1 | //************************************ bs::framework - Copyright 2018 Marko Pintera **************************************// |
2 | //*********** Licensed under the MIT license. See LICENSE.md for full terms. This notice is not to be removed. ***********// |
3 | #include "BsRendererParticles.h" |
4 | #include "Particles/BsParticleManager.h" |
5 | #include "Renderer/BsRendererUtility.h" |
6 | #include "RenderAPI/BsGpuBuffer.h" |
7 | #include "RenderAPI/BsVertexBuffer.h" |
8 | #include "Mesh/BsMeshData.h" |
9 | #include "Mesh/BsMesh.h" |
10 | #include "RenderAPI/BsVertexDataDesc.h" |
11 | #include "Shading/BsGpuParticleSimulation.h" |
12 | #include "Material/BsGpuParamsSet.h" |
13 | #include "BsRendererView.h" |
14 | #include "Mesh/BsMeshUtility.h" |
15 | |
16 | namespace bs { namespace ct |
17 | { |
18 | template<bool LOCK_Y, bool GPU, bool IS_3D, ParticleForwardLightingType FWD> |
19 | const ShaderVariation& _getParticleShaderVariation(ParticleOrientation orient) |
20 | { |
21 | switch (orient) |
22 | { |
23 | default: |
24 | case ParticleOrientation::ViewPlane: |
25 | return getParticleShaderVariation<ParticleOrientation::ViewPlane, LOCK_Y, GPU, IS_3D, FWD>(); |
26 | case ParticleOrientation::ViewPosition: |
27 | return getParticleShaderVariation<ParticleOrientation::ViewPosition, LOCK_Y, GPU, IS_3D, FWD>(); |
28 | case ParticleOrientation::Plane: |
29 | return getParticleShaderVariation<ParticleOrientation::Plane, LOCK_Y, GPU, IS_3D, FWD>(); |
30 | } |
31 | } |
32 | |
33 | template<bool GPU, bool IS_3D, ParticleForwardLightingType FWD> |
34 | const ShaderVariation& _getParticleShaderVariation(ParticleOrientation orient, bool lockY) |
35 | { |
36 | if (lockY) |
37 | return _getParticleShaderVariation<true, GPU, IS_3D, FWD>(orient); |
38 | |
39 | return _getParticleShaderVariation<false, GPU, IS_3D, FWD>(orient); |
40 | } |
41 | |
42 | template<bool IS_3D, ParticleForwardLightingType FWD> |
43 | const ShaderVariation& _getParticleShaderVariation(ParticleOrientation orient, bool lockY, bool gpu) |
44 | { |
45 | if(gpu) |
46 | return _getParticleShaderVariation<true, IS_3D, FWD>(orient, lockY); |
47 | |
48 | return _getParticleShaderVariation<false, IS_3D, FWD>(orient, lockY); |
49 | } |
50 | |
51 | template<ParticleForwardLightingType FWD> |
52 | const ShaderVariation& _getParticleShaderVariation(ParticleOrientation orient, bool lockY, bool gpu, bool is3D) |
53 | { |
54 | if(is3D) |
55 | return _getParticleShaderVariation<true, FWD>(orient, lockY, gpu); |
56 | |
57 | return _getParticleShaderVariation<false, FWD>(orient, lockY, gpu); |
58 | } |
59 | |
60 | const ShaderVariation& getParticleShaderVariation(ParticleOrientation orient, bool lockY, bool gpu, |
61 | bool is3D, ParticleForwardLightingType forwardLighting) |
62 | { |
63 | switch(forwardLighting) |
64 | { |
65 | default: |
66 | case ParticleForwardLightingType::None: |
67 | return _getParticleShaderVariation<ParticleForwardLightingType::None>(orient, lockY, gpu, is3D); |
68 | case ParticleForwardLightingType::Clustered: |
69 | return _getParticleShaderVariation<ParticleForwardLightingType::Clustered>(orient, lockY, gpu, is3D); |
70 | case ParticleForwardLightingType::Standard: |
71 | return _getParticleShaderVariation<ParticleForwardLightingType::Standard>(orient, lockY, gpu, is3D); |
72 | } |
73 | } |
74 | |
75 | ParticlesParamDef gParticlesParamDef; |
76 | GpuParticlesParamDef gGpuParticlesParamDef; |
77 | |
78 | void writeIndices(GpuBuffer* buffer, const Vector<UINT32>& input, UINT32 texSize) |
79 | { |
80 | const auto numParticles = (UINT32)input.size(); |
