1685 lines
64 KiB
C++
1685 lines
64 KiB
C++
// Copyright (c) Wojciech Figat. All rights reserved.
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#include "Particles.h"
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#include "ParticleEffect.h"
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#include "Engine/Content/Assets/Model.h"
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#include "Engine/Core/Collections/Sorting.h"
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#include "Engine/Engine/EngineService.h"
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#include "Engine/Engine/Time.h"
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#include "Engine/Engine/Engine.h"
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#include "Engine/Graphics/GPUBuffer.h"
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#include "Engine/Graphics/GPUPipelineStatePermutations.h"
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#include "Engine/Graphics/RenderTask.h"
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#include "Engine/Graphics/DynamicBuffer.h"
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#include "Engine/Graphics/GPUContext.h"
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#include "Engine/Graphics/RenderTools.h"
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#include "Engine/Graphics/Shaders/GPUVertexLayout.h"
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#include "Engine/Profiler/ProfilerCPU.h"
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#include "Engine/Profiler/ProfilerMemory.h"
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#include "Engine/Renderer/DrawCall.h"
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#include "Engine/Renderer/RenderList.h"
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#include "Engine/Threading/TaskGraph.h"
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#if COMPILE_WITH_GPU_PARTICLES
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#include "Engine/Threading/Threading.h"
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#include "Engine/Content/Assets/Shader.h"
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#include "Engine/Profiler/ProfilerGPU.h"
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#include "Engine/Renderer/Utils/BitonicSort.h"
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#endif
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#if USE_EDITOR
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#include "Editor/Editor.h"
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#endif
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PACK_STRUCT(struct SpriteParticleVertex
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{
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float X;
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float Y;
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float U;
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float V;
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});
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class SpriteParticleRenderer
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{
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public:
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volatile int64 Ready = 0;
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GPUBuffer* VB = nullptr;
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GPUBuffer* IB = nullptr;
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const static int32 VertexCount = 4;
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const static int32 IndexCount = 6;
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public:
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bool Init()
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{
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if (Platform::AtomicRead(&Ready))
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return false;
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ScopeLock lock(RenderContext::GPULocker);
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if (Platform::AtomicRead(&Ready))
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return false;
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VB = GPUDevice::Instance->CreateBuffer(TEXT("SpriteParticleRenderer.VB"));
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IB = GPUDevice::Instance->CreateBuffer(TEXT("SpriteParticleRenderer.IB"));
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SpriteParticleVertex vertexBuffer[] =
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{
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{ -0.5f, -0.5f, 0.0f, 0.0f },
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{ +0.5f, -0.5f, 1.0f, 0.0f },
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{ +0.5f, +0.5f, 1.0f, 1.0f },
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{ -0.5f, +0.5f, 0.0f, 1.0f },
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};
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uint16 indexBuffer[] = { 0, 1, 2, 0, 2, 3, };
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auto layout = GPUVertexLayout::Get({
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{ VertexElement::Types::Position, 0, 0, 0, PixelFormat::R32G32_Float },
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{ VertexElement::Types::TexCoord, 0, 0, 0, PixelFormat::R32G32_Float },
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});
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bool result = VB->Init(GPUBufferDescription::Vertex(layout, sizeof(SpriteParticleVertex), VertexCount, vertexBuffer)) ||
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IB->Init(GPUBufferDescription::Index(sizeof(uint16), IndexCount, indexBuffer));
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Platform::AtomicStore(&Ready, 1);
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return result;
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}
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void Dispose()
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{
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SAFE_DELETE_GPU_RESOURCE(VB);
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SAFE_DELETE_GPU_RESOURCE(IB);
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}
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void SetupDrawCall(DrawCall& drawCall) const
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{
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drawCall.Geometry.IndexBuffer = IB;
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drawCall.Geometry.VertexBuffers[0] = VB;
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drawCall.Geometry.VertexBuffers[1] = nullptr;
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drawCall.Geometry.VertexBuffers[2] = nullptr;
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drawCall.Geometry.VertexBuffersOffsets[0] = 0;
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drawCall.Geometry.VertexBuffersOffsets[1] = 0;
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drawCall.Geometry.VertexBuffersOffsets[2] = 0;
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drawCall.Draw.StartIndex = 0;
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drawCall.Draw.IndicesCount = IndexCount;
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}
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};
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PACK_STRUCT(struct RibbonParticleVertex {
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uint32 Order;
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uint32 ParticleIndex;
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uint32 PrevParticleIndex;
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float Distance;
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// TODO: pack into half/uint16 data
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static GPUVertexLayout* GetLayout()
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{
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return GPUVertexLayout::Get({
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{ VertexElement::Types::TexCoord0, 0, 0, 0, PixelFormat::R32_UInt },
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{ VertexElement::Types::TexCoord1, 0, 0, 0, PixelFormat::R32_UInt },
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{ VertexElement::Types::TexCoord2, 0, 0, 0, PixelFormat::R32_UInt },
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{ VertexElement::Types::TexCoord3, 0, 0, 0, PixelFormat::R32_Float },
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});
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}
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});
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struct EmitterCache
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{
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double LastTimeUsed;
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ParticleBuffer* Buffer;
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};
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namespace ParticleManagerImpl
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{
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CriticalSection PoolLocker;
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Dictionary<ParticleEmitter*, Array<EmitterCache>> Pool;
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Array<ParticleEffect*> UpdateList;
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#if COMPILE_WITH_GPU_PARTICLES
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CriticalSection GpuUpdateListLocker;
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Array<ParticleEffect*> GpuUpdateList;
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RenderTask* GpuRenderTask = nullptr;
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#endif
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}
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using namespace ParticleManagerImpl;
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TaskGraphSystem* Particles::System = nullptr;
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ConcurrentSystemLocker Particles::SystemLocker;
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bool Particles::EnableParticleBufferPooling = true;
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float Particles::ParticleBufferRecycleTimeout = 10.0f;
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SpriteParticleRenderer SpriteRenderer;
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class ParticleManagerService : public EngineService
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{
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public:
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ParticleManagerService()
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: EngineService(TEXT("Particle Manager"), 65)
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{
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}
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bool Init() override;
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void Dispose() override;
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};
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class ParticlesSystem : public TaskGraphSystem
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{
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public:
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float DeltaTime, UnscaledDeltaTime, Time, UnscaledTime;
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bool Active;
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void Job(int32 index);
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void Execute(TaskGraph* graph) override;
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void PostExecute(TaskGraph* graph) override;
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};
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ParticleManagerService ParticleManagerServiceInstance;
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void Particles::UpdateEffect(ParticleEffect* effect)
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{
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PROFILE_MEM(Particles);
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UpdateList.Add(effect);
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}
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void Particles::OnEffectDestroy(ParticleEffect* effect)
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{
