Files
WickedEngine/WickedEngine/wiEmittedParticle.cpp
T
Turánszki János 4049947a50 raytraced shadows updates
raytraced shadows separated from object shaders
2021-01-16 16:10:55 +01:00

811 lines
26 KiB
C++

#include "wiEmittedParticle.h"
#include "wiMath.h"
#include "wiScene.h"
#include "wiRenderer.h"
#include "wiResourceManager.h"
#include "wiIntersect.h"
#include "wiRandom.h"
#include "ResourceMapping.h"
#include "wiArchive.h"
#include "wiTextureHelper.h"
#include "wiGPUSortLib.h"
#include "wiProfiler.h"
#include "wiBackLog.h"
#include "wiEvent.h"
#include <algorithm>
using namespace std;
using namespace wiGraphics;
namespace wiScene
{
static Shader vertexShader;
static Shader meshShader;
static Shader pixelShader[wiEmittedParticle::PARTICLESHADERTYPE_COUNT];
static Shader kickoffUpdateCS;
static Shader finishUpdateCS;
static Shader emitCS;
static Shader emitCS_VOLUME;
static Shader emitCS_FROMMESH;
static Shader sphpartitionCS;
static Shader sphpartitionoffsetsCS;
static Shader sphpartitionoffsetsresetCS;
static Shader sphdensityCS;
static Shader sphforceCS;
static Shader simulateCS;
static Shader simulateCS_SORTING;
static Shader simulateCS_DEPTHCOLLISIONS;
static Shader simulateCS_SORTING_DEPTHCOLLISIONS;
static BlendState blendStates[BLENDMODE_COUNT];
static RasterizerState rasterizerState;
static RasterizerState wireFrameRS;
static DepthStencilState depthStencilState;
static PipelineState PSO[BLENDMODE_COUNT][wiEmittedParticle::PARTICLESHADERTYPE_COUNT];
static PipelineState PSO_wire;
static bool ALLOW_MESH_SHADER = false;
void wiEmittedParticle::SetMaxParticleCount(uint32_t value)
{
buffersUpToDate = false;
MAX_PARTICLES = value;
}
void wiEmittedParticle::CreateSelfBuffers()
{
if (buffersUpToDate)
{
return;
}
buffersUpToDate = true;
// GPU-local buffer descriptors:
GPUBufferDesc bd;
bd.Usage = USAGE_DEFAULT;
bd.BindFlags = BIND_SHADER_RESOURCE | BIND_UNORDERED_ACCESS;
bd.CPUAccessFlags = 0;
bd.MiscFlags = RESOURCE_MISC_BUFFER_STRUCTURED;
SubresourceData data;
// Particle buffer:
bd.StructureByteStride = sizeof(Particle);
bd.ByteWidth = bd.StructureByteStride * MAX_PARTICLES;
wiRenderer::GetDevice()->CreateBuffer(&bd, nullptr, &particleBuffer);
// Alive index lists (double buffered):
bd.StructureByteStride = sizeof(uint32_t);
bd.ByteWidth = bd.StructureByteStride * MAX_PARTICLES;
wiRenderer::GetDevice()->CreateBuffer(&bd, nullptr, &aliveList[0]);
wiRenderer::GetDevice()->CreateBuffer(&bd, nullptr, &aliveList[1]);
// Dead index list:
std::vector<uint32_t> indices(MAX_PARTICLES);
for (uint32_t i = 0; i < MAX_PARTICLES; ++i)
{
indices[i] = i;
}
data.pSysMem = indices.data();
wiRenderer::GetDevice()->CreateBuffer(&bd, &data, &deadList);
data.pSysMem = nullptr;
// Distance buffer:
bd.StructureByteStride = sizeof(float);
bd.ByteWidth = bd.StructureByteStride * MAX_PARTICLES;
std::vector<float> distances(MAX_PARTICLES);
std::fill(distances.begin(), distances.end(), 0.0f);
data.pSysMem = distances.data();
wiRenderer::GetDevice()->CreateBuffer(&bd, &data, &distanceBuffer);
data.pSysMem = nullptr;
// SPH Partitioning grid indices per particle:
