cnq3/code/renderer/shaders/crp/particles_setup.hlsl
myT afc81437c3 added NanoVDB support
- added the foundation for a GPU particle system
- reworked volumetric particle injection
2024-07-02 02:06:15 +02:00

50 lines
1.8 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: sets up buffers for 1 emission step and 1 simulation step
#include "common.hlsli"
#include "scene_view.h.hlsli"
cbuffer RootConstants
{
uint emitterBufferIndex;
uint indirectBufferIndex;
uint emitterIndex;
uint emitCountRequest;
}
[numthreads(1, 1, 1)]
void cs(uint3 id : SV_DispatchThreadID)
{
RWStructuredBuffer<ParticleEmitter> emitterBuffer = ResourceDescriptorHeap[emitterBufferIndex];
RWByteAddressBuffer indirectBuffer = ResourceDescriptorHeap[indirectBufferIndex];
uint deadCount = emitterBuffer[emitterIndex].deadCount;
uint liveCount = emitterBuffer[emitterIndex].liveCount2;
uint emitCount = min(deadCount, emitCountRequest);
indirectBuffer.Store(0, (emitCount + 63) / 64); // emit.x
indirectBuffer.Store(12, (liveCount + emitCount + 63) / 64); // simulate.x
emitterBuffer[emitterIndex].liveCount = liveCount;
emitterBuffer[emitterIndex].liveCount2 = 0;
emitterBuffer[emitterIndex].emitCount = emitCount;
}