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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