81 | if (numParticles == 0) |
82 | return; |
83 | |
84 | auto* const indices = (UINT32*)buffer->lock(GBL_WRITE_ONLY_DISCARD); |
85 | |
86 | UINT32 idx = 0; |
87 | for(auto& entry : input) |
88 | { |
89 | const UINT32 x = entry % texSize; |
90 | const UINT32 y = entry / texSize; |
91 | |
92 | indices[idx++] = (x & 0xFFFF) | (y << 16); |
93 | } |
94 | |
95 | buffer->unlock(); |
96 | } |
97 | |
98 | void ParticlesRenderElement::draw() const |
99 | { |
100 | if (numParticles > 0) |
101 | { |
102 | if (is3D) |
103 | gRendererUtility().draw(mesh, numParticles); |
104 | else |
105 | ParticleRenderer::instance().drawBillboards(numParticles); |
106 | } |
107 | } |
108 | |
109 | void RendererParticles::bindCPUSimulatedInputs(const ParticleRenderData* renderData, const RendererView& view) const |
110 | { |
111 | ParticleTexturePool& particlesTexPool = ParticleRenderer::instance().getTexturePool(); |
112 | |
113 | const ParticleSystemSettings& settings = particleSystem->getSettings(); |
114 | UINT32 texSize; |
115 | switch (settings.renderMode) |
116 | { |
117 | default: |
118 | case ParticleRenderMode::Billboard: |
119 | { |
120 | const auto billboardRenderData = static_cast<const ParticleBillboardRenderData*>(renderData); |
121 | const ParticleBillboardTextures* textures = particlesTexPool.alloc(*billboardRenderData); |
122 | |
123 | renderElement.paramsCPUBillboard.positionAndRotTexture.set(textures->positionAndRotation); |
124 | renderElement.paramsCPUBillboard.colorTexture.set(textures->color); |
125 | renderElement.paramsCPUBillboard.sizeAndFrameIdxTexture.set(textures->sizeAndFrameIdx); |
126 | |
127 | renderElement.indicesBuffer.set(textures->indices); |
128 | texSize = textures->positionAndRotation->getProperties().getWidth(); |
129 | } |
130 | break; |
131 | case ParticleRenderMode::Mesh: |
132 | { |
133 | const auto meshRenderData = static_cast<const ParticleMeshRenderData*>(renderData); |
134 | const ParticleMeshTextures* textures = particlesTexPool.alloc(*meshRenderData); |
135 | |
136 | renderElement.paramsCPUMesh.positionTexture.set(textures->position); |
137 | renderElement.paramsCPUMesh.colorTexture.set(textures->color); |
138 | renderElement.paramsCPUMesh.rotationTexture.set(textures->rotation); |
139 | renderElement.paramsCPUMesh.sizeTexture.set(textures->size); |
140 | |
141 | renderElement.indicesBuffer.set(textures->indices); |
142 | texSize = textures->position->getProperties().getWidth(); |
143 | } |
144 | break; |
145 | } |
146 | |
147 | renderElement.numParticles = renderData->numParticles; |
148 | |
149 | gParticlesParamDef.gTexSize.set(particlesParamBuffer, texSize); |
150 | gParticlesParamDef.gBufferOffset.set(particlesParamBuffer, 0); |
151 | |
152 | SPtr<GpuParams> gpuParams = renderElement.params->getGpuParams(); |
153 | for (UINT32 j = 0; j < GPT_COUNT; j++) |
154 | { |
155 | const GpuParamBinding& binding = renderElement.perCameraBindings[j]; |
156 | if (binding.slot != (UINT32)-1) |
157 | gpuParams->setParamBlockBuffer(binding.set, binding.slot, view.getPerViewBuffer()); |
158 | } |
159 | } |
160 | |
161 | void RendererParticles::bindGPUSimulatedInputs(const GpuParticleResources& gpuSimResources, const RendererView& view) const |
162 | { |
163 | const GpuParticleStateTextures& gpuSimStateTextures = gpuSimResources.getCurrentState(); |
164 | const GpuParticleStaticTextures& gpuSimStaticTextures = gpuSimResources.getStaticTextures(); |
165 | const GpuParticleCurves& gpuCurves = gpuSimResources.getCurveTexture(); |
166 | const SPtr<GpuBuffer>& sortedIndices = gpuSimResources.getSortedIndices(); |
167 | |