bd.StructureByteStride = sizeof(float); // really, it is uint, but sorting is performing comparisons on floats, so whateva
bd.ByteWidth = bd.StructureByteStride * MAX_PARTICLES;
wiRenderer::GetDevice()->CreateBuffer(&bd, nullptr, &sphPartitionCellIndices);
// SPH Partitioning grid cell offsets into particle index list:
bd.StructureByteStride = sizeof(uint32_t);
bd.ByteWidth = bd.StructureByteStride * SPH_PARTITION_BUCKET_COUNT;
wiRenderer::GetDevice()->CreateBuffer(&bd, nullptr, &sphPartitionCellOffsets);
// Density buffer (for SPH simulation):
bd.StructureByteStride = sizeof(float);
bd.ByteWidth = bd.StructureByteStride * MAX_PARTICLES;
wiRenderer::GetDevice()->CreateBuffer(&bd, nullptr, &densityBuffer);
// Particle System statistics:
ParticleCounters counters;
counters.aliveCount = 0;
counters.deadCount = MAX_PARTICLES;
counters.realEmitCount = 0;
counters.aliveCount_afterSimulation = 0;
data.pSysMem = &counters;
bd.ByteWidth = sizeof(counters);
bd.StructureByteStride = sizeof(counters);
bd.MiscFlags = RESOURCE_MISC_BUFFER_ALLOW_RAW_VIEWS;
wiRenderer::GetDevice()->CreateBuffer(&bd, &data, &counterBuffer);
data.pSysMem = nullptr;
// Indirect Execution buffer:
bd.BindFlags = BIND_UNORDERED_ACCESS;
bd.MiscFlags = RESOURCE_MISC_BUFFER_ALLOW_RAW_VIEWS | RESOURCE_MISC_INDIRECT_ARGS;
bd.ByteWidth =
sizeof(wiGraphics::IndirectDispatchArgs) +
sizeof(wiGraphics::IndirectDispatchArgs) +
sizeof(wiGraphics::IndirectDrawArgsInstanced);
wiRenderer::GetDevice()->CreateBuffer(&bd, nullptr, &indirectBuffers);
// Constant buffer:
bd.Usage = USAGE_DEFAULT;
bd.ByteWidth = sizeof(EmittedParticleCB);
bd.BindFlags = BIND_CONSTANT_BUFFER;
bd.CPUAccessFlags = 0;
bd.MiscFlags = 0;
wiRenderer::GetDevice()->CreateBuffer(&bd, nullptr, &constantBuffer);
// Debug information CPU-readback buffer:
{
GPUBufferDesc debugBufDesc = counterBuffer.GetDesc();
debugBufDesc.Usage = USAGE_STAGING;
debugBufDesc.CPUAccessFlags = CPU_ACCESS_READ;
debugBufDesc.BindFlags = 0;
debugBufDesc.MiscFlags = 0;
for (int i = 0; i < arraysize(statisticsReadbackBuffer); ++i)
{
wiRenderer::GetDevice()->CreateBuffer(&debugBufDesc, nullptr, &statisticsReadbackBuffer[i]);
}
}
}
uint32_t wiEmittedParticle::GetMemorySizeInBytes() const
{
if (!particleBuffer.IsValid())
return 0;
uint32_t retVal = 0;
retVal += particleBuffer.GetDesc().ByteWidth;
retVal += aliveList[0].GetDesc().ByteWidth;
retVal += aliveList[1].GetDesc().ByteWidth;
retVal += deadList.GetDesc().ByteWidth;
retVal += distanceBuffer.GetDesc().ByteWidth;
retVal += sphPartitionCellIndices.GetDesc().ByteWidth;
retVal += sphPartitionCellOffsets.GetDesc().ByteWidth;
retVal += densityBuffer.GetDesc().ByteWidth;
retVal += counterBuffer.GetDesc().ByteWidth;
retVal += indirectBuffers.GetDesc().ByteWidth;
retVal += constantBuffer.GetDesc().ByteWidth;
return retVal;
}
void wiEmittedParticle::UpdateCPU(const TransformComponent& transform, float dt)
{
if (IsPaused())
return;
emit = std::max(0.0f, emit - floorf(emit));
CreateSelfBuffers();
center = transform.GetPosition();
emit += (float)count*dt;
emit += burst;
burst = 0;
// Swap CURRENT alivelist with NEW alivelist
std::swap(aliveList[0], aliveList[1]);
// Read back statistics (with GPU delay):
