4049947a50
raytraced shadows separated from object shaders
811 lines
26 KiB
C++
811 lines
26 KiB
C++
#include "wiEmittedParticle.h"
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#include "wiMath.h"
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#include "wiScene.h"
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#include "wiRenderer.h"
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#include "wiResourceManager.h"
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#include "wiIntersect.h"
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#include "wiRandom.h"
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#include "ResourceMapping.h"
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#include "wiArchive.h"
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#include "wiTextureHelper.h"
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#include "wiGPUSortLib.h"
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#include "wiProfiler.h"
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#include "wiBackLog.h"
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#include "wiEvent.h"
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#include <algorithm>
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using namespace std;
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using namespace wiGraphics;
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namespace wiScene
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{
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static Shader vertexShader;
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static Shader meshShader;
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static Shader pixelShader[wiEmittedParticle::PARTICLESHADERTYPE_COUNT];
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static Shader kickoffUpdateCS;
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static Shader finishUpdateCS;
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static Shader emitCS;
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static Shader emitCS_VOLUME;
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static Shader emitCS_FROMMESH;
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static Shader sphpartitionCS;
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static Shader sphpartitionoffsetsCS;
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static Shader sphpartitionoffsetsresetCS;
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static Shader sphdensityCS;
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static Shader sphforceCS;
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static Shader simulateCS;
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static Shader simulateCS_SORTING;
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static Shader simulateCS_DEPTHCOLLISIONS;
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static Shader simulateCS_SORTING_DEPTHCOLLISIONS;
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static BlendState blendStates[BLENDMODE_COUNT];
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static RasterizerState rasterizerState;
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static RasterizerState wireFrameRS;
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static DepthStencilState depthStencilState;
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static PipelineState PSO[BLENDMODE_COUNT][wiEmittedParticle::PARTICLESHADERTYPE_COUNT];
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static PipelineState PSO_wire;
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static bool ALLOW_MESH_SHADER = false;
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void wiEmittedParticle::SetMaxParticleCount(uint32_t value)
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{
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buffersUpToDate = false;
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MAX_PARTICLES = value;
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}
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void wiEmittedParticle::CreateSelfBuffers()
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{
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if (buffersUpToDate)
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{
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return;
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}
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buffersUpToDate = true;
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// GPU-local buffer descriptors:
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GPUBufferDesc bd;
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bd.Usage = USAGE_DEFAULT;
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bd.BindFlags = BIND_SHADER_RESOURCE | BIND_UNORDERED_ACCESS;
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bd.CPUAccessFlags = 0;
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bd.MiscFlags = RESOURCE_MISC_BUFFER_STRUCTURED;
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SubresourceData data;
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// Particle buffer:
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bd.StructureByteStride = sizeof(Particle);
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bd.ByteWidth = bd.StructureByteStride * MAX_PARTICLES;
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wiRenderer::GetDevice()->CreateBuffer(&bd, nullptr, &particleBuffer);
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// Alive index lists (double buffered):
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bd.StructureByteStride = sizeof(uint32_t);
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bd.ByteWidth = bd.StructureByteStride * MAX_PARTICLES;
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wiRenderer::GetDevice()->CreateBuffer(&bd, nullptr, &aliveList[0]);
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wiRenderer::GetDevice()->CreateBuffer(&bd, nullptr, &aliveList[1]);
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// Dead index list:
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std::vector<uint32_t> indices(MAX_PARTICLES);
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for (uint32_t i = 0; i < MAX_PARTICLES; ++i)
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{
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indices[i] = i;
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}
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data.pSysMem = indices.data();
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wiRenderer::GetDevice()->CreateBuffer(&bd, &data, &deadList);
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data.pSysMem = nullptr;
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// Distance buffer:
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bd.StructureByteStride = sizeof(float);
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bd.ByteWidth = bd.StructureByteStride * MAX_PARTICLES;
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std::vector<float> distances(MAX_PARTICLES);
