[12115] | 1 | // |
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| 2 | // Explanation of different particle types |
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| 3 | // |
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| 4 | #define PT_LAUNCHER 0 //Firework Launcher - launches a PT_SHELL every so many seconds |
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| 5 | #define PT_SHELL 1 //Unexploded shell - flies from the origin and explodes into many PT_EMBERXs |
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| 6 | #define PT_EMBER1 2 //basic particle - after it's emitted from the shell, it dies |
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| 7 | #define PT_EMBER2 3 //after it's emitted, it explodes again into many PT_EMBER1s |
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| 8 | #define PT_EMBER3 4 //just a differently colored ember1 |
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| 9 | #define P_SHELLLIFE 3.0 |
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| 10 | #define P_EMBER1LIFE 2.5 |
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| 11 | #define P_EMBER2LIFE 1.5 |
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| 12 | #define P_EMBER3LIFE 2.0 |
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| 13 | |
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| 14 | //These two were originally shader params, but they caused runtime errors |
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| 15 | #define NUM_EMBER_1S 30 |
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| 16 | #define NUM_EMBER_2S 15 |
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| 17 | #define NUM_EMBER_3S 10 |
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| 18 | //This one was originally a variant, but this also causes runtime errors |
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| 19 | //#define MAX_EMBER_2S 15.0 |
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| 20 | |
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| 21 | // |
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| 22 | // Generic particle motion handler |
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| 23 | // |
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| 24 | |
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| 25 | void GSGenericHandler( float3 Pos, float3 Vel, float Timer, float Type, |
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| 26 | float elapsedTime, |
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| 27 | float3 frameGravity) |
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| 28 | { |
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| 29 | Pos += Vel * elapsedTime; |
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| 30 | Vel += frameGravity; |
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| 31 | Timer -= elapsedTime; |
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| 32 | if (Pos.y > -100) |
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| 33 | { |
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| 34 | emitVertex( Pos : POSITION, Vel : TEXCOORD2, Timer : TEXCOORD0, Type : TEXCOORD1); |
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| 35 | } |
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| 36 | } |
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| 37 | |
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| 38 | // |
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| 39 | // Sample a random direction from our random texture |
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| 40 | // |
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| 41 | float3 RandomDir(float fOffset, float globalTime, sampler1D randomTex) |
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| 42 | { |
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| 43 | float tCoord = (globalTime + fOffset) / 300.0; |
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| 44 | return tex1D(randomTex, tCoord).rgb; |
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| 45 | } |
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| 46 | |
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| 47 | // |
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| 48 | // Launcher type particle handler |
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| 49 | // |
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| 50 | void GSLauncherHandler( float3 Pos, float3 Vel, float Timer, float Type, |
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| 51 | float elapsedTime, |
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| 52 | float globalTime, |
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| 53 | sampler1D randomTex, |
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| 54 | float secondsPerFirework) |
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| 55 | { |
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| 56 | if(Timer <= 0) |
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| 57 | { |
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| 58 | float3 vRandom = normalize( RandomDir( Type, globalTime, randomTex) ); |
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| 59 | //Give it more of an up bias |
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| 60 | vRandom = normalize(vRandom + float3(0,2.5,0)); |
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| 61 | |
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| 62 | //time to emit a new SHELL |
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| 63 | float3 outputPos = Pos + Vel*elapsedTime; |
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| 64 | float3 outputVel = Vel + vRandom*35.0; |
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| 65 | float outputTimer = P_SHELLLIFE + vRandom.y*0.5; |
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| 66 | float outputType = PT_SHELL; |
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| 67 | emitVertex(outputPos : POSITION, outputVel : TEXCOORD2, outputTimer : TEXCOORD0, outputType : TEXCOORD1); |
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| 68 | |
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| 69 | //reset our timer |
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| 70 | Timer = secondsPerFirework + vRandom.x*0.4; |
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| 71 | } |
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| 72 | else |
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| 73 | { |
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| 74 | Timer -= elapsedTime; |
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| 75 | } |
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| 76 | |
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| 77 | //emit ourselves to keep us alive |
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| 78 | emitVertex( Pos : POSITION, Vel : TEXCOORD2, Timer : TEXCOORD0, Type : TEXCOORD1); |
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| 79 | } |
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| 80 | |