if (statisticsReadBackIndex > arraysize(statisticsReadbackBuffer))
{
const uint32_t oldest_stat_index = (statisticsReadBackIndex + 1) % arraysize(statisticsReadbackBuffer);
GraphicsDevice* device = wiRenderer::GetDevice();
Mapping mapping;
mapping._flags = Mapping::FLAG_READ;
mapping.size = sizeof(statistics);
device->Map(&statisticsReadbackBuffer[oldest_stat_index], &mapping);
if (mapping.data != nullptr)
{
memcpy(&statistics, mapping.data, sizeof(statistics));
device->Unmap(&statisticsReadbackBuffer[oldest_stat_index]);
}
}
statisticsReadBackIndex++;
}
void wiEmittedParticle::Burst(int num)
{
if (IsPaused())
return;
burst += num;
}
void wiEmittedParticle::Restart()
{
buffersUpToDate = false;
SetPaused(false);
}
void wiEmittedParticle::UpdateGPU(const TransformComponent& transform, const MaterialComponent& material, const MeshComponent* mesh, CommandList cmd) const
{
if (!particleBuffer.IsValid())
{
return;
}
GraphicsDevice* device = wiRenderer::GetDevice();
if (!IsPaused())
{
device->EventBegin("UpdateEmittedParticles", cmd);
EmittedParticleCB cb;
cb.xEmitterWorld = transform.world;
cb.xEmitCount = (uint32_t)emit;
cb.xEmitterMeshIndexCount = mesh == nullptr ? 0 : (uint32_t)mesh->indices.size();
cb.xEmitterMeshVertexPositionStride = sizeof(MeshComponent::Vertex_POS);
cb.xEmitterRandomness = wiRandom::getRandom(0, 1000) * 0.001f;
cb.xParticleLifeSpan = life;
cb.xParticleLifeSpanRandomness = random_life;
cb.xParticleNormalFactor = normal_factor;
cb.xParticleRandomFactor = random_factor;
cb.xParticleScaling = scaleX;
cb.xParticleSize = size;
cb.xParticleMotionBlurAmount = motionBlurAmount;
cb.xParticleRotation = rotation * XM_PI * 60;
cb.xParticleColor = wiMath::CompressColor(XMFLOAT4(material.baseColor.x, material.baseColor.y, material.baseColor.z, 1));
cb.xParticleEmissive = material.emissiveColor.w;
cb.xEmitterOpacity = material.GetOpacity();
cb.xParticleMass = mass;
cb.xEmitterMaxParticleCount = MAX_PARTICLES;
cb.xEmitterFixedTimestep = FIXED_TIMESTEP;
cb.xEmitterFramesXY = uint2(std::max(1u, framesX), std::max(1u, framesY));
cb.xEmitterFrameCount = std::max(1u, frameCount);
cb.xEmitterFrameStart = frameStart;
cb.xEmitterTexMul = float2(1.0f / (float)cb.xEmitterFramesXY.x, 1.0f / (float)cb.xEmitterFramesXY.y);
cb.xEmitterFrameRate = frameRate;
cb.xEmitterOptions = 0;
if (IsSPHEnabled())
{
cb.xEmitterOptions |= EMITTER_OPTION_BIT_SPH_ENABLED;
}
if (IsFrameBlendingEnabled())
{
cb.xEmitterOptions |= EMITTER_OPTION_BIT_FRAME_BLENDING_ENABLED;
}
if (ALLOW_MESH_SHADER && device->CheckCapability(GRAPHICSDEVICE_CAPABILITY_MESH_SHADER))
{
cb.xEmitterOptions |= EMITTER_OPTION_BIT_MESH_SHADER_ENABLED;
}
// SPH:
cb.xSPH_h = SPH_h;
cb.xSPH_h_rcp = 1.0f / SPH_h;
cb.xSPH_h2 = SPH_h * SPH_h;
cb.xSPH_h3 = cb.xSPH_h2 * SPH_h;
const float h6 = cb.xSPH_h2 * cb.xSPH_h2 * cb.xSPH_h2;
const float h9 = h6 * cb.xSPH_h3;
cb.xSPH_poly6_constant = (315.0f / (64.0f * XM_PI * h9));
cb.xSPH_spiky_constant = (-45.0f / (XM_PI * h6));
cb.xSPH_K = SPH_K;
cb.xSPH_p0 = SPH_p0;
cb.xSPH_e = SPH_e;
device->UpdateBuffer(&constantBuffer, &cb, cmd);
device->BindConstantBuffer(CS, &constantBuffer, CB_GETBINDSLOT(EmittedParticleCB), cmd);
