999 lines
34 KiB
C++
999 lines
34 KiB
C++
#include "wiEmittedParticle.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 "wiPrimitive.h"
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#include "wiRandom.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 "wiEventHandler.h"
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#include "wiTimer.h"
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#include "wiVector.h"
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#include <algorithm>
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using namespace wi::graphics;
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using namespace wi::scene;
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using namespace wi::enums;
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namespace wi
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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[EmittedParticleSystem::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][EmittedParticleSystem::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 EmittedParticleSystem::SetMaxParticleCount(uint32_t value)
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{
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MAX_PARTICLES = value;
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counterBuffer = {}; // will be recreated
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}
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void EmittedParticleSystem::CreateSelfBuffers()
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{
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GraphicsDevice* device = wi::graphics::GetDevice();
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if (particleBuffer.desc.size < MAX_PARTICLES * sizeof(Particle))
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{
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GPUBufferDesc bd;
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bd.usage = Usage::DEFAULT;
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bd.bind_flags = BindFlag::SHADER_RESOURCE | BindFlag::UNORDERED_ACCESS;
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bd.misc_flags = ResourceMiscFlag::BUFFER_STRUCTURED;
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// Particle buffer:
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bd.stride = sizeof(Particle);
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bd.size = bd.stride * MAX_PARTICLES;
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device->CreateBuffer(&bd, nullptr, &particleBuffer);
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device->SetName(&particleBuffer, "EmittedParticleSystem::particleBuffer");
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// Alive index lists (double buffered):
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bd.stride = sizeof(uint32_t);
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bd.size = bd.stride * MAX_PARTICLES;
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device->CreateBuffer(&bd, nullptr, &aliveList[0]);
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device->SetName(&aliveList[0], "EmittedParticleSystem::aliveList[0]");
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device->CreateBuffer(&bd, nullptr, &aliveList[1]);
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device->SetName(&aliveList[1], "EmittedParticleSystem::aliveList[1]");
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device->CreateBuffer(&bd, nullptr, &culledIndirectionBuffer);
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device->SetName(&culledIndirectionBuffer, "EmittedParticleSystem::culledIndirectionBuffer");
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device->CreateBuffer(&bd, nullptr, &culledIndirectionBuffer2);
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device->SetName(&culledIndirectionBuffer2, "EmittedParticleSystem::culledIndirectionBuffer2");
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// Dead index list:
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wi::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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device->CreateBuffer(&bd, indices.data(), &deadList);
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device->SetName(&deadList, "EmittedParticleSystem::deadList");
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bd.misc_flags = ResourceMiscFlag::BUFFER_RAW;
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if (device->CheckCapability(GraphicsDeviceCapability::RAYTRACING))
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{
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bd.misc_flags |= ResourceMiscFlag::RAY_TRACING;
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}
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bd.stride = sizeof(MeshComponent::Vertex_POS);