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UpdateList.Remove(effect);
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#if COMPILE_WITH_GPU_PARTICLES
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GpuUpdateList.Remove(effect);
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#endif
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}
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bool EmitterUseSorting(RenderContextBatch& renderContextBatch, ParticleBuffer* buffer, DrawPass drawModes, const BoundingSphere& bounds)
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{
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const RenderView& mainView = renderContextBatch.GetMainContext().View;
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drawModes &= mainView.Pass;
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return buffer->Emitter->Graph.SortModules.HasItems() && EnumHasAnyFlags(drawModes, DrawPass::Forward) && (mainView.IsCullingDisabled || mainView.CullingFrustum.Intersects(bounds));
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}
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void DrawEmitterCPU(RenderContextBatch& renderContextBatch, ParticleBuffer* buffer, DrawCall& drawCall, DrawPass drawModes, StaticFlags staticFlags, const BoundingSphere& bounds, uint32 renderModulesIndices, int8 sortOrder)
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{
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// Skip if CPU buffer is empty
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if (buffer->CPU.Count == 0)
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return;
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const auto context = GPUDevice::Instance->GetMainContext();
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auto emitter = buffer->Emitter;
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// Check if need to perform any particles sorting
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if (EmitterUseSorting(renderContextBatch, buffer, drawModes, bounds) && (buffer->CPU.Count != 0 || buffer->GPU.SortedIndices))
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{
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// Prepare sorting data
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if (!buffer->GPU.SortedIndices)
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buffer->AllocateSortBuffer();
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// Execute all sorting modules
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for (int32 moduleIndex = 0; moduleIndex < emitter->Graph.SortModules.Count(); moduleIndex++)
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{
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auto module = emitter->Graph.SortModules[moduleIndex];
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const int32 sortedIndicesOffset = module->SortedIndicesOffset;
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const auto sortMode = static_cast<ParticleSortMode>(module->Values[2].AsInt);
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const int32 stride = buffer->Stride;
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const int32 listSize = buffer->CPU.Count;
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Array<uint32, RendererAllocation> sortingKeysList[4];
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Array<int32, RendererAllocation> sortingIndicesList[2];
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uint32* sortingKeys[2];
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int32* sortingIndices[2];
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if (listSize < 500)
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{
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// Use fast stack allocator from RenderList
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auto& memory = renderContextBatch.GetMainContext().List->Memory;
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sortingKeys[0] = memory.Allocate<uint32>(listSize);
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sortingKeys[1] = memory.Allocate<uint32>(listSize);
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sortingIndices[0] = memory.Allocate<int32>(listSize);
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sortingIndices[1] = memory.Allocate<int32>(listSize);
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}
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else
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{
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// Use shared pooled memory from RendererAllocation
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sortingKeysList[0].Resize(listSize);
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sortingKeysList[1].Resize(listSize);
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sortingIndicesList[0].Resize(listSize);
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sortingIndicesList[1].Resize(listSize);
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sortingKeys[0] = sortingKeysList[0].Get();
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sortingKeys[1] = sortingKeysList[1].Get();
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sortingIndices[0] = sortingIndicesList[0].Get();
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sortingIndices[1] = sortingIndicesList[1].Get();
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}
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uint32* sortedKeys = sortingKeys[0];
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const uint32 sortKeyXor = sortMode != ParticleSortMode::CustomAscending ? MAX_uint32 : 0;
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switch (sortMode)
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{
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case ParticleSortMode::ViewDepth:
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{
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const int32 positionOffset = emitter->Graph.GetPositionAttributeOffset();
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if (positionOffset == -1)
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break;
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const Matrix viewProjection = renderContextBatch.GetMainContext().View.ViewProjection();
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const byte* positionPtr = buffer->CPU.Buffer.Get() + positionOffset;
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if (emitter->SimulationSpace == ParticlesSimulationSpace::Local)
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{
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for (int32 i = 0; i < buffer->CPU.Count; i++)
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{
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// TODO: use SIMD
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sortedKeys[i] = RenderTools::ComputeDistanceSortKey(Matrix::TransformPosition(viewProjection, Matrix::TransformPosition(drawCall.World, *(const Float3*)positionPtr)).W) ^ sortKeyXor;
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positionPtr += stride;
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}
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}
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else
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{
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for (int32 i = 0; i < buffer->CPU.Count; i++)
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{
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sortedKeys[i] = RenderTools::ComputeDistanceSortKey(Matrix::TransformPosition(viewProjection, *(const Float3*)positionPtr).W) ^ sortKeyXor;
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positionPtr += stride;
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}
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}
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break;
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}
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case ParticleSortMode::ViewDistance:
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{
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const int32 positionOffset = emitter->Graph.GetPositionAttributeOffset();
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if (positionOffset == -1)
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break;
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const Float3 viewPosition = renderContextBatch.GetMainContext().View.Position;
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const byte* positionPtr = buffer->CPU.Buffer.Get() + positionOffset;
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if (emitter->SimulationSpace == ParticlesSimulationSpace::Local)
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{
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for (int32 i = 0; i < buffer->CPU.Count; i++)
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{
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// TODO: use SIMD
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sortedKeys[i] = RenderTools::ComputeDistanceSortKey((viewPosition - Float3::Transform(*(const Float3*)positionPtr, drawCall.World)).LengthSquared()) ^ sortKeyXor;
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positionPtr += stride;
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}
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}
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else
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{
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for (int32 i = 0; i < buffer->CPU.Count; i++)
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{
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// TODO: use SIMD
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sortedKeys[i] = RenderTools::ComputeDistanceSortKey((viewPosition - *(const Float3*)positionPtr).LengthSquared()) ^ sortKeyXor;
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positionPtr += stride;
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}
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}
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break;
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}
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case ParticleSortMode::CustomAscending:
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case ParticleSortMode::CustomDescending:
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{
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const int32 attributeIdx = module->Attributes[0];
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if (attributeIdx == -1)
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break;
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const int32 attributeOffset = emitter->Graph.Layout.Attributes[attributeIdx].Offset;
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if (attributeOffset == -1)
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break;
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const byte* attributePtr = buffer->CPU.Buffer.Get() + attributeOffset;
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for (int32 i = 0; i < buffer->CPU.Count; i++)
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{
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sortedKeys[i] = RenderTools::ComputeDistanceSortKey(*(const float*)attributePtr) ^ sortKeyXor;
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attributePtr += stride;
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}
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break;
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}
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#if !BUILD_RELEASE
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default:
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CRASH;
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#endif
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}
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// Generate sorting indices
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int32* sortedIndices = sortingIndices[0];
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{
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for (int32 i = 0; i < listSize; i++)
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sortedIndices[i] = i;
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}
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// Sort keys with indices
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{