const GPUResource* uavs[] = {
&particleBuffer,
&aliveList[0], // CURRENT alivelist
&aliveList[1], // NEW alivelist
&deadList,
&counterBuffer,
&indirectBuffers,
&distanceBuffer,
};
device->BindUAVs(CS, uavs, 0, arraysize(uavs), cmd);
const GPUResource* resources[] = {
mesh == nullptr ? nullptr : &mesh->indexBuffer,
mesh == nullptr ? nullptr : (mesh->streamoutBuffer_POS.IsValid() ? &mesh->streamoutBuffer_POS : &mesh->vertexBuffer_POS),
};
device->BindResources(CS, resources, TEXSLOT_ONDEMAND0, arraysize(resources), cmd);
GPUBarrier barrier_indirect_uav = GPUBarrier::Buffer(&indirectBuffers, BUFFER_STATE_INDIRECT_ARGUMENT, BUFFER_STATE_UNORDERED_ACCESS);
GPUBarrier barrier_uav_indirect = GPUBarrier::Buffer(&indirectBuffers, BUFFER_STATE_UNORDERED_ACCESS, BUFFER_STATE_INDIRECT_ARGUMENT);
GPUBarrier barrier_memory = GPUBarrier::Memory();
device->Barrier(&barrier_indirect_uav, 1, cmd);
// kick off updating, set up state
device->EventBegin("KickOff Update", cmd);
device->BindComputeShader(&kickoffUpdateCS, cmd);
device->Dispatch(1, 1, 1, cmd);
device->Barrier(&barrier_memory, 1, cmd);
device->EventEnd(cmd);
device->Barrier(&barrier_uav_indirect, 1, cmd);
// emit the required amount if there are free slots in dead list
device->EventBegin("Emit", cmd);
device->BindComputeShader(mesh == nullptr ? (IsVolumeEnabled() ? &emitCS_VOLUME : &emitCS) : &emitCS_FROMMESH, cmd);
device->DispatchIndirect(&indirectBuffers, ARGUMENTBUFFER_OFFSET_DISPATCHEMIT, cmd);
device->Barrier(&barrier_memory, 1, cmd);
device->EventEnd(cmd);
if (IsSPHEnabled())
{
auto range = wiProfiler::BeginRangeGPU("SPH - Simulation", cmd);
// Smooth Particle Hydrodynamics:
device->EventBegin("SPH - Simulation", cmd);
#ifdef SPH_USE_ACCELERATION_GRID
// 1.) Assign particles into partitioning grid:
device->EventBegin("Partitioning", cmd);
device->BindComputeShader(&sphpartitionCS, cmd);
device->UnbindUAVs(0, 8, cmd);
const GPUResource* res_partition[] = {
&aliveList[0], // CURRENT alivelist
&counterBuffer,
&particleBuffer,
};
device->BindResources(CS, res_partition, 0, arraysize(res_partition), cmd);
const GPUResource* uav_partition[] = {
&sphPartitionCellIndices,
};
device->BindUAVs(CS, uav_partition, 0, arraysize(uav_partition), cmd);
device->DispatchIndirect(&indirectBuffers, ARGUMENTBUFFER_OFFSET_DISPATCHSIMULATION, cmd);
device->Barrier(&barrier_memory, 1, cmd);
device->EventEnd(cmd);
// 2.) Sort particle index list based on partition grid cell index:
wiGPUSortLib::Sort(MAX_PARTICLES, sphPartitionCellIndices, counterBuffer, PARTICLECOUNTER_OFFSET_ALIVECOUNT, aliveList[0], cmd);
// 3.) Reset grid cell offset buffer with invalid offsets (max uint):
device->EventBegin("PartitionOffsetsReset", cmd);
device->BindComputeShader(&sphpartitionoffsetsresetCS, cmd);
device->UnbindUAVs(0, 8, cmd);
const GPUResource* uav_partitionoffsets[] = {
&sphPartitionCellOffsets,
};
device->BindUAVs(CS, uav_partitionoffsets, 0, arraysize(uav_partitionoffsets), cmd);
device->Dispatch((uint32_t)ceilf((float)SPH_PARTITION_BUCKET_COUNT / (float)THREADCOUNT_SIMULATION), 1, 1, cmd);
device->Barrier(&barrier_memory, 1, cmd);