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std::fill(distances.begin(), distances.end(), 0.0f);
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data.pSysMem = distances.data();
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wiRenderer::GetDevice()->CreateBuffer(&bd, &data, &distanceBuffer);
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data.pSysMem = nullptr;
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// SPH Partitioning grid indices per particle:
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bd.StructureByteStride = sizeof(float); // really, it is uint, but sorting is performing comparisons on floats, so whateva
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bd.ByteWidth = bd.StructureByteStride * MAX_PARTICLES;
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wiRenderer::GetDevice()->CreateBuffer(&bd, nullptr, &sphPartitionCellIndices);
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// SPH Partitioning grid cell offsets into particle index list:
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bd.StructureByteStride = sizeof(uint32_t);
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bd.ByteWidth = bd.StructureByteStride * SPH_PARTITION_BUCKET_COUNT;
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wiRenderer::GetDevice()->CreateBuffer(&bd, nullptr, &sphPartitionCellOffsets);
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// Density buffer (for SPH simulation):
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bd.StructureByteStride = sizeof(float);
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bd.ByteWidth = bd.StructureByteStride * MAX_PARTICLES;
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wiRenderer::GetDevice()->CreateBuffer(&bd, nullptr, &densityBuffer);
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// Particle System statistics:
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ParticleCounters counters;
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counters.aliveCount = 0;
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counters.deadCount = MAX_PARTICLES;
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counters.realEmitCount = 0;
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counters.aliveCount_afterSimulation = 0;
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data.pSysMem = &counters;
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bd.ByteWidth = sizeof(counters);
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bd.StructureByteStride = sizeof(counters);
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bd.MiscFlags = RESOURCE_MISC_BUFFER_ALLOW_RAW_VIEWS;
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wiRenderer::GetDevice()->CreateBuffer(&bd, &data, &counterBuffer);
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data.pSysMem = nullptr;
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// Indirect Execution buffer:
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bd.BindFlags = BIND_UNORDERED_ACCESS;
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bd.MiscFlags = RESOURCE_MISC_BUFFER_ALLOW_RAW_VIEWS | RESOURCE_MISC_INDIRECT_ARGS;
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bd.ByteWidth =
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sizeof(wiGraphics::IndirectDispatchArgs) +
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sizeof(wiGraphics::IndirectDispatchArgs) +
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sizeof(wiGraphics::IndirectDrawArgsInstanced);
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wiRenderer::GetDevice()->CreateBuffer(&bd, nullptr, &indirectBuffers);
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// Constant buffer:
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bd.Usage = USAGE_DEFAULT;
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bd.ByteWidth = sizeof(EmittedParticleCB);
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bd.BindFlags = BIND_CONSTANT_BUFFER;
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bd.CPUAccessFlags = 0;
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bd.MiscFlags = 0;
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wiRenderer::GetDevice()->CreateBuffer(&bd, nullptr, &constantBuffer);
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// Debug information CPU-readback buffer:
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{
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GPUBufferDesc debugBufDesc = counterBuffer.GetDesc();
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debugBufDesc.Usage = USAGE_STAGING;
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debugBufDesc.CPUAccessFlags = CPU_ACCESS_READ;
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debugBufDesc.BindFlags = 0;
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debugBufDesc.MiscFlags = 0;
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for (int i = 0; i < arraysize(statisticsReadbackBuffer); ++i)
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{
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wiRenderer::GetDevice()->CreateBuffer(&debugBufDesc, nullptr, &statisticsReadbackBuffer[i]);
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}
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}
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}
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uint32_t wiEmittedParticle::GetMemorySizeInBytes() const
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{
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if (!particleBuffer.IsValid())
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return 0;
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uint32_t retVal = 0;
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retVal += particleBuffer.GetDesc().ByteWidth;
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retVal += aliveList[0].GetDesc().ByteWidth;
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retVal += aliveList[1].GetDesc().ByteWidth;
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retVal += deadList.GetDesc().ByteWidth;
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retVal += distanceBuffer.GetDesc().ByteWidth;
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retVal += sphPartitionCellIndices.GetDesc().ByteWidth;
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retVal += sphPartitionCellOffsets.GetDesc().ByteWidth;
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retVal += densityBuffer.GetDesc().ByteWidth;
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retVal += counterBuffer.GetDesc().ByteWidth;
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retVal += indirectBuffers.GetDesc().ByteWidth;
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retVal += constantBuffer.GetDesc().ByteWidth;
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return retVal;
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}
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void wiEmittedParticle::UpdateCPU(const TransformComponent& transform, float dt)