168 | renderElement.paramsGPU.positionTimeTexture.set(gpuSimStateTextures.positionAndTimeTex); |
169 | renderElement.paramsGPU.sizeRotationTexture.set(gpuSimStaticTextures.sizeAndRotationTex); |
170 | renderElement.paramsGPU.curvesTexture.set(gpuCurves.getTexture()); |
171 | renderElement.numParticles = gpuParticleSystem->getNumTiles() * GpuParticleResources::PARTICLES_PER_TILE; |
172 | |
173 | if (gpuParticleSystem->hasSortInfo()) |
174 | { |
175 | renderElement.indicesBuffer.set(sortedIndices); |
176 | gParticlesParamDef.gBufferOffset.set(particlesParamBuffer, |
177 | gpuParticleSystem->getSortOffset()); |
178 | } |
179 | else |
180 | { |
181 | renderElement.indicesBuffer.set(gpuParticleSystem->getParticleIndices()); |
182 | gParticlesParamDef.gBufferOffset.set(particlesParamBuffer, 0); |
183 | } |
184 | |
185 | const UINT32 texSize = GpuParticleResources::TEX_SIZE; |
186 | gParticlesParamDef.gTexSize.set(particlesParamBuffer, texSize); |
187 | |
188 | SPtr<GpuParams> gpuParams = renderElement.params->getGpuParams(); |
189 | for (UINT32 j = 0; j < GPT_COUNT; j++) |
190 | { |
191 | const GpuParamBinding& binding = renderElement.perCameraBindings[j]; |
192 | if (binding.slot != (UINT32)-1) |
193 | gpuParams->setParamBlockBuffer(binding.set, binding.slot, view.getPerViewBuffer()); |
194 | } |
195 | } |
196 | |
197 | ParticleTexturePool::~ParticleTexturePool() |
198 | { |
199 | for (auto& sizeEntry : mBillboardBufferList) |
200 | { |
201 | for (auto& entry : sizeEntry.second.buffers) |
202 | mBillboardAlloc.destruct(entry); |
203 | } |
204 | |
205 | for (auto& sizeEntry : mMeshBufferList) |
206 | { |
207 | for (auto& entry : sizeEntry.second.buffers) |
208 | mMeshAlloc.destruct(entry); |
209 | } |
210 | } |
211 | |
212 | const ParticleBillboardTextures* ParticleTexturePool::alloc(const ParticleBillboardRenderData& simulationData) |
213 | { |
214 | const UINT32 size = simulationData.color.getWidth(); |
215 | |
216 | const ParticleBillboardTextures* output = nullptr; |
217 | BillboardBuffersPerSize& buffers = mBillboardBufferList[size]; |
218 | if (buffers.nextFreeIdx < (UINT32)buffers.buffers.size()) |
219 | { |
220 | output = buffers.buffers[buffers.nextFreeIdx]; |
221 | buffers.nextFreeIdx++; |
222 | } |
223 | |
224 | if (!output) |
225 | { |
226 | output = createNewBillboardTextures(size); |
227 | buffers.nextFreeIdx++; |
228 | } |
229 | |
230 | // Populate texture contents |
231 | // Note: Perhaps instead of using write-discard here, we should track which frame has finished rendering and then |
232 | // just use no-overwrite? write-discard will very likely allocate memory under the hood. |
233 | output->positionAndRotation->writeData(simulationData.positionAndRotation, 0, 0, true); |
234 | output->color->writeData(simulationData.color, 0, 0, true); |
235 | output->sizeAndFrameIdx->writeData(simulationData.sizeAndFrameIdx, 0, 0, true); |
236 | |
237 | writeIndices(output->indices.get(), simulationData.indices, size); |
238 | return output; |
239 | } |
240 | |
241 | const ParticleMeshTextures* ParticleTexturePool::alloc(const ParticleMeshRenderData& simulationData) |
242 | { |
243 | const UINT32 size = simulationData.color.getWidth(); |
244 | |
245 | const ParticleMeshTextures* output = nullptr; |
246 | MeshBuffersPerSize& buffers = mMeshBufferList[size]; |
247 | if (buffers.nextFreeIdx < (UINT32)buffers.buffers.size()) |
248 | { |
249 | output = buffers.buffers[buffers.nextFreeIdx]; |
250 | buffers.nextFreeIdx++; |
251 | } |
252 | |
253 | if (!output) |
254 | { |
255 | output = createNewMeshTextures(size); |
