mirror of https://bitbucket.org/CPMADevs/cnq3
75 lines
2.4 KiB
HLSL
75 lines
2.4 KiB
HLSL
/*
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===========================================================================
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Copyright (C) 2024 Gian 'myT' Schellenbaum
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This file is part of Challenge Quake 3 (CNQ3).
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Challenge Quake 3 is free software; you can redistribute it
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and/or modify it under the terms of the GNU General Public License as
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published by the Free Software Foundation; either version 2 of the License,
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or (at your option) any later version.
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Challenge Quake 3 is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Challenge Quake 3. If not, see <https://www.gnu.org/licenses/>.
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===========================================================================
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*/
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// GPU particle system: particle emission step
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#include "common.hlsli"
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#include "scene_view.h.hlsli"
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cbuffer RootConstants
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{
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uint particleBufferIndex;
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uint liveBufferIndex;
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uint deadBufferIndex;
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uint emitterBufferIndex;
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uint emitterIndex;
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}
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[numthreads(64, 1, 1)]
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void cs(uint3 id : SV_DispatchThreadID)
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{
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RWStructuredBuffer<ParticleEmitter> emitterBuffer = ResourceDescriptorHeap[emitterBufferIndex];
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uint emitCount = emitterBuffer[emitterIndex].emitCount;
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if(id.x >= emitCount)
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{
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return;
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}
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RWStructuredBuffer<Particle> particleBuffer = ResourceDescriptorHeap[particleBufferIndex];
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RWStructuredBuffer<uint> deadBuffer = ResourceDescriptorHeap[deadBufferIndex];
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RWStructuredBuffer<uint> liveBuffer = ResourceDescriptorHeap[liveBufferIndex];
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SceneView scene = GetSceneView();
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uint firstIndex = emitterBuffer[emitterIndex].firstIndex;
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uint oldDeadCount;
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InterlockedAdd(emitterBuffer[emitterIndex].deadCount, -1, oldDeadCount);
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uint newIndex = deadBuffer[firstIndex + oldDeadCount - 1];
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uint oldLiveCount;
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InterlockedAdd(emitterBuffer[emitterIndex].liveCount, 1, oldLiveCount);
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liveBuffer[firstIndex + oldLiveCount] = newIndex;
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Particle p;
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#if 1 // @TODO: insert proper logic here
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p.absorption = 1.0;
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p.anisotropy = 0.5;
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p.isEmissive = 0;
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p.position = float3(694, -42, -300);
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p.velocity = (Hash1To3(scene.frameSeed + 17.69 * float(id.x)) * 2.0 - 1.0) * 20.0;
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p.radius = 10.0;
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p.scattering = float3(1.0, 0.5, 0.0);
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p.lifeTime = 0.0;
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p.froxelMin = int3(0, 0, 0);
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p.froxelMax = int3(-1, -1, -1);
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#endif
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particleBuffer[firstIndex + newIndex] = p;
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}
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