godot/scene/resources/particles_material.h
Tom Coxon dbe757102c Prevent shaders from generating code before the constructor finishes.
Fixes #43733: "creating SpatialMaterial in a separate thread creates invalid
shaders (temporarily)."

The bug occurred because various setters called in materials' constructors add
materials to queues that are processed on the main thread. This means that
when the materials are created in another thread, they can be processed on the
main thread before the constructor has finished.

The fix adds a flag to affected materials that prevents them from being added
to the queue until their constructors have finished initialising all the
members.
2021-09-21 11:51:39 +01:00

380 lines
12 KiB
C++

/*************************************************************************/
/* particles_material.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#include "core/templates/rid.h"
#include "scene/resources/material.h"
#ifndef PARTICLES_MATERIAL_H
#define PARTICLES_MATERIAL_H
/*
TODO:
-Path following
-Emitter positions deformable by bones
-Proper trails
*/
class ParticlesMaterial : public Material {
GDCLASS(ParticlesMaterial, Material);
public:
enum Parameter {
PARAM_INITIAL_LINEAR_VELOCITY,
PARAM_ANGULAR_VELOCITY,
PARAM_ORBIT_VELOCITY,
PARAM_LINEAR_ACCEL,
PARAM_RADIAL_ACCEL,
PARAM_TANGENTIAL_ACCEL,
PARAM_DAMPING,
PARAM_ANGLE,
PARAM_SCALE,
PARAM_HUE_VARIATION,
PARAM_ANIM_SPEED,
PARAM_ANIM_OFFSET,
PARAM_MAX
};
// When extending, make sure not to overflow the size of the MaterialKey below.
enum ParticleFlags {
PARTICLE_FLAG_ALIGN_Y_TO_VELOCITY,
PARTICLE_FLAG_ROTATE_Y,
PARTICLE_FLAG_DISABLE_Z,
PARTICLE_FLAG_MAX
};
// When extending, make sure not to overflow the size of the MaterialKey below.
enum EmissionShape {
EMISSION_SHAPE_POINT,
EMISSION_SHAPE_SPHERE,
EMISSION_SHAPE_BOX,
EMISSION_SHAPE_POINTS,
EMISSION_SHAPE_DIRECTED_POINTS,
EMISSION_SHAPE_RING,
EMISSION_SHAPE_MAX
};
// When extending, make sure not to overflow the size of the MaterialKey below.
enum SubEmitterMode {
SUB_EMITTER_DISABLED,
SUB_EMITTER_CONSTANT,
SUB_EMITTER_AT_END,
SUB_EMITTER_AT_COLLISION,
SUB_EMITTER_MAX
};
private:
union MaterialKey {
// The bit size of the struct must be kept below or equal to 32 bits.
// Consider this when extending ParticleFlags, EmissionShape, or SubEmitterMode.
struct {
uint32_t texture_mask : 16;
uint32_t texture_color : 1;
uint32_t particle_flags : 4;
uint32_t emission_shape : 3;
uint32_t invalid_key : 1;
uint32_t has_emission_color : 1;
uint32_t sub_emitter : 2;
uint32_t attractor_enabled : 1;
uint32_t collision_enabled : 1;
uint32_t collision_scale : 1;
};
uint32_t key = 0;
bool operator<(const MaterialKey &p_key) const {
return key < p_key.key;
}
};
struct ShaderData {
RID shader;
int users = 0;
};
static Map<MaterialKey, ShaderData> shader_map;
MaterialKey current_key;
_FORCE_INLINE_ MaterialKey _compute_key() const {
MaterialKey mk;
mk.key = 0;
for (int i = 0; i < PARAM_MAX; i++) {
if (tex_parameters[i].is_valid()) {
mk.texture_mask |= (1 << i);
}
}
for (int i = 0; i < PARTICLE_FLAG_MAX; i++) {
if (particle_flags[i]) {
mk.particle_flags |= (1 << i);
}
}
mk.texture_color = color_ramp.is_valid() ? 1 : 0;
mk.emission_shape = emission_shape;
mk.has_emission_color = emission_shape >= EMISSION_SHAPE_POINTS && emission_color_texture.is_valid();
mk.sub_emitter = sub_emitter_mode;
mk.collision_enabled = collision_enabled;
mk.attractor_enabled = attractor_interaction_enabled;
mk.collision_scale = collision_scale;
return mk;
}
static Mutex material_mutex;
static SelfList<ParticlesMaterial>::List *dirty_materials;
struct ShaderNames {
StringName direction;
StringName spread;
StringName flatness;
StringName initial_linear_velocity_min;
StringName initial_angle_min;
StringName angular_velocity_min;
StringName orbit_velocity_min;
StringName linear_accel_min;
StringName radial_accel_min;
StringName tangent_accel_min;
StringName damping_min;
StringName scale_min;
StringName hue_variation_min;
StringName anim_speed_min;
StringName anim_offset_min;
StringName initial_linear_velocity_max;
StringName initial_angle_max;
StringName angular_velocity_max;
StringName orbit_velocity_max;
StringName linear_accel_max;
StringName radial_accel_max;
StringName tangent_accel_max;
StringName damping_max;
StringName scale_max;
StringName hue_variation_max;
StringName anim_speed_max;
StringName anim_offset_max;
StringName angle_texture;
StringName angular_velocity_texture;
StringName orbit_velocity_texture;
StringName linear_accel_texture;
StringName radial_accel_texture;
StringName tangent_accel_texture;
StringName damping_texture;
StringName scale_texture;
StringName hue_variation_texture;
StringName anim_speed_texture;
StringName anim_offset_texture;
StringName color;
StringName color_ramp;
StringName emission_sphere_radius;
StringName emission_box_extents;
StringName emission_texture_point_count;
StringName emission_texture_points;
StringName emission_texture_normal;
StringName emission_texture_color;
