Files
FlaxEngine/Source/Engine/Particles/ParticlesData.cpp
2023-01-10 15:29:37 +01:00

139 lines
4.4 KiB
C++

// Copyright (c) 2012-2023 Wojciech Figat. All rights reserved.
#include "ParticlesData.h"
#include "ParticleEmitter.h"
#include "Engine/Graphics/GPUBuffer.h"
#include "Engine/Graphics/GPUDevice.h"
#include "Engine/Graphics/DynamicBuffer.h"
ParticleBuffer::ParticleBuffer()
{
}
ParticleBuffer::~ParticleBuffer()
{
SAFE_DELETE_GPU_RESOURCE(GPU.Buffer);
SAFE_DELETE_GPU_RESOURCE(GPU.BufferSecondary);
SAFE_DELETE_GPU_RESOURCE(GPU.IndirectDrawArgsBuffer);
SAFE_DELETE_GPU_RESOURCE(GPU.SortingKeysBuffer);
SAFE_DELETE_GPU_RESOURCE(GPU.SortedIndices);
SAFE_DELETE(GPU.RibbonIndexBufferDynamic);
for (auto& e : GPU.RibbonSegmentDistances)
SAFE_DELETE_GPU_RESOURCE(e);
}
bool ParticleBuffer::Init(ParticleEmitter* emitter)
{
ASSERT(emitter && emitter->IsLoaded());
Version = emitter->Graph.Version;
Capacity = emitter->Capacity;
Emitter = emitter;
Layout = &emitter->Graph.Layout;
Stride = Layout->Size;
Mode = emitter->SimulationMode;
const int32 size = Capacity * Stride;
switch (Mode)
{
case ParticlesSimulationMode::CPU:
{
CPU.Count = 0;
CPU.Buffer.Resize(size);
CPU.RibbonOrder.Resize(0);
GPU.Buffer = GPUDevice::Instance->CreateBuffer(TEXT("ParticleBuffer"));
if (GPU.Buffer->Init(GPUBufferDescription::Raw(size, GPUBufferFlags::ShaderResource, GPUResourceUsage::Dynamic)))
return true;
break;
}
#if COMPILE_WITH_GPU_PARTICLES
case ParticlesSimulationMode::GPU:
{
if (!emitter->GPU.IsInitialized())
{
LOG(Warning, "GPU particles context is not initialized. Cannot create particles buffer.");
return true;
}
// Particle data buffer: attributes + counter + custom data
GPU.Buffer = GPUDevice::Instance->CreateBuffer(TEXT("ParticleBuffer A"));
if (GPU.Buffer->Init(GPUBufferDescription::Raw(size + sizeof(uint32) + emitter->GPU.CustomDataSize, GPUBufferFlags::ShaderResource | GPUBufferFlags::UnorderedAccess)))
return true;
GPU.BufferSecondary = GPUDevice::Instance->CreateBuffer(TEXT("ParticleBuffer B"));
if (GPU.BufferSecondary->Init(GPU.Buffer->GetDescription()))
return true;
GPU.IndirectDrawArgsBuffer = GPUDevice::Instance->CreateBuffer(TEXT("ParticleIndirectDrawArgsBuffer"));
GPU.PendingClear = true;
GPU.HasValidCount = false;
GPU.ParticleCounterOffset = size;
GPU.ParticlesCountMax = 0;
break;
}
#endif
default:
CRASH;
}
return false;
}
bool ParticleBuffer::AllocateSortBuffer()
{
ASSERT(Emitter && GPU.SortedIndices == nullptr && GPU.SortingKeysBuffer == nullptr);
if (Emitter->Graph.SortModules.IsEmpty())
return false;
switch (Mode)
{
case ParticlesSimulationMode::CPU:
{
const int32 sortedIndicesSize = Capacity * sizeof(uint32) * Emitter->Graph.SortModules.Count();
GPU.SortedIndices = GPUDevice::Instance->CreateBuffer(TEXT("SortedIndices"));
if (GPU.SortedIndices->Init(GPUBufferDescription::Buffer(sortedIndicesSize, GPUBufferFlags::ShaderResource, PixelFormat::R32_UInt, nullptr, sizeof(uint32), GPUResourceUsage::Dynamic)))
return true;
break;
}
#if COMPILE_WITH_GPU_PARTICLES
case ParticlesSimulationMode::GPU:
{
const int32 sortedIndicesSize = Capacity * sizeof(uint32) * Emitter->Graph.SortModules.Count();
GPU.SortingKeysBuffer = GPUDevice::Instance->CreateBuffer(TEXT("ParticleSortingKeysBuffer"));
if (GPU.SortingKeysBuffer->Init(GPUBufferDescription::Structured(Capacity, sizeof(float) + sizeof(uint32), true)))
return true;
GPU.SortedIndices = GPUDevice::Instance->CreateBuffer(TEXT("SortedIndices"));
if (GPU.SortedIndices->Init(GPUBufferDescription::Buffer(sortedIndicesSize, GPUBufferFlags::ShaderResource | GPUBufferFlags::UnorderedAccess, PixelFormat::R32_UInt, nullptr, sizeof(uint32))))
return true;
break;
}
#endif
default:
CRASH;
return true;
}
return false;
}
void ParticleBuffer::Clear()
{
switch (Mode)
{
case ParticlesSimulationMode::CPU:
{
CPU.Count = 0;
CPU.RibbonOrder.Clear();
break;
}
#if COMPILE_WITH_GPU_PARTICLES
case ParticlesSimulationMode::GPU:
{
GPU.PendingClear = true;
GPU.HasValidCount = false;
break;
}
#endif
default:
CRASH;
}
}