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bd.size = bd.stride * 4 * MAX_PARTICLES;
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wi::vector<MeshComponent::Vertex_POS> positionData(4 * MAX_PARTICLES);
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std::fill(positionData.begin(), positionData.end(), MeshComponent::Vertex_POS());
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device->CreateBuffer(&bd, positionData.data(), &vertexBuffer_POS);
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device->SetName(&vertexBuffer_POS, "EmittedParticleSystem::vertexBuffer_POS");
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bd.misc_flags = ResourceMiscFlag::BUFFER_RAW;
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bd.stride = sizeof(MeshComponent::Vertex_UVS);
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bd.size = bd.stride * 4 * MAX_PARTICLES;
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device->CreateBuffer(&bd, nullptr, &vertexBuffer_UVS);
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device->SetName(&vertexBuffer_UVS, "EmittedParticleSystem::vertexBuffer_UVS");
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bd.misc_flags = ResourceMiscFlag::BUFFER_RAW;
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bd.stride = sizeof(MeshComponent::Vertex_COL);
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bd.size = bd.stride * 4 * MAX_PARTICLES;
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device->CreateBuffer(&bd, nullptr, &vertexBuffer_COL);
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device->SetName(&vertexBuffer_COL, "EmittedParticleSystem::vertexBuffer_COL");
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bd.bind_flags = BindFlag::SHADER_RESOURCE;
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bd.misc_flags = ResourceMiscFlag::NONE;
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if (device->CheckCapability(GraphicsDeviceCapability::RAYTRACING))
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{
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bd.misc_flags |= ResourceMiscFlag::RAY_TRACING;
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}
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bd.format = Format::R32_UINT;
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bd.stride = sizeof(uint);
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bd.size = bd.stride * 6 * MAX_PARTICLES;
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wi::vector<uint> primitiveData(6 * MAX_PARTICLES);
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for (uint particleID = 0; particleID < MAX_PARTICLES; ++particleID)
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{
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uint v0 = particleID * 4;
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uint i0 = particleID * 6;
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primitiveData[i0 + 0] = v0 + 0;
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primitiveData[i0 + 1] = v0 + 1;
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primitiveData[i0 + 2] = v0 + 2;
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primitiveData[i0 + 3] = v0 + 2;
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primitiveData[i0 + 4] = v0 + 1;
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primitiveData[i0 + 5] = v0 + 3;
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}
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device->CreateBuffer(&bd, primitiveData.data(), &primitiveBuffer);
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device->SetName(&primitiveBuffer, "EmittedParticleSystem::primitiveBuffer");
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}
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if (IsSorted() && distanceBuffer.desc.size < MAX_PARTICLES * sizeof(float))
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{
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// Distance buffer:
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GPUBufferDesc bd;
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bd.usage = Usage::DEFAULT;
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bd.bind_flags = BindFlag::SHADER_RESOURCE | BindFlag::UNORDERED_ACCESS;
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bd.misc_flags = ResourceMiscFlag::BUFFER_STRUCTURED;
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bd.stride = sizeof(float);
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bd.size = bd.stride * MAX_PARTICLES;
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wi::vector<float> distances(MAX_PARTICLES);
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std::fill(distances.begin(), distances.end(), 0.0f);
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device->CreateBuffer(&bd, distances.data(), &distanceBuffer);
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device->SetName(&distanceBuffer, "EmittedParticleSystem::distanceBuffer");