StringName emission_ring_axis;
StringName emission_ring_height;
StringName emission_ring_radius;
StringName emission_ring_inner_radius;
StringName gravity;
StringName lifetime_randomness;
StringName sub_emitter_frequency;
StringName sub_emitter_amount_at_end;
StringName sub_emitter_keep_velocity;
StringName collision_friction;
StringName collision_bounce;
};
static ShaderNames *shader_names;
SelfList<ParticlesMaterial> element;
void _update_shader();
_FORCE_INLINE_ void _queue_shader_change();
_FORCE_INLINE_ bool _is_shader_dirty() const;
bool is_initialized = false;
Vector3 direction;
float spread;
float flatness;
float params_min[PARAM_MAX];
float params_max[PARAM_MAX];
Ref<Texture2D> tex_parameters[PARAM_MAX];
Color color;
Ref<Texture2D> color_ramp;
bool particle_flags[PARTICLE_FLAG_MAX];
EmissionShape emission_shape;
float emission_sphere_radius;
Vector3 emission_box_extents;
Ref<Texture2D> emission_point_texture;
Ref<Texture2D> emission_normal_texture;
Ref<Texture2D> emission_color_texture;
Vector3 emission_ring_axis;
real_t emission_ring_height;
real_t emission_ring_radius;
real_t emission_ring_inner_radius;
int emission_point_count = 1;
bool anim_loop;
Vector3 gravity;
double lifetime_randomness;
SubEmitterMode sub_emitter_mode;
double sub_emitter_frequency;
int sub_emitter_amount_at_end;
bool sub_emitter_keep_velocity;
//do not save emission points here
bool attractor_interaction_enabled;
bool collision_enabled;
bool collision_scale;
float collision_friction;
float collision_bounce;
protected:
static void _bind_methods();
virtual void _validate_property(PropertyInfo &property) const override;
public:
void set_direction(Vector3 p_direction);
Vector3 get_direction() const;
void set_spread(float p_spread);
float get_spread() const;
void set_flatness(float p_flatness);
float get_flatness() const;
void set_param_min(Parameter p_param, float p_value);
float get_param_min(Parameter p_param) const;
void set_param_max(Parameter p_param, float p_value);
float get_param_max(Parameter p_param) const;
void set_param_texture(Parameter p_param, const Ref<Texture2D> &p_texture);
Ref<Texture2D> get_param_texture(Parameter p_param) const;
void set_color(const Color &p_color);
Color get_color() const;
void set_color_ramp(const Ref<Texture2D> &p_texture);
Ref<Texture2D> get_color_ramp() const;
void set_particle_flag(ParticleFlags p_particle_flag, bool p_enable);
bool get_particle_flag(ParticleFlags p_particle_flag) const;
void set_emission_shape(EmissionShape p_shape);
void set_emission_sphere_radius(real_t p_radius);
void set_emission_box_extents(Vector3 p_extents);
void set_emission_point_texture(const Ref<Texture2D> &p_points);
void set_emission_normal_texture(const Ref<Texture2D> &p_normals);
void set_emission_color_texture(const Ref<Texture2D> &p_colors);
void set_emission_ring_axis(Vector3 p_axis);
void set_emission_ring_height(real_t p_height);
void set_emission_ring_radius(real_t p_radius);
void set_emission_ring_inner_radius(real_t p_radius);
void set_emission_point_count(int p_count);
EmissionShape get_emission_shape() const;
real_t get_emission_sphere_radius() const;
Vector3 get_emission_box_extents() const;
Ref<Texture2D> get_emission_point_texture() const;
Ref<Texture2D> get_emission_normal_texture() const;
Ref<Texture2D> get_emission_color_texture() const;
Vector3 get_emission_ring_axis() const;
real_t get_emission_ring_height() const;
real_t get_emission_ring_radius() const;
real_t get_emission_ring_inner_radius() const;
int get_emission_point_count() const;
void set_gravity(const Vector3 &p_gravity);
Vector3 get_gravity() const;
void set_lifetime_randomness(double p_lifetime);
double get_lifetime_randomness() const;
void set_attractor_interaction_enabled(bool p_enable);
bool is_attractor_interaction_enabled() const;
void set_collision_enabled(bool p_enabled);
bool is_collision_enabled() const;
void set_collision_use_scale(bool p_scale);
bool is_collision_using_scale() const;
void set_collision_friction(float p_friction);
float get_collision_friction() const;
void set_collision_bounce(float p_bounce);
float get_collision_bounce() const;
static void init_shaders();
static void finish_shaders();
static void flush_changes();
void set_sub_emitter_mode(SubEmitterMode p_sub_emitter_mode);
SubEmitterMode get_sub_emitter_mode() const;
void set_sub_emitter_frequency(double p_frequency);
double get_sub_emitter_frequency() const;
void set_sub_emitter_amount_at_end(int p_amount);
int get_sub_emitter_amount_at_end() const;
void set_sub_emitter_keep_velocity(bool p_enable);
bool get_sub_emitter_keep_velocity() const;
virtual RID get_shader_rid() const override;
virtual Shader::Mode get_shader_mode() const override;
ParticlesMaterial();
~ParticlesMaterial();
};
VARIANT_ENUM_CAST(ParticlesMaterial::Parameter)
VARIANT_ENUM_CAST(ParticlesMaterial::ParticleFlags)
VARIANT_ENUM_CAST(ParticlesMaterial::EmissionShape)
VARIANT_ENUM_CAST(ParticlesMaterial::SubEmitterMode)
#endif // PARTICLES_MATERIAL_H