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Sorting::RadixSort(sortedKeys, sortedIndices, sortingKeys[1], sortingIndices[1], listSize);
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}
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// Upload CPU particles indices
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{
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RenderContext::GPULocker.Lock();
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context->UpdateBuffer(buffer->GPU.SortedIndices, sortedIndices, listSize * sizeof(uint32), sortedIndicesOffset);
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RenderContext::GPULocker.Unlock();
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}
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}
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}
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// Upload CPU particles data to GPU
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{
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RenderContext::GPULocker.Lock();
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context->UpdateBuffer(buffer->GPU.Buffer, buffer->CPU.Buffer.Get(), buffer->CPU.Count * buffer->Stride);
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RenderContext::GPULocker.Unlock();
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}
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// Check if need to setup ribbon modules
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int32 ribbonModuleIndex = 0;
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int32 ribbonModulesDrawIndicesPos = 0;
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int32 ribbonModulesDrawIndicesStart[PARTICLE_EMITTER_MAX_RIBBONS] = {};
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int32 ribbonModulesDrawIndicesCount[PARTICLE_EMITTER_MAX_RIBBONS] = {};
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int32 ribbonModulesSegmentCount[PARTICLE_EMITTER_MAX_RIBBONS] = {};
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if (emitter->Graph.RibbonRenderingModules.HasItems())
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{
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// Prepare ribbon data
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if (!buffer->GPU.RibbonIndexBufferDynamic)
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buffer->GPU.RibbonIndexBufferDynamic = New<DynamicIndexBuffer>(0, (uint32)sizeof(uint16), TEXT("RibbonIndexBufferDynamic"));
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else
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buffer->GPU.RibbonIndexBufferDynamic->Clear();
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if (!buffer->GPU.RibbonVertexBufferDynamic)
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buffer->GPU.RibbonVertexBufferDynamic = New<DynamicVertexBuffer>(0, (uint32)sizeof(RibbonParticleVertex), TEXT("RibbonVertexBufferDynamic"), RibbonParticleVertex::GetLayout());
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else
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buffer->GPU.RibbonVertexBufferDynamic->Clear();
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auto& indexBuffer = buffer->GPU.RibbonIndexBufferDynamic->Data;
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auto& vertexBuffer = buffer->GPU.RibbonVertexBufferDynamic->Data;
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// Setup all ribbon modules
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for (int32 moduleIndex = 0; moduleIndex < emitter->Graph.RenderModules.Count(); moduleIndex++)
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{
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if ((renderModulesIndices & (1u << moduleIndex)) == 0)
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continue;
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auto module = emitter->Graph.RenderModules[moduleIndex];
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if (module->TypeID != 404 || ribbonModuleIndex >= PARTICLE_EMITTER_MAX_RIBBONS)
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continue;
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ribbonModulesDrawIndicesStart[ribbonModuleIndex] = ribbonModulesDrawIndicesPos;
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ribbonModulesDrawIndicesCount[ribbonModuleIndex] = 0;
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// Prepare particles buffer access
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auto positionOffset = emitter->Graph.GetPositionAttributeOffset();
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if (positionOffset == -1 || buffer->CPU.Count < 2 || buffer->CPU.RibbonOrder.IsEmpty())
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break;
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uint32 count = buffer->CPU.Count;
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ASSERT(buffer->CPU.RibbonOrder.Count() == emitter->Graph.RibbonRenderingModules.Count() * buffer->Capacity);
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int32* ribbonOrderData = buffer->CPU.RibbonOrder.Get() + module->RibbonOrderOffset;
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ParticleBufferCPUDataAccessor<Float3> positionData(buffer, emitter->Graph.Layout.GetAttributeOffset(module->Attributes[0]));
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// Write ribbon indices/vertices
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int32 indices = 0, segmentCount = 0;
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float totalDistance = 0.0f;
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int32 firstVertexIndex = vertexBuffer.Count();
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uint32 idxPrev = ribbonOrderData[0], vertexPrev = 0;
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{
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uint32 idxThis = ribbonOrderData[0];
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// 2 vertices
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{
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vertexBuffer.AddUninitialized(2 * sizeof(RibbonParticleVertex));
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auto ptr = (RibbonParticleVertex*)(vertexBuffer.Get() + firstVertexIndex);
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RibbonParticleVertex v = { 0, idxThis, idxThis, totalDistance };
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*ptr++ = v;
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*ptr++ = v;
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}
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idxPrev = idxThis;
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}
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for (uint32 i = 1; i < count; i++)
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{
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uint32 idxThis = ribbonOrderData[i];
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Float3 direction = positionData[idxThis] - positionData[idxPrev];
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const float distance = direction.Length();
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if (distance > 0.002f)
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{
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totalDistance += distance;
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// 2 vertices
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{
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auto idx = vertexBuffer.Count();
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vertexBuffer.AddUninitialized(2 * sizeof(RibbonParticleVertex));
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auto ptr = (RibbonParticleVertex*)(vertexBuffer.Get() + idx);
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// TODO: this could be optimized by manually fetching per-particle data in vertex shader (2x less data to send and fetch)
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RibbonParticleVertex v = { i, idxThis, idxPrev, totalDistance };
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*ptr++ = v;
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*ptr++ = v;
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}
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// 2 triangles
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{
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auto idx = indexBuffer.Count();
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indexBuffer.AddUninitialized(6 * sizeof(uint16));
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auto ptr = (uint16*)(indexBuffer.Get() + idx);
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uint32 i0 = vertexPrev;
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uint32 i1 = vertexPrev + 2;
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*ptr++ = i0;
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*ptr++ = i0 + 1;
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*ptr++ = i1;
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*ptr++ = i0 + 1;
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*ptr++ = i1 + 1;
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*ptr++ = i1;
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indices += 6;
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}
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idxPrev = idxThis;
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segmentCount++;
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vertexPrev += 2;
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}
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}
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if (segmentCount == 0)
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continue;
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{
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// Fix first particle vertex data to have proper direction
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auto ptr0 = (RibbonParticleVertex*)(vertexBuffer.Get() + firstVertexIndex);
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auto ptr1 = ptr0 + 1;
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auto ptr2 = ptr1 + 1;
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ptr0->PrevParticleIndex = ptr1->PrevParticleIndex = ptr2->ParticleIndex;
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}
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// Setup ribbon data
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ribbonModulesSegmentCount[ribbonModuleIndex] = segmentCount;
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ribbonModulesDrawIndicesCount[ribbonModuleIndex] = indices;
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ribbonModulesDrawIndicesPos += indices;
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ribbonModuleIndex++;
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}
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if (ribbonModuleIndex != 0)
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{
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// Upload data to the GPU buffer
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RenderContext::GPULocker.Lock();
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buffer->GPU.RibbonIndexBufferDynamic->Flush(context);
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buffer->GPU.RibbonVertexBufferDynamic->Flush(context);
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RenderContext::GPULocker.Unlock();
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}
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}
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// Execute all rendering modules
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ribbonModuleIndex = 0;
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for (int32 moduleIndex = 0; moduleIndex < emitter->Graph.RenderModules.Count(); moduleIndex++)
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{
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if ((renderModulesIndices & (1u << moduleIndex)) == 0)
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continue;
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auto module = emitter->Graph.RenderModules[moduleIndex];
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drawCall.Particle.Module = module;
|
|
|
|
switch (module->TypeID)
|
|
{
|
|
// Sprite Rendering
|
|
case 400:
|
|
{
|
|
const auto material = (MaterialBase*)module->Assets[0].Get();
|
|
const auto moduleDrawModes = module->Values.Count() > 3 ? (DrawPass)module->Values[3].AsInt : DrawPass::Default;