256 | buffers.nextFreeIdx++; |
257 | } |
258 | |
259 | // Populate texture contents |
260 | // Note: Perhaps instead of using write-discard here, we should track which frame has finished rendering and then |
261 | // just use no-overwrite? write-discard will very likely allocate memory under the hood. |
262 | output->position->writeData(simulationData.position, 0, 0, true); |
263 | output->color->writeData(simulationData.color, 0, 0, true); |
264 | output->size->writeData(simulationData.size, 0, 0, true); |
265 | output->rotation->writeData(simulationData.rotation, 0, 0, true); |
266 | |
267 | writeIndices(output->indices.get(), simulationData.indices, size); |
268 | return output; |
269 | } |
270 | |
271 | void ParticleTexturePool::clear() |
272 | { |
273 | for(auto& buffers : mBillboardBufferList) |
274 | buffers.second.nextFreeIdx = 0; |
275 | |
276 | for(auto& buffers : mMeshBufferList) |
277 | buffers.second.nextFreeIdx = 0; |
278 | } |
279 | |
280 | ParticleBillboardTextures* ParticleTexturePool::createNewBillboardTextures(UINT32 size) |
281 | { |
282 | ParticleBillboardTextures* output = mBillboardAlloc.construct<ParticleBillboardTextures>(); |
283 | |
284 | TEXTURE_DESC texDesc; |
285 | texDesc.type = TEX_TYPE_2D; |
286 | texDesc.width = size; |
287 | texDesc.height = size; |
288 | texDesc.usage = TU_DYNAMIC; |
289 | |
290 | texDesc.format = PF_RGBA32F; |
291 | output->positionAndRotation = Texture::create(texDesc); |
292 | |
293 | texDesc.format = PF_RGBA8; |
294 | output->color = Texture::create(texDesc); |
295 | |
296 | texDesc.format = PF_RGBA16F; |
297 | output->sizeAndFrameIdx = Texture::create(texDesc); |
298 | |
299 | GPU_BUFFER_DESC bufferDesc; |
300 | bufferDesc.type = GBT_STANDARD; |
301 | bufferDesc.elementCount = size * size; |
302 | bufferDesc.format = BF_16X2U; |
303 | |
304 | output->indices = GpuBuffer::create(bufferDesc); |
305 | |
306 | mBillboardBufferList[size].buffers.push_back(output); |
307 | return output; |
308 | } |
309 | |
310 | ParticleMeshTextures* ParticleTexturePool::createNewMeshTextures(UINT32 size) |
311 | { |
312 | ParticleMeshTextures* output = mMeshAlloc.construct<ParticleMeshTextures>(); |
313 | |
314 | TEXTURE_DESC texDesc; |
315 | texDesc.type = TEX_TYPE_2D; |
316 | texDesc.width = size; |
317 | texDesc.height = size; |
318 | texDesc.usage = TU_DYNAMIC; |
319 | |
320 | texDesc.format = PF_RGBA32F; |
321 | output->position = Texture::create(texDesc); |
322 | |
323 | texDesc.format = PF_RGBA8; |
324 | output->color = Texture::create(texDesc); |
325 | |
326 | texDesc.format = PF_RGBA16F; |
327 | output->size = Texture::create(texDesc); |
328 | |
329 | texDesc.format = PF_RGBA16F; |
330 | output->rotation = Texture::create(texDesc); |
331 | |
332 | GPU_BUFFER_DESC bufferDesc; |
333 | bufferDesc.type = GBT_STANDARD; |
334 | bufferDesc.elementCount = size * size; |
335 | bufferDesc.format = BF_16X2U; |
336 | |
337 | output->indices = GpuBuffer::create(bufferDesc); |
338 | |
339 | mMeshBufferList[size].buffers.push_back(output); |
340 | return output; |
341 | } |
342 | struct ParticleRenderer::Members |
343 | { |
344 | SPtr<VertexBuffer> billboardVB; |
345 | SPtr<VertexDeclaration> billboardVD; |
346 | }; |
347 | |
348 | ParticleRenderer::ParticleRenderer() |
349 | :m(bs_new<Members>()) |
350 | { |
351 | SPtr<VertexDataDesc> vertexDesc = bs_shared_ptr_new<VertexDataDesc>(); |
352 | vertexDesc->addVertElem(VET_FLOAT3, VES_POSITION); |
353 | vertexDesc->addVertElem(VET_FLOAT2, VES_TEXCOORD); |
354 | vertexDesc->addVertElem(VET_UBYTE4_NORM, VES_NORMAL); |
355 | vertexDesc->addVertElem(VET_UBYTE4_NORM, VES_TANGENT); |
