SHADE_Y3/Assets/Shaders/ParticleEmit_CS.glsl

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#version 450
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#define PI 3.14159265f
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layout(local_size_x = 128) in;
struct EmitterParameters
{
vec4 angularRangesAndOffsets;
float minSpeed;
float maxSpeed;
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float rotationSpeed;
float rotationDecay;
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vec4 lifeAndSizeRange; // min life, max life, min size, max size
vec4 colorTint;
float sizeDecay;
uint textureIndex;
float padding[2];
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};
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struct ParticleData
{
vec4 position;
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vec4 orientationSpeedDecay;
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vec4 velocity;
vec4 acceleration;
vec4 scaleAndDecay;
vec4 colorTint;
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float life;
uint textureIndex;
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};
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struct GenericData
{
//! Delta time
float dt;
//! Elapsed time of the application
float elapsedTime;
//! Viewport width of the scene (excluding imgui, that means smaller than window)
uint viewportWidth;
//! Ditto but for height
uint viewportHeight;
};
layout (set = 0, binding = 0) uniform GenericDataBuffer
{
GenericData data;
} genericDataBuffer;
layout (std430, set = 2, binding = 0) readonly buffer EmitterBuffer
{
EmitterParameters data;
} emitterParams;
layout (std430, set = 2, binding = 1) coherent restrict buffer ParticlesInputBuffer
{
ParticleData data[];
} inputParticles;
// output buffer not needed
// layout (std430, set = 2, binding = 2) coherent restrict buffer ParticlesOutputBuffer
// {
// ParticleData data[];
// } outputParticles;
layout (std430, set = 2, binding = 3) coherent restrict buffer ParticlesFreelistBuffer
{
int freeCount;
int freeIndices[];
} freelist;
// push constants
layout(std140, push_constant) uniform EmitterPushConstant
{
vec4 emitterPosition;
uint emissionCount;
} emitterPushConstant;
uint pcg_hash(uint seed)
{
uint state = seed * 747796405u + 2891336453u;
uint word = ((state >> ((state >> 28u) + 4u)) ^ state) * 277803737u;
return (word >> 22u) ^ word;
}
// Used to advance the PCG state.
uint rand_pcg(inout uint rng_state)
{
uint state = rng_state;
rng_state = rng_state * 747796405u + 2891336453u;
uint word = ((state >> ((state >> 28u) + 4u)) ^ state) * 277803737u;
return (word >> 22u) ^ word;
}
// Advances the prng state and returns the corresponding random float.
float rand(inout uint state)
{
uint x = rand_pcg(state);
state = x;
return float(x)*uintBitsToFloat(0x2f800004u);
}
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float map(float value, float inMin, float inMax, float outMin, float outMax)
{
return outMin + (outMax - outMin) * (value - inMin) / (inMax - inMin);
}
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void main()
{
uint emitterInvocationIndex = gl_GlobalInvocationID.x;
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vec4 emitterPosition = emitterPushConstant.emitterPosition;
vec4 angularRangesAndOffsets = emitterParams.data.angularRangesAndOffsets;
float minSpeed = emitterParams.data.minSpeed;
float maxSpeed = emitterParams.data.maxSpeed;
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if (emitterInvocationIndex >= emitterPushConstant.emissionCount)
return;
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// Freecount will start at max particles. Here we subtract every time we emit.
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int freelistIndex = atomicAdd (freelist.freeCount, -1) - 1;
if (freelistIndex < 0)
atomicAdd (freelist.freeCount, 1);
ParticleData particle;
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// Get seed for randomization
uint pixel_index = uint (emitterPosition.x + emitterPosition.y + floatBitsToUint(genericDataBuffer.data.elapsedTime) * (gl_GlobalInvocationID.x + 1));
uint seed = pcg_hash (pixel_index);
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int index = freelist.freeIndices[freelistIndex];
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// emit particle from emitter position
particle.position = vec4 (emitterPosition.xyz, 1.0f);
vec2 eulerAngles = vec2 (rand(seed) * angularRangesAndOffsets.x + angularRangesAndOffsets.z,
rand(seed) * angularRangesAndOffsets.y + angularRangesAndOffsets.w);
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// Set its velocity
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// particle.velocity.xyz = vec3 (cos(eulerAngles.x) * cos(eulerAngles.y),
// sin(eulerAngles.x) * cos(eulerAngles.y),
// sin(eulerAngles.y));
float bank = eulerAngles.y;
float cb = cos(bank);
float sb = sin(bank);
float ch = cos (eulerAngles.x);
float sh = sin (eulerAngles.x);
float cp = cos (0.0f);
float sp = sin (0.0f);
particle.velocity.xyz = mat3 (
(ch * cb + sh * sp * sb), (sb * cp), (-sh * cb + ch * sp * sb),
(-ch * sb + sh * sp * cb), (cb * cp), ( sb * sh + ch * sp * cb),
(sh * cp), (-sp), (ch * cp)
) * vec3 (1.0f, 0.0f, 0.0f);
particle.velocity *= map (rand (seed), 0.0f, 1.0f, minSpeed.x, maxSpeed.x);
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// randomize life value that ranges from minLife to maxLife
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particle.life = map (rand(seed), 0.0f, 1.0f, emitterParams.data.lifeAndSizeRange.x, emitterParams.data.lifeAndSizeRange.y);
float particleSize = map (rand(seed), 0.0f, 1.0f, emitterParams.data.lifeAndSizeRange.z, emitterParams.data.lifeAndSizeRange.w);
// Set size of and size decay of particle
particle.scaleAndDecay.x = particleSize;
particle.scaleAndDecay.y = particleSize;
particle.scaleAndDecay.z = emitterParams.data.sizeDecay;
particle.scaleAndDecay.w = emitterParams.data.sizeDecay;
// Set particle color tint
particle.colorTint = emitterParams.data.colorTint;
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// Set the texture for the particle
particle.textureIndex = emitterParams.data.textureIndex;
// Set orientation and rotation speed
if (emitterParams.data.rotationSpeed != 0.0f)
particle.orientationSpeedDecay = vec4 (rand(seed) * PI, emitterParams.data.rotationSpeed, emitterParams.data.rotationDecay, 0.0f);
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else
particle.orientationSpeedDecay = vec4 (0.0f);
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particle.acceleration = vec4 (0.0f, -0.058f, 0.0f, 0.0f);
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inputParticles.data[index] = particle;
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}