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}
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if (IsSPHEnabled())
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{
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GPUBufferDesc bd;
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bd.usage = Usage::DEFAULT;
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bd.bind_flags = BindFlag::SHADER_RESOURCE | BindFlag::UNORDERED_ACCESS;
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bd.misc_flags = ResourceMiscFlag::BUFFER_STRUCTURED;
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if (sphPartitionCellIndices.desc.size < MAX_PARTICLES * sizeof(float))
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{
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// SPH Partitioning grid indices per particle:
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bd.stride = sizeof(float); // really, it is uint, but sorting is performing comparisons on floats, so whateva
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bd.size = bd.stride * MAX_PARTICLES;
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device->CreateBuffer(&bd, nullptr, &sphPartitionCellIndices);
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device->SetName(&sphPartitionCellIndices, "EmittedParticleSystem::sphPartitionCellIndices");
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// Density buffer (for SPH simulation):
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bd.stride = sizeof(float);
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bd.size = bd.stride * MAX_PARTICLES;
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device->CreateBuffer(&bd, nullptr, &densityBuffer);
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device->SetName(&densityBuffer, "EmittedParticleSystem::densityBuffer");
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}
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if (sphPartitionCellOffsets.desc.size < SPH_PARTITION_BUCKET_COUNT * sizeof(uint32_t))
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{
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// SPH Partitioning grid cell offsets into particle index list:
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bd.stride = sizeof(uint32_t);
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bd.size = bd.stride * SPH_PARTITION_BUCKET_COUNT;
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device->CreateBuffer(&bd, nullptr, &sphPartitionCellOffsets);
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device->SetName(&sphPartitionCellOffsets, "EmittedParticleSystem::sphPartitionCellOffsets");
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}
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}
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else
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{
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sphPartitionCellIndices = {};
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densityBuffer = {};
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sphPartitionCellOffsets = {};
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}
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if (!counterBuffer.IsValid())
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{
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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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GPUBufferDesc bd;
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bd.usage = Usage::DEFAULT;
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bd.bind_flags = BindFlag::SHADER_RESOURCE | BindFlag::UNORDERED_ACCESS;
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bd.misc_flags = ResourceMiscFlag::BUFFER_STRUCTURED;
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bd.size = sizeof(counters);
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bd.stride = sizeof(counters);
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bd.misc_flags = ResourceMiscFlag::BUFFER_RAW;
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device->CreateBuffer(&bd, &counters, &counterBuffer);
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device->SetName(&counterBuffer, "EmittedParticleSystem::counterBuffer");
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}
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if (!indirectBuffers.IsValid())
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{
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GPUBufferDesc bd;
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// Indirect Execution buffer:
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bd.usage = Usage::DEFAULT;
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bd.bind_flags = BindFlag::UNORDERED_ACCESS;
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bd.misc_flags = ResourceMiscFlag::BUFFER_RAW | ResourceMiscFlag::INDIRECT_ARGS;
