Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Fix collided 3D GPU particles sometimes jittering #92474

Merged
Merged
Show file tree
Hide file tree
Changes from all commits
Commits
File filter

Filter by extension

Filter by extension

Conversations
Failed to load comments.
Loading
Jump to
Jump to file
Failed to load files.
Loading
Diff view
Diff view
14 changes: 8 additions & 6 deletions drivers/gles3/shaders/particles.glsl
Original file line number Diff line number Diff line change
Expand Up @@ -372,10 +372,10 @@ void main() {

float d = vec4_to_float(texture(height_field_texture, uv_pos)) * SDF_MAX_LENGTH;

// Allowing for a small epsilon to allow particle just touching colliders to count as collided
const float EPSILON = 0.001;
d -= sdf_particle_size;

if (d < 0.0) {
const float EPSILON = 0.001;
if (d < EPSILON) {
vec2 n = normalize(vec2(
vec4_to_float(texture(height_field_texture, uv_pos + vec2(EPSILON, 0.0))) - vec4_to_float(texture(height_field_texture, uv_pos - vec2(EPSILON, 0.0))),
vec4_to_float(texture(height_field_texture, uv_pos + vec2(0.0, EPSILON))) - vec4_to_float(texture(height_field_texture, uv_pos - vec2(0.0, EPSILON)))));
Expand All @@ -400,10 +400,12 @@ void main() {
vec3 rel_vec = xform[3].xyz - colliders[i].transform[3].xyz;
vec3 local_pos = rel_vec * mat3(colliders[i].transform);

// Allowing for a small epsilon to allow particle just touching colliders to count as collided
const float EPSILON = 0.001;
if (colliders[i].type == COLLIDER_TYPE_SPHERE) {
float d = length(rel_vec) - (particle_size + colliders[i].extents.x);

if (d < 0.0) {
if (d < EPSILON) {
col = true;
depth = -d;
normal = normalize(rel_vec);
Expand All @@ -418,7 +420,7 @@ void main() {
vec3 closest = min(abs_pos, colliders[i].extents.xyz);
vec3 rel = abs_pos - closest;
depth = length(rel) - particle_size;
if (depth < 0.0) {
if (depth < EPSILON) {
col = true;
normal = mat3(colliders[i].transform) * (normalize(rel) * sgn_pos);
depth = -depth;
Expand Down Expand Up @@ -453,7 +455,7 @@ void main() {

float y = 1.0 - texture(height_field_texture, uvw_pos.xz).r;

if (y > uvw_pos.y) {
if (y + EPSILON > uvw_pos.y) {
//inside heightfield

vec3 pos1 = (vec3(uvw_pos.x, y, uvw_pos.z) * 2.0 - 1.0) * colliders[i].extents.xyz;
Expand Down
12 changes: 7 additions & 5 deletions servers/rendering/renderer_rd/shaders/particles.glsl
Original file line number Diff line number Diff line change
Expand Up @@ -528,11 +528,13 @@ void main() {
vec3 rel_vec = PARTICLE.xform[3].xyz - FRAME.colliders[i].transform[3].xyz;
vec3 local_pos = rel_vec * mat3(FRAME.colliders[i].transform);

// Allowing for a small epsilon to allow particle just touching colliders to count as collided
const float EPSILON = 0.001;
switch (FRAME.colliders[i].type) {
case COLLIDER_TYPE_SPHERE: {
float d = length(rel_vec) - (particle_size + FRAME.colliders[i].extents.x);

if (d < 0.0) {
if (d <= EPSILON) {
col = true;
depth = -d;
normal = normalize(rel_vec);
Expand All @@ -549,7 +551,7 @@ void main() {
vec3 closest = min(abs_pos, FRAME.colliders[i].extents);
vec3 rel = abs_pos - closest;
depth = length(rel) - particle_size;
if (depth < 0.0) {
if (depth <= EPSILON) {
col = true;
normal = mat3(FRAME.colliders[i].transform) * (normalize(rel) * sgn_pos);
depth = -depth;
Expand Down Expand Up @@ -588,10 +590,10 @@ void main() {
float s = texture(sampler3D(sdf_vec_textures[FRAME.colliders[i].texture_index], SAMPLER_LINEAR_CLAMP), uvw_pos).r;
s *= FRAME.colliders[i].scale;
s += extra_dist;
if (s < particle_size) {
if (s <= particle_size + EPSILON) {
col = true;
depth = particle_size - s;
const float EPSILON = 0.001;

normal = mat3(FRAME.colliders[i].transform) *
normalize(
vec3(
Expand All @@ -614,7 +616,7 @@ void main() {

float y = texture(sampler2D(height_field_texture, SAMPLER_LINEAR_CLAMP), uvw_pos.xz).r;

if (y > uvw_pos.y) {
if (y + EPSILON >= uvw_pos.y) {
//inside heightfield

vec3 pos1 = (vec3(uvw_pos.x, y, uvw_pos.z) * 2.0 - 1.0) * FRAME.colliders[i].extents;
Expand Down
Loading