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| 81 | // |
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| 82 | // Shell type particle handler |
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| 83 | // |
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| 84 | void GSShellHandler( float3 Pos, float3 Vel, float Timer, float Type, |
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| 85 | float elapsedTime, |
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| 86 | float globalTime, |
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| 87 | sampler1D randomTex, |
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| 88 | float3 frameGravity) |
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| 89 | { |
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| 90 | if(Timer <= 0) |
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| 91 | { |
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| 92 | float3 outputPos; |
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| 93 | float3 outputVel; |
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| 94 | float outputTimer; |
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| 95 | float outputType; |
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| 96 | |
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| 97 | float3 vRandom = float3(0,0,0); |
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| 98 | |
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| 99 | //time to emit a series of new Ember1s |
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| 100 | for(int i=0; i<NUM_EMBER_1S; i++) |
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| 101 | { |
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| 102 | vRandom = normalize( RandomDir( Type+i, globalTime, randomTex ) ); |
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| 103 | outputPos = Pos + Vel*elapsedTime; |
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| 104 | outputVel = Vel + vRandom*15.0; |
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| 105 | outputTimer = P_EMBER1LIFE; |
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| 106 | outputType = PT_EMBER1; |
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| 107 | emitVertex(outputPos : POSITION, outputTimer : TEXCOORD0, outputType : TEXCOORD1, outputVel : TEXCOORD2); |
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| 108 | } |
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| 109 | |
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| 110 | //find out how many Ember2s to emit |
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| 111 | //Not doing this because it causes a runtime error |
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| 112 | //int numEmber2s = abs(vRandom.x)*MAX_EMBER_2S; |
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| 113 | for(int i=0; i<NUM_EMBER_2S; i++) |
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| 114 | { |
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| 115 | vRandom = normalize( RandomDir( Type, globalTime, randomTex) ); |
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| 116 | outputPos = Pos + Vel*elapsedTime; |
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| 117 | outputVel = Vel + vRandom*10.0; |
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| 118 | outputTimer = P_EMBER2LIFE + 0.4*vRandom.x; |
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| 119 | outputType = PT_EMBER2; |
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| 120 | emitVertex(outputPos : POSITION, outputVel : TEXCOORD2, outputTimer : TEXCOORD0, outputType : TEXCOORD1); |
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| 121 | } |
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| 122 | |
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| 123 | } |
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| 124 | else |
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| 125 | { |
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| 126 | GSGenericHandler(Pos, Vel, Timer, Type, elapsedTime, frameGravity ); |
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| 127 | } |
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| 128 | } |
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| 129 | |
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| 130 | // |
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| 131 | // Ember1 and Ember3 type particle handler |
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| 132 | // |
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| 133 | void GSEmber1Handler( float3 Pos, float3 Vel, float Timer, float Type, |
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| 134 | float elapsedTime, |
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| 135 | float3 frameGravity) |
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| 136 | { |
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| 137 | if(Timer > 0) |
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| 138 | { |
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| 139 | GSGenericHandler(Pos, Vel, Timer, Type, elapsedTime, frameGravity ); |
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| 140 | } |
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| 141 | } |
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| 142 | |
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| 143 | // |
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| 144 | // Ember2 type particle handler |
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| 145 | // |
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| 146 | void GSEmber2Handler( float3 Pos, float3 Vel, float Timer, float Type, |
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| 147 | float elapsedTime, |
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| 148 | float globalTime, |
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| 149 | sampler1D randomTex, |
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| 150 | float3 frameGravity) |
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| 151 | { |
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| 152 | if(Timer <= 0) |
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| 153 | { |
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| 154 | float3 outputPos; |
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| 155 | float3 outputVel; |
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| 156 | float outputTimer; |
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| 157 | float outputType; |
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| 158 | |
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| 159 | //time to emit a series of new Ember3s |
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| 160 | for(int i=0; i<NUM_EMBER_3S; i++) |
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| 161 | { |
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| 162 | outputPos = Pos + Vel*elapsedTime; |
