[12115] | 1 | #version 150 |
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| 2 | |
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| 3 | // |
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| 4 | // Explanation of different particle types. |
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| 5 | // |
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| 6 | // Firework Launcher - launches a PT_SHELL every so many seconds. |
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| 7 | #define PT_LAUNCHER 0 |
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| 8 | // Unexploded shell - flies from the origin and explodes into many PT_EMBERX's. |
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| 9 | #define PT_SHELL 1 |
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| 10 | // Basic particle - after it's emitted from the shell, it dies. |
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| 11 | #define PT_EMBER1 2 |
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| 12 | // After it's emitted, it explodes again into many PT_EMBER1's. |
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| 13 | #define PT_EMBER2 3 |
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| 14 | // Just a different colored ember1. |
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| 15 | #define PT_EMBER3 4 |
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| 16 | #define P_SHELLLIFE 3.0 |
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| 17 | #define P_EMBER1LIFE 2.5 |
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| 18 | #define P_EMBER2LIFE 1.5 |
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| 19 | #define P_EMBER3LIFE 2.0 |
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| 20 | |
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| 21 | // These two were originally shader params, but they caused runtime errors. |
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| 22 | #define NUM_EMBER_1S 30 |
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| 23 | #define NUM_EMBER_2S 15 |
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| 24 | #define NUM_EMBER_3S 10 |
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| 25 | // This one was originally a variant, but also causes runtime errors. |
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| 26 | //#define MAX_EMBER_2S 15.0 |
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| 27 | |
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| 28 | layout(points) in; |
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| 29 | layout(points, max_vertices = 60) out; |
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| 30 | |
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| 31 | in block { |
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| 32 | vec3 Pos; |
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| 33 | float Timer; |
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| 34 | float Type; |
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| 35 | vec3 Vel; |
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| 36 | } FireworkData[]; |
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| 37 | |
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| 38 | // out vec3 outputPos; |
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| 39 | // out float outputTimer; |
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| 40 | // out float outputType; |
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| 41 | // out vec3 outputVel; |
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| 42 | |
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| 43 | // out vec3 gl_Position; |
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| 44 | out vec3 oPos; |
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| 45 | out float oUv0; // Timer |
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| 46 | out float oUv1; // Type |
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| 47 | out vec3 oUv2; // Velocity |
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| 48 | |
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| 49 | uniform sampler1D randomTexture; |
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| 50 | uniform vec3 frameGravity; |
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| 51 | uniform float globalTime; |
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| 52 | uniform float elapsedTime; |
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| 53 | uniform float secondsPerFirework; |
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| 54 | |
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| 55 | // |
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| 56 | // Generic particle motion handler |
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| 57 | // |
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| 58 | void GSGenericHandler( vec3 Pos, vec3 Vel, float Timer, float Type, |
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| 59 | float elapsedTime, |
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| 60 | vec3 frameGravity) |
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| 61 | { |
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| 62 | Vel += frameGravity; |
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| 63 | Timer -= elapsedTime; |
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| 64 | |
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| 65 | if (Pos.y > -100) |
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| 66 | { |
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| 67 | oPos = Pos + (Vel * elapsedTime); |
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| 68 | oUv0 = Timer; |
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| 69 | oUv1 = Type; |
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| 70 | oUv2 = Vel; |
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| 71 | EmitVertex(); |
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| 72 | } |
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| 73 | } |
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| 74 | |
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| 75 | // |
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| 76 | // Sample a random direction from our random texture |
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| 77 | // |
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| 78 | vec3 RandomDir(float fOffset, float globalTime, sampler1D randomTex) |
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| 79 | { |
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| 80 | float tCoord = (globalTime + fOffset) / 300.0; |
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| 81 | return texture(randomTex, tCoord).rgb; |
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| 82 | } |
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| 83 | |
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| 84 | // |
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| 85 | // Launcher type particle handler |
