cnq3/code/renderer/shaders/crp/particles_clear.hlsl

63 lines
1.7 KiB
HLSL

/*
===========================================================================
Copyright (C) 2024 Gian 'myT' Schellenbaum
This file is part of Challenge Quake 3 (CNQ3).
Challenge Quake 3 is free software; you can redistribute it
and/or modify it under the terms of the GNU General Public License as
published by the Free Software Foundation; either version 2 of the License,
or (at your option) any later version.
Challenge Quake 3 is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Challenge Quake 3. If not, see <https://www.gnu.org/licenses/>.
===========================================================================
*/
// GPU particle system: emitter and particle free list initialization
#include "common.hlsli"
#include "scene_view.h.hlsli"
cbuffer RootConstants
{
uint emitterBufferIndex;
uint deadBufferIndex;
uint emitterIndex;
uint firstParticle;
uint particleCount;
float maxSeconds;
}
[numthreads(64, 1, 1)]
void cs(uint3 id : SV_DispatchThreadID)
{
if(id.x >= particleCount)
{
return;
}
if(id.x == 0)
{
RWStructuredBuffer<ParticleEmitter> emitterBuffer = ResourceDescriptorHeap[emitterBufferIndex];
ParticleEmitter e;
e.deadCount = particleCount;
e.firstIndex = firstParticle;
e.liveCount = 0;
e.liveCount2 = 0;
e.totalCount = particleCount;
e.emitCount = 0;
e.maxSeconds = maxSeconds;
emitterBuffer[emitterIndex] = e;
}
RWStructuredBuffer<uint> deadBuffer = ResourceDescriptorHeap[deadBufferIndex];
deadBuffer[firstParticle + id.x] = particleCount - 1 - id.x;
}