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https://bitbucket.org/CPMADevs/cnq3
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afc81437c3
- added the foundation for a GPU particle system - reworked volumetric particle injection
50 lines
1.8 KiB
HLSL
50 lines
1.8 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: sets up buffers for 1 emission step and 1 simulation 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 emitterBufferIndex;
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uint indirectBufferIndex;
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uint emitterIndex;
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uint emitCountRequest;
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}
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[numthreads(1, 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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RWByteAddressBuffer indirectBuffer = ResourceDescriptorHeap[indirectBufferIndex];
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uint deadCount = emitterBuffer[emitterIndex].deadCount;
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uint liveCount = emitterBuffer[emitterIndex].liveCount2;
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uint emitCount = min(deadCount, emitCountRequest);
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indirectBuffer.Store(0, (emitCount + 63) / 64); // emit.x
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indirectBuffer.Store(12, (liveCount + emitCount + 63) / 64); // simulate.x
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emitterBuffer[emitterIndex].liveCount = liveCount;
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emitterBuffer[emitterIndex].liveCount2 = 0;
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emitterBuffer[emitterIndex].emitCount = emitCount;
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}
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