddles.resize(_maxParticles);
_radiusFinishes.resize(_maxParticles);
_particleColors.resize(_maxParticles);
_colorStarts.resize(_maxParticles);
_colorMiddles.resize(_maxParticles);
_colorFinishes.resize(_maxParticles);
_particleAlphas.resize(_maxParticles);
_alphaStarts.resize(_maxParticles);
_alphaMiddles.resize(_maxParticles);
_alphaFinishes.resize(_maxParticles);
// Pop all the overflowing oldest particles
while (_particles.size() > _maxParticles) {
_particles.pop_front();
}
// effectively clear all particles and start emitting new ones from scratch.
_particleHeadIndex = 0;
_particleTailIndex = 0;
_timeUntilNextEmit = 0.0f;
}
}
// because particles are in a ring buffer, this isn't trivial
quint32 ParticleEffectEntityItem::getLivingParticleCount() const {
if (_particleTailIndex >= _particleHeadIndex) {
return _particleTailIndex - _particleHeadIndex;
} else {
return (_maxParticles - _particleHeadIndex) + _particleTailIndex;
}
}

View file

@ -11,19 +11,17 @@
#ifndef hifi_ParticleEffectEntityItem_h
#define hifi_ParticleEffectEntityItem_h
#include <AnimationLoop.h>
#include <deque>
#include "EntityItem.h"
class ParticleEffectEntityItem : public EntityItem {
public:
ALLOW_INSTANTIATION // This class can be instantiated
static EntityItemPointer factory(const EntityItemID& entityID, const EntityItemProperties& properties);
ParticleEffectEntityItem(const EntityItemID& entityItemID);
virtual ~ParticleEffectEntityItem();
ALLOW_INSTANTIATION // This class can be instantiated
// methods for getting/setting all properties of this entity
virtual EntityItemProperties getProperties(EntityPropertyFlags desiredProperties = EntityPropertyFlags()) const;
@ -218,16 +216,27 @@ public:
virtual bool supportsDetailedRayIntersection() const { return false; }
protected:
struct Particle;
using Particles = std::deque<Particle>;
bool isAnimatingSomething() const;
Particle createParticle();
void stepSimulation(float deltaTime);
void updateRadius(quint32 index, float age);
void updateColor(quint32 index, float age);
void updateAlpha(quint32 index, float age);
void extendBounds(const glm::vec3& point);
void integrateParticle(quint32 index, float deltaTime);
quint32 getLivingParticleCount() const;
// the properties of this entity
void integrateParticle(Particle& particle, float deltaTime);
struct Particle {
float seed { 0.0f };
float lifetime { 0.0f };
glm::vec3 position { Vectors::ZERO };
glm::vec3 velocity { Vectors::ZERO };
glm::vec3 acceleration { Vectors::ZERO };
};
// Particles container
Particles _particles;
// Particles properties
rgbColor _color;
xColor _colorStart = DEFAULT_COLOR;
xColor _colorFinish = DEFAULT_COLOR;
@ -236,63 +245,42 @@ protected:
float _alphaStart = DEFAULT_ALPHA_START;
float _alphaFinish = DEFAULT_ALPHA_FINISH;
float _alphaSpread = DEFAULT_ALPHA_SPREAD;
quint32 _maxParticles = DEFAULT_MAX_PARTICLES;
float _lifespan = DEFAULT_LIFESPAN;
float _emitRate = DEFAULT_EMIT_RATE;
float _emitSpeed = DEFAULT_EMIT_SPEED;
float _speedSpread = DEFAULT_SPEED_SPREAD;
glm::quat _emitOrientation = DEFAULT_EMIT_ORIENTATION;
glm::vec3 _emitDimensions = DEFAULT_EMIT_DIMENSIONS;
float _emitRadiusStart = DEFAULT_EMIT_RADIUS_START;
float _polarStart = DEFAULT_POLAR_START;
float _polarFinish = DEFAULT_POLAR_FINISH;
float _azimuthStart = DEFAULT_AZIMUTH_START;
float _azimuthFinish = DEFAULT_AZIMUTH_FINISH;
glm::vec3 _emitAcceleration = DEFAULT_EMIT_ACCELERATION;
glm::vec3 _accelerationSpread = DEFAULT_ACCELERATION_SPREAD;
float _particleRadius = DEFAULT_PARTICLE_RADIUS;
float _radiusStart = DEFAULT_RADIUS_START;
float _radiusFinish = DEFAULT_RADIUS_FINISH;
float _radiusSpread = DEFAULT_RADIUS_SPREAD;
float _lifespan = DEFAULT_LIFESPAN;
// Emiter properties
quint32 _maxParticles = DEFAULT_MAX_PARTICLES;
float _emitRate = DEFAULT_EMIT_RATE;
float _emitSpeed = DEFAULT_EMIT_SPEED;
float _speedSpread = DEFAULT_SPEED_SPREAD;
glm::quat _emitOrientation = DEFAULT_EMIT_ORIENTATION;
glm::vec3 _emitDimensions = DEFAULT_EMIT_DIMENSIONS;
float _emitRadiusStart = DEFAULT_EMIT_RADIUS_START;
glm::vec3 _emitAcceleration = DEFAULT_EMIT_ACCELERATION;
glm::vec3 _accelerationSpread = DEFAULT_ACCELERATION_SPREAD;
float _polarStart = DEFAULT_POLAR_START;
float _polarFinish = DEFAULT_POLAR_FINISH;
float _azimuthStart = DEFAULT_AZIMUTH_START;
float _azimuthFinish = DEFAULT_AZIMUTH_FINISH;
quint64 _lastSimulated { 0 };
bool _isEmitting { true };
quint64 _lastSimulated;
bool _isEmitting = true;
QString _textures { DEFAULT_TEXTURES };
bool _texturesChangedFlag { false };
ShapeType _shapeType { SHAPE_TYPE_NONE };
float _timeUntilNextEmit { 0.0f };
QString _textures = DEFAULT_TEXTURES;
bool _texturesChangedFlag = false;
ShapeType _shapeType = SHAPE_TYPE_NONE;
// all the internals of running the particle sim
QVector<float> _particleLifetimes;
QVector<glm::vec3> _particlePositions;
QVector<glm::vec3> _particleVelocities;
QVector<glm::vec3> _particleAccelerations;
QVector<float> _particleRadiuses;
QVector<float> _radiusStarts;
QVector<float> _radiusMiddles;
QVector<float> _radiusFinishes;
QVector<xColor> _particleColors;
QVector<xColor> _colorStarts;
QVector<xColor> _colorMiddles;
QVector<xColor> _colorFinishes;
QVector<float> _particleAlphas;
QVector<float> _alphaStarts;
QVector<float> _alphaMiddles;
QVector<float> _alphaFinishes;
float _timeUntilNextEmit = 0.0f;
// particle arrays are a ring buffer, use these indices
// to keep track of the living particles.
quint32 _particleHeadIndex = 0;
quint32 _particleTailIndex = 0;
// bounding volume
glm::vec3 _particleMaxBound;
glm::vec3 _particleMinBound;
bool _additiveBlending;
bool _additiveBlending { DEFAULT_ADDITIVE_BLENDING };
};
#endif // hifi_ParticleEffectEntityItem_h

