789713b008
-Added SDF collision support for 2D particles -Changed the SDF generation to be fully signed
225 lines
6 KiB
GLSL
225 lines
6 KiB
GLSL
#[compute]
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#version 450
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#VERSION_DEFINES
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layout(local_size_x = 64, local_size_y = 1, local_size_z = 1) in;
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#define PARTICLE_FLAG_ACTIVE uint(1)
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#define PARTICLE_FLAG_STARTED uint(2)
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#define PARTICLE_FLAG_TRAILED uint(4)
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struct ParticleData {
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mat4 xform;
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vec3 velocity;
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uint flags;
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vec4 color;
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vec4 custom;
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};
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layout(set = 0, binding = 1, std430) restrict readonly buffer Particles {
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ParticleData data[];
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}
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particles;
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layout(set = 0, binding = 2, std430) restrict writeonly buffer Transforms {
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vec4 data[];
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}
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instances;
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#ifdef USE_SORT_BUFFER
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layout(set = 1, binding = 0, std430) restrict buffer SortBuffer {
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vec2 data[];
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}
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sort_buffer;
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#endif // USE_SORT_BUFFER
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layout(set = 2, binding = 0, std430) restrict readonly buffer TrailBindPoses {
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mat4 data[];
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}
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trail_bind_poses;
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layout(push_constant, binding = 0, std430) uniform Params {
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vec3 sort_direction;
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uint total_particles;
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uint trail_size;
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uint trail_total;
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float frame_delta;
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float frame_remainder;
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vec3 align_up;
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uint align_mode;
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bool order_by_lifetime;
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uint lifetime_split;
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bool lifetime_reverse;
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uint pad;
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}
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params;
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#define TRANSFORM_ALIGN_DISABLED 0
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#define TRANSFORM_ALIGN_Z_BILLBOARD 1
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#define TRANSFORM_ALIGN_Y_TO_VELOCITY 2
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#define TRANSFORM_ALIGN_Z_BILLBOARD_Y_TO_VELOCITY 3
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void main() {
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#ifdef MODE_FILL_SORT_BUFFER
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uint particle = gl_GlobalInvocationID.x;
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if (particle >= params.total_particles) {
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return; //discard
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}
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uint src_particle = particle;
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if (params.trail_size > 1) {
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src_particle = src_particle * params.trail_size + params.trail_size / 2; //use trail center for sorting
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}
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sort_buffer.data[particle].x = dot(params.sort_direction, particles.data[src_particle].xform[3].xyz);
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sort_buffer.data[particle].y = float(particle);
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#endif
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#ifdef MODE_FILL_INSTANCES
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uint particle = gl_GlobalInvocationID.x;
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if (particle >= params.total_particles) {
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return; //discard
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}
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#ifdef USE_SORT_BUFFER
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if (params.trail_size > 1) {
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particle = uint(sort_buffer.data[particle / params.trail_size].y) + (particle % params.trail_size);
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} else {
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particle = uint(sort_buffer.data[particle].y); //use index from sort buffer
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}
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#else
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if (params.order_by_lifetime) {
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if (params.trail_size > 1) {
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uint limit = (params.total_particles / params.trail_size) - params.lifetime_split;
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uint base_index = particle / params.trail_size;
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uint base_offset = particle % params.trail_size;
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if (params.lifetime_reverse) {
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base_index = (params.total_particles / params.trail_size) - base_index - 1;
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}
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if (base_index < limit) {
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base_index = params.lifetime_split + base_index;
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} else {
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base_index -= limit;
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}
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particle = base_index * params.trail_size + base_offset;
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} else {
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uint limit = params.total_particles - params.lifetime_split;
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if (params.lifetime_reverse) {
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particle = params.total_particles - particle - 1;
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}
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if (particle < limit) {
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particle = params.lifetime_split + particle;
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} else {
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particle -= limit;
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}
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}
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}
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#endif // USE_SORT_BUFFER
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mat4 txform;
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if (bool(particles.data[particle].flags & PARTICLE_FLAG_ACTIVE) || bool(particles.data[particle].flags & PARTICLE_FLAG_TRAILED)) {
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txform = particles.data[particle].xform;
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if (params.trail_size > 1) {
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// since the steps dont fit precisely in the history frames, must do a tiny bit of
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// interpolation to get them close to their intended location.
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uint part_ofs = particle % params.trail_size;
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float natural_ofs = fract((float(part_ofs) / float(params.trail_size)) * float(params.trail_total)) * params.frame_delta;
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txform[3].xyz -= particles.data[particle].velocity * natural_ofs;
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}
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switch (params.align_mode) {
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case TRANSFORM_ALIGN_DISABLED: {
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} break; //nothing
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case TRANSFORM_ALIGN_Z_BILLBOARD: {
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mat3 local = mat3(normalize(cross(params.align_up, params.sort_direction)), params.align_up, params.sort_direction);
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local = local * mat3(txform);
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txform[0].xyz = local[0];
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txform[1].xyz = local[1];
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txform[2].xyz = local[2];
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} break;
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case TRANSFORM_ALIGN_Y_TO_VELOCITY: {
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vec3 v = particles.data[particle].velocity;
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float s = (length(txform[0]) + length(txform[1]) + length(txform[2])) / 3.0;
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if (length(v) > 0.0) {
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txform[1].xyz = normalize(v);
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} else {
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txform[1].xyz = normalize(txform[1].xyz);
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}
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txform[0].xyz = normalize(cross(txform[1].xyz, txform[2].xyz));
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txform[2].xyz = vec3(0.0, 0.0, 1.0) * s;
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txform[0].xyz *= s;
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txform[1].xyz *= s;
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} break;
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case TRANSFORM_ALIGN_Z_BILLBOARD_Y_TO_VELOCITY: {
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vec3 v = particles.data[particle].velocity;
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vec3 sv = v - params.sort_direction * dot(params.sort_direction, v); //screen velocity
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float s = (length(txform[0]) + length(txform[1]) + length(txform[2])) / 3.0;
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if (length(sv) == 0) {
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sv = params.align_up;
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}
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sv = normalize(sv);
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txform[0].xyz = normalize(cross(sv, params.sort_direction)) * s;
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txform[1].xyz = sv * s;
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txform[2].xyz = params.sort_direction * s;
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} break;
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}
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txform[3].xyz += particles.data[particle].velocity * params.frame_remainder;
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if (params.trail_size > 1) {
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uint part_ofs = particle % params.trail_size;
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txform = txform * trail_bind_poses.data[part_ofs];
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}
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txform = transpose(txform);
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} else {
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txform = mat4(vec4(0.0), vec4(0.0), vec4(0.0), vec4(0.0)); //zero scale, becomes invisible
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}
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#ifdef MODE_2D
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uint write_offset = gl_GlobalInvocationID.x * (2 + 1 + 1); //xform + color + custom
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instances.data[write_offset + 0] = txform[0];
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instances.data[write_offset + 1] = txform[1];
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instances.data[write_offset + 2] = particles.data[particle].color;
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instances.data[write_offset + 3] = particles.data[particle].custom;
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#else
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uint write_offset = gl_GlobalInvocationID.x * (3 + 1 + 1); //xform + color + custom
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instances.data[write_offset + 0] = txform[0];
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instances.data[write_offset + 1] = txform[1];
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instances.data[write_offset + 2] = txform[2];
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instances.data[write_offset + 3] = particles.data[particle].color;
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instances.data[write_offset + 4] = particles.data[particle].custom;
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#endif //MODE_2D
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#endif
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}
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