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Fix for double use of seed in random Particle shader variables. #55607

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25 changes: 13 additions & 12 deletions scene/resources/particles_material.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -315,6 +315,7 @@ void ParticlesMaterial::_update_shader() {
code += " tv = 1.0;\n";
code += " }\n\n";
code += " if (RESTART || restart) {\n";
code += " uint alt_restart_seed = hash(base_number + uint(301184) + RANDOM_SEED);\n";

if (tex_parameters[PARAM_INITIAL_LINEAR_VELOCITY].is_valid()) {
code += " float tex_linear_velocity = textureLod(linear_velocity_texture, vec2(0.0, 0.0), 0.0).r;\n";
Expand All @@ -338,17 +339,17 @@ void ParticlesMaterial::_update_shader() {

if (flags[FLAG_DISABLE_Z]) {
code += " {\n";
code += " float angle1_rad = rand_from_seed_m1_p1(alt_seed) * spread_rad;\n";
code += " float angle1_rad = rand_from_seed_m1_p1(alt_restart_seed) * spread_rad;\n";
code += " angle1_rad += direction.x != 0.0 ? atan(direction.y, direction.x) : sign(direction.y) * (pi / 2.0);\n";
code += " vec3 rot = vec3(cos(angle1_rad), sin(angle1_rad), 0.0);\n";
code += " VELOCITY = rot * initial_linear_velocity * mix(1.0, rand_from_seed(alt_seed), initial_linear_velocity_random);\n";
code += " VELOCITY = rot * initial_linear_velocity * mix(1.0, rand_from_seed(alt_restart_seed), initial_linear_velocity_random);\n";
code += " }\n";

} else {
//initiate velocity spread in 3D
code += " {\n";
code += " float angle1_rad = rand_from_seed_m1_p1(alt_seed) * spread_rad;\n";
code += " float angle2_rad = rand_from_seed_m1_p1(alt_seed) * spread_rad * (1.0 - flatness);\n";
code += " float angle1_rad = rand_from_seed_m1_p1(alt_restart_seed) * spread_rad;\n";
code += " float angle2_rad = rand_from_seed_m1_p1(alt_restart_seed) * spread_rad * (1.0 - flatness);\n";
code += " vec3 direction_xz = vec3(sin(angle1_rad), 0.0, cos(angle1_rad));\n";
code += " vec3 direction_yz = vec3(0.0, sin(angle2_rad), cos(angle2_rad));\n";
code += " direction_yz.z = direction_yz.z / max(0.0001,sqrt(abs(direction_yz.z))); // better uniform distribution\n";
Expand All @@ -363,28 +364,28 @@ void ParticlesMaterial::_update_shader() {
code += " binormal = normalize(binormal);\n";
code += " vec3 normal = cross(binormal, direction_nrm);\n";
code += " spread_direction = binormal * spread_direction.x + normal * spread_direction.y + direction_nrm * spread_direction.z;\n";
code += " VELOCITY = spread_direction * initial_linear_velocity * mix(1.0, rand_from_seed(alt_seed), initial_linear_velocity_random);\n";
code += " VELOCITY = spread_direction * initial_linear_velocity * mix(1.0, rand_from_seed(alt_restart_seed), initial_linear_velocity_random);\n";
code += " }\n";
}

code += " float base_angle = (initial_angle + tex_angle) * mix(1.0, angle_rand, initial_angle_random);\n";
code += " CUSTOM.x = base_angle * degree_to_rad;\n"; // angle
code += " CUSTOM.y = 0.0;\n"; // phase
code += " CUSTOM.w = (1.0 - lifetime_randomness * rand_from_seed(alt_seed));\n";
code += " CUSTOM.w = (1.0 - lifetime_randomness * rand_from_seed(alt_restart_seed));\n";
code += " CUSTOM.z = (anim_offset + tex_anim_offset) * mix(1.0, anim_offset_rand, anim_offset_random);\n"; // animation offset (0-1)

switch (emission_shape) {
case EMISSION_SHAPE_POINT: {
//do none
} break;
case EMISSION_SHAPE_SPHERE: {
code += " float s = rand_from_seed(alt_seed) * 2.0 - 1.0;\n";
code += " float t = rand_from_seed(alt_seed) * 2.0 * pi;\n";
code += " float s = rand_from_seed(alt_restart_seed) * 2.0 - 1.0;\n";
code += " float t = rand_from_seed(alt_restart_seed) * 2.0 * pi;\n";
code += " float radius = emission_sphere_radius * sqrt(1.0 - s * s);\n";
code += " TRANSFORM[3].xyz = vec3(radius * cos(t), radius * sin(t), emission_sphere_radius * s);\n";
} break;
case EMISSION_SHAPE_BOX: {
code += " TRANSFORM[3].xyz = vec3(rand_from_seed(alt_seed) * 2.0 - 1.0, rand_from_seed(alt_seed) * 2.0 - 1.0, rand_from_seed(alt_seed) * 2.0 - 1.0) * emission_box_extents;\n";
code += " TRANSFORM[3].xyz = vec3(rand_from_seed(alt_restart_seed) * 2.0 - 1.0, rand_from_seed(alt_restart_seed) * 2.0 - 1.0, rand_from_seed(alt_restart_seed) * 2.0 - 1.0) * emission_box_extents;\n";
} break;
case EMISSION_SHAPE_POINTS:
case EMISSION_SHAPE_DIRECTED_POINTS: {
Expand All @@ -410,8 +411,8 @@ void ParticlesMaterial::_update_shader() {
}
} break;
case EMISSION_SHAPE_RING: {
code += " float ring_spawn_angle = rand_from_seed(alt_seed) * 2.0 * pi;\n";
code += " float ring_random_radius = rand_from_seed(alt_seed) * (ring_radius - ring_inner_radius) + ring_inner_radius;\n";
code += " float ring_spawn_angle = rand_from_seed(alt_restart_seed) * 2.0 * pi;\n";
code += " float ring_random_radius = rand_from_seed(alt_restart_seed) * (ring_radius - ring_inner_radius) + ring_inner_radius;\n";
code += " vec3 axis = normalize(ring_axis);\n";
code += " vec3 ortho_axis = vec3(0.0);\n";
code += " if (axis == vec3(1.0, 0.0, 0.0)) {\n";
Expand All @@ -429,7 +430,7 @@ void ParticlesMaterial::_update_shader() {
code += " vec3(axis.z * axis.x * oc - axis.y * s, axis.z * axis.y * oc + axis.x * s, c + axis.z * axis.z * oc)\n";
code += " ) * ortho_axis;\n";
code += " ortho_axis = normalize(ortho_axis);\n";
code += " TRANSFORM[3].xyz = ortho_axis * ring_random_radius + (rand_from_seed(alt_seed) * ring_height - ring_height / 2.0) * axis;\n";
code += " TRANSFORM[3].xyz = ortho_axis * ring_random_radius + (rand_from_seed(alt_restart_seed) * ring_height - ring_height / 2.0) * axis;\n";
} break;
case EMISSION_SHAPE_MAX: { // Max value for validity check.
break;
Expand Down