356 | |
357 | m->billboardVD = VertexDeclaration::create(vertexDesc); |
358 | |
359 | VERTEX_BUFFER_DESC vbDesc; |
360 | vbDesc.numVerts = 4; |
361 | vbDesc.vertexSize = m->billboardVD->getProperties().getVertexSize(0); |
362 | m->billboardVB = VertexBuffer::create(vbDesc); |
363 | |
364 | MeshData meshData(4, 0, vertexDesc); |
365 | auto vecIter = meshData.getVec3DataIter(VES_POSITION); |
366 | vecIter.addValue(Vector3(-0.5f, -0.5f, 0.0f)); |
367 | vecIter.addValue(Vector3(-0.5f, 0.5f, 0.0f)); |
368 | vecIter.addValue(Vector3(0.5f, -0.5f, 0.0f)); |
369 | vecIter.addValue(Vector3(0.5f, 0.5f, 0.0f)); |
370 | |
371 | auto uvIter = meshData.getVec2DataIter(VES_TEXCOORD); |
372 | uvIter.addValue(Vector2(0.0f, 1.0f)); |
373 | uvIter.addValue(Vector2(0.0f, 0.0f)); |
374 | uvIter.addValue(Vector2(1.0f, 1.0f)); |
375 | uvIter.addValue(Vector2(1.0f, 0.0f)); |
376 | |
377 | UINT32 stride = meshData.getVertexDesc()->getVertexStride(0); |
378 | |
379 | Vector3 normal = Vector3::UNIT_Y; |
380 | Vector4 tangent(1.0f, 0.0f, 0.0f, 1.0f); |
381 | |
382 | UINT8* normalDst = meshData.getElementData(VES_NORMAL); |
383 | for(UINT32 i = 0; i < 4; i++) |
384 | { |
385 | MeshUtility::packNormals(&normal, normalDst, 1, sizeof(Vector3), stride); |
386 | normalDst += stride; |
387 | } |
388 | |
389 | UINT8* tangentDst = meshData.getElementData(VES_TANGENT); |
390 | for(UINT32 i = 0; i < 4; i++) |
391 | { |
392 | MeshUtility::packNormals(&tangent, tangentDst, 1, sizeof(Vector4), stride); |
393 | tangentDst += stride; |
394 | } |
395 | |
396 | m->billboardVB->writeData(0, meshData.getStreamSize(0), meshData.getStreamData(0), BWT_DISCARD); |
397 | } |
398 | |
399 | ParticleRenderer::~ParticleRenderer() |
400 | { |
401 | bs_delete(m); |
402 | } |
403 | |
404 | void ParticleRenderer::drawBillboards(UINT32 count) |
405 | { |
406 | SPtr<VertexBuffer> vertexBuffers[] = { m->billboardVB }; |
407 | |
408 | RenderAPI& rapi = RenderAPI::instance(); |
409 | rapi.setVertexDeclaration(m->billboardVD); |
410 | rapi.setVertexBuffers(0, vertexBuffers, 1); |
411 | rapi.setDrawOperation(DOT_TRIANGLE_STRIP); |
412 | rapi.draw(0, 4, count); |
413 | } |
414 | |
415 | void ParticleRenderer::sortByDistance(const Vector3& refPoint, const PixelData& positions, UINT32 numParticles, |
416 | UINT32 stride, Vector<UINT32>& indices) |
417 | { |
418 | struct ParticleSortData |
419 | { |
420 | ParticleSortData(float key, UINT32 idx) |
421 | :key(key), idx(idx) |
422 | { } |
423 | |
424 | float key; |
425 | UINT32 idx; |
426 | }; |
427 | |
428 | const UINT32 size = positions.getWidth(); |
429 | UINT8* positionPtr = positions.getData(); |
430 | |
431 | bs_frame_mark(); |
432 | { |
433 | FrameVector<ParticleSortData> sortData; |
434 | sortData.reserve(numParticles); |
435 | |
436 | UINT32 x = 0; |
437 | for (UINT32 i = 0; i < numParticles; i++) |
438 | { |
439 | const Vector3& position = *(Vector3*)positionPtr; |
440 | |
441 | float distance = refPoint.squaredDistance(position); |
442 | sortData.emplace_back(distance, i); |
443 | |
444 | positionPtr += sizeof(float) * stride; |
445 | x++; |
446 | |
447 | if (x >= size) |
448 | { |
449 | x = 0; |
450 | positionPtr += positions.getRowSkip(); |
451 | } |
452 | } |
453 | |
454 | std::sort(sortData.begin(), sortData.end(), |
455 | [](const ParticleSortData& lhs, const ParticleSortData& rhs) |
456 | { |
457 | return rhs.key < lhs.key; |
458 | }); |
459 | |
460 | for (UINT32 i = 0; i < numParticles; i++) |
461 | indices[i] = sortData[i].idx; |
462 | } |
463 | bs_frame_clear(); |
464 | } |
465 | |
466 | }} |
467 | |