|
|
auto dp = drawModes & moduleDrawModes & material->GetDrawModes();
|
|
if (dp == DrawPass::None || SpriteRenderer.Init())
|
|
break;
|
|
drawCall.Material = material;
|
|
|
|
// Submit draw call
|
|
SpriteRenderer.SetupDrawCall(drawCall);
|
|
drawCall.InstanceCount = buffer->CPU.Count;
|
|
renderContextBatch.GetMainContext().List->AddDrawCall(renderContextBatch, dp, staticFlags, ShadowsCastingMode::DynamicOnly, bounds, drawCall, false, sortOrder);
|
|
|
|
break;
|
|
}
|
|
// Model Rendering
|
|
case 403:
|
|
{
|
|
const auto model = (Model*)module->Assets[0].Get();
|
|
const auto material = (MaterialBase*)module->Assets[1].Get();
|
|
const auto moduleDrawModes = module->Values.Count() > 4 ? (DrawPass)module->Values[4].AsInt : DrawPass::Default;
|
|
auto dp = drawModes & moduleDrawModes & material->GetDrawModes();
|
|
if (dp == DrawPass::None)
|
|
break;
|
|
drawCall.Material = material;
|
|
|
|
// TODO: model LOD picking for particles?
|
|
int32 lodIndex = 0;
|
|
ModelLOD& lod = model->LODs[lodIndex];
|
|
for (int32 meshIndex = 0; meshIndex < lod.Meshes.Count(); meshIndex++)
|
|
{
|
|
Mesh& mesh = lod.Meshes[meshIndex];
|
|
if (!mesh.IsInitialized())
|
|
continue;
|
|
// TODO: include mesh entry transformation, visibility and shadows mode?
|
|
|
|
// Submit draw call
|
|
mesh.GetDrawCallGeometry(drawCall);
|
|
drawCall.InstanceCount = buffer->CPU.Count;
|
|
renderContextBatch.GetMainContext().List->AddDrawCall(renderContextBatch, dp, staticFlags, ShadowsCastingMode::DynamicOnly, bounds, drawCall, false, sortOrder);
|
|
}
|
|
|
|
break;
|
|
}
|
|
// Ribbon Rendering
|
|
case 404:
|
|
{
|
|
if (ribbonModulesDrawIndicesCount[ribbonModuleIndex] == 0)
|
|
break;
|
|
const auto material = (MaterialBase*)module->Assets[0].Get();
|
|
const auto moduleDrawModes = module->Values.Count() > 6 ? (DrawPass)module->Values[6].AsInt : DrawPass::Default;
|
|
auto dp = drawModes & moduleDrawModes & material->GetDrawModes();
|
|
if (dp == DrawPass::None)
|
|
break;
|
|
drawCall.Material = material;
|
|
|
|
// Node properties
|
|
float uvTilingDistance = module->Values[3].AsFloat;
|
|
Float2 uvScale = module->Values[4].AsFloat2();
|
|
Float2 uvOffset = module->Values[5].AsFloat2();
|
|
|
|
ParticleBufferCPUDataAccessor<float> sortKeyData(buffer, emitter->Graph.Layout.GetAttributeOffset(module->Attributes[1]));
|
|
int32* ribbonOrderData = buffer->CPU.RibbonOrder.Get() + module->RibbonOrderOffset;
|
|
int32 count = buffer->CPU.Count;
|
|
|
|
// Setup ribbon data
|
|
auto& ribbon = drawCall.Particle.Ribbon;
|
|
ribbon.UVTilingDistance = uvTilingDistance;
|
|
ribbon.SegmentCount = ribbonModulesSegmentCount[ribbonModuleIndex];
|
|
ribbon.UVScaleX = uvScale.X;
|
|
ribbon.UVScaleY = uvScale.Y;
|
|
ribbon.UVOffsetX = uvOffset.X;
|
|
ribbon.UVOffsetY = uvOffset.Y;
|
|
if (ribbon.SegmentCount != 0 && Math::IsZero(uvTilingDistance) && sortKeyData.IsValid())
|
|
{
|
|
float firstSortValue = sortKeyData[ribbonOrderData[0]];
|
|
float lastSortValue = sortKeyData[ribbonOrderData[count - 1]];
|
|
|
|
float sortUScale = lastSortValue - firstSortValue;
|
|
float sortUOffset = firstSortValue;
|
|
|
|
ribbon.UVScaleX *= sortUScale;
|
|
ribbon.UVOffsetX += sortUOffset * uvScale.X;
|
|
}
|
|
|
|
// TODO: invert particles rendering order if camera is closer to the ribbon end than start
|
|
|
|
// Submit draw call
|
|
drawCall.Geometry.IndexBuffer = buffer->GPU.RibbonIndexBufferDynamic->GetBuffer();
|
|
drawCall.Geometry.VertexBuffers[0] = buffer->GPU.RibbonVertexBufferDynamic->GetBuffer();
|
|
drawCall.Geometry.VertexBuffers[1] = nullptr;
|
|
drawCall.Geometry.VertexBuffers[2] = nullptr;
|
|
drawCall.Geometry.VertexBuffersOffsets[0] = 0;
|
|
drawCall.Geometry.VertexBuffersOffsets[1] = 0;
|
|
drawCall.Geometry.VertexBuffersOffsets[2] = 0;
|
|
drawCall.Draw.StartIndex = ribbonModulesDrawIndicesStart[ribbonModuleIndex];
|
|
drawCall.Draw.IndicesCount = ribbonModulesDrawIndicesCount[ribbonModuleIndex];
|
|
drawCall.InstanceCount = 1;
|
|
renderContextBatch.GetMainContext().List->AddDrawCall(renderContextBatch, dp, staticFlags, ShadowsCastingMode::DynamicOnly, bounds, drawCall, false, sortOrder);
|
|
|
|
ribbonModuleIndex++;
|
|
|
|
break;
|
|
}
|
|
// Volumetric Fog Rendering
|
|
case 405:
|
|
{
|
|
const auto material = (MaterialBase*)module->Assets[0].Get();
|
|
drawCall.Material = material;
|
|
drawCall.InstanceCount = 1;
|
|
|
|
auto positionOffset = emitter->Graph.Layout.GetAttributeOffset(module->Attributes[0]);
|
|
int32 count = buffer->CPU.Count;
|
|
if (positionOffset == -1 || count < 0)
|
|
break;
|
|
auto radiusOffset = emitter->Graph.Layout.GetAttributeOffset(module->Attributes[1]);
|
|
ParticleBufferCPUDataAccessor<Float3> positionData(buffer, positionOffset);
|
|
ParticleBufferCPUDataAccessor<float> radiusData(buffer, radiusOffset);
|
|
const bool hasRadius = radiusOffset != -1;
|
|
for (int32 i = 0; i < count; i++)
|
|
{
|
|
// Submit draw call
|
|
// TODO: use instancing for volumetric fog particles (combine it with instanced circle rasterization into 3d texture)
|
|
drawCall.Particle.VolumetricFog.Position = positionData[i];
|
|
if (emitter->SimulationSpace == ParticlesSimulationSpace::Local)
|
|
Float3::Transform(drawCall.Particle.VolumetricFog.Position, drawCall.World, drawCall.Particle.VolumetricFog.Position);
|
|
drawCall.Particle.VolumetricFog.Radius = hasRadius ? radiusData[i] : 100.0f;
|
|
drawCall.Particle.VolumetricFog.ParticleIndex = i;
|
|
renderContextBatch.GetMainContext().List->VolumetricFogParticles.Add(drawCall);
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
#if COMPILE_WITH_GPU_PARTICLES
|
|
|
|
GPU_CB_STRUCT(GPUParticlesSortingData {
|
|
Float3 ViewPosition;
|
|
uint32 ParticleCounterOffset;
|
|
uint32 ParticleStride;
|
|
uint32 ParticleCapacity;
|
|
uint32 PositionOffset;
|
|
uint32 CustomOffset;
|
|
Matrix PositionTransform;
|
|
});
|
|
|
|
AssetReference<Shader> GPUParticlesSorting;
|
|
GPUConstantBuffer* GPUParticlesSortingCB;
|
|
GPUShaderProgramCS* GPUParticlesSortingCS[3];
|
|
|
|
// GPU emitters drawing is batched for efficiency
|
|
struct GPUEmitterDraw
|
|
{
|
|
ParticleBuffer* Buffer;
|
|
DrawCall DrawCall;
|
|
DrawPass DrawModes;
|
|
StaticFlags StaticFlags;
|
|
BoundingSphere Bounds;
|
|
uint32 RenderModulesIndices;
|
|
uint32 IndirectArgsSize;
|
|
int8 SortOrder;
|
|
bool Sorting;
|
|
};
|
|
Array<GPUEmitterDraw> GPUEmitterDraws;
|
|
GPUBuffer* GPUIndirectArgsBuffer = nullptr;
|
|
|
|
#if COMPILE_WITH_DEV_ENV
|
|
|
|
void OnShaderReloading(Asset* obj)
|
|
{
|
|
GPUParticlesSortingCB = nullptr;
|
|
Platform::MemoryClear(GPUParticlesSortingCS, sizeof(GPUParticlesSortingCS));
|
|
}
|
|
|
|
#endif
|
|
|
|
void CleanupGPUParticlesSorting()
|
|
{
|
|
GPUParticlesSorting = nullptr;
|
|
GPUEmitterDraws.Resize(0);
|
|
SAFE_DELETE_GPU_RESOURCE(GPUIndirectArgsBuffer);
|
|
}
|
|
|
|
void DrawEmittersGPU(RenderContextBatch& renderContextBatch)
|
|
{
|
|
PROFILE_GPU_CPU_NAMED("DrawEmittersGPU");
|
|
ConcurrentSystemLocker::ReadScope systemScope(Particles::SystemLocker);
|
|
GPUContext* context = GPUDevice::Instance->GetMainContext();
|
|
|
|
// Count draws and sorting passes needed for resources allocation
|
|
uint32 indirectArgsSize = 0;
|
|
bool sorting = false;
|
|
for (const GPUEmitterDraw& draw : GPUEmitterDraws)
|
|
{
|
|
indirectArgsSize += draw.IndirectArgsSize;
|
|
sorting |= draw.Sorting;
|
|
}
|
|
|
|
// Prepare pipeline
|
|
if (sorting && GPUParticlesSorting == nullptr)
|
|
{
|
|
// TODO: preload shader if platform supports GPU particles (eg. inside ParticleEmitter::load if it's GPU sim with any sort module)
|
|
GPUParticlesSorting = Content::LoadAsyncInternal<Shader>(TEXT("Shaders/GPUParticlesSorting"));
|
|
#if COMPILE_WITH_DEV_ENV
|
|
if (GPUParticlesSorting)
|
|
GPUParticlesSorting.Get()->OnReloading.Bind<OnShaderReloading>();
|
|
#endif
|
|
}
|
|
if (GPUParticlesSorting == nullptr || !GPUParticlesSorting->IsLoaded())
|
|
{
|
|
// Skip sorting until shader is ready
|
|
sorting = false;
|
|
}
|
|
else if (!GPUParticlesSortingCB)
|
|
{
|
|
const auto shader = GPUParticlesSorting->GetShader();
|
|
const StringAnsiView CS_Sort("CS_Sort");
|
|
GPUParticlesSortingCS[0] = shader->GetCS(CS_Sort, 0);
|
|
GPUParticlesSortingCS[1] = shader->GetCS(CS_Sort, 1);
|
|
GPUParticlesSortingCS[2] = shader->GetCS(CS_Sort, 2);
|
|
GPUParticlesSortingCB = shader->GetCB(0);
|
|
ASSERT_LOW_LAYER(GPUParticlesSortingCB);
|
|
}
|
|
const uint32 indirectArgsCapacity = Math::RoundUpToPowerOf2(indirectArgsSize);
|
|
if (GPUIndirectArgsBuffer == nullptr)
|
|
GPUIndirectArgsBuffer = GPUDevice::Instance->CreateBuffer(TEXT("ParticleIndirectDrawArgsBuffer"));
|
|
if (GPUIndirectArgsBuffer->GetSize() < indirectArgsCapacity)
|
|
GPUIndirectArgsBuffer->Init(GPUBufferDescription::Argument(indirectArgsCapacity));
|
|
|
|
// Build indirect arguments
|
|
uint32 indirectArgsOffset = 0;
|
|
{
|
|
PROFILE_GPU_CPU_NAMED("Init Indirect Args");
|
|
|
|
// Init default arguments
|
|
byte* indirectArgsMemory = (byte*)renderContextBatch.GetMainContext().List->Memory.Allocate(indirectArgsSize, GPU_SHADER_DATA_ALIGNMENT);
|
|
for (GPUEmitterDraw& draw : GPUEmitterDraws)
|
|
{
|
|
ParticleEmitter* emitter = draw.Buffer->Emitter;
|
|
for (int32 moduleIndex = 0; moduleIndex < emitter->Graph.RenderModules.Count(); moduleIndex++)
|
|
{
|
|
if ((draw.RenderModulesIndices & (1u << moduleIndex)) == 0)
|
|
continue;
|
|
auto module = emitter->Graph.RenderModules.Get()[moduleIndex];
|
|
switch (module->TypeID)
|
|
{
|
|
// Sprite Rendering
|
|
case 400:
|
|
{
|
|
const auto material = (MaterialBase*)module->Assets[0].Get();
|
|
const auto moduleDrawModes = module->Values.Count() > 3 ? (DrawPass)module->Values[3].AsInt : DrawPass::Default;
|
|
auto dp = draw.DrawModes & moduleDrawModes & material->GetDrawModes();
|
|
if (dp == DrawPass::None || SpriteRenderer.Init())
|
|
break;
|
|
|
|
// Draw sprite for each particle
|
|
GPUDrawIndexedIndirectArgs args = { SpriteParticleRenderer::IndexCount, 1, 0, 0, 0 };
|
|
Platform::MemoryCopy(indirectArgsMemory + indirectArgsOffset, &args, sizeof(args));
|
|
indirectArgsOffset += sizeof(args);
|
|
break;
|
|
}
|
|
// Model Rendering
|
|
case 403:
|
|
{
|
|
const auto model = (Model*)module->Assets[0].Get();
|
|
const auto material = (MaterialBase*)module->Assets[1].Get();
|
|
const auto moduleDrawModes = module->Values.Count() > 4 ? (DrawPass)module->Values[4].AsInt : DrawPass::Default;
|
|
auto dp = draw.DrawModes & moduleDrawModes & material->GetDrawModes();
|
|
if (dp == DrawPass::None)
|
|
break;
|
|
// TODO: model LOD picking for particles?
|
|
int32 lodIndex = 0;
|
|
ModelLOD& lod = model->LODs[lodIndex];
|
|
for (int32 meshIndex = 0; meshIndex < lod.Meshes.Count(); meshIndex++)
|
|
{
|
|
Mesh& mesh = lod.Meshes[meshIndex];
|
|
if (!mesh.IsInitialized())
|
|
continue;
|
|
|
|
// Draw mesh for each particle
|
|
GPUDrawIndexedIndirectArgs args = { (uint32)mesh.GetTriangleCount() * 3, 1, 0, 0, 0 };
|
|
Platform::MemoryCopy(indirectArgsMemory + indirectArgsOffset, &args, sizeof(args));
|
|
indirectArgsOffset += sizeof(args);
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// Upload default arguments
|
|
context->UpdateBuffer(GPUIndirectArgsBuffer, indirectArgsMemory, indirectArgsOffset);
|
|
|
|
// Copy particle counts into draw commands
|
|
indirectArgsOffset = 0;
|
|
for (GPUEmitterDraw& draw : GPUEmitterDraws)
|
|
{
|
|
ParticleEmitter* emitter = draw.Buffer->Emitter;
|
|
for (int32 moduleIndex = 0; moduleIndex < emitter->Graph.RenderModules.Count(); moduleIndex++)
|
|
{
|
|
if ((draw.RenderModulesIndices & (1u << moduleIndex)) == 0)
|
|
continue;
|
|
auto module = emitter->Graph.RenderModules.Get()[moduleIndex];
|
|
switch (module->TypeID)
|
|
{
|
|
// Sprite Rendering
|
|
case 400:
|
|
{
|
|
const auto material = (MaterialBase*)module->Assets[0].Get();
|
|
const auto moduleDrawModes = module->Values.Count() > 3 ? (DrawPass)module->Values[3].AsInt : DrawPass::Default;
|
|
auto dp = draw.DrawModes & moduleDrawModes & material->GetDrawModes();
|
|
if (dp == DrawPass::None || SpriteRenderer.Init())
|
|
break;
|
|
|
|
// Draw sprite for each particle
|
|
context->CopyBuffer(GPUIndirectArgsBuffer, draw.Buffer->GPU.Buffer, 4, indirectArgsOffset + 4, draw.Buffer->GPU.ParticleCounterOffset);
|
|
indirectArgsOffset += sizeof(GPUDrawIndexedIndirectArgs);
|
|
break;
|
|
}
|
|
// Model Rendering
|
|
case 403:
|
|
{
|
|
const auto model = (Model*)module->Assets[0].Get();
|
|
const auto material = (MaterialBase*)module->Assets[1].Get();
|
|
const auto moduleDrawModes = module->Values.Count() > 4 ? (DrawPass)module->Values[4].AsInt : DrawPass::Default;
|
|
auto dp = draw.DrawModes & moduleDrawModes & material->GetDrawModes();
|
|
if (dp == DrawPass::None)
|
|
break;
|
|
// TODO: model LOD picking for particles?
