polygonjs-engine
Version:
node-based webgl 3D engine https://polygonjs.com
254 lines (224 loc) • 8.61 kB
text/typescript
/**
* Allows to create particle systems that will run on the GPU using gl nodes.
*
* @remarks
* TBD
*
*
*/
// SPECS:
// - simulation shaders should update the particles at any frame, and resimulate accordingly when at later frames
// - render material should update at any frame, without having to resimulate
// - changing the input will recompute, when on first frame only (otherwise an animated geo could make it recompute all the time)
import {Constructor, valueof} from '../../../types/GlobalTypes';
import {TypedSopNode} from './_Base';
import {GlobalsTextureHandler} from '../gl/code/globals/Texture';
import {InputCloneMode} from '../../poly/InputCloneMode';
import {BaseNodeType} from '../_Base';
import {BaseParamType} from '../../params/_Base';
import {NodeContext} from '../../poly/NodeContext';
import {CoreGroup} from '../../../core/geometry/Group';
import {GlNodeChildrenMap} from '../../poly/registers/nodes/Gl';
import {BaseGlNodeType} from '../gl/_Base';
import {ParticlesSystemGpuRenderController} from './utils/ParticlesSystemGPU/RenderController';
import {
ParticlesSystemGpuComputeController,
PARTICLE_DATA_TYPES,
} from './utils/ParticlesSystemGPU/GPUComputeController';
import {NodeParamsConfig, ParamConfig} from '../utils/params/ParamsConfig';
import {ShaderName} from '../utils/shaders/ShaderName';
import {GlNodeFinder} from '../gl/code/utils/NodeFinder';
import {AssemblerName} from '../../poly/registers/assemblers/_BaseRegister';
import {Poly} from '../../Poly';
import {ParticlesPersistedConfig} from '../gl/code/assemblers/particles/PersistedConfig';
import {ParamsInitData} from '../utils/io/IOController';
class ParticlesSystemGpuSopParamsConfig extends NodeParamsConfig {
/** @param frame the particles simulation starts */
startFrame = ParamConfig.FLOAT(1, {range: [1, 100]});
/** @param auto sets the resolution of the textures used by the GPU shaders */
autoTexturesSize = ParamConfig.BOOLEAN(1);
/** @param max texture size. This is important to set a limit, as some systems may not handle large textures for particle sims */
maxTexturesSize = ParamConfig.VECTOR2([1024, 1024], {visibleIf: {autoTexturesSize: 1}});
/** @param sets the texture size manually */
texturesSize = ParamConfig.VECTOR2([64, 64], {visibleIf: {autoTexturesSize: 0}});
/** @param data type used by the solver */
dataType = ParamConfig.INTEGER(0, {
menu: {
entries: PARTICLE_DATA_TYPES.map((value, index) => {
return {value: index, name: value};
}),
},
});
/** @param resets the sim */
reset = ParamConfig.BUTTON(null, {
callback: (node: BaseNodeType, param: BaseParamType) => {
ParticlesSystemGpuSopNode.PARAM_CALLBACK_reset(node as ParticlesSystemGpuSopNode);
},
});
/** @param material used to render the particles */
material = ParamConfig.OPERATOR_PATH('', {
nodeSelection: {
context: NodeContext.MAT,
},
dependentOnFoundNode: false,
});
}
const ParamsConfig = new ParticlesSystemGpuSopParamsConfig();
export class ParticlesSystemGpuSopNode extends TypedSopNode<ParticlesSystemGpuSopParamsConfig> {
params_config = ParamsConfig;
static type() {
return 'particlesSystemGpu';
}
dispose() {
super.dispose();
this.gpu_controller.dispose();
}
get assemblerController() {
return this._assembler_controller;
}
public usedAssembler(): Readonly<AssemblerName.GL_PARTICLES> {
return AssemblerName.GL_PARTICLES;
}
protected _assembler_controller = this._create_assembler_controller();
private _create_assembler_controller() {
return Poly.assemblersRegister.assembler(this, this.usedAssembler());
}
public readonly persisted_config: ParticlesPersistedConfig = new ParticlesPersistedConfig(this);
private globals_handler = new GlobalsTextureHandler(GlobalsTextureHandler.PARTICLE_SIM_UV);
private _shaders_by_name: Map<ShaderName, string> = new Map();
shaders_by_name() {
return this._shaders_by_name;
}
public readonly gpu_controller = new ParticlesSystemGpuComputeController(this);
public readonly render_controller = new ParticlesSystemGpuRenderController(this);
static require_webgl2() {
return true;
}
static PARAM_CALLBACK_reset(node: ParticlesSystemGpuSopNode) {
