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331 lines
13 KiB
C++
331 lines
13 KiB
C++
//
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// RenderableParticleEffectEntityItem.cpp
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// interface/src
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//
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// Created by Jason Rickwald on 3/2/15.
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//
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// Distributed under the Apache License, Version 2.0.
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// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
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//
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#include "RenderableParticleEffectEntityItem.h"
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#include <StencilMaskPass.h>
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#include <GeometryCache.h>
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#include "textured_particle_vert.h"
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#include "textured_particle_frag.h"
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using namespace render;
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using namespace render::entities;
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static uint8_t CUSTOM_PIPELINE_NUMBER = 0;
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static gpu::Stream::FormatPointer _vertexFormat;
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static std::weak_ptr<gpu::Pipeline> _texturedPipeline;
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static ShapePipelinePointer shapePipelineFactory(const ShapePlumber& plumber, const ShapeKey& key) {
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auto texturedPipeline = _texturedPipeline.lock();
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if (!texturedPipeline) {
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auto state = std::make_shared<gpu::State>();
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state->setCullMode(gpu::State::CULL_BACK);
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state->setDepthTest(true, false, gpu::LESS_EQUAL);
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state->setBlendFunction(true, gpu::State::SRC_ALPHA, gpu::State::BLEND_OP_ADD, gpu::State::ONE,
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gpu::State::FACTOR_ALPHA, gpu::State::BLEND_OP_ADD, gpu::State::ONE);
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PrepareStencil::testMask(*state);
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auto vertShader = gpu::Shader::createVertex(std::string(textured_particle_vert));
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auto fragShader = gpu::Shader::createPixel(std::string(textured_particle_frag));
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auto program = gpu::Shader::createProgram(vertShader, fragShader);
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_texturedPipeline = texturedPipeline = gpu::Pipeline::create(program, state);
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}
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return std::make_shared<render::ShapePipeline>(texturedPipeline, nullptr, nullptr, nullptr);
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}
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struct GpuParticle {
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GpuParticle(const glm::vec3& xyzIn, const glm::vec2& uvIn) : xyz(xyzIn), uv(uvIn) {}
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glm::vec3 xyz; // Position
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glm::vec2 uv; // Lifetime + seed
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};
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using GpuParticles = std::vector<GpuParticle>;
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ParticleEffectEntityRenderer::ParticleEffectEntityRenderer(const EntityItemPointer& entity) : Parent(entity) {
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ParticleUniforms uniforms;
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_uniformBuffer = std::make_shared<Buffer>(sizeof(ParticleUniforms), (const gpu::Byte*) &uniforms);
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static std::once_flag once;
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std::call_once(once, [] {
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// As we create the first ParticuleSystem entity, let s register its special shapePIpeline factory:
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CUSTOM_PIPELINE_NUMBER = render::ShapePipeline::registerCustomShapePipelineFactory(shapePipelineFactory);
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_vertexFormat = std::make_shared<Format>();
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_vertexFormat->setAttribute(gpu::Stream::POSITION, 0, gpu::Element::VEC3F_XYZ,
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offsetof(GpuParticle, xyz), gpu::Stream::PER_INSTANCE);
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_vertexFormat->setAttribute(gpu::Stream::COLOR, 0, gpu::Element::VEC2F_UV,
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offsetof(GpuParticle, uv), gpu::Stream::PER_INSTANCE);
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});
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}
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bool ParticleEffectEntityRenderer::needsRenderUpdateFromTypedEntity(const TypedEntityPointer& entity) const {
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entity->updateQueryAACube();
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if (_emitting != entity->getIsEmitting()) {
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return true;
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}
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auto particleProperties = entity->getParticleProperties();
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if (particleProperties != _particleProperties) {
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return true;
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}
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return false;
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}
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void ParticleEffectEntityRenderer::doRenderUpdateSynchronousTyped(const ScenePointer& scene, Transaction& transaction, const TypedEntityPointer& entity) {
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auto newParticleProperties = entity->getParticleProperties();
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if (!newParticleProperties.valid()) {
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qCWarning(entitiesrenderer) << "Bad particle properties";
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if (!entity->getParticleProperties().valid()) {
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qCWarning(entitiesrenderer) << "Bad particle properties";
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}
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}
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if (resultWithReadLock<bool>([&]{ return _particleProperties != newParticleProperties; })) {
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_timeUntilNextEmit = 0;
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withWriteLock([&]{
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_particleProperties = newParticleProperties;
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});
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}
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_emitting = entity->getIsEmitting();
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bool hasTexture = resultWithReadLock<bool>([&]{ return _particleProperties.textures.isEmpty(); });
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if (hasTexture) {
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if (_networkTexture) {
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withWriteLock([&] {
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_networkTexture.reset();
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});
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}
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} else {
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bool textureNeedsUpdate = resultWithReadLock<bool>([&]{
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return !_networkTexture || _networkTexture->getURL() != QUrl(_particleProperties.textures);
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});
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if (textureNeedsUpdate) {