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bd.size =
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sizeof(wi::graphics::IndirectDispatchArgs) +
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sizeof(wi::graphics::IndirectDispatchArgs) +
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sizeof(wi::graphics::IndirectDrawArgsInstanced);
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device->CreateBuffer(&bd, nullptr, &indirectBuffers);
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device->SetName(&indirectBuffers, "EmittedParticleSystem::indirectBuffers");
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// Constant buffer:
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bd.usage = Usage::DEFAULT;
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bd.size = sizeof(EmittedParticleCB);
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bd.bind_flags = BindFlag::CONSTANT_BUFFER;
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bd.misc_flags = ResourceMiscFlag::NONE;
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device->CreateBuffer(&bd, nullptr, &constantBuffer);
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device->SetName(&constantBuffer, "EmittedParticleSystem::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::READBACK;
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debugBufDesc.bind_flags = BindFlag::NONE;
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debugBufDesc.misc_flags = ResourceMiscFlag::NONE;
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for (int i = 0; i < arraysize(statisticsReadbackBuffer); ++i)
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{
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device->CreateBuffer(&debugBufDesc, nullptr, &statisticsReadbackBuffer[i]);
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device->SetName(&statisticsReadbackBuffer[i], "EmittedParticleSystem::statisticsReadbackBuffer");
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}
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}
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}
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if (device->CheckCapability(GraphicsDeviceCapability::RAYTRACING) && !BLAS.IsValid() && primitiveBuffer.IsValid())
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{
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RaytracingAccelerationStructureDesc desc;
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desc.type = RaytracingAccelerationStructureDesc::Type::BOTTOMLEVEL;
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desc.flags |= RaytracingAccelerationStructureDesc::FLAG_ALLOW_UPDATE;
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desc.flags |= RaytracingAccelerationStructureDesc::FLAG_PREFER_FAST_BUILD;
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desc.bottom_level.geometries.emplace_back();
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auto& geometry = desc.bottom_level.geometries.back();
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geometry.type = RaytracingAccelerationStructureDesc::BottomLevel::Geometry::Type::TRIANGLES;
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geometry.triangles.vertex_buffer = vertexBuffer_POS;
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geometry.triangles.index_buffer = primitiveBuffer;
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geometry.triangles.index_format = IndexBufferFormat::UINT32;
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geometry.triangles.index_count = (uint32_t)(primitiveBuffer.desc.size / primitiveBuffer.desc.stride);
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geometry.triangles.index_offset = 0;
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geometry.triangles.vertex_count = (uint32_t)(vertexBuffer_POS.desc.size / vertexBuffer_POS.desc.stride);
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geometry.triangles.vertex_format = Format::R32G32B32_FLOAT;
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geometry.triangles.vertex_stride = sizeof(MeshComponent::Vertex_POS);
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bool success = device->CreateRaytracingAccelerationStructure(&desc, &BLAS);
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assert(success);
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device->SetName(&BLAS, "EmittedParticleSystem::BLAS");
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}
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}
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uint64_t EmittedParticleSystem::GetMemorySizeInBytes() const
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{
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if (!particleBuffer.IsValid())
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return 0;