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| 163 | outputVel = Vel + normalize( RandomDir( Type + i, globalTime, randomTex ) )*10.0; |
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| 164 | outputTimer = P_EMBER3LIFE; |
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| 165 | outputType = PT_EMBER3; |
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| 166 | emitVertex(outputPos : POSITION, outputVel : TEXCOORD2, outputTimer : TEXCOORD0, outputType : TEXCOORD1); |
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| 167 | } |
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| 168 | } |
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| 169 | else |
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| 170 | { |
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| 171 | GSGenericHandler(Pos, Vel, Timer, Type, elapsedTime, frameGravity ); |
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| 172 | } |
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| 173 | } |
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| 174 | |
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| 175 | struct FireworkData |
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| 176 | { |
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| 177 | float4 Pos : POSITION; |
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| 178 | float Timer : TEXCOORD0; |
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| 179 | float Type : TEXCOORD1; |
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| 180 | float3 Velocity : TEXCOORD2; |
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| 181 | }; |
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| 182 | |
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| 183 | //The vertex shader that prepares the fireworks for display |
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| 184 | FireworkData GenerateParticles_VS( |
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| 185 | in float4 inPos : POSITION, |
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| 186 | in float inTimer : TEXCOORD0, |
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| 187 | in float inType : TEXCOORD1, |
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| 188 | in float3 inVelocity : TEXCOORD2 |
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| 189 | ) |
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| 190 | { |
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| 191 | FireworkData output; |
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| 192 | output.Pos = inPos; |
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| 193 | output.Timer = inTimer; |
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| 194 | output.Type = inType; |
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| 195 | output.Velocity = inVelocity; |
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| 196 | |
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| 197 | return output; |
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| 198 | } |
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| 199 | |
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| 200 | POINT |
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| 201 | POINT_OUT |
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| 202 | void GenerateParticles_GS( |
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| 203 | AttribArray<float3> Pos : POSITION, |
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| 204 | AttribArray<float> Timer : TEXCOORD0, |
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| 205 | AttribArray<float> Type : TEXCOORD1, |
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| 206 | AttribArray<float3> Vel : TEXCOORD2, |
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| 207 | |
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| 208 | uniform sampler1D randomTex : TEXUNIT0, |
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| 209 | uniform float3 frameGravity, |
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| 210 | uniform float globalTime, |
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| 211 | uniform float elapsedTime, |
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| 212 | uniform float secondsPerFirework |
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| 213 | ) |
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| 214 | { |
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| 215 | if( Type[0] == PT_LAUNCHER ) |
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| 216 | GSLauncherHandler( Pos[0], Vel[0], Timer[0], Type[0], |
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| 217 | elapsedTime, globalTime, randomTex, secondsPerFirework); |
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| 218 | else if ( Type[0] == PT_SHELL ) |
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| 219 | GSShellHandler( Pos[0], Vel[0], Timer[0], Type[0], |
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| 220 | elapsedTime, globalTime, randomTex, frameGravity); |
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| 221 | else if ( Type[0] == PT_EMBER1 || |
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| 222 | Type[0] == PT_EMBER3 ) |
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| 223 | GSEmber1Handler( Pos[0], Vel[0], Timer[0], Type[0], |
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| 224 | elapsedTime, frameGravity); |
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| 225 | else if( Type[0] == PT_EMBER2 ) |
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| 226 | GSEmber2Handler( Pos[0], Vel[0], Timer[0], Type[0], |
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| 227 | elapsedTime, globalTime, randomTex, frameGravity); |
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| 228 | } |
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| 229 | |
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| 230 | struct ColoredFirework |
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| 231 | { |
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| 232 | float3 pos : POSITION; |
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| 233 | float4 color : COLOR; |
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| 234 | float radius : TEXCOORD0; |
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| 235 | }; |
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| 236 | |
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| 237 | //The vertex shader that prepares the fireworks for display |
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| 238 | ColoredFirework DisplayParticles_VS |
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| 239 | ( |
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| 240 | in float3 inPos : POSITION, |
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| 241 | in float inTimer : TEXCOORD0, |
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| 242 | in float inType : TEXCOORD1, |
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| 243 | in float3 inVelocity : TEXCOORD2 |