|
|
int32 lodIndex = 0;
|
|
ModelLOD& lod = model->LODs[lodIndex];
|
|
for (int32 meshIndex = 0; meshIndex < lod.Meshes.Count(); meshIndex++)
|
|
{
|
|
Mesh& mesh = lod.Meshes[meshIndex];
|
|
if (!mesh.IsInitialized())
|
|
continue;
|
|
|
|
// Draw mesh for each particle
|
|
context->CopyBuffer(GPUIndirectArgsBuffer, draw.Buffer->GPU.Buffer, 4, indirectArgsOffset + 4, draw.Buffer->GPU.ParticleCounterOffset);
|
|
indirectArgsOffset += sizeof(GPUDrawIndexedIndirectArgs);
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
indirectArgsOffset = 0;
|
|
|
|
// Sort particles
|
|
if (sorting)
|
|
{
|
|
PROFILE_GPU_CPU_NAMED("Sort Particles");
|
|
context->BindCB(0, GPUParticlesSortingCB);
|
|
|
|
// Generate sort keys for each particle
|
|
for (const GPUEmitterDraw& draw : GPUEmitterDraws)
|
|
{
|
|
if (!draw.Sorting)
|
|
continue;
|
|
ASSERT(draw.Buffer->GPU.SortingKeysBuffer);
|
|
|
|
// Generate sort keys for particles
|
|
ParticleEmitter* emitter = draw.Buffer->Emitter;
|
|
for (int32 moduleIndex = 0; moduleIndex < emitter->Graph.SortModules.Count(); moduleIndex++)
|
|
{
|
|
auto module = emitter->Graph.SortModules[moduleIndex];
|
|
const auto sortMode = (ParticleSortMode)module->Values[2].AsInt;
|
|
|
|
// Generate sorting keys based on sorting mode
|
|
GPUParticlesSortingData data;
|
|
data.ParticleCounterOffset = draw.Buffer->GPU.ParticleCounterOffset;
|
|
data.ParticleStride = draw.Buffer->Stride;
|
|
data.ParticleCapacity = draw.Buffer->Capacity;
|
|
int32 permutationIndex;
|
|
switch (sortMode)
|
|
{
|
|
case ParticleSortMode::ViewDepth:
|
|
{
|
|
permutationIndex = 0;
|
|
data.PositionOffset = emitter->Graph.GetPositionAttributeOffset();
|
|
const Matrix viewProjection = renderContextBatch.GetMainContext().View.ViewProjection();
|
|
if (emitter->SimulationSpace == ParticlesSimulationSpace::Local)
|
|
{
|
|
Matrix matrix;
|
|
Matrix::Multiply(draw.DrawCall.World, viewProjection, matrix);
|
|
Matrix::Transpose(matrix, data.PositionTransform);
|
|
}
|
|
else
|
|
{
|
|
Matrix::Transpose(viewProjection, data.PositionTransform);
|
|
}
|
|
break;
|
|
}
|
|
case ParticleSortMode::ViewDistance:
|
|
{
|
|
permutationIndex = 1;
|
|
data.PositionOffset = emitter->Graph.GetPositionAttributeOffset();
|
|
data.ViewPosition = renderContextBatch.GetMainContext().View.Position;
|
|
if (emitter->SimulationSpace == ParticlesSimulationSpace::Local)
|
|
{
|
|
Matrix::Transpose(draw.DrawCall.World, data.PositionTransform);
|
|
}
|
|
else
|
|
{
|
|
Matrix::Transpose(Matrix::Identity, data.PositionTransform);
|
|
}
|
|
break;
|
|
}
|
|
case ParticleSortMode::CustomAscending:
|
|
case ParticleSortMode::CustomDescending:
|
|
{
|
|
permutationIndex = 2;
|
|
int32 attributeIdx = module->Attributes[0];
|
|
if (attributeIdx == -1)
|
|
break;
|
|
data.CustomOffset = emitter->Graph.Layout.Attributes[attributeIdx].Offset;
|
|
break;
|
|
}
|
|
#if !BUILD_RELEASE
|
|
default:
|
|
CRASH;
|
|
return;
|
|
#endif
|
|
}
|
|
context->UpdateCB(GPUParticlesSortingCB, &data);
|
|
context->BindSR(0, draw.Buffer->GPU.Buffer->View());
|
|
context->BindUA(0, draw.Buffer->GPU.SortingKeysBuffer->View());
|
|
const int32 threadGroupSize = 1024;
|
|
context->Dispatch(GPUParticlesSortingCS[permutationIndex], Math::DivideAndRoundUp(draw.Buffer->GPU.ParticlesCountMax, threadGroupSize), 1, 1);
|
|
}
|
|
}
|
|
|
|
// Run sorting
|
|
for (const GPUEmitterDraw& draw : GPUEmitterDraws)
|
|
{
|
|
if (!draw.Sorting)
|
|
continue;
|
|
ASSERT(draw.Buffer->GPU.SortingKeysBuffer);
|
|
|
|
// Execute all sorting modules
|
|
ParticleEmitter* emitter = draw.Buffer->Emitter;
|
|
for (int32 moduleIndex = 0; moduleIndex < emitter->Graph.SortModules.Count(); moduleIndex++)
|
|
{
|
|
auto module = emitter->Graph.SortModules[moduleIndex];
|
|
const auto sortMode = (ParticleSortMode)module->Values[2].AsInt;
|
|
bool sortAscending = sortMode == ParticleSortMode::CustomAscending;
|
|
BitonicSort::Instance()->Sort(context, draw.Buffer->GPU.SortingKeysBuffer, draw.Buffer->GPU.Buffer, draw.Buffer->GPU.ParticleCounterOffset, sortAscending, draw.Buffer->GPU.SortedIndices, draw.Buffer->GPU.ParticlesCountMax);
|
|
// TODO: split sorted keys copy with another loop to give time for UAV transition
|
|
// TODO: use args buffer from GPUIndirectArgsBuffer instead of internal from BitonicSort to get rid of UAV barrier
|
|
}
|
|
}
|
|
}
|
|
|
|
// Submit draw calls
|
|
for (GPUEmitterDraw& draw : GPUEmitterDraws)
|
|
{
|
|
// Execute all rendering modules using indirect draw arguments
|
|
ParticleEmitter* emitter = draw.Buffer->Emitter;
|
|
for (int32 moduleIndex = 0; moduleIndex < emitter->Graph.RenderModules.Count(); moduleIndex++)
|
|
{
|
|
if ((draw.RenderModulesIndices & (1u << moduleIndex)) == 0)
|
|
continue;
|
|
auto module = emitter->Graph.RenderModules.Get()[moduleIndex];
|
|
draw.DrawCall.Particle.Module = module;
|
|
switch (module->TypeID)
|
|
{
|
|
// Sprite Rendering
|
|
case 400:
|
|
{
|
|
const auto material = (MaterialBase*)module->Assets[0].Get();
|
|
const auto moduleDrawModes = module->Values.Count() > 3 ? (DrawPass)module->Values[3].AsInt : DrawPass::Default;
|
|
auto dp = draw.DrawModes & moduleDrawModes & material->GetDrawModes();
|
|
if (dp == DrawPass::None || SpriteRenderer.Init())
|
|
break;
|
|
draw.DrawCall.Material = material;
|
|
|
|
// Submit draw call
|
|
SpriteRenderer.SetupDrawCall(draw.DrawCall);
|
|
draw.DrawCall.InstanceCount = 0;
|
|
draw.DrawCall.Draw.IndirectArgsBuffer = GPUIndirectArgsBuffer;
|
|
draw.DrawCall.Draw.IndirectArgsOffset = indirectArgsOffset;
|
|
renderContextBatch.GetMainContext().List->AddDrawCall(renderContextBatch, dp, draw.StaticFlags, ShadowsCastingMode::DynamicOnly, draw.Bounds, draw.DrawCall, false, draw.SortOrder);
|
|
indirectArgsOffset += sizeof(GPUDrawIndexedIndirectArgs);
|
|
break;
|
|
}
|
|
// Model Rendering
|
|
case 403:
|
|
{
|
|
const auto model = (Model*)module->Assets[0].Get();
|
|
const auto material = (MaterialBase*)module->Assets[1].Get();
|
|
const auto moduleDrawModes = module->Values.Count() > 4 ? (DrawPass)module->Values[4].AsInt : DrawPass::Default;
|
|
auto dp = draw.DrawModes & moduleDrawModes & material->GetDrawModes();
|
|
if (dp == DrawPass::None)
|
|
break;
|
|
draw.DrawCall.Material = material;
|
|
|
|
// TODO: model LOD picking for particles?
|
|
int32 lodIndex = 0;
|
|
ModelLOD& lod = model->LODs[lodIndex];
|
|
for (int32 meshIndex = 0; meshIndex < lod.Meshes.Count(); meshIndex++)
|
|
{
|
|
Mesh& mesh = lod.Meshes[meshIndex];
|
|
if (!mesh.IsInitialized())
|
|
continue;
|
|
// TODO: include mesh entry transformation, visibility and shadows mode?