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| 86 | // |
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| 87 | void GSLauncherHandler( vec3 Pos, vec3 Vel, float Timer, float Type, |
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| 88 | float elapsedTime, |
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| 89 | float globalTime, |
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| 90 | sampler1D randomTex, |
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| 91 | float secondsPerFirework) |
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| 92 | { |
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| 93 | if (Timer <= 0) |
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| 94 | { |
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| 95 | vec3 vRandom = normalize(RandomDir(Type, globalTime, randomTex)); |
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| 96 | // Give it more of an up bias. |
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| 97 | vRandom = normalize(vRandom + vec3(0, 2.5, 0)); |
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| 98 | |
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| 99 | // Time to emit a new SHELL. |
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| 100 | oPos = Pos + Vel * elapsedTime; |
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| 101 | oUv2 = Vel + vRandom * 35.0; |
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| 102 | oUv0 = P_SHELLLIFE + vRandom.y * 0.5; |
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| 103 | oUv1 = PT_SHELL; |
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| 104 | EmitVertex(); |
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| 105 | |
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| 106 | // Reset our timer. |
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| 107 | Timer = secondsPerFirework + vRandom.x * 0.4; |
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| 108 | } |
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| 109 | else |
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| 110 | { |
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| 111 | Timer -= elapsedTime; |
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| 112 | } |
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| 113 | |
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| 114 | // Emit ourselves to keep us alive. |
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| 115 | oPos = Pos; |
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| 116 | oUv2 = Vel; |
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| 117 | oUv0 = Timer; |
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| 118 | oUv1 = Type; |
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| 119 | EmitVertex(); |
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| 120 | } |
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| 121 | |
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| 122 | // |
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| 123 | // Shell type particle handler |
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| 124 | // |
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| 125 | void GSShellHandler( vec3 Pos, vec3 Vel, float Timer, float Type, |
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| 126 | float elapsedTime, |
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| 127 | float globalTime, |
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| 128 | sampler1D randomTex, |
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| 129 | vec3 frameGravity) |
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| 130 | { |
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| 131 | if (Timer <= 0) |
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| 132 | { |
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| 133 | vec3 vRandom = vec3(0,0,0); |
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| 134 | |
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| 135 | // Time to emit a series of new Ember1s. |
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| 136 | for (int i = 0; i < NUM_EMBER_1S; i++) |
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| 137 | { |
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| 138 | vRandom = normalize(RandomDir(Type + i, globalTime, randomTex)); |
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| 139 | oPos = Pos + Vel * elapsedTime; |
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| 140 | oUv2 = Vel + vRandom * 15.0; |
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| 141 | oUv0 = P_EMBER1LIFE; |
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| 142 | oUv1 = PT_EMBER1; |
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| 143 | EmitVertex(); |
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| 144 | } |
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| 145 | |
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| 146 | // Find out how many Ember2s to emit. |
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| 147 | // Not doing this because it causes a runtime error. |
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| 148 | //int numEmber2s = abs(vRandom.x)*MAX_EMBER_2S; |
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| 149 | for (int i = 0; i < NUM_EMBER_2S; i++) |
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| 150 | { |
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| 151 | vRandom = normalize(RandomDir(Type, globalTime, randomTex)); |
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| 152 | oPos = Pos + Vel * elapsedTime; |
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| 153 | oUv2 = Vel + vRandom * 10.0; |
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| 154 | oUv0 = P_EMBER2LIFE + 0.4 * vRandom.x; |
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| 155 | oUv1 = PT_EMBER2; |
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| 156 | EmitVertex(); |
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| 157 | } |
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| 158 | |
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| 159 | } |
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| 160 | else |
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| 161 | { |
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| 162 | GSGenericHandler(Pos, Vel, Timer, Type, elapsedTime, frameGravity); |
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| 163 | } |
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| 164 | } |
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| 165 | |
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| 166 | // |
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| 167 | // Ember1 and Ember3 type particle handler. |
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| 168 | // |
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| 169 | void GSEmber1Handler( vec3 Pos, vec3 Vel, float Timer, float Type, |