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uint64_t retVal = 0;
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retVal += particleBuffer.GetDesc().size;
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retVal += aliveList[0].GetDesc().size;
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retVal += aliveList[1].GetDesc().size;
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retVal += deadList.GetDesc().size;
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retVal += distanceBuffer.GetDesc().size;
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retVal += sphPartitionCellIndices.GetDesc().size;
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retVal += sphPartitionCellOffsets.GetDesc().size;
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retVal += densityBuffer.GetDesc().size;
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retVal += counterBuffer.GetDesc().size;
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retVal += indirectBuffers.GetDesc().size;
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retVal += constantBuffer.GetDesc().size;
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retVal += vertexBuffer_POS.GetDesc().size;
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retVal += vertexBuffer_UVS.GetDesc().size;
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retVal += vertexBuffer_COL.GetDesc().size;
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retVal += primitiveBuffer.GetDesc().size;
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retVal += culledIndirectionBuffer.GetDesc().size;
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retVal += culledIndirectionBuffer2.GetDesc().size;
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return retVal;
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}
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void EmittedParticleSystem::UpdateCPU(const TransformComponent& transform, float dt)
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{
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CreateSelfBuffers();
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if (IsPaused())
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return;
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emit = std::max(0.0f, emit - std::floor(emit));
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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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memcpy(&statistics, statisticsReadbackBuffer[oldest_stat_index].mapped_data, sizeof(statistics));
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}
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statisticsReadBackIndex++;
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}
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void EmittedParticleSystem::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 EmittedParticleSystem::Restart()
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{
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SetPaused(false);
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counterBuffer = {}; // will be recreated
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}
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void EmittedParticleSystem::UpdateGPU(uint32_t instanceIndex, const TransformComponent& transform, 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 = wi::graphics::GetDevice();
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device->EventBegin("UpdateEmittedParticles", cmd);
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if (!IsPaused())
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{
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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 = wi::random::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.xParticleMass = mass;
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cb.xEmitterMaxParticleCount = MAX_PARTICLES;
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cb.xEmitterFixedTimestep = FIXED_TIMESTEP;
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cb.xEmitterRestitution = restitution;
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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.xParticleGravity = gravity;
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cb.xParticleDrag = drag;
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XMStoreFloat3(&cb.xParticleVelocity, XMVector3TransformNormal(XMLoadFloat3(&velocity), XMLoadFloat4x4(&transform.world)));
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cb.xParticleRandomColorFactor = random_color;
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cb.xEmitterLayerMask = layerMask;
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cb.xEmitterInstanceIndex = instanceIndex;