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{
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if (IsPaused())
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return;
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emit = std::max(0.0f, emit - floorf(emit));
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CreateSelfBuffers();
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center = transform.GetPosition();
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emit += (float)count*dt;
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emit += burst;
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burst = 0;
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// Swap CURRENT alivelist with NEW alivelist
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std::swap(aliveList[0], aliveList[1]);
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// Read back statistics (with GPU delay):
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if (statisticsReadBackIndex > arraysize(statisticsReadbackBuffer))
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{
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const uint32_t oldest_stat_index = (statisticsReadBackIndex + 1) % arraysize(statisticsReadbackBuffer);
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GraphicsDevice* device = wiRenderer::GetDevice();
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Mapping mapping;
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mapping._flags = Mapping::FLAG_READ;
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mapping.size = sizeof(statistics);
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device->Map(&statisticsReadbackBuffer[oldest_stat_index], &mapping);
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if (mapping.data != nullptr)
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{
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memcpy(&statistics, mapping.data, sizeof(statistics));
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device->Unmap(&statisticsReadbackBuffer[oldest_stat_index]);
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}
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}
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statisticsReadBackIndex++;
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}
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void wiEmittedParticle::Burst(int num)
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{
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if (IsPaused())
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return;
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burst += num;
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}
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void wiEmittedParticle::Restart()
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{
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buffersUpToDate = false;
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SetPaused(false);
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}
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void wiEmittedParticle::UpdateGPU(const TransformComponent& transform, const MaterialComponent& material, const MeshComponent* mesh, CommandList cmd) const
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{
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if (!particleBuffer.IsValid())
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{
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return;
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}
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GraphicsDevice* device = wiRenderer::GetDevice();
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if (!IsPaused())
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{
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device->EventBegin("UpdateEmittedParticles", cmd);
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EmittedParticleCB cb;
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cb.xEmitterWorld = transform.world;
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cb.xEmitCount = (uint32_t)emit;
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cb.xEmitterMeshIndexCount = mesh == nullptr ? 0 : (uint32_t)mesh->indices.size();
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cb.xEmitterMeshVertexPositionStride = sizeof(MeshComponent::Vertex_POS);
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cb.xEmitterRandomness = wiRandom::getRandom(0, 1000) * 0.001f;
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cb.xParticleLifeSpan = life;
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cb.xParticleLifeSpanRandomness = random_life;
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cb.xParticleNormalFactor = normal_factor;
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cb.xParticleRandomFactor = random_factor;
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cb.xParticleScaling = scaleX;
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cb.xParticleSize = size;
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cb.xParticleMotionBlurAmount = motionBlurAmount;
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cb.xParticleRotation = rotation * XM_PI * 60;
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cb.xParticleColor = wiMath::CompressColor(XMFLOAT4(material.baseColor.x, material.baseColor.y, material.baseColor.z, 1));
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cb.xParticleEmissive = material.emissiveColor.w;
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cb.xEmitterOpacity = material.GetOpacity();
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cb.xParticleMass = mass;
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cb.xEmitterMaxParticleCount = MAX_PARTICLES;
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cb.xEmitterFixedTimestep = FIXED_TIMESTEP;
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cb.xEmitterFramesXY = uint2(std::max(1u, framesX), std::max(1u, framesY));
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cb.xEmitterFrameCount = std::max(1u, frameCount);
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cb.xEmitterFrameStart = frameStart;
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cb.xEmitterTexMul = float2(1.0f / (float)cb.xEmitterFramesXY.x, 1.0f / (float)cb.xEmitterFramesXY.y);
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cb.xEmitterFrameRate = frameRate;
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cb.xEmitterOptions = 0;
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if (IsSPHEnabled())
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{
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cb.xEmitterOptions |= EMITTER_OPTION_BIT_SPH_ENABLED;
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}
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if (IsFrameBlendingEnabled())
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{
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cb.xEmitterOptions |= EMITTER_OPTION_BIT_FRAME_BLENDING_ENABLED;