|
|
|
|
// Execute draw call
|
|
mesh.GetDrawCallGeometry(draw.DrawCall);
|
|
draw.DrawCall.InstanceCount = 0;
|
|
draw.DrawCall.Draw.IndirectArgsBuffer = GPUIndirectArgsBuffer;
|
|
draw.DrawCall.Draw.IndirectArgsOffset = indirectArgsOffset;
|
|
renderContextBatch.GetMainContext().List->AddDrawCall(renderContextBatch, dp, draw.StaticFlags, ShadowsCastingMode::DynamicOnly, draw.Bounds, draw.DrawCall, false, draw.SortOrder);
|
|
indirectArgsOffset += sizeof(GPUDrawIndexedIndirectArgs);
|
|
}
|
|
break;
|
|
}
|
|
// Ribbon Rendering
|
|
case 404:
|
|
{
|
|
// Not supported
|
|
break;
|
|
}
|
|
// Volumetric Fog Rendering
|
|
case 405:
|
|
{
|
|
// Not supported
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
GPUEmitterDraws.Clear();
|
|
}
|
|
|
|
void DrawEmitterGPU(RenderContextBatch& renderContextBatch, ParticleBuffer* buffer, DrawCall& drawCall, DrawPass drawModes, StaticFlags staticFlags, const BoundingSphere& bounds, uint32 renderModulesIndices, int8 sortOrder)
|
|
{
|
|
// Setup drawing data
|
|
uint32 indirectArgsSize = 0;
|
|
ParticleEmitter* emitter = buffer->Emitter;
|
|
for (int32 moduleIndex = 0; moduleIndex < emitter->Graph.RenderModules.Count(); moduleIndex++)
|
|
{
|
|
if ((renderModulesIndices & (1u << moduleIndex)) == 0)
|
|
continue;
|
|
auto module = emitter->Graph.RenderModules.Get()[moduleIndex];
|
|
switch (module->TypeID)
|
|
{
|
|
// Sprite Rendering
|
|
case 400:
|
|
indirectArgsSize += sizeof(GPUDrawIndexedIndirectArgs);
|
|
break;
|
|
// Model Rendering
|
|
case 403:
|
|
{
|
|
const auto model = (Model*)module->Assets[0].Get();
|
|
// TODO: model LOD picking for particles?
|
|
int32 lodIndex = 0;
|
|
ModelLOD& lod = model->LODs[lodIndex];
|
|
indirectArgsSize += sizeof(GPUDrawIndexedIndirectArgs) * lod.Meshes.Count();
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
if (indirectArgsSize == 0)
|
|
return;
|
|
bool sorting = EmitterUseSorting(renderContextBatch, buffer, drawModes, bounds) && (buffer->GPU.ParticlesCountMax != 0 || buffer->GPU.SortedIndices);
|
|
if (sorting && !buffer->GPU.SortedIndices)
|
|
buffer->AllocateSortBuffer();
|
|
|
|
// When rendering in async, delay GPU particles drawing to be in sync by moving drawing into delayed callback post scene drawing to use GPUContext safely
|
|
// Also, batch rendering all GPU emitters together for more efficient usage of GPU memory barriers and indirect arguments buffers allocation
|
|
RenderContext::GPULocker.Lock();
|
|
if (GPUEmitterDraws.Count() == 0)
|
|
{
|
|
// The first emitter schedules the drawing of all batched draws
|
|
renderContextBatch.GetMainContext().List->AddDelayedDraw([](RenderContextBatch& renderContextBatch, int32 contextIndex)
|
|
{
|
|
DrawEmittersGPU(renderContextBatch);
|
|
});
|
|
}
|
|
GPUEmitterDraws.Add({ buffer, drawCall, drawModes, staticFlags, bounds, renderModulesIndices, indirectArgsSize, sortOrder, sorting });
|
|
RenderContext::GPULocker.Unlock();
|
|
}
|
|
|
|
#endif
|
|
|
|
void Particles::DrawParticles(RenderContextBatch& renderContextBatch, ParticleEffect* effect)
|
|
{
|
|
PROFILE_CPU();
|
|
PROFILE_MEM(Particles);
|
|
|
|
// Drawing assumes that all views within a batch have the same Origin
|
|
const Vector3& viewOrigin = renderContextBatch.GetMainContext().View.Origin;
|
|
BoundingSphere bounds = effect->GetSphere();
|
|
bounds.Center -= viewOrigin;
|
|
|
|
// Cull particles against all views
|
|
uint64 viewsMask = 0;
|
|
ASSERT_LOW_LAYER(renderContextBatch.Contexts.Count() <= 64);
|
|
DrawPass viewsDrawModes = DrawPass::None;
|
|
for (int32 i = 0; i < renderContextBatch.Contexts.Count(); i++)
|
|
{
|
|
const RenderView& view = renderContextBatch.Contexts.Get()[i].View;
|
|
const bool visible = (view.Pass & effect->DrawModes) != DrawPass::None && (view.IsCullingDisabled || view.CullingFrustum.Intersects(bounds));
|
|
if (visible)
|
|
{
|
|
viewsMask |= 1ull << (uint64)i;
|
|
viewsDrawModes |= view.Pass;
|
|
}
|
|
}
|
|
if (viewsMask == 0)
|
|
return;
|
|
viewsDrawModes &= effect->DrawModes;
|
|
|
|
// Setup
|
|
ConcurrentSystemLocker::ReadScope systemScope(SystemLocker);
|
|
Matrix worlds[2];
|
|
Matrix::Translation(-viewOrigin, worlds[0]); // World
|
|
renderContextBatch.GetMainContext().View.GetWorldMatrix(effect->GetTransform(), worlds[1]); // Local
|
|
float worldDeterminantSigns[2];
|
|
worldDeterminantSigns[0] = Math::FloatSelect(worlds[0].RotDeterminant(), 1, -1);
|
|
worldDeterminantSigns[1] = Math::FloatSelect(worlds[1].RotDeterminant(), 1, -1);
|
|
const StaticFlags staticFlags = effect->GetStaticFlags();
|
|
const int8 sortOrder = effect->SortOrder;
|
|
|
|
// Draw lights (only to into the main view)
|
|
if ((viewsMask & 1) == 1 && renderContextBatch.GetMainContext().View.Pass != DrawPass::Depth)
|
|
{
|
|
for (int32 emitterIndex = 0; emitterIndex < effect->Instance.Emitters.Count(); emitterIndex++)
|
|
{
|
|
auto& emitterData = effect->Instance.Emitters[emitterIndex];
|
|
const auto buffer = emitterData.Buffer;
|
|
if (!buffer || (buffer->Mode == ParticlesSimulationMode::CPU && buffer->CPU.Count == 0))
|
|
continue;
|
|
auto emitter = buffer->Emitter;
|
|
if (!emitter || !emitter->IsLoaded())
|
|
continue;
|
|
|
|
buffer->Emitter->GraphExecutorCPU.Draw(buffer->Emitter, effect, emitterData, renderContextBatch.GetMainContext(), worlds[(int32)emitter->SimulationSpace]);
|
|
}
|
|
}
|
|
|
|
// Setup a draw call common data
|
|
DrawCall drawCall;
|
|
drawCall.PerInstanceRandom = effect->GetPerInstanceRandom();
|
|
drawCall.ObjectPosition = bounds.Center;
|
|
drawCall.ObjectRadius = (float)bounds.Radius;
|
|
|
|
// Draw all emitters
|
|
for (int32 emitterIndex = 0; emitterIndex < effect->Instance.Emitters.Count(); emitterIndex++)
|
|
{
|
|
auto& emitterData = effect->Instance.Emitters[emitterIndex];
|
|
const auto buffer = emitterData.Buffer;
|
|
if (!buffer)
|
|
continue;
|
|
auto emitter = buffer->Emitter;
|
|
if (!emitter || !emitter->IsLoaded())
|
|
continue;
|
|
|
|
drawCall.World = worlds[(int32)emitter->SimulationSpace];
|
|
drawCall.WorldDeterminantSign = worldDeterminantSigns[(int32)emitter->SimulationSpace];
|
|
drawCall.Particle.Particles = buffer;
|
|
|
|
// Check if need to render any module
|
|
uint32 renderModulesIndices = 0;
|
|
for (int32 moduleIndex = 0; moduleIndex < emitter->Graph.RenderModules.Count() && moduleIndex < 32; moduleIndex++)
|
|
{
|
|
auto module = emitter->Graph.RenderModules[moduleIndex];
|
|
|
|
switch (module->TypeID)
|
|
{
|
|
// Sprite Rendering
|
|
case 400:
|
|
{
|
|
const auto material = (MaterialBase*)module->Assets[0].Get();
|
|
const auto moduleDrawModes = module->Values.Count() > 3 ? (DrawPass)module->Values[3].AsInt : DrawPass::Default;
|
|
if (!material ||
|
|
!material->IsReady() ||
|
|
!material->IsParticle() ||
|
|
(viewsDrawModes & material->GetDrawModes() & moduleDrawModes) == DrawPass::None
|
|
)
|
|
break;
|
|
renderModulesIndices |= 1u << moduleIndex;
|
|
break;
|
|
}
|
|
// Model Rendering
|
|
case 403:
|
|
{
|
|
const auto model = (Model*)module->Assets[0].Get();
|
|
const auto moduleDrawModes = module->Values.Count() > 4 ? (DrawPass)module->Values[4].AsInt : DrawPass::Default;
|
|
if (!model ||
|
|
!model->IsLoaded() ||
|
|
!model->CanBeRendered())
|
|
break;
|
|
const auto material = (MaterialBase*)module->Assets[1].Get();
|
|
if (!material ||
|
|
!material->IsReady() ||
|
|
!material->IsParticle() ||
|
|
(viewsDrawModes & material->GetDrawModes() & moduleDrawModes) == DrawPass::None
|
|
)
|
|
break;
|
|
renderModulesIndices |= 1u << moduleIndex;
|
|
break;
|
|
}
|
|
// Ribbon Rendering
|
|
case 404:
|
|
{
|
|
const auto material = (MaterialBase*)module->Assets[0].Get();
|
|
const auto moduleDrawModes = module->Values.Count() > 6 ? (DrawPass)module->Values[6].AsInt : DrawPass::Default;
|
|
if (!material ||
|
|
!material->IsReady() ||
|
|
!material->IsParticle() ||
|
|
(viewsDrawModes & material->GetDrawModes() & moduleDrawModes) == DrawPass::None
|
|
)
|
|
break;
|
|
renderModulesIndices |= 1u << moduleIndex;
|
|
break;
|
|
}
|
|
// Volumetric Fog Rendering
|
|
case 405:
|
|
{
|
|
const auto material = (MaterialBase*)module->Assets[0].Get();