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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(GraphicsDeviceCapability::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_visc_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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{
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GPUBarrier barriers[] = {
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GPUBarrier::Buffer(&constantBuffer, ResourceState::CONSTANT_BUFFER, ResourceState::COPY_DST),
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};
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device->Barrier(barriers, arraysize(barriers), cmd);
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}
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device->UpdateBuffer(&constantBuffer, &cb, cmd);
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{
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GPUBarrier barriers[] = {
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GPUBarrier::Buffer(&constantBuffer, ResourceState::COPY_DST, ResourceState::CONSTANT_BUFFER),
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};
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device->Barrier(barriers, arraysize(barriers), cmd);
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}
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device->BindConstantBuffer(&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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&vertexBuffer_POS,
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&vertexBuffer_UVS,
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&vertexBuffer_COL,
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&culledIndirectionBuffer,
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&culledIndirectionBuffer2,
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};
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device->BindUAVs(uavs, 0, arraysize(uavs), cmd);
|
|
|
|
if (mesh != nullptr)
|
|
{
|
|
device->BindResource(&mesh->generalBuffer, 0, cmd, mesh->ib.subresource_srv);
|
|
if (mesh->streamoutBuffer.IsValid())
|
|
{
|
|
device->BindResource(&mesh->streamoutBuffer, 1, cmd, mesh->so_pos_nor_wind.subresource_srv);
|
|
}
|
|
else
|
|
{
|
|
device->BindResource(&mesh->generalBuffer, 1, cmd, mesh->vb_pos_nor_wind.subresource_srv);
|
|
}
|
|
}
|
|
|
|
GPUBarrier barrier_indirect_uav = GPUBarrier::Buffer(&indirectBuffers, ResourceState::INDIRECT_ARGUMENT, ResourceState::UNORDERED_ACCESS);
|
|
GPUBarrier barrier_uav_indirect = GPUBarrier::Buffer(&indirectBuffers, ResourceState::UNORDERED_ACCESS, ResourceState::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 = wi::profiler::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);
|
|
const GPUResource* res_partition[] = {
|
|
&aliveList[0], // CURRENT alivelist
|
|
&counterBuffer,
|
|
&particleBuffer,
|
|
};
|
|
device->BindResources(res_partition, 0, arraysize(res_partition), cmd);
|
|
const GPUResource* uav_partition[] = {
|
|
&sphPartitionCellIndices,
|
|
};
|
|
device->BindUAVs(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:
|
|
wi::gpusortlib::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);
|
|
const GPUResource* uav_partitionoffsets[] = {
|
|
&sphPartitionCellOffsets,
|
|
};
|
|
device->BindUAVs(uav_partitionoffsets, 0, arraysize(uav_partitionoffsets), cmd);
|
|
device->Dispatch((SPH_PARTITION_BUCKET_COUNT + THREADCOUNT_SIMULATION - 1) / 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(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);
|
|
const GPUResource* res_density[] = {
|
|
&aliveList[0], // CURRENT alivelist
|
|
&counterBuffer,
|
|
&particleBuffer,
|
|
&sphPartitionCellIndices,
|
|
&sphPartitionCellOffsets,
|
|
};
|
|
device->BindResources(res_density, 0, arraysize(res_density), cmd);
|
|
const GPUResource* uav_density[] = {
|
|
&densityBuffer
|
|
};
|
|
device->BindUAVs(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);
|
|
const GPUResource* res_force[] = {
|
|
&aliveList[0], // CURRENT alivelist
|
|
&counterBuffer,
|
|
&densityBuffer,
|
|
&sphPartitionCellIndices,
|
|
&sphPartitionCellOffsets,
|
|
};
|
|
device->BindResources(res_force, 0, arraysize(res_force), cmd);
|
|
const GPUResource* uav_force[] = {
|
|
&particleBuffer,
|
|
};
|
|
device->BindUAVs(uav_force, 0, arraysize(uav_force), cmd);
|
|
device->DispatchIndirect(&indirectBuffers, ARGUMENTBUFFER_OFFSET_DISPATCHSIMULATION, cmd);
|
|
device->Barrier(&barrier_memory, 1, cmd);
|
|
device->EventEnd(cmd);
|
|
|
|
|
|
device->EventEnd(cmd);
|
|
|
|
wi::profiler::EndRange(range);
|
|
}
|
|
|
|
device->EventBegin("Simulate", cmd);
|
|
device->BindUAVs(uavs, 0, arraysize(uavs), 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);
|
|
{
|
|
GPUBarrier barriers[] = {
|
|
GPUBarrier::Memory(),
|
|
GPUBarrier::Buffer(&counterBuffer, ResourceState::UNORDERED_ACCESS, ResourceState::SHADER_RESOURCE),
|
|
GPUBarrier::Buffer(&distanceBuffer, ResourceState::UNORDERED_ACCESS, ResourceState::SHADER_RESOURCE_COMPUTE),
|
|
};
|
|
