particle render speedup
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b3b3aa9803
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@ -7,13 +7,16 @@ emitter.spawn_timer = 0;
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emitter.pps = 0;
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emitter.color = Color.white;
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emitter.draw = function () {
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var ssbo;
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var drawnum = 0;
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emitter.draw = function (arr) {
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var pars = Object.values(this.particles);
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if (pars.length === 0) return;
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render.use_shader(this.shader);
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render.use_mat(this);
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render.make_particle_ssbo(pars, this.ssbo);
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render.draw(this.shape, this.ssbo, pars.length);
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// render.make_particle_ssbo(pars, ssbo);
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for (var i of pars)
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arr.push(i);
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// drawnum += pars.length;
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};
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emitter.kill = function () {
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@ -108,7 +111,44 @@ function update_emitters(dt) {
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}
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function draw_emitters() {
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for (var e of emitters) e.draw();
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ssbo ??= render.make_textssbo();
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render.use_shader("shaders/baseparticle.cg");
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var buckets = new Map();
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var base = 0;
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for (var e of emitters) {
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var bucket = buckets.get(e.diffuse);
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if (!bucket)
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buckets.set(e.diffuse, [e]);
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else
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bucket.push(e);
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}
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for (var bucket of buckets.values()) {
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drawnum = 0;
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var append = [];
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bucket[0].baseinstance = base;
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render.use_mat(bucket[0]);
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for (var e of bucket)
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e.draw(append);
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render.make_particle_ssbo(append, ssbo);
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render.draw(bucket[0].shape, ssbo, append.length);
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base += append.length;
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}
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// for (var e of emitters) e.draw();
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// render.draw(shape.centered_quad, ssbo, drawnum);
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}
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return { make_emitter, update_emitters, draw_emitters };
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function stat_emitters()
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{
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var stat = {};
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stat.emitters = emitters.length;
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var particles = 0;
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for (var e of emitters) particles += Object.values(e.particles).length;
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stat.particles = particles
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return stat;
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}
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return { make_emitter, update_emitters, draw_emitters, stat_emitters };
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@ -352,6 +352,9 @@ var get_snapshot = function()
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snap.mallinfo ??= {};
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Object.assign(snap.mallinfo, os.mallinfo());
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snap.particles ??= {};
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Object.assign(snap.particles, stat_emitters());
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snap.obj ??= {};
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for (var i of classes) {
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var proto = globalThis[`${i}_proto`];
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@ -20,10 +20,11 @@ out vec2 uv;
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out vec4 color0;
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uniform mat4 vp;
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uniform float baseinstance;
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void main()
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{
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particle p = par[gl_InstanceIndex];
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particle p = par[int(baseinstance)+gl_InstanceIndex];
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gl_Position = vp * p.model * vec4(a_pos, 0.0, 1.0);
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uv = a_uv;
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color0 = p.color;
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