|
|
if (!material ||
|
|
!material->IsReady() ||
|
|
material->GetInfo().Domain != MaterialDomain::VolumeParticle ||
|
|
(renderContextBatch.GetMainContext().View.Flags & ViewFlags::Fog) == ViewFlags::None ||
|
|
(viewsMask & 1) == 0
|
|
)
|
|
break;
|
|
renderModulesIndices |= 1u << moduleIndex;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
if (renderModulesIndices == 0)
|
|
continue;
|
|
|
|
// Draw
|
|
switch (buffer->Mode)
|
|
{
|
|
case ParticlesSimulationMode::CPU:
|
|
DrawEmitterCPU(renderContextBatch, buffer, drawCall, viewsDrawModes, staticFlags, bounds, renderModulesIndices, sortOrder);
|
|
break;
|
|
#if COMPILE_WITH_GPU_PARTICLES
|
|
case ParticlesSimulationMode::GPU:
|
|
DrawEmitterGPU(renderContextBatch, buffer, drawCall, viewsDrawModes, staticFlags, bounds, renderModulesIndices, sortOrder);
|
|
break;
|
|
#endif
|
|
}
|
|
}
|
|
}
|
|
|
|
#if USE_EDITOR
|
|
|
|
void Particles::DebugDraw(ParticleEffect* effect)
|
|
{
|
|
PROFILE_CPU_NAMED("Particles.DrawDebug");
|
|
ConcurrentSystemLocker::ReadScope systemScope(SystemLocker);
|
|
|
|
// Draw all emitters
|
|
for (auto& emitterData : effect->Instance.Emitters)
|
|
{
|
|
const auto buffer = emitterData.Buffer;
|
|
if (!buffer)
|
|
continue;
|
|
auto emitter = buffer->Emitter;
|
|
if (!emitter || !emitter->IsLoaded())
|
|
continue;
|
|
emitter->GraphExecutorCPU.DrawDebug(emitter, effect, emitterData);
|
|
}
|
|
}
|
|
|
|
#endif
|
|
|
|
#if COMPILE_WITH_GPU_PARTICLES
|
|
|
|
void UpdateGPU(RenderTask* task, GPUContext* context)
|
|
{
|
|
ScopeLock lock(GpuUpdateListLocker);
|
|
if (GpuUpdateList.IsEmpty())
|
|
return;
|
|
PROFILE_CPU_NAMED("GPUParticles");
|
|
PROFILE_GPU("GPU Particles");
|
|
PROFILE_MEM(Particles);
|
|
ConcurrentSystemLocker::ReadScope systemScope(Particles::SystemLocker);
|
|
|
|
for (ParticleEffect* effect : GpuUpdateList)
|
|
{
|
|
auto& instance = effect->Instance;
|
|
const auto particleSystem = effect->ParticleSystem.Get();
|
|
if (!particleSystem || !particleSystem->IsLoaded())
|
|
continue;
|
|
|
|
// Update all emitter tracks
|
|
for (int32 j = 0; j < particleSystem->Tracks.Count(); j++)
|
|
{
|
|
const auto& track = particleSystem->Tracks[j];
|
|
if (track.Type != ParticleSystem::Track::Types::Emitter || track.Disabled)
|
|
continue;
|
|
const int32 emitterIndex = track.AsEmitter.Index;
|
|
ParticleEmitter* emitter = particleSystem->Emitters[emitterIndex].Get();
|
|
if (!emitter || !emitter->IsLoaded() || emitter->SimulationMode != ParticlesSimulationMode::GPU || instance.Emitters.Count() <= emitterIndex)
|
|
continue;
|
|
ParticleEmitterInstance& data = instance.Emitters[emitterIndex];
|
|
if (!data.Buffer)
|
|
continue;
|
|
ASSERT(emitter->Capacity != 0 && emitter->Graph.Layout.Size != 0);
|
|
|
|
// TODO: use async context for particles to update them on compute during GBuffer rendering
|
|
emitter->GPU.Execute(context, emitter, effect, emitterIndex, data);
|
|
}
|
|
}
|
|
GpuUpdateList.Clear();
|
|
|
|
context->ResetSR();
|
|
context->ResetUA();
|
|
context->FlushState();
|
|
}
|
|
|
|
#endif
|
|
|
|
ParticleBuffer* Particles::AcquireParticleBuffer(ParticleEmitter* emitter)
|
|
{
|
|
PROFILE_CPU();
|
|
PROFILE_MEM(Particles);
|
|
ParticleBuffer* result = nullptr;
|
|
ASSERT(emitter && emitter->IsLoaded());
|
|
|
|
if (emitter->EnablePooling && EnableParticleBufferPooling)
|
|
{
|
|
PoolLocker.Lock();
|
|
const auto entries = Pool.TryGet(emitter);
|
|
if (entries)
|
|
{
|
|
while (entries->HasItems() && !result)
|
|
{
|
|
// Reuse buffer
|
|
result = entries->Last().Buffer;
|
|
entries->RemoveLast();
|
|
|
|
// Remove old buffers
|
|
if (result->Version != emitter->Graph.Version)
|
|
{
|
|
Delete(result);
|
|
result = nullptr;
|
|
}
|
|
}
|
|
}
|
|
PoolLocker.Unlock();
|
|
}
|
|
|
|
if (!result)
|
|
{
|
|
// Create new buffer
|
|
result = New<ParticleBuffer>();
|
|
if (result->Init(emitter))
|
|
{
|
|
LOG(Error, "Failed to create particle buffer for emitter {0}", emitter->ToString());
|
|
Delete(result);
|
|
return nullptr;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// Prepare buffer
|
|
result->Clear();
|
|
}
|
|
|
|
return result;
|
|
}
|
|
|
|
void Particles::RecycleParticleBuffer(ParticleBuffer* buffer)
|
|
{
|
|
PROFILE_CPU();
|
|
PROFILE_MEM(Particles);
|
|
if (buffer->Emitter->EnablePooling && EnableParticleBufferPooling)
|
|
{
|
|
// Return to pool
|
|
EmitterCache c;
|
|
c.LastTimeUsed = Platform::GetTimeSeconds();
|
|
c.Buffer = buffer;
|
|
|
|
PoolLocker.Lock();
|
|
Pool[buffer->Emitter].Add(c);
|
|
PoolLocker.Unlock();
|
|
}
|
|
else
|
|
{
|
|
// Destroy
|
|
Delete(buffer);
|
|
}
|
|
}
|
|
|
|
void Particles::OnEmitterUnload(ParticleEmitter* emitter)
|
|
{
|
|
PROFILE_CPU();
|
|
PoolLocker.Lock();
|
|
const auto entries = Pool.TryGet(emitter);
|
|
if (entries)
|
|
{
|
|
for (int32 i = 0; i < entries->Count(); i++)
|
|
{
|
|
Delete(entries->At(i).Buffer);
|
|
}
|
|
entries->Clear();
|
|
Pool.Remove(emitter);
|
|
}
|
|
PoolLocker.Unlock();
|
|
|
|
#if COMPILE_WITH_GPU_PARTICLES
|
|
GpuUpdateListLocker.Lock();
|
|
for (int32 i = GpuUpdateList.Count() - 1; i >= 0; i--)
|
|
{
|
|
if (GpuUpdateList[i]->Instance.ContainsEmitter(emitter))
|
|
GpuUpdateList.RemoveAt(i);
|
|
}
|
|
GpuUpdateListLocker.Unlock();
|
|
#endif
|
|
}
|
|
|
|
bool ParticleManagerService::Init()
|
|
{
|
|
PROFILE_MEM(Particles);
|
|
Particles::System = New<ParticlesSystem>();
|
|
Particles::System->Order = 10000;
|
|
Engine::UpdateGraph->AddSystem(Particles::System);
|
|
return false;
|
|
}
|
|
|
|
void ParticleManagerService::Dispose()
|
|
{
|
|
UpdateList.Clear();
|
|
#if COMPILE_WITH_GPU_PARTICLES
|
|
GpuUpdateList.Clear();
|
|
if (GpuRenderTask)
|
|
{
|
|
ScopeLock lock(RenderTask::TasksLocker);
|
|
RenderTask::Tasks.Remove(GpuRenderTask);
|
|
Delete(GpuRenderTask);
|
|
GpuRenderTask = nullptr;
|
|
}
|
|
CleanupGPUParticlesSorting();
|
|
#endif
|
|
|
|
PoolLocker.Lock();
|
|
for (auto i = Pool.Begin(); i.IsNotEnd(); ++i)
|
|
{
|
|
auto& entries = i->Value;
|
|
for (int32 j = 0; j < entries.Count(); j++)
|
|
{
|
|
Delete(entries[j].Buffer);
|
|
}
|
|
entries.Clear();
|
|
}
|
|
Pool.Clear();
|
|
PoolLocker.Unlock();
|
|
|
|
SpriteRenderer.Dispose();
|
|
SAFE_DELETE(Particles::System);
|
|
}
|
|
|
|
void ParticlesSystem::Job(int32 index)
|
|
{
|
|
PROFILE_CPU_NAMED("Particles.Job");
|
|
PROFILE_MEM(Particles);
|
|
auto effect = UpdateList[index];
|
|
auto& instance = effect->Instance;
|
|
const auto particleSystem = effect->ParticleSystem.Get();
|
|
if (!particleSystem || !particleSystem->IsLoaded())
|
|
return;
|
|
bool anyEmitterNotReady = false;
|
|
for (int32 j = 0; j < particleSystem->Tracks.Count(); j++)
|
|
{
|
|
const auto& track = particleSystem->Tracks[j];
|
|
if (track.Type != ParticleSystem::Track::Types::Emitter || track.Disabled)
|
|
continue;
|
|
auto emitter = particleSystem->Emitters[track.AsEmitter.Index].Get();
|
|
if (!emitter || !emitter->IsLoaded())
|
|
{
|
|
anyEmitterNotReady = true;
|
|
break;
|
|
}
|
|
}
|
|
if (anyEmitterNotReady)
|
|
return;
|
|
#if COMPILE_WITH_PROFILER && TRACY_ENABLE
|
|
const StringView particleSystemName(particleSystem->GetPath());
|
|
ZoneName(*particleSystemName, particleSystemName.Length());
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|
#endif
|
|
|
|
// Prepare instance data
|
|
instance.Sync(particleSystem);
|
|
|
|
bool updateBounds = false;
|
|
bool updateGpu = false;
|
|
|
|
// Simulation delta time can be based on a time since last update or the current delta time
|
|
bool useTimeScale = effect->UseTimeScale;
|
|
#if USE_EDITOR
|
|
if (!Editor::IsPlayMode)
|
|
useTimeScale = false;
|
|
#endif
|
|
float dt = useTimeScale ? DeltaTime : UnscaledDeltaTime;
|
|
float t = useTimeScale ? Time : UnscaledTime;
|
|
const float lastUpdateTime = instance.LastUpdateTime;
|
|
if (lastUpdateTime > 0 && t > lastUpdateTime)
|
|
{
|
|
dt = t - lastUpdateTime;
|
|
}
|
|
else if (lastUpdateTime < 0)
|
|
{
|
|
// Update bounds after first system update
|
|
updateBounds = true;
|
|
}
|
|
// TODO: if using fixed timestep quantize the dt and accumulate remaining part for the next update?