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}
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if (ALLOW_MESH_SHADER && device->CheckCapability(GRAPHICSDEVICE_CAPABILITY_MESH_SHADER))
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{
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cb.xEmitterOptions |= EMITTER_OPTION_BIT_MESH_SHADER_ENABLED;
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}
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// SPH:
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cb.xSPH_h = SPH_h;
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cb.xSPH_h_rcp = 1.0f / SPH_h;
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cb.xSPH_h2 = SPH_h * SPH_h;
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cb.xSPH_h3 = cb.xSPH_h2 * SPH_h;
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const float h6 = cb.xSPH_h2 * cb.xSPH_h2 * cb.xSPH_h2;
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const float h9 = h6 * cb.xSPH_h3;
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cb.xSPH_poly6_constant = (315.0f / (64.0f * XM_PI * h9));
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cb.xSPH_spiky_constant = (-45.0f / (XM_PI * h6));
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cb.xSPH_K = SPH_K;
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cb.xSPH_p0 = SPH_p0;
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cb.xSPH_e = SPH_e;
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device->UpdateBuffer(&constantBuffer, &cb, cmd);
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device->BindConstantBuffer(CS, &constantBuffer, CB_GETBINDSLOT(EmittedParticleCB), cmd);
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const GPUResource* uavs[] = {
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&particleBuffer,
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&aliveList[0], // CURRENT alivelist
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&aliveList[1], // NEW alivelist
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&deadList,
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&counterBuffer,
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&indirectBuffers,
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&distanceBuffer,
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};
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device->BindUAVs(CS, uavs, 0, arraysize(uavs), cmd);
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const GPUResource* resources[] = {
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mesh == nullptr ? nullptr : &mesh->indexBuffer,
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mesh == nullptr ? nullptr : (mesh->streamoutBuffer_POS.IsValid() ? &mesh->streamoutBuffer_POS : &mesh->vertexBuffer_POS),
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};
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device->BindResources(CS, resources, TEXSLOT_ONDEMAND0, arraysize(resources), cmd);
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GPUBarrier barrier_indirect_uav = GPUBarrier::Buffer(&indirectBuffers, BUFFER_STATE_INDIRECT_ARGUMENT, BUFFER_STATE_UNORDERED_ACCESS);
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GPUBarrier barrier_uav_indirect = GPUBarrier::Buffer(&indirectBuffers, BUFFER_STATE_UNORDERED_ACCESS, BUFFER_STATE_INDIRECT_ARGUMENT);
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GPUBarrier barrier_memory = GPUBarrier::Memory();
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device->Barrier(&barrier_indirect_uav, 1, cmd);
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// kick off updating, set up state
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device->EventBegin("KickOff Update", cmd);
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device->BindComputeShader(&kickoffUpdateCS, cmd);
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device->Dispatch(1, 1, 1, cmd);
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device->Barrier(&barrier_memory, 1, cmd);
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device->EventEnd(cmd);
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device->Barrier(&barrier_uav_indirect, 1, cmd);
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// emit the required amount if there are free slots in dead list
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device->EventBegin("Emit", cmd);
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device->BindComputeShader(mesh == nullptr ? (IsVolumeEnabled() ? &emitCS_VOLUME : &emitCS) : &emitCS_FROMMESH, cmd);
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device->DispatchIndirect(&indirectBuffers, ARGUMENTBUFFER_OFFSET_DISPATCHEMIT, cmd);
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device->Barrier(&barrier_memory, 1, cmd);
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device->EventEnd(cmd);
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if (IsSPHEnabled())
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{
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auto range = wiProfiler::BeginRangeGPU("SPH - Simulation", cmd);
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// Smooth Particle Hydrodynamics:
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device->EventBegin("SPH - Simulation", cmd);
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#ifdef SPH_USE_ACCELERATION_GRID
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// 1.) Assign particles into partitioning grid:
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device->EventBegin("Partitioning", cmd);
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device->BindComputeShader(&sphpartitionCS, cmd);
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device->UnbindUAVs(0, 8, cmd);
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const GPUResource* res_partition[] = {
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&aliveList[0], // CURRENT alivelist
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&counterBuffer,
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&particleBuffer,
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};
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device->BindResources(CS, res_partition, 0, arraysize(res_partition), cmd);
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const GPUResource* uav_partition[] = {
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&sphPartitionCellIndices,
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};
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device->BindUAVs(CS, uav_partition, 0, arraysize(uav_partition), cmd);
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device->DispatchIndirect(&indirectBuffers, ARGUMENTBUFFER_OFFSET_DISPATCHSIMULATION, cmd);
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device->Barrier(&barrier_memory, 1, cmd);
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device->EventEnd(cmd);
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// 2.) Sort particle index list based on partition grid cell index:
