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
- added the foundation for a GPU particle system - reworked volumetric particle injection
86 lines
3 KiB
HLSL
86 lines
3 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 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 particleBufferIndex;
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uint liveSrcBufferIndex;
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uint liveDstBufferIndex;
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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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if(id.x >= emitterBuffer[emitterIndex].liveCount)
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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> liveSrcBuffer = ResourceDescriptorHeap[liveSrcBufferIndex];
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uint firstIndex = emitterBuffer[emitterIndex].firstIndex;
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uint particleIndex = liveSrcBuffer[firstIndex + id.x];
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Particle p = particleBuffer[firstIndex + particleIndex];
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if(p.lifeTime >= emitterBuffer[emitterIndex].maxSeconds)
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{
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RWStructuredBuffer<uint> deadBuffer = ResourceDescriptorHeap[deadBufferIndex];
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uint oldDeadCount;
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InterlockedAdd(emitterBuffer[emitterIndex].deadCount, 1, oldDeadCount);
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deadBuffer[firstIndex + oldDeadCount] = particleIndex;
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return;
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}
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RWStructuredBuffer<uint> liveDstBuffer = ResourceDescriptorHeap[liveDstBufferIndex];
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#if 1 // @TODO: insert proper logic here
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float dt = 1.0 / 60.0;
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float t = p.lifeTime / emitterBuffer[emitterIndex].maxSeconds;
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float fadeOut = 1.0 - EaseOutQuad(t);
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float3 velocityNoise = Hash3To3(p.position); // want Curl
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float scatterNoise = Hash2To1(float2(particleIndex * 1337.0, p.lifeTime)); // want Simplex
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float3 color0 = float3(1, 1, 1);
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float3 color1 = float3(0.25, 0.25, 0.25);
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float3 color = lerp(color0, color1, t);
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p.lifeTime += dt;
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p.position += p.velocity * dt;
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p.velocity *= 0.85;
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p.velocity += velocityNoise * (1.0 + 0.077 * 100.0);
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p.velocity += float3(0, 0, 1) * (1.0 + 0.210 * 100.0);
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p.absorption = fadeOut * 0.02;
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p.scattering = fadeOut * (color + float(0.5 + scatterNoise).xxx) * 0.02;
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p.radius = 5.0 + 2.0 * EaseInCubic(t);
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#endif
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particleBuffer[firstIndex + particleIndex] = p;
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uint oldLiveCount;
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InterlockedAdd(emitterBuffer[emitterIndex].liveCount2, 1, oldLiveCount);
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liveDstBuffer[firstIndex + oldLiveCount] = particleIndex;
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}
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