This post is extremely important but won't have any images as it is only a long explanation on why we had to move away from OpenGL in Unity on the Z1 server.
The solution we had intended, which consisted of storing and encoding particle values in two 2D textures (using the color values as 1) coordinate values and 2) velocity/direction values) was a very good idea.
The theory was that we could either 1)
use the built-in gl_VertexID (integer) to decode that value from an int to a vec2 value which would correlate to a position in the texture. For example, if the texture is a 5x5 texture (25 particles) and you have gl_VertexID = 6 (first vertex has index 0), it would mean that that particle’s correlated position within the texture is (1,1).
use the built-in gl_VertexID (integer) to decode that value from an int to a vec2 value which would correlate to a position in the texture. For example, if the texture is a 5x5 texture (25 particles) and you have gl_VertexID = 6 (first vertex has index 0), it would mean that that particle’s correlated position within the texture is (1,1).
or 2)
Give each vertex a custom attribute which was a vec2 that correlated to that particle’s index in the texture - so basically the same as method 1) except that we instantiated for each vertex before our shader code even started exectuing so to speak.
Give each vertex a custom attribute which was a vec2 that correlated to that particle’s index in the texture - so basically the same as method 1) except that we instantiated for each vertex before our shader code even started exectuing so to speak.
Unfortunately, because of our newly gained knowledge on how particle systems and OpenGL works in Unity, both of these solutions are impossible due to two reasons:
1) Unity does not allow custom attributes for vertices (at least in the OpenGL versions available to us) - which means we could still solve our problems with gl_VertexID as described above
2) Unity does not support GL_Points mode. This ruins everything and requires a longer explanation.
2) Unity does not support GL_Points mode. This ruins everything and requires a longer explanation.
When doing per-vertex operations, which we require since we need to calculate new directions and velocities for each particle, the shader has to run in GL_POINTS mode. This means that, since Unity by default runs the shader in GL_Quads mode (changable to triangles or lines), each particle consists of four vertices.
The way these are arranged are unknown to us. This means that if we correlate one of the vertex points, which we hoped was one particle, to our texture, it makes no sense for the GPU - it wants four vertices per quad.
The way these are arranged are unknown to us. This means that if we correlate one of the vertex points, which we hoped was one particle, to our texture, it makes no sense for the GPU - it wants four vertices per quad.
There might be a solution where we find out how the vertex IDs are stored in gl_VertexID - for example the first quad perhaps has the vertex indexes 0,1,2 and 3. However, it seems like we are moving farther and farther away from our idea of optimizing the particle system (for example this obviously requires four times the operations => potentially four times fewer particles).
When I (Erik) realized these problems late at night in the VIC studio, I started to think that I would have explain this in detail to the others ASAP so we could figure out a way to move on from this point. Probably, I assumed, we would have to reconsider the idea of using the “Monstro” server with the 780Ti GPU:s which have dx11 and thereby can utilize compute shaders. In other words, scrap all of our texture scripts and shader code. Woah.
When I (Erik) realized these problems late at night in the VIC studio, I started to think that I would have explain this in detail to the others ASAP so we could figure out a way to move on from this point. Probably, I assumed, we would have to reconsider the idea of using the “Monstro” server with the 780Ti GPU:s which have dx11 and thereby can utilize compute shaders. In other words, scrap all of our texture scripts and shader code. Woah.
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