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withWriteLock([&] {
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_networkTexture = DependencyManager::get<TextureCache>()->getTexture(_particleProperties.textures);
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});
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}
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}
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}
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void ParticleEffectEntityRenderer::doRenderUpdateAsynchronousTyped(const TypedEntityPointer& entity) {
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// Fill in Uniforms structure
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ParticleUniforms particleUniforms;
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withReadLock([&]{
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particleUniforms.radius.start = _particleProperties.radius.range.start;
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particleUniforms.radius.middle = _particleProperties.radius.gradient.target;
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particleUniforms.radius.finish = _particleProperties.radius.range.finish;
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particleUniforms.radius.spread = _particleProperties.radius.gradient.spread;
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particleUniforms.color.start = _particleProperties.getColorStart();
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particleUniforms.color.middle = _particleProperties.getColorMiddle();
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particleUniforms.color.finish = _particleProperties.getColorFinish();
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particleUniforms.color.spread = _particleProperties.getColorSpread();
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particleUniforms.lifespan = _particleProperties.lifespan;
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});
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// Update particle uniforms
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memcpy(&_uniformBuffer.edit<ParticleUniforms>(), &particleUniforms, sizeof(ParticleUniforms));
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}
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ItemKey ParticleEffectEntityRenderer::getKey() {
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if (_visible) {
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return ItemKey::Builder::transparentShape();
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} else {
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return ItemKey::Builder().withInvisible().build();
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}
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}
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ShapeKey ParticleEffectEntityRenderer::getShapeKey() {
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return ShapeKey::Builder().withCustom(CUSTOM_PIPELINE_NUMBER).withTranslucent().build();
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}
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Item::Bound ParticleEffectEntityRenderer::getBound() {
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return _bound;
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}
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static const size_t VERTEX_PER_PARTICLE = 4;
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ParticleEffectEntityRenderer::CpuParticle ParticleEffectEntityRenderer::createParticle(uint64_t now, const Transform& baseTransform, const particle::Properties& particleProperties) {
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CpuParticle particle;
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const auto& accelerationSpread = particleProperties.emission.acceleration.spread;
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const auto& azimuthStart = particleProperties.azimuth.start;
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const auto& azimuthFinish = particleProperties.azimuth.finish;
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const auto& emitDimensions = particleProperties.emission.dimensions;
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const auto& emitAcceleration = particleProperties.emission.acceleration.target;
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auto emitOrientation = particleProperties.emission.orientation;
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const auto& emitRadiusStart = glm::max(particleProperties.radiusStart, EPSILON); // Avoid math complications at center
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const auto& emitSpeed = particleProperties.emission.speed.target;
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const auto& speedSpread = particleProperties.emission.speed.spread;
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const auto& polarStart = particleProperties.polar.start;
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const auto& polarFinish = particleProperties.polar.finish;
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particle.seed = randFloatInRange(-1.0f, 1.0f);
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particle.expiration = now + (uint64_t)(particleProperties.lifespan * USECS_PER_SECOND);
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if (particleProperties.emission.shouldTrail) {
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particle.position = baseTransform.getTranslation();
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emitOrientation = baseTransform.getRotation() * emitOrientation;
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}
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// Position, velocity, and acceleration
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if (polarStart == 0.0f && polarFinish == 0.0f && emitDimensions.z == 0.0f) {
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// Emit along z-axis from position
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particle.velocity = (emitSpeed + 0.2f * speedSpread) * (emitOrientation * Vectors::UNIT_Z);
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particle.acceleration = emitAcceleration + randFloatInRange(-1.0f, 1.0f) * accelerationSpread;
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} else {
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// Emit around point or from ellipsoid
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// - Distribute directions evenly around point
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// - Distribute points relatively evenly over ellipsoid surface
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// - Distribute points relatively evenly within ellipsoid volume
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float elevationMinZ = sin(PI_OVER_TWO - polarFinish);
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float elevationMaxZ = sin(PI_OVER_TWO - polarStart);
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// float elevation = asin(elevationMinZ + (elevationMaxZ - elevationMinZ) * randFloat());
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float elevation = asin(elevationMinZ + (elevationMaxZ - elevationMinZ) *randFloat());
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float azimuth;
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if (azimuthFinish >= azimuthStart) {
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azimuth = azimuthStart + (azimuthFinish - azimuthStart) * randFloat();
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} else {
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azimuth = azimuthStart + (TWO_PI + azimuthFinish - azimuthStart) * randFloat();
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}
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glm::vec3 emitDirection;
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if (emitDimensions == Vectors::ZERO) {
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// Point
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emitDirection = glm::quat(glm::vec3(PI_OVER_TWO - elevation, 0.0f, azimuth)) * Vectors::UNIT_Z;
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} else {
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// Ellipsoid
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float radiusScale = 1.0f;
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if (emitRadiusStart < 1.0f) {
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float randRadius =
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emitRadiusStart + randFloatInRange(0.0f, particle::MAXIMUM_EMIT_RADIUS_START - emitRadiusStart);
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radiusScale = 1.0f - std::pow(1.0f - randRadius, 3.0f);