node.PARAM_CALLBACK_reset();
}
PARAM_CALLBACK_reset() {
this.gpu_controller.reset_gpu_compute_and_set_dirty();
}
static displayedInputNames(): string[] {
return ['points to emit particles from'];
}
private _reset_material_if_dirty_bound = this._reset_material_if_dirty.bind(this);
protected _children_controller_context = NodeContext.GL;
initializeNode() {
this.io.inputs.setCount(1);
// set to never at the moment
// otherwise the input is cloned on every frame inside cook_main()
this.io.inputs.initInputsClonedState(InputCloneMode.NEVER);
this.addPostDirtyHook('_reset_material_if_dirty', this._reset_material_if_dirty_bound);
}
createNode<S extends keyof GlNodeChildrenMap>(
node_class: S,
params_init_value_overrides?: ParamsInitData
): GlNodeChildrenMap[S];
createNode<K extends valueof<GlNodeChildrenMap>>(
node_class: Constructor<K>,
params_init_value_overrides?: ParamsInitData
): K;
createNode<K extends valueof<GlNodeChildrenMap>>(
node_class: Constructor<K>,
params_init_value_overrides?: ParamsInitData
): K {
return super.createNode(node_class, params_init_value_overrides) as K;
}
children() {
return super.children() as BaseGlNodeType[];
}
nodesByType<K extends keyof GlNodeChildrenMap>(type: K): GlNodeChildrenMap[K][] {
return super.nodesByType(type) as GlNodeChildrenMap[K][];
}
childrenAllowed() {
if (this.assemblerController) {
return super.childrenAllowed();
}
this.scene().markAsReadOnly(this);
return false;
}
async _reset_material_if_dirty() {
if (this.p.material.isDirty()) {
this.render_controller.reset_render_material();
if (!this.is_on_frame_start()) {
await this.render_controller.init_render_material();
}
}
}
is_on_frame_start(): boolean {
return this.scene().frame() == this.pv.startFrame;
}
async cook(input_contents: CoreGroup[]) {
this.gpu_controller.set_restart_not_required();
const core_group = input_contents[0];
this.compile_if_required();
if (this.is_on_frame_start()) {
this.gpu_controller.reset_particle_groups();
}
if (!this.gpu_controller.initialized) {
await this.gpu_controller.init(core_group);
}
if (!this.render_controller.initialized) {
this.render_controller.init_core_group(core_group);
await this.render_controller.init_render_material();
}
this.gpu_controller.restart_simulation_if_required();
this.gpu_controller.compute_similation_if_required();
if (this.is_on_frame_start()) {
this.setCoreGroup(core_group);
} else {
this.cookController.end_cook();
}
}
async compile_if_required() {
if (this.assemblerController?.compile_required()) {
await this.run_assembler();
}
}
async run_assembler() {
const assemblerController = this.assemblerController;
if (!assemblerController) {
return;
}
const export_nodes = this._find_export_nodes();
if (export_nodes.length > 0) {
const root_nodes = export_nodes;
assemblerController.set_assembler_globals_handler(this.globals_handler);
assemblerController.assembler.set_root_nodes(root_nodes);
assemblerController.assembler.compile();
assemblerController.post_compile();
}
const shaders_by_name = assemblerController.assembler.shaders_by_name();
this._set_shader_names(shaders_by_name);
}
private _set_shader_names(shaders_by_name: Map<ShaderName, string>) {
this._shaders_by_name = shaders_by_name;
this.gpu_controller.set_shaders_by_name(this._shaders_by_name);
this.render_controller.set_shaders_by_name(this._shaders_by_name);
this.gpu_controller.reset_gpu_compute();
this.gpu_controller.reset_particle_groups();
}
init_with_persisted_config() {
const shaders_by_name = this.persisted_config.shaders_by_name();
const texture_allocations_controller = this.persisted_config.texture_allocations_controller();
if (shaders_by_name && texture_allocations_controller) {
this._set_shader_names(shaders_by_name);
this.gpu_controller.set_persisted_texture_allocation_controller(texture_allocations_controller);
}
}
private _find_export_nodes() {
const nodes: BaseGlNodeType[] = GlNodeFinder.find_attribute_export_nodes(this);
const output_nodes = GlNodeFinder.find_output_nodes(this);
if (output_nodes.length > 1) {
this.states.error.set('only one output node is allowed');
return [];
}
const output_node = output_nodes[0];
if (output_node) {
nodes.push(output_node);
}
return nodes;
}
}