Files
FlaxEngine/Source/Engine/Particles/ParticlesData.cpp

228 lines
6.4 KiB
C++

// Copyright (c) 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"
#include "Engine/Profiler/ProfilerMemory.h"
int32 ParticleAttribute::GetSize() const
{
switch (ValueType)
{
case ValueTypes::Float2:
return 8;
case ValueTypes::Float3:
return 12;
case ValueTypes::Float4:
return 16;
case ValueTypes::Float:
case ValueTypes::Int:
case ValueTypes::Uint:
return 4;
default:
return 0;
}
}
void ParticleLayout::Clear()
{
Size = 0;
Attributes.Clear();
}
void ParticleLayout::UpdateLayout()
{
Size = 0;
for (int32 i = 0; i < Attributes.Count(); i++)
{
Attributes[i].Offset = Size;
Size += Attributes[i].GetSize();
}
}
int32 ParticleLayout::FindAttribute(const StringView& name) const
{
for (int32 i = 0; i < Attributes.Count(); i++)
{
if (name == Attributes[i].Name)
return i;
}
return -1;
}
int32 ParticleLayout::FindAttribute(const StringView& name, ParticleAttribute::ValueTypes valueType) const
{
for (int32 i = 0; i < Attributes.Count(); i++)
{
if (Attributes[i].ValueType == valueType && name == Attributes[i].Name)
return i;
}
return -1;
}
int32 ParticleLayout::FindAttributeOffset(const StringView& name, int32 fallbackValue) const
{
for (int32 i = 0; i < Attributes.Count(); i++)
{
if (name == Attributes[i].Name)
return Attributes[i].Offset;
}
return fallbackValue;
}
int32 ParticleLayout::FindAttributeOffset(const StringView& name, ParticleAttribute::ValueTypes valueType, int32 fallbackValue) const
{
for (int32 i = 0; i < Attributes.Count(); i++)
{
if (Attributes[i].ValueType == valueType && name == Attributes[i].Name)
return Attributes[i].Offset;
}
return fallbackValue;
}
int32 ParticleLayout::AddAttribute(const StringView& name, ParticleAttribute::ValueTypes valueType)
{
auto& a = Attributes.AddOne();
a.Name = String(*name, name.Length());
a.ValueType = valueType;
return Attributes.Count() - 1;
}
ParticleBuffer::ParticleBuffer()
{
}
ParticleBuffer::~ParticleBuffer()
{
SAFE_DELETE_GPU_RESOURCE(GPU.Buffer);
SAFE_DELETE_GPU_RESOURCE(GPU.BufferSecondary);
SAFE_DELETE_GPU_RESOURCE(GPU.SortingKeys);
SAFE_DELETE_GPU_RESOURCE(GPU.SortedIndices);
SAFE_DELETE(GPU.RibbonIndexBufferDynamic);
SAFE_DELETE(GPU.RibbonVertexBufferDynamic);
}
bool ParticleBuffer::Init(ParticleEmitter* emitter)
{
PROFILE_MEM(Particles);
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.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.SortingKeys == nullptr);
if (Emitter->Graph.SortModules.IsEmpty())
return false;
const int32 sortedIndicesCount = Capacity * Emitter->Graph.SortModules.Count();
uint32 indexSize = sizeof(uint32);
PixelFormat indexFormat = PixelFormat::R32_UInt;
if (Capacity <= MAX_uint16)
{
// 16-bit indices
indexSize = sizeof(uint16);
indexFormat = PixelFormat::R16_UInt;
}
switch (Mode)
{
case ParticlesSimulationMode::CPU:
{
GPU.SortedIndices = GPUDevice::Instance->CreateBuffer(TEXT("ParticleSortedIndices"));
if (GPU.SortedIndices->Init(GPUBufferDescription::Buffer(sortedIndicesCount * indexSize, GPUBufferFlags::ShaderResource, indexFormat, nullptr, indexSize, GPUResourceUsage::Dynamic)))
return true;
break;
}
#if COMPILE_WITH_GPU_PARTICLES
case ParticlesSimulationMode::GPU:
{
GPU.SortingKeys = GPUDevice::Instance->CreateBuffer(TEXT("ParticleSortingKeys"));
if (GPU.SortingKeys->Init(GPUBufferDescription::Buffer(sortedIndicesCount * sizeof(float), GPUBufferFlags::ShaderResource | GPUBufferFlags::UnorderedAccess, PixelFormat::R32_Float, nullptr, sizeof(float))))
return true;
GPU.SortedIndices = GPUDevice::Instance->CreateBuffer(TEXT("ParticleSortedIndices"));
if (GPU.SortedIndices->Init(GPUBufferDescription::Buffer(sortedIndicesCount * indexSize, GPUBufferFlags::ShaderResource | GPUBufferFlags::UnorderedAccess, indexFormat, nullptr, indexSize)))
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;
}
}