device->EventEnd(cmd);
// 4.) Assemble grid cell offsets from the sorted particle index list <--> grid cell index list connection:
device->EventBegin("PartitionOffsets", cmd);
device->BindComputeShader(&sphpartitionoffsetsCS, cmd);
const GPUResource* res_partitionoffsets[] = {
&aliveList[0], // CURRENT alivelist
&counterBuffer,
&sphPartitionCellIndices,
};
device->BindResources(CS, res_partitionoffsets, 0, arraysize(res_partitionoffsets), cmd);
device->DispatchIndirect(&indirectBuffers, ARGUMENTBUFFER_OFFSET_DISPATCHSIMULATION, cmd);
device->Barrier(&barrier_memory, 1, cmd);
device->EventEnd(cmd);
#endif // SPH_USE_ACCELERATION_GRID
// 5.) Compute particle density field:
device->EventBegin("Density Evaluation", cmd);
device->BindComputeShader(&sphdensityCS, cmd);
device->UnbindUAVs(0, 8, cmd);
const GPUResource* res_density[] = {
&aliveList[0], // CURRENT alivelist
&counterBuffer,
&particleBuffer,
&sphPartitionCellIndices,
&sphPartitionCellOffsets,
};
device->BindResources(CS, res_density, 0, arraysize(res_density), cmd);
const GPUResource* uav_density[] = {
&densityBuffer
};
device->BindUAVs(CS, uav_density, 0, arraysize(uav_density), cmd);
device->DispatchIndirect(&indirectBuffers, ARGUMENTBUFFER_OFFSET_DISPATCHSIMULATION, cmd);
device->Barrier(&barrier_memory, 1, cmd);
device->EventEnd(cmd);
// 6.) Compute particle pressure forces:
device->EventBegin("Force Evaluation", cmd);
device->BindComputeShader(&sphforceCS, cmd);
device->UnbindUAVs(0, 8, cmd);
const GPUResource* res_force[] = {
&aliveList[0], // CURRENT alivelist
&counterBuffer,
&densityBuffer,
&sphPartitionCellIndices,
&sphPartitionCellOffsets,
};
device->BindResources(CS, res_force, 0, arraysize(res_force), cmd);
const GPUResource* uav_force[] = {
&particleBuffer,
};
device->BindUAVs(CS, uav_force, 0, arraysize(uav_force), cmd);
device->DispatchIndirect(&indirectBuffers, ARGUMENTBUFFER_OFFSET_DISPATCHSIMULATION, cmd);
device->Barrier(&barrier_memory, 1, cmd);
device->EventEnd(cmd);
device->UnbindResources(0, 3, cmd);
device->UnbindUAVs(0, 8, cmd);
device->EventEnd(cmd);
wiProfiler::EndRange(range);
}
device->EventBegin("Simulate", cmd);
device->BindUAVs(CS, uavs, 0, arraysize(uavs), cmd);
device->BindResources(CS, resources, TEXSLOT_ONDEMAND0, arraysize(resources), cmd);
// update CURRENT alive list, write NEW alive list
if (IsSorted())
{
if (IsDepthCollisionEnabled())
{
device->BindComputeShader(&simulateCS_SORTING_DEPTHCOLLISIONS, cmd);
}
else
{
device->BindComputeShader(&simulateCS_SORTING, cmd);
}
}
else
{
if (IsDepthCollisionEnabled())
{
device->BindComputeShader(&simulateCS_DEPTHCOLLISIONS, cmd);
}
else
{
device->BindComputeShader(&simulateCS, cmd);
}
}
device->DispatchIndirect(&indirectBuffers, ARGUMENTBUFFER_OFFSET_DISPATCHSIMULATION, cmd);
device->Barrier(&barrier_memory, 1, cmd);
device->EventEnd(cmd);
device->UnbindUAVs(0, arraysize(uavs), cmd);
device->UnbindResources(TEXSLOT_ONDEMAND0, arraysize(resources), cmd);
device->EventEnd(cmd);
}
if (IsSorted())
{
wiGPUSortLib::Sort(MAX_PARTICLES, distanceBuffer, counterBuffer, PARTICLECOUNTER_OFFSET_ALIVECOUNT_AFTERSIMULATION, aliveList[1], cmd);
}
if (!IsPaused())
{