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| 170 | float elapsedTime, |
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| 171 | vec3 frameGravity) |
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| 172 | { |
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| 173 | if (Timer > 0) |
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| 174 | { |
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| 175 | GSGenericHandler(Pos, Vel, Timer, Type, elapsedTime, frameGravity); |
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| 176 | } |
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| 177 | } |
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| 178 | |
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| 179 | // |
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| 180 | // Ember2 type particle handler. |
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| 181 | // |
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| 182 | void GSEmber2Handler( vec3 Pos, vec3 Vel, float Timer, float Type, |
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| 183 | float elapsedTime, |
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| 184 | float globalTime, |
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| 185 | sampler1D randomTex, |
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| 186 | vec3 frameGravity) |
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| 187 | { |
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| 188 | if (Timer <= 0) |
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| 189 | { |
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| 190 | // Time to emit a series of new Ember3's. |
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| 191 | for (int i = 0; i < NUM_EMBER_3S; i++) |
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| 192 | { |
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| 193 | oPos = Pos + Vel * elapsedTime; |
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| 194 | oUv2 = Vel + normalize(RandomDir(Type + i, globalTime, randomTex)) * 10.0; |
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| 195 | oUv0 = P_EMBER3LIFE; |
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| 196 | oUv1 = PT_EMBER3; |
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| 197 | EmitVertex(); |
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| 198 | } |
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| 199 | } |
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| 200 | else |
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| 201 | { |
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| 202 | GSGenericHandler(Pos, Vel, Timer, Type, elapsedTime, frameGravity); |
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| 203 | } |
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| 204 | } |
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| 205 | |
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| 206 | void main() |
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| 207 | { |
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| 208 | if (FireworkData[0].Type == PT_LAUNCHER) |
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| 209 | GSLauncherHandler(FireworkData[0].Pos.xyz, FireworkData[0].Vel, FireworkData[0].Timer, FireworkData[0].Type, |
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| 210 | elapsedTime, globalTime, randomTexture, secondsPerFirework); |
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| 211 | else if (FireworkData[0].Type == PT_SHELL) |
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| 212 | GSShellHandler(FireworkData[0].Pos.xyz, FireworkData[0].Vel, FireworkData[0].Timer, FireworkData[0].Type, |
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| 213 | elapsedTime, globalTime, randomTexture, frameGravity); |
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| 214 | else if (FireworkData[0].Type == PT_EMBER1 || |
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| 215 | FireworkData[0].Type == PT_EMBER3) |
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| 216 | GSEmber1Handler(FireworkData[0].Pos.xyz, FireworkData[0].Vel, FireworkData[0].Timer, FireworkData[0].Type, |
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| 217 | elapsedTime, frameGravity); |
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| 218 | else if (FireworkData[0].Type == PT_EMBER2) |
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| 219 | GSEmber2Handler(FireworkData[0].Pos.xyz, FireworkData[0].Vel, FireworkData[0].Timer, FireworkData[0].Type, |
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| 220 | elapsedTime, globalTime, randomTexture, frameGravity); |
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| 221 | EndPrimitive(); |
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| 222 | |
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| 223 | // // gl_Position.xyz = FireworkData[0].Pos;// + FireworkData[0].Vel * elapsedTime; |
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| 224 | // // gl_Position.w = 1; |
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| 225 | // gl_Position = FireworkData[0].Pos + 1;// + FireworkData[0].Vel * elapsedTime; |
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| 226 | // // gl_Position = Pos[0];// + FireworkData[0].Vel * elapsedTime; |
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| 227 | // //gl_Position = vec4(10, 10, 10, 1); |
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| 228 | // // oUv0 = P_SHELLLIFE + 0.5; |
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| 229 | // oUv0 = FireworkData[0].Timer; |
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| 230 | // // oUv0 = Timer[0]; |
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| 231 | // oUv1 = FireworkData[0].Type; |
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| 232 | // // oUv1 = Type[0]; |
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| 233 | // oUv2 = FireworkData[0].Vel; |
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| 234 | // // oUv2 = Vel[0]; |
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| 235 | // //oUv2 = vec3(4, 5, 35.0); |
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| 236 | // EmitVertex(); |
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| 237 | // EndPrimitive(); |
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| 238 | // // // gl_Position = vec4(10, 20, 30, 1); |
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| 239 | // gl_Position = vec3(10, 20, 30); |
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| 240 | // oUv0 = P_EMBER3LIFE; |
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| 241 | // oUv1 = PT_SHELL; |
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| 242 | // oUv2 = vec3(40, 50, 60); |
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| 243 | // EmitVertex(); |
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| 244 | // EndPrimitive(); |
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| 245 | } |
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