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 particle bugs #2256

Merged
merged 3 commits into from
Jul 23, 2024
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 packages/core/src/Renderer.ts
Original file line number Diff line number Diff line change
Expand Up @@ -323,6 +323,10 @@ export class Renderer extends Component implements IComponentCustomClone {
* @internal
*/
_prepareRender(context: RenderContext): void {
if (this._renderFrameCount !== this.engine.time.frameCount) {
this._update(context);
}

const virtualCamera = context.virtualCamera;
const cameraPosition = virtualCamera.position;
const boundsCenter = this.bounds.getCenter(Renderer._tempVector0);
Expand All @@ -334,11 +338,6 @@ export class Renderer extends Component implements IComponentCustomClone {
this._distanceForSort = Vector3.distanceSquared(boundsCenter, cameraPosition);
}

// Update once per frame per renderer, not influenced by batched
if (this._renderFrameCount !== this.engine.time.frameCount) {
this._updateRendererShaderData(context);
}

this._render(context);

// union camera global macro and renderer macro.
Expand Down Expand Up @@ -411,7 +410,10 @@ export class Renderer extends Component implements IComponentCustomClone {
*/
_batch(elementA: SubRenderElement, elementB?: SubRenderElement): void {}

protected _updateRendererShaderData(context: RenderContext): void {
/**
* Update once per frame per renderer, not influenced by batched.
*/
protected _update(context: RenderContext): void {
const { layer } = this.entity;
this._rendererLayer.set(layer & 65535, (layer >>> 16) & 65535, 0, 0);
}
Expand Down
4 changes: 2 additions & 2 deletions packages/core/src/mesh/SkinnedMeshRenderer.ts
Original file line number Diff line number Diff line change
Expand Up @@ -154,7 +154,7 @@ export class SkinnedMeshRenderer extends MeshRenderer {
this._blendShapeWeights && (target._blendShapeWeights = this._blendShapeWeights.slice());
}

protected override _updateRendererShaderData(context: RenderContext): void {
protected override _update(context: RenderContext): void {
const { skin } = this;
if (skin?.bones.length > 0) {
skin._updateSkinMatrices(this);
Expand Down Expand Up @@ -210,7 +210,7 @@ export class SkinnedMeshRenderer extends MeshRenderer {
}
}

super._updateRendererShaderData(context);
super._update(context);
}

/**
Expand Down
18 changes: 9 additions & 9 deletions packages/core/src/particle/ParticleRenderer.ts
Original file line number Diff line number Diff line change
Expand Up @@ -159,14 +159,6 @@ export class ParticleRenderer extends Renderer {
return;
}

const generator = this.generator;
generator._update(this.engine.time.deltaTime);

// No particles to render
if (generator._firstActiveElement === generator._firstFreeElement) {
return;
}

super._prepareRender(context);
}

Expand Down Expand Up @@ -200,7 +192,15 @@ export class ParticleRenderer extends Renderer {
}
}

protected override _updateRendererShaderData(context: RenderContext): void {
protected override _update(context: RenderContext): void {
const generator = this.generator;
generator._update(this.engine.time.deltaTime);

// No particles to render
if (generator._firstActiveElement === generator._firstFreeElement) {
return;
}

const shaderData = this.shaderData;
shaderData.setFloat(ParticleRenderer._lengthScale, this.lengthScale);
shaderData.setFloat(ParticleRenderer._speedScale, this.velocityScale);
Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -22,7 +22,7 @@
float time = key.x;
if(alphaAge <= time){
if(i == 0){
value.a = colorKeys[0].y;
value.a = alphaKeys[0].y;
}
else {
vec2 lastKey = alphaKeys[i-1];
Expand Down
Loading