device->Barrier(barriers, arraysize(barriers), cmd);
|
|
}
|
|
device->EventEnd(cmd);
|
|
|
|
}
|
|
|
|
if (IsSorted())
|
|
{
|
|
wi::gpusortlib::Sort(MAX_PARTICLES, distanceBuffer, counterBuffer, PARTICLECOUNTER_OFFSET_CULLEDCOUNT, culledIndirectionBuffer, cmd);
|
|
}
|
|
|
|
if (!IsPaused())
|
|
{
|
|
// finish updating, update draw argument buffer:
|
|
device->EventBegin("FinishUpdate", cmd);
|
|
device->BindComputeShader(&finishUpdateCS, cmd);
|
|
|
|
const GPUResource* res[] = {
|
|
&counterBuffer,
|
|
};
|
|
device->BindResources(res, 0, arraysize(res), cmd);
|
|
|
|
const GPUResource* uavs[] = {
|
|
&indirectBuffers,
|
|
};
|
|
device->BindUAVs(uavs, 0, arraysize(uavs), cmd);
|
|
|
|
{
|
|
GPUBarrier barriers[] = {
|
|
GPUBarrier::Memory(),
|
|
GPUBarrier::Buffer(&indirectBuffers, ResourceState::INDIRECT_ARGUMENT, ResourceState::UNORDERED_ACCESS),
|
|
};
|
|
device->Barrier(barriers, arraysize(barriers), cmd);
|
|
}
|
|
|
|
device->Dispatch(1, 1, 1, cmd);
|
|
|
|
device->EventEnd(cmd);
|
|
|
|
}
|
|
|
|
{
|
|
GPUBarrier barriers[] = {
|
|
GPUBarrier::Memory(),
|
|
GPUBarrier::Buffer(&counterBuffer, ResourceState::SHADER_RESOURCE, ResourceState::COPY_SRC),
|
|
};
|
|
device->Barrier(barriers, arraysize(barriers), cmd);
|
|
}
|
|
|
|
// Statistics is copied to readback:
|
|
device->CopyResource(&statisticsReadbackBuffer[(statisticsReadBackIndex - 1) % arraysize(statisticsReadbackBuffer)], &counterBuffer, cmd);
|
|
|
|
{
|
|
const GPUBarrier barriers[] = {
|
|
GPUBarrier::Buffer(&indirectBuffers, ResourceState::UNORDERED_ACCESS, ResourceState::INDIRECT_ARGUMENT),
|
|
GPUBarrier::Buffer(&counterBuffer, ResourceState::COPY_SRC, ResourceState::SHADER_RESOURCE),
|
|
GPUBarrier::Buffer(&particleBuffer, ResourceState::UNORDERED_ACCESS, ResourceState::SHADER_RESOURCE),
|
|
GPUBarrier::Buffer(&aliveList[1], ResourceState::UNORDERED_ACCESS, ResourceState::SHADER_RESOURCE),
|
|
GPUBarrier::Buffer(&vertexBuffer_POS, ResourceState::UNORDERED_ACCESS, ResourceState::SHADER_RESOURCE),
|
|
GPUBarrier::Buffer(&vertexBuffer_UVS, ResourceState::UNORDERED_ACCESS, ResourceState::SHADER_RESOURCE),
|
|
GPUBarrier::Buffer(&vertexBuffer_COL, ResourceState::UNORDERED_ACCESS, ResourceState::SHADER_RESOURCE),
|
|
GPUBarrier::Buffer(&culledIndirectionBuffer, ResourceState::UNORDERED_ACCESS, ResourceState::SHADER_RESOURCE_COMPUTE),
|
|
GPUBarrier::Buffer(&culledIndirectionBuffer2, ResourceState::UNORDERED_ACCESS, ResourceState::SHADER_RESOURCE_COMPUTE),
|
|
};
|
|
device->Barrier(barriers, arraysize(barriers), cmd);
|
|
}
|
|
|
|
device->EventEnd(cmd);
|
|
}
|
|
|
|
|
|
void EmittedParticleSystem::Draw(const MaterialComponent& material, CommandList cmd) const
|
|
{
|
|
GraphicsDevice* device = wi::graphics::GetDevice();
|
|
device->EventBegin("EmittedParticle", cmd);
|
|
|
|
if (wi::renderer::IsWireRender())
|
|
{
|
|
device->BindPipelineState(&PSO_wire, cmd);
|
|
}
|
|
else
|
|
{
|
|
const wi::enums::BLENDMODE blendMode = material.GetBlendMode();
|
|
device->BindPipelineState(&PSO[blendMode][shaderType], cmd);
|
|
|
|
device->BindShadingRate(material.shadingRate, cmd);
|
|
}
|
|
|
|
device->BindConstantBuffer(&constantBuffer, CB_GETBINDSLOT(EmittedParticleCB), cmd);
|
|
|
|
const GPUResource* res[] = {
|
|
&counterBuffer,
|
|
&particleBuffer,
|
|
&culledIndirectionBuffer,
|
|
&culledIndirectionBuffer2,
|
|
};
|
|
device->BindResources(res, 0, arraysize(res), cmd);
|
|
|
|
if (ALLOW_MESH_SHADER && device->CheckCapability(GraphicsDeviceCapability::MESH_SHADER))
|
|
{
|
|
device->DispatchMeshIndirect(&indirectBuffers, ARGUMENTBUFFER_OFFSET_DRAWPARTICLES, cmd);
|
|
}
|
|
else
|
|
{
|
|
device->DrawInstancedIndirect(&indirectBuffers, ARGUMENTBUFFER_OFFSET_DRAWPARTICLES, cmd);
|
|
}
|
|
|
|
device->EventEnd(cmd);
|
|
}
|
|
|
|
|
|
namespace EmittedParticleSystem_Internal
|
|
{
|
|
void LoadShaders()
|
|
{
|
|
wi::renderer::LoadShader(ShaderStage::VS, vertexShader, "emittedparticleVS.cso");
|
|
|
|
if (ALLOW_MESH_SHADER && wi::graphics::GetDevice()->CheckCapability(GraphicsDeviceCapability::MESH_SHADER))
|
|
{
|
|
wi::renderer::LoadShader(ShaderStage::MS, meshShader, "emittedparticleMS.cso");
|
|
}
|
|
|
|
wi::renderer::LoadShader(ShaderStage::PS, pixelShader[EmittedParticleSystem::SOFT], "emittedparticlePS_soft.cso");
|
|
wi::renderer::LoadShader(ShaderStage::PS, pixelShader[EmittedParticleSystem::SOFT_DISTORTION], "emittedparticlePS_soft_distortion.cso");
|
|
wi::renderer::LoadShader(ShaderStage::PS, pixelShader[EmittedParticleSystem::SIMPLE], "emittedparticlePS_simple.cso");
|
|
wi::renderer::LoadShader(ShaderStage::PS, pixelShader[EmittedParticleSystem::SOFT_LIGHTING], "emittedparticlePS_soft_lighting.cso");
|
|
|
|
wi::renderer::LoadShader(ShaderStage::CS, kickoffUpdateCS, "emittedparticle_kickoffUpdateCS.cso");
|
|
wi::renderer::LoadShader(ShaderStage::CS, finishUpdateCS, "emittedparticle_finishUpdateCS.cso");
|
|
wi::renderer::LoadShader(ShaderStage::CS, emitCS, "emittedparticle_emitCS.cso");