View file

@ -154,7 +154,7 @@ GLBackend::GLShader* compileShader(const Shader& shader) {
qCWarning(gpulogging) << "GLShader::compileShader - failed to compile the gl shader object:";
qCWarning(gpulogging) << temp;
/*
filestream.open("debugshader.glsl.info.txt");
if (filestream.is_open()) {

View file

@ -77,16 +77,6 @@ bool Stream::Format::setAttribute(Slot slot, Slot channel, Frequency frequency)
return true;
}
BufferStream::BufferStream() :
_buffers(),
_offsets(),
_strides()
{}
BufferStream::~BufferStream() {
}
void BufferStream::addBuffer(const BufferPointer& buffer, Offset offset, Offset stride) {
_buffers.push_back(buffer);
_offsets.push_back(offset);

View file

@ -50,7 +50,7 @@ public:
// Frequency describer
enum Frequency {
PER_VERTEX = 0,
PER_INSTANCE,
PER_INSTANCE = 1,
};
// The attribute description
@ -124,10 +124,7 @@ typedef std::vector< Offset > Offsets;
// A Buffer Stream can be assigned to the Batch to set several stream channels in one call
class BufferStream {
public:
typedef Offsets Strides;
BufferStream();
~BufferStream();
using Strides = Offsets;
void clear() { _buffers.clear(); _offsets.clear(); _strides.clear(); }
void addBuffer(const BufferPointer& buffer, Offset offset, Offset stride);

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@ -86,7 +86,6 @@ TransformCamera getTransformCamera() {
}
<@endfunc@>
<@func transformModelToWorldPos(objectTransform, modelPos, worldPos)@>
{ // transformModelToWorldPos
<$worldPos$> = (<$objectTransform$>._model * <$modelPos$>);
@ -136,7 +135,22 @@ TransformCamera getTransformCamera() {
<@func transformClipToEyeDir(cameraTransform, clipPos, eyeDir)@>
{ // transformClipToEyeDir
<$eyeDir$> = vec3(<$cameraTransform$>._projectionInverse * vec4(<$clipPos$>.xyz, 1.0));
<$eyeDir$> = vec3(<$cameraTransform$>._projectionInverse * vec4(<$clipPos$>.xyz, 0.0));
}
<@endfunc@>
<@func $transformModelToEyePos(cameraTransform, objectTransform, modelPos, eyePos)@>
<!// Equivalent to the following but hoppefully a tad more accurate
//return camera._view * object._model * pos; !>
{ // transformModelToEyePos
vec4 _worldpos = (<$objectTransform$>._model * vec4(<$modelPos$>.xyz, 1.0));
<$eyePos$> = (<$cameraTransform$>._view * _worldpos);
}
<@endfunc@>
<@func transformEyeToClipPos(cameraTransform, eyePos, clipPos)@>
{ // transformEyeToClipPos
<$clipPos$> = <$cameraTransform$>._projection * vec4(<$eyePos$>.xyz, 1.0);
}
<@endfunc@>

