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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