// finish updating, update draw argument buffer:
device->EventBegin("FinishUpdate", cmd);
device->BindComputeShader(&finishUpdateCS, cmd);
const GPUResource* res[] = {
&counterBuffer,
};
device->BindResources(CS, res, TEXSLOT_ONDEMAND0, arraysize(res), cmd);
const GPUResource* uavs[] = {
&indirectBuffers,
};
device->BindUAVs(CS, uavs, 0, arraysize(uavs), cmd);
device->Dispatch(1, 1, 1, cmd);
GPUBarrier barrier_memory = GPUBarrier::Memory();
device->Barrier(&barrier_memory, 1, cmd);
device->UnbindUAVs(0, arraysize(uavs), cmd);
device->UnbindResources(TEXSLOT_ONDEMAND0, arraysize(res), cmd);
device->EventEnd(cmd);
const GPUBarrier barriers[] = {
GPUBarrier::Buffer(&particleBuffer, BUFFER_STATE_UNORDERED_ACCESS, BUFFER_STATE_SHADER_RESOURCE),
GPUBarrier::Buffer(&aliveList[1], BUFFER_STATE_UNORDERED_ACCESS, BUFFER_STATE_SHADER_RESOURCE),
};
device->Barrier(barriers, arraysize(barriers), cmd);
}
// Statistics is copied to readback:
device->CopyResource(&statisticsReadbackBuffer[(statisticsReadBackIndex - 1) % arraysize(statisticsReadbackBuffer)], &counterBuffer, cmd);
}
void wiEmittedParticle::Draw(const CameraComponent& camera, const MaterialComponent& material, CommandList cmd) const
{
GraphicsDevice* device = wiRenderer::GetDevice();
device->EventBegin("EmittedParticle", cmd);
if (wiRenderer::IsWireRender())
{
device->BindPipelineState(&PSO_wire, cmd);
}
else
{
const BLENDMODE blendMode = material.GetBlendMode();
device->BindPipelineState(&PSO[blendMode][shaderType], cmd);
device->BindResource(PS, material.GetBaseColorMap(), TEXSLOT_ONDEMAND0, cmd);
device->BindShadingRate(material.shadingRate, cmd);
}
device->BindConstantBuffer(VS, &constantBuffer, CB_GETBINDSLOT(EmittedParticleCB), cmd);
device->BindConstantBuffer(PS, &constantBuffer, CB_GETBINDSLOT(EmittedParticleCB), cmd);
device->BindConstantBuffer(PS, &material.constantBuffer, CB_GETBINDSLOT(MaterialCB), cmd);
if (ALLOW_MESH_SHADER && device->CheckCapability(GRAPHICSDEVICE_CAPABILITY_MESH_SHADER))
{
const GPUResource* res[] = {
&counterBuffer,
&particleBuffer,
&aliveList[1], // NEW aliveList
};
device->BindResources(MS, res, TEXSLOT_ONDEMAND20, arraysize(res), cmd);
device->DispatchMeshIndirect(&indirectBuffers, ARGUMENTBUFFER_OFFSET_DRAWPARTICLES, cmd);
}
else
{
const GPUResource* res[] = {
&particleBuffer,
&aliveList[1] // NEW aliveList
};
device->BindResources(VS, res, TEXSLOT_ONDEMAND21, arraysize(res), cmd);
device->DrawInstancedIndirect(&indirectBuffers, ARGUMENTBUFFER_OFFSET_DRAWPARTICLES, cmd);
}
device->EventEnd(cmd);
}
namespace wiEmittedParticle_Internal
{
void LoadShaders()
{
std::string path = wiRenderer::GetShaderPath();
wiRenderer::LoadShader(VS, vertexShader, "emittedparticleVS.cso");
if (ALLOW_MESH_SHADER && wiRenderer::GetDevice()->CheckCapability(GRAPHICSDEVICE_CAPABILITY_MESH_SHADER))
{
wiRenderer::LoadShader(MS, meshShader, "emittedparticleMS.cso");
}
wiRenderer::LoadShader(PS, pixelShader[wiEmittedParticle::SOFT], "emittedparticlePS_soft.cso");
wiRenderer::LoadShader(PS, pixelShader[wiEmittedParticle::SOFT_DISTORTION], "emittedparticlePS_soft_distortion.cso");