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}
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glm::vec3 radii = radiusScale * 0.5f * emitDimensions;
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float x = radii.x * glm::cos(elevation) * glm::cos(azimuth);
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float y = radii.y * glm::cos(elevation) * glm::sin(azimuth);
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float z = radii.z * glm::sin(elevation);
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glm::vec3 emitPosition = glm::vec3(x, y, z);
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emitDirection = glm::normalize(glm::vec3(
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radii.x > 0.0f ? x / (radii.x * radii.x) : 0.0f,
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radii.y > 0.0f ? y / (radii.y * radii.y) : 0.0f,
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radii.z > 0.0f ? z / (radii.z * radii.z) : 0.0f
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));
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particle.position += emitOrientation * emitPosition;
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}
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particle.velocity = (emitSpeed + randFloatInRange(-1.0f, 1.0f) * speedSpread) * (emitOrientation * emitDirection);
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particle.acceleration = emitAcceleration + randFloatInRange(-1.0f, 1.0f) * accelerationSpread;
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}
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return particle;
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}
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void ParticleEffectEntityRenderer::stepSimulation() {
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if (_lastSimulated == 0) {
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_lastSimulated = usecTimestampNow();
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return;
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}
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const auto now = usecTimestampNow();
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const auto interval = std::min<uint64_t>(USECS_PER_SECOND / 60, now - _lastSimulated);
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_lastSimulated = now;
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particle::Properties particleProperties;
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withReadLock([&]{
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particleProperties = _particleProperties;
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});
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if (_emitting && particleProperties.emitting()) {
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const auto& modelTransform = getModelTransform();
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uint64_t emitInterval = particleProperties.emitIntervalUsecs();
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if (emitInterval > 0 && interval >= _timeUntilNextEmit) {
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auto timeRemaining = interval;
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while (timeRemaining > _timeUntilNextEmit) {
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// emit particle
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_cpuParticles.push_back(createParticle(now, modelTransform, particleProperties));
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_timeUntilNextEmit = emitInterval;
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if (emitInterval < timeRemaining) {
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timeRemaining -= emitInterval;
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}
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}
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} else {
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_timeUntilNextEmit -= interval;
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}
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}
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// Kill any particles that have expired or are over the max size
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while (_cpuParticles.size() > particleProperties.maxParticles || (!_cpuParticles.empty() && _cpuParticles.front().expiration <= now)) {
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_cpuParticles.pop_front();
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}
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const float deltaTime = (float)interval / (float)USECS_PER_SECOND;
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// update the particles
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for (auto& particle : _cpuParticles) {
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particle.integrate(deltaTime);
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}
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// Build particle primitives
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static GpuParticles gpuParticles;
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gpuParticles.clear();
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gpuParticles.reserve(_cpuParticles.size()); // Reserve space
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std::transform(_cpuParticles.begin(), _cpuParticles.end(), std::back_inserter(gpuParticles), [](const CpuParticle& particle) {
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return GpuParticle(particle.position, glm::vec2(particle.lifetime, particle.seed));
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});
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// Update particle buffer
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auto& particleBuffer = _particleBuffer;
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size_t numBytes = sizeof(GpuParticle) * gpuParticles.size();
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particleBuffer->resize(numBytes);
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if (numBytes != 0) {
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particleBuffer->setData(numBytes, (const gpu::Byte*)gpuParticles.data());
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}
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}
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void ParticleEffectEntityRenderer::doRender(RenderArgs* args) {
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if (!_visible) {
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return;
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}
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// FIXME migrate simulation to a compute stage
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stepSimulation();
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gpu::Batch& batch = *args->_batch;
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if (_networkTexture && _networkTexture->isLoaded()) {
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batch.setResourceTexture(0, _networkTexture->getGPUTexture());
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} else {
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batch.setResourceTexture(0, DependencyManager::get<TextureCache>()->getWhiteTexture());
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}
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Transform transform;
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// In trail mode, the particles are created in world space.
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// so we only set a transform if they're not in trail mode
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if (!_particleProperties.emission.shouldTrail) {
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transform = getModelTransform();
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transform.setScale(vec3(1));
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}
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batch.setModelTransform(transform);
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batch.setUniformBuffer(0, _uniformBuffer);
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batch.setInputFormat(_vertexFormat);
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batch.setInputBuffer(0, _particleBuffer, 0, sizeof(GpuParticle));
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auto numParticles = _particleBuffer->getSize() / sizeof(GpuParticle);
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batch.drawInstanced((gpu::uint32)numParticles, gpu::TRIANGLE_STRIP, (gpu::uint32)VERTEX_PER_PARTICLE);
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}
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