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wiGPUSortLib::Sort(MAX_PARTICLES, sphPartitionCellIndices, counterBuffer, PARTICLECOUNTER_OFFSET_ALIVECOUNT, aliveList[0], cmd);
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// 3.) Reset grid cell offset buffer with invalid offsets (max uint):
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device->EventBegin("PartitionOffsetsReset", cmd);
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device->BindComputeShader(&sphpartitionoffsetsresetCS, cmd);
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device->UnbindUAVs(0, 8, cmd);
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const GPUResource* uav_partitionoffsets[] = {
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&sphPartitionCellOffsets,
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};
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device->BindUAVs(CS, uav_partitionoffsets, 0, arraysize(uav_partitionoffsets), cmd);
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device->Dispatch((uint32_t)ceilf((float)SPH_PARTITION_BUCKET_COUNT / (float)THREADCOUNT_SIMULATION), 1, 1, cmd);
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device->Barrier(&barrier_memory, 1, cmd);
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device->EventEnd(cmd);
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// 4.) Assemble grid cell offsets from the sorted particle index list <--> grid cell index list connection:
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device->EventBegin("PartitionOffsets", cmd);
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device->BindComputeShader(&sphpartitionoffsetsCS, cmd);
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const GPUResource* res_partitionoffsets[] = {
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&aliveList[0], // CURRENT alivelist
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&counterBuffer,
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&sphPartitionCellIndices,
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};
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device->BindResources(CS, res_partitionoffsets, 0, arraysize(res_partitionoffsets), cmd);
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device->DispatchIndirect(&indirectBuffers, ARGUMENTBUFFER_OFFSET_DISPATCHSIMULATION, cmd);
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device->Barrier(&barrier_memory, 1, cmd);
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device->EventEnd(cmd);
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#endif // SPH_USE_ACCELERATION_GRID
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// 5.) Compute particle density field:
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device->EventBegin("Density Evaluation", cmd);
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device->BindComputeShader(&sphdensityCS, cmd);
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device->UnbindUAVs(0, 8, cmd);
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const GPUResource* res_density[] = {
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&aliveList[0], // CURRENT alivelist
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&counterBuffer,
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&particleBuffer,
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&sphPartitionCellIndices,
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&sphPartitionCellOffsets,
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};
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device->BindResources(CS, res_density, 0, arraysize(res_density), cmd);
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const GPUResource* uav_density[] = {
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&densityBuffer
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};
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device->BindUAVs(CS, uav_density, 0, arraysize(uav_density), cmd);
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device->DispatchIndirect(&indirectBuffers, ARGUMENTBUFFER_OFFSET_DISPATCHSIMULATION, cmd);
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device->Barrier(&barrier_memory, 1, cmd);
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device->EventEnd(cmd);
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// 6.) Compute particle pressure forces:
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device->EventBegin("Force Evaluation", cmd);
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device->BindComputeShader(&sphforceCS, cmd);
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device->UnbindUAVs(0, 8, cmd);
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const GPUResource* res_force[] = {
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&aliveList[0], // CURRENT alivelist
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&counterBuffer,
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&densityBuffer,
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&sphPartitionCellIndices,
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&sphPartitionCellOffsets,
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};
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device->BindResources(CS, res_force, 0, arraysize(res_force), cmd);
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const GPUResource* uav_force[] = {
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&particleBuffer,
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};
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device->BindUAVs(CS, uav_force, 0, arraysize(uav_force), cmd);
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device->DispatchIndirect(&indirectBuffers, ARGUMENTBUFFER_OFFSET_DISPATCHSIMULATION, cmd);
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device->Barrier(&barrier_memory, 1, cmd);
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device->EventEnd(cmd);
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device->UnbindResources(0, 3, cmd);
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device->UnbindUAVs(0, 8, cmd);
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device->EventEnd(cmd);
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wiProfiler::EndRange(range);
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}
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device->EventBegin("Simulate", cmd);
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device->BindUAVs(CS, uavs, 0, arraysize(uavs), cmd);
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device->BindResources(CS, resources, TEXSLOT_ONDEMAND0, arraysize(resources), cmd);
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// update CURRENT alive list, write NEW alive list
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if (IsSorted())
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{
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if (IsDepthCollisionEnabled())
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{
|
|
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;
|
|
}
|
|
}
|
|
}
|
|
|
|
}
|