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| 244 | |
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| 245 | |
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| 246 | //uniform float4x4 worldViewProj |
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| 247 | ) |
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| 248 | { |
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| 249 | ColoredFirework output; |
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| 250 | // |
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| 251 | // Pass the point through |
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| 252 | // |
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| 253 | output.pos = inPos; //Multiply by world matrix? |
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| 254 | output.radius = 1.5; |
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| 255 | |
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| 256 | // |
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| 257 | // calculate the color |
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| 258 | // |
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| 259 | if( inType == PT_LAUNCHER ) |
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| 260 | { |
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| 261 | output.color = float4(1,0.1,0.1,1); |
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| 262 | output.radius = 1.0; |
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| 263 | } |
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| 264 | else if( inType == PT_SHELL ) |
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| 265 | { |
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| 266 | output.color = float4(0.1,1,1,1); |
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| 267 | output.radius = 1.0; |
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| 268 | } |
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| 269 | else if( inType == PT_EMBER1 ) |
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| 270 | { |
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| 271 | output.color = float4(1,1,0.1,1); |
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| 272 | output.color *= (inTimer / P_EMBER1LIFE ); |
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| 273 | } |
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| 274 | else if( inType == PT_EMBER2 ) |
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| 275 | { |
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| 276 | output.color = float4(1,0.1,1,1); |
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| 277 | } |
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| 278 | else if( inType == PT_EMBER3 ) |
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| 279 | { |
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| 280 | output.color = float4(1,0.1,0.1,1); |
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| 281 | output.color *= (inTimer / P_EMBER3LIFE ); |
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| 282 | } |
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| 283 | |
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| 284 | return output; |
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| 285 | } |
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| 286 | |
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| 287 | //The geometry shader that prepares the fireworks for display |
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| 288 | POINT |
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| 289 | TRIANGLE_OUT |
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| 290 | void DisplayParticles_GS( AttribArray<float3> Pos : POSITION, |
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| 291 | AttribArray<float4> Color : COLOR, |
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| 292 | AttribArray<float> Radius : TEXCOORD0, |
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| 293 | |
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| 294 | uniform float4x4 inverseView, |
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| 295 | uniform float4x4 worldViewProj) |
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| 296 | { |
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| 297 | //float3 g_positions[4] = { float3( -1, 1, 0 ), float3( 1, 1, 0 ), float3( -1, -1, 0 ), float3( 1, -1, 0 ) }; |
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| 298 | float3 g_positions[4] = { float3( -1, 1, 0 ), float3( -1, -1, 0 ), float3( 1, 1, 0 ), float3( 1, -1, 0 ) }; |
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| 299 | float2 g_texcoords[4] = { float2(0,1), float2(1,1), float2(0,0), float2(1,0) }; |
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| 300 | |
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| 301 | |
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| 302 | // |
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| 303 | // Emit two new triangles |
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| 304 | // |
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| 305 | for(int i=0; i<4; i++) |
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| 306 | { |
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| 307 | float3 position = -g_positions[i]*Radius[0]; |
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| 308 | position = mul( (float3x3)inverseView, position ) + Pos[0]; |
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| 309 | float4 outPos = mul( worldViewProj, float4(position,1.0) ); |
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| 310 | |
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| 311 | emitVertex(outPos : POSITION, Color[0] : COLOR0, g_texcoords[i] : TEXCOORD0); |
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| 312 | } |
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| 313 | restartStrip(); |
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| 314 | } |
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| 315 | |
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| 316 | //The pixels shaders that colors the fireworks |
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| 317 | float4 DisplayParticles_PS( float2 iTexCoord : TEXCOORD0, |
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| 318 | float4 iColor : COLOR0, |
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| 319 | uniform sampler diffuseTex : register(s0)) : COLOR |
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| 320 | { |
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| 321 | return tex2D(diffuseTex, iTexCoord) * iColor; |
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| 322 | //return float4(iTexCoord.x, iTexCoord.y, 0, 1) + iColor * 0.01; |
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| 323 | //return float4(iTexCoord.xy, 0, 1) * 0.3 + tex2D(diffuseTex, iTexCoord) * 0.7 + iColor * 0.01; |
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| 324 | } |
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