wiRenderer::LoadShader(PS, pixelShader[wiEmittedParticle::SIMPLEST], "emittedparticlePS_simplest.cso");
wiRenderer::LoadShader(PS, pixelShader[wiEmittedParticle::SOFT_LIGHTING], "emittedparticlePS_soft_lighting.cso");
wiRenderer::LoadShader(CS, kickoffUpdateCS, "emittedparticle_kickoffUpdateCS.cso");
wiRenderer::LoadShader(CS, finishUpdateCS, "emittedparticle_finishUpdateCS.cso");
wiRenderer::LoadShader(CS, emitCS, "emittedparticle_emitCS.cso");
wiRenderer::LoadShader(CS, emitCS_VOLUME, "emittedparticle_emitCS_volume.cso");
wiRenderer::LoadShader(CS, emitCS_FROMMESH, "emittedparticle_emitCS_FROMMESH.cso");
wiRenderer::LoadShader(CS, sphpartitionCS, "emittedparticle_sphpartitionCS.cso");
wiRenderer::LoadShader(CS, sphpartitionoffsetsCS, "emittedparticle_sphpartitionoffsetsCS.cso");
wiRenderer::LoadShader(CS, sphpartitionoffsetsresetCS, "emittedparticle_sphpartitionoffsetsresetCS.cso");
wiRenderer::LoadShader(CS, sphdensityCS, "emittedparticle_sphdensityCS.cso");
wiRenderer::LoadShader(CS, sphforceCS, "emittedparticle_sphforceCS.cso");
wiRenderer::LoadShader(CS, simulateCS, "emittedparticle_simulateCS.cso");
wiRenderer::LoadShader(CS, simulateCS_SORTING, "emittedparticle_simulateCS_SORTING.cso");
wiRenderer::LoadShader(CS, simulateCS_DEPTHCOLLISIONS, "emittedparticle_simulateCS_DEPTHCOLLISIONS.cso");
wiRenderer::LoadShader(CS, simulateCS_SORTING_DEPTHCOLLISIONS, "emittedparticle_simulateCS_SORTING_DEPTHCOLLISIONS.cso");
GraphicsDevice* device = wiRenderer::GetDevice();
for (int i = 0; i < BLENDMODE_COUNT; ++i)
{
PipelineStateDesc desc;
desc.pt = TRIANGLESTRIP;
if (ALLOW_MESH_SHADER && wiRenderer::GetDevice()->CheckCapability(GRAPHICSDEVICE_CAPABILITY_MESH_SHADER))
{
desc.ms = &meshShader;
}
else
{
desc.vs = &vertexShader;
}
desc.bs = &blendStates[i];
desc.rs = &rasterizerState;
desc.dss = &depthStencilState;
for (int j = 0; j < wiEmittedParticle::PARTICLESHADERTYPE_COUNT; ++j)
{
desc.ps = &pixelShader[j];
device->CreatePipelineState(&desc, &PSO[i][j]);
}
}
{
PipelineStateDesc desc;
if (ALLOW_MESH_SHADER && wiRenderer::GetDevice()->CheckCapability(GRAPHICSDEVICE_CAPABILITY_MESH_SHADER))
{
desc.ms = &meshShader;
}
else
{
desc.vs = &vertexShader;
}
desc.ps = &pixelShader[wiEmittedParticle::SIMPLEST];
desc.bs = &blendStates[BLENDMODE_ALPHA];
desc.rs = &wireFrameRS;
desc.dss = &depthStencilState;
device->CreatePipelineState(&desc, &PSO_wire);
}
}
}
void wiEmittedParticle::Initialize()
{
RasterizerState rs;
rs.FillMode = FILL_SOLID;
rs.CullMode = CULL_NONE;
rs.FrontCounterClockwise = true;
rs.DepthBias = 0;
rs.DepthBiasClamp = 0;
rs.SlopeScaledDepthBias = 0;
rs.DepthClipEnable = false;
rs.MultisampleEnable = false;
rs.AntialiasedLineEnable = false;
rasterizerState = rs;
rs.FillMode = FILL_WIREFRAME;
rs.CullMode = CULL_NONE;
rs.FrontCounterClockwise = true;
rs.DepthBias = 0;
rs.DepthBiasClamp = 0;
rs.SlopeScaledDepthBias = 0;
rs.DepthClipEnable = false;
rs.MultisampleEnable = false;
rs.AntialiasedLineEnable = false;
wireFrameRS = rs;
DepthStencilState dsd;
dsd.DepthEnable = true;
dsd.DepthWriteMask = DEPTH_WRITE_MASK_ZERO;
dsd.DepthFunc = COMPARISON_GREATER_EQUAL;
dsd.StencilEnable = false;
depthStencilState = dsd;
BlendState bd;