|
|
//if (dt <= 1.0f / 240.0f)
|
|
// return;
|
|
dt *= effect->SimulationSpeed;
|
|
instance.Time += dt;
|
|
const float fps = particleSystem->FramesPerSecond;
|
|
const float duration = (float)particleSystem->DurationFrames / fps;
|
|
if (instance.Time > duration)
|
|
{
|
|
if (effect->IsLooping)
|
|
{
|
|
// Loop
|
|
// TODO: accumulate (duration - instance.Time) into next update dt
|
|
instance.Time = 0;
|
|
for (int32 j = 0; j < instance.Emitters.Count(); j++)
|
|
{
|
|
auto& e = instance.Emitters[j];
|
|
e.Time = 0;
|
|
for (auto& s : e.SpawnModulesData)
|
|
{
|
|
s.NextSpawnTime = 0.0f;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// End
|
|
instance.Time = duration;
|
|
for (auto& emitterInstance : instance.Emitters)
|
|
{
|
|
if (emitterInstance.Buffer)
|
|
{
|
|
Particles::RecycleParticleBuffer(emitterInstance.Buffer);
|
|
emitterInstance.Buffer = nullptr;
|
|
}
|
|
}
|
|
// Stop playing effect.
|
|
effect->Stop();
|
|
return;
|
|
}
|
|
}
|
|
instance.LastUpdateTime = t;
|
|
|
|
// Update all emitter tracks
|
|
for (int32 j = 0; j < particleSystem->Tracks.Count(); j++)
|
|
{
|
|
const auto& track = particleSystem->Tracks[j];
|
|
if (track.Type != ParticleSystem::Track::Types::Emitter || track.Disabled)
|
|
continue;
|
|
auto emitter = particleSystem->Emitters[track.AsEmitter.Index].Get();
|
|
auto& data = instance.Emitters[track.AsEmitter.Index];
|
|
ASSERT(emitter && emitter->IsLoaded());
|
|
if (emitter->Capacity == 0 || emitter->Graph.Layout.Size == 0)
|
|
continue;
|
|
PROFILE_CPU_ASSET(emitter);
|
|
|
|
// Calculate new time position
|
|
const float startTime = (float)track.AsEmitter.StartFrame / fps;
|
|
const float durationTime = (float)track.AsEmitter.DurationFrames / fps;
|
|
const bool canSpawn = startTime <= instance.Time && instance.Time <= startTime + durationTime;
|
|
|
|
// Update instance data
|
|
data.Sync(effect->Instance, particleSystem, track.AsEmitter.Index);
|
|
if (!data.Buffer)
|
|
{
|
|
data.Buffer = Particles::AcquireParticleBuffer(emitter);
|
|
}
|
|
data.Time += dt;
|
|
|
|
// Update particles simulation
|
|
switch (emitter->SimulationMode)
|
|
{
|
|
case ParticlesSimulationMode::CPU:
|
|
emitter->GraphExecutorCPU.Update(emitter, effect, data, dt, canSpawn);
|
|
updateBounds |= emitter->UseAutoBounds;
|
|
break;
|
|
#if COMPILE_WITH_GPU_PARTICLES
|
|
case ParticlesSimulationMode::GPU:
|
|
emitter->GPU.Update(emitter, effect, data, dt, canSpawn);
|
|
updateGpu = true;
|
|
break;
|
|
#endif
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
|
|
// Update bounds if any of the emitters uses auto-bounds
|
|
if (updateBounds)
|
|
{
|
|
effect->UpdateBounds();
|
|
}
|
|
|
|
#if COMPILE_WITH_GPU_PARTICLES
|
|
// Register for GPU update
|
|
if (updateGpu)
|
|
{
|
|
ScopeLock lock(GpuUpdateListLocker);
|
|
GpuUpdateList.Add(effect);
|
|
}
|
|
#endif
|
|
}
|
|
|
|
void ParticlesSystem::Execute(TaskGraph* graph)
|
|
{
|
|
if (UpdateList.Count() == 0)
|
|
return;
|
|
Active = true;
|
|
|
|
// Ensure no particle assets can be reloaded/modified during async update
|
|
Particles::SystemLocker.Begin(false);
|
|
|
|
// Setup data for async update
|
|
const auto& tickData = Time::Update;
|
|
DeltaTime = tickData.DeltaTime.GetTotalSeconds();
|
|
UnscaledDeltaTime = tickData.UnscaledDeltaTime.GetTotalSeconds();
|
|
Time = tickData.Time.GetTotalSeconds();
|
|
UnscaledTime = tickData.UnscaledTime.GetTotalSeconds();
|
|
|
|
// Schedule work to update all particles in async
|
|
Function<void(int32)> job;
|
|
job.Bind<ParticlesSystem, &ParticlesSystem::Job>(this);
|
|
graph->DispatchJob(job, UpdateList.Count());
|
|
}
|
|
|
|
void ParticlesSystem::PostExecute(TaskGraph* graph)
|
|
{
|
|
if (!Active)
|
|
return;
|
|
PROFILE_CPU_NAMED("Particles.PostExecute");
|
|
PROFILE_MEM(Particles);
|
|
|
|
// Cleanup
|
|
Particles::SystemLocker.End(false);
|
|
Active = false;
|
|
UpdateList.Clear();
|
|
|
|
#if COMPILE_WITH_GPU_PARTICLES
|
|
// Create GPU render task if missing but required
|
|
if (GpuUpdateList.HasItems() && !GpuRenderTask)
|
|
{
|
|
GpuRenderTask = New<RenderTask>();
|
|
GpuRenderTask->Order = -10000000;
|
|
GpuRenderTask->Render.Bind(UpdateGPU);
|
|
ScopeLock lock(RenderTask::TasksLocker);
|
|
RenderTask::Tasks.Add(GpuRenderTask);
|
|
}
|
|
else if (GpuRenderTask)
|
|
{
|
|
ScopeLock lock(RenderTask::TasksLocker);
|
|
GpuRenderTask->Enabled = GpuUpdateList.HasItems();
|
|
}
|
|
#endif
|
|
|
|
// Recycle buffers
|
|
const auto timeSeconds = Platform::GetTimeSeconds();
|
|
PoolLocker.Lock();
|
|
for (auto i = Pool.Begin(); i.IsNotEnd(); ++i)
|
|
{
|
|
auto& entries = i->Value;
|
|
for (int32 j = 0; j < entries.Count(); j++)
|
|
{
|
|
auto& e = entries[j];
|
|
if (timeSeconds - e.LastTimeUsed >= Particles::ParticleBufferRecycleTimeout)
|
|
{
|
|
Delete(e.Buffer);
|
|
entries.RemoveAt(j--);
|
|
}
|
|
}
|
|
|
|
if (entries.IsEmpty())
|
|
Pool.Remove(i);
|
|
}
|
|
PoolLocker.Unlock();
|
|
}
|