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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
62 lines
1.7 KiB
HLSL
62 lines
1.7 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: emitter and particle free list initialization
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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 deadBufferIndex;
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uint emitterIndex;
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uint firstParticle;
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uint particleCount;
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float maxSeconds;
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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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if(id.x >= particleCount)
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{
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return;
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}
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if(id.x == 0)
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{
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RWStructuredBuffer<ParticleEmitter> emitterBuffer = ResourceDescriptorHeap[emitterBufferIndex];
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ParticleEmitter e;
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e.deadCount = particleCount;
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e.firstIndex = firstParticle;
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e.liveCount = 0;
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e.liveCount2 = 0;
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e.totalCount = particleCount;
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e.emitCount = 0;
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e.maxSeconds = maxSeconds;
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emitterBuffer[emitterIndex] = e;
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}
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RWStructuredBuffer<uint> deadBuffer = ResourceDescriptorHeap[deadBufferIndex];
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deadBuffer[firstParticle + id.x] = particleCount - 1 - id.x;
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}
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