bd.RenderTarget[0].BlendEnable = true;
bd.RenderTarget[0].SrcBlend = BLEND_SRC_ALPHA;
bd.RenderTarget[0].DestBlend = BLEND_INV_SRC_ALPHA;
bd.RenderTarget[0].BlendOp = BLEND_OP_ADD;
bd.RenderTarget[0].SrcBlendAlpha = BLEND_ONE;
bd.RenderTarget[0].DestBlendAlpha = BLEND_INV_SRC_ALPHA;
bd.RenderTarget[0].BlendOpAlpha = BLEND_OP_ADD;
bd.RenderTarget[0].RenderTargetWriteMask = COLOR_WRITE_ENABLE_ALL;
bd.IndependentBlendEnable = false;
blendStates[BLENDMODE_ALPHA] = bd;
bd.RenderTarget[0].BlendEnable = true;
bd.RenderTarget[0].SrcBlend = BLEND_SRC_ALPHA;
bd.RenderTarget[0].DestBlend = BLEND_ONE;
bd.RenderTarget[0].BlendOp = BLEND_OP_ADD;
bd.RenderTarget[0].SrcBlendAlpha = BLEND_ZERO;
bd.RenderTarget[0].DestBlendAlpha = BLEND_ONE;
bd.RenderTarget[0].BlendOpAlpha = BLEND_OP_ADD;
bd.RenderTarget[0].RenderTargetWriteMask = COLOR_WRITE_ENABLE_ALL;
bd.IndependentBlendEnable = false;
blendStates[BLENDMODE_ADDITIVE] = bd;
bd.RenderTarget[0].BlendEnable = true;
bd.RenderTarget[0].SrcBlend = BLEND_ONE;
bd.RenderTarget[0].DestBlend = BLEND_INV_SRC_ALPHA;
bd.RenderTarget[0].BlendOp = BLEND_OP_ADD;
bd.RenderTarget[0].SrcBlendAlpha = BLEND_ONE;
bd.RenderTarget[0].DestBlendAlpha = BLEND_ONE;
bd.RenderTarget[0].BlendOpAlpha = BLEND_OP_ADD;
bd.RenderTarget[0].RenderTargetWriteMask = COLOR_WRITE_ENABLE_ALL;
bd.IndependentBlendEnable = false;
blendStates[BLENDMODE_PREMULTIPLIED] = bd;
bd.RenderTarget[0].BlendEnable = false;
blendStates[BLENDMODE_OPAQUE] = bd;
static wiEvent::Handle handle = wiEvent::Subscribe(SYSTEM_EVENT_RELOAD_SHADERS, [](uint64_t userdata) { wiEmittedParticle_Internal::LoadShaders(); });
wiEmittedParticle_Internal::LoadShaders();
wiBackLog::post("wiEmittedParticle Initialized");
}
void wiEmittedParticle::Serialize(wiArchive& archive, wiECS::EntitySerializer& seri)
{
if (archive.IsReadMode())
{
archive >> _flags;
archive >> (uint32_t&)shaderType;
wiECS::SerializeEntity(archive, meshID, seri);
archive >> MAX_PARTICLES;
archive >> FIXED_TIMESTEP;
archive >> size;
archive >> random_factor;
archive >> normal_factor;
archive >> count;
archive >> life;
archive >> random_life;
archive >> scaleX;
archive >> scaleY;
archive >> rotation;
archive >> motionBlurAmount;
archive >> mass;
archive >> SPH_h;
archive >> SPH_K;
archive >> SPH_p0;
archive >> SPH_e;
if (archive.GetVersion() >= 45)
{
archive >> framesX;
archive >> framesY;
archive >> frameCount;
archive >> frameStart;
archive >> frameRate;
}
if (archive.GetVersion() == 48)
{
uint8_t shadingRate;
archive >> shadingRate; // no longer needed
}
}
else
{
archive << _flags;
archive << (uint32_t)shaderType;
wiECS::SerializeEntity(archive, meshID, seri);
archive << MAX_PARTICLES;
archive << FIXED_TIMESTEP;
archive << size;
archive << random_factor;
archive << normal_factor;
archive << count;
archive << life;
archive << random_life;
archive << scaleX;
archive << scaleY;
archive << rotation;
archive << motionBlurAmount;
archive << mass;
archive << SPH_h;
archive << SPH_K;
archive << SPH_p0;
archive << SPH_e;
if (archive.GetVersion() >= 45)
{
archive << framesX;
archive << framesY;
archive << frameCount;
archive << frameStart;
archive << frameRate;
}
}
}
}