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@ -18,7 +18,7 @@ Light::Light() :
_transform() {
// only if created from nothing shall we create the Buffer to store the properties
Schema schema;
_schemaBuffer = gpu::BufferView(std::make_shared<gpu::Buffer>(sizeof(Schema), (const gpu::Byte*) &schema));
_schemaBuffer = std::make_shared<gpu::Buffer>(sizeof(Schema), (const gpu::Byte*) &schema);
}
Light::Light(const Light& light) :

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@ -112,8 +112,6 @@ public:
Vec4 _shadow{0.0f};
Vec4 _control{0.0f, 0.0f, 0.0f, 0.0f};
Schema() {}
};
const UniformBufferView& getSchemaBuffer() const { return _schemaBuffer; }

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@ -42,9 +42,48 @@ glm::vec3 AABox::calcCenter() const {
return center;
}
void AABox::scale(float scale) {
_corner = _corner * scale;
_scale = _scale * scale;
void AABox::rotate(const glm::quat& rotation) {
auto minimum = _corner;
auto maximum = _corner + _scale;
glm::vec3 bottomLeftNear(minimum.x, minimum.y, minimum.z);
glm::vec3 bottomRightNear(maximum.x, minimum.y, minimum.z);
glm::vec3 bottomLeftFar(minimum.x, minimum.y, maximum.z);
glm::vec3 bottomRightFar(maximum.x, minimum.y, maximum.z);
glm::vec3 topLeftNear(minimum.x, maximum.y, minimum.z);
glm::vec3 topRightNear(maximum.x, maximum.y, minimum.z);
glm::vec3 topLeftFar(minimum.x, maximum.y, maximum.z);
glm::vec3 topRightFar(maximum.x, maximum.y, maximum.z);
glm::vec3 bottomLeftNearRotated = rotation * bottomLeftNear;
glm::vec3 bottomRightNearRotated = rotation * bottomRightNear;
glm::vec3 bottomLeftFarRotated = rotation * bottomLeftFar;
glm::vec3 bottomRightFarRotated = rotation * bottomRightFar;
glm::vec3 topLeftNearRotated = rotation * topLeftNear;
glm::vec3 topRightNearRotated = rotation * topRightNear;
glm::vec3 topLeftFarRotated = rotation * topLeftFar;
glm::vec3 topRightFarRotated = rotation * topRightFar;
minimum = glm::min(bottomLeftNearRotated,
glm::min(bottomRightNearRotated,
glm::min(bottomLeftFarRotated,
glm::min(bottomRightFarRotated,
glm::min(topLeftNearRotated,
glm::min(topRightNearRotated,
glm::min(topLeftFarRotated,
topRightFarRotated)))))));
maximum = glm::max(bottomLeftNearRotated,
glm::max(bottomRightNearRotated,
glm::max(bottomLeftFarRotated,
glm::max(bottomRightFarRotated,
glm::max(topLeftNearRotated,
glm::max(topRightNearRotated,
glm::max(topLeftFarRotated,
topRightFarRotated)))))));
_corner = minimum;
_scale = maximum - minimum;
}
glm::vec3 AABox::getVertex(BoxVertex vertex) const {

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@ -34,13 +34,18 @@ public:
AABox(const glm::vec3& corner, const glm::vec3& dimensions);
AABox();
~AABox() {};
void setBox(const glm::vec3& corner, const glm::vec3& scale);
void setBox(const glm::vec3& corner, float scale);
glm::vec3 getVertexP(const glm::vec3& normal) const;
glm::vec3 getVertexN(const glm::vec3& normal) const;
void scale(float scale);
void shiftBy(const glm::vec3& delta) { _corner += delta; }
void rotate(const glm::quat& rotation);
void scale(float scale) { _corner *= scale; _scale *= scale; }
void scale(const glm::vec3& scale) { _corner *= scale; _scale *= scale; }
const glm::vec3& getCorner() const { return _corner; }
const glm::vec3& getScale() const { return _scale; }
const glm::vec3& getDimensions() const { return _scale; }

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@ -360,6 +360,10 @@ QSize fromGlm(const glm::ivec2 & v) {
return QSize(v.x, v.y);
}
vec4 toGlm(const xColor& color, float alpha) {
return vec4((float)color.red / 255.0f, (float)color.green / 255.0f, (float)color.blue / 255.0f, alpha);
}
QRectF glmToRect(const glm::vec2 & pos, const glm::vec2 & size) {
QRectF result(pos.x, pos.y, size.x, size.y);
return result;

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@ -156,6 +156,7 @@ vec2 toGlm(const QPointF& pt);
vec3 toGlm(const xColor& color);
vec4 toGlm(const QColor& color);
ivec4 toGlm(const QRect& rect);
vec4 toGlm(const xColor& color, float alpha);
QSize fromGlm(const glm::ivec2 & v);
QMatrix4x4 fromGlm(const glm::mat4 & m);