|
|
wi::renderer::LoadShader(ShaderStage::CS, emitCS_VOLUME, "emittedparticle_emitCS_volume.cso");
|
|
wi::renderer::LoadShader(ShaderStage::CS, emitCS_FROMMESH, "emittedparticle_emitCS_FROMMESH.cso");
|
|
wi::renderer::LoadShader(ShaderStage::CS, sphpartitionCS, "emittedparticle_sphpartitionCS.cso");
|
|
wi::renderer::LoadShader(ShaderStage::CS, sphpartitionoffsetsCS, "emittedparticle_sphpartitionoffsetsCS.cso");
|
|
wi::renderer::LoadShader(ShaderStage::CS, sphpartitionoffsetsresetCS, "emittedparticle_sphpartitionoffsetsresetCS.cso");
|
|
wi::renderer::LoadShader(ShaderStage::CS, sphdensityCS, "emittedparticle_sphdensityCS.cso");
|
|
wi::renderer::LoadShader(ShaderStage::CS, sphforceCS, "emittedparticle_sphforceCS.cso");
|
|
wi::renderer::LoadShader(ShaderStage::CS, simulateCS, "emittedparticle_simulateCS.cso");
|
|
wi::renderer::LoadShader(ShaderStage::CS, simulateCS_SORTING, "emittedparticle_simulateCS_SORTING.cso");
|
|
wi::renderer::LoadShader(ShaderStage::CS, simulateCS_DEPTHCOLLISIONS, "emittedparticle_simulateCS_DEPTHCOLLISIONS.cso");
|
|
wi::renderer::LoadShader(ShaderStage::CS, simulateCS_SORTING_DEPTHCOLLISIONS, "emittedparticle_simulateCS_SORTING_DEPTHCOLLISIONS.cso");
|
|
|
|
|
|
GraphicsDevice* device = wi::graphics::GetDevice();
|
|
|
|
for (int i = 0; i < BLENDMODE_COUNT; ++i)
|
|
{
|
|
PipelineStateDesc desc;
|
|
desc.pt = PrimitiveTopology::TRIANGLESTRIP;
|
|
if (ALLOW_MESH_SHADER && wi::graphics::GetDevice()->CheckCapability(GraphicsDeviceCapability::MESH_SHADER))
|
|
{
|
|
desc.ms = &meshShader;
|
|
}
|
|
else
|
|
{
|
|
desc.vs = &vertexShader;
|
|
}
|
|
desc.bs = &blendStates[i];
|
|
desc.rs = &rasterizerState;
|
|
desc.dss = &depthStencilState;
|
|
|
|
for (int j = 0; j < EmittedParticleSystem::PARTICLESHADERTYPE_COUNT; ++j)
|
|
{
|
|
desc.ps = &pixelShader[j];
|
|
device->CreatePipelineState(&desc, &PSO[i][j]);
|
|
}
|
|
}
|
|
|
|
{
|
|
PipelineStateDesc desc;
|
|
desc.pt = PrimitiveTopology::TRIANGLESTRIP;
|
|
if (ALLOW_MESH_SHADER && wi::graphics::GetDevice()->CheckCapability(GraphicsDeviceCapability::MESH_SHADER))
|
|
{
|
|
desc.ms = &meshShader;
|
|
}
|
|
else
|
|
{
|
|
desc.vs = &vertexShader;
|
|
}
|
|
desc.ps = &pixelShader[EmittedParticleSystem::SIMPLE];
|
|
desc.bs = &blendStates[BLENDMODE_ALPHA];
|
|
desc.rs = &wireFrameRS;
|
|
desc.dss = &depthStencilState;
|
|
|
|
device->CreatePipelineState(&desc, &PSO_wire);
|
|
}
|
|
|
|
}
|
|
}
|
|
|
|
void EmittedParticleSystem::Initialize()
|
|
{
|
|
wi::Timer timer;
|
|
|
|
RasterizerState rs;
|
|
rs.fill_mode = FillMode::SOLID;
|
|
rs.cull_mode = CullMode::NONE;
|
|
rs.front_counter_clockwise = true;
|
|
rs.depth_bias = 0;
|
|
rs.depth_bias_clamp = 0;
|
|
rs.slope_scaled_depth_bias = 0;
|
|
rs.depth_clip_enable = false;
|
|
rs.multisample_enable = false;
|
|
rs.antialiased_line_enable = false;
|
|
rasterizerState = rs;
|
|
|
|
|
|
rs.fill_mode = FillMode::WIREFRAME;
|
|
rs.cull_mode = CullMode::NONE;
|
|
rs.front_counter_clockwise = true;
|
|
rs.depth_bias = 0;
|
|
rs.depth_bias_clamp = 0;
|
|
rs.slope_scaled_depth_bias = 0;
|
|
rs.depth_clip_enable = false;
|
|
rs.multisample_enable = false;
|
|
rs.antialiased_line_enable = false;
|
|
wireFrameRS = rs;
|
|
|
|
|
|
DepthStencilState dsd;
|
|
dsd.depth_enable = true;
|
|
dsd.depth_write_mask = DepthWriteMask::ZERO;
|
|
dsd.depth_func = ComparisonFunc::GREATER_EQUAL;
|
|
dsd.stencil_enable = false;
|
|
depthStencilState = dsd;
|
|
|
|
|
|
BlendState bd;
|
|
bd.render_target[0].blend_enable = true;
|
|
bd.render_target[0].src_blend = Blend::SRC_ALPHA;
|
|
bd.render_target[0].dest_blend = Blend::INV_SRC_ALPHA;
|
|
bd.render_target[0].blend_op = BlendOp::ADD;
|
|
bd.render_target[0].src_blend_alpha = Blend::ONE;
|
|
bd.render_target[0].dest_blend_alpha = Blend::INV_SRC_ALPHA;
|
|
bd.render_target[0].blend_op_alpha = BlendOp::ADD;
|
|
bd.render_target[0].render_target_write_mask = ColorWrite::ENABLE_ALL;
|
|
bd.independent_blend_enable = false;
|
|
blendStates[BLENDMODE_ALPHA] = bd;
|
|
|
|
bd.render_target[0].blend_enable = true;
|
|
bd.render_target[0].src_blend = Blend::SRC_ALPHA;
|
|
bd.render_target[0].dest_blend = Blend::ONE;
|
|
bd.render_target[0].blend_op = BlendOp::ADD;
|
|
bd.render_target[0].src_blend_alpha = Blend::ZERO;
|
|
bd.render_target[0].dest_blend_alpha = Blend::ONE;
|
|
bd.render_target[0].blend_op_alpha = BlendOp::ADD;
|
|
bd.render_target[0].render_target_write_mask = ColorWrite::ENABLE_ALL;
|
|
bd.independent_blend_enable = false;
|
|
blendStates[BLENDMODE_ADDITIVE] = bd;
|
|
|
|
bd.render_target[0].blend_enable = true;
|
|
bd.render_target[0].src_blend = Blend::ONE;
|
|
bd.render_target[0].dest_blend = Blend::INV_SRC_ALPHA;
|
|
bd.render_target[0].blend_op = BlendOp::ADD;
|
|
bd.render_target[0].src_blend_alpha = Blend::ONE;
|
|
bd.render_target[0].dest_blend_alpha = Blend::ONE;
|
|
bd.render_target[0].blend_op_alpha = BlendOp::ADD;
|
|
bd.render_target[0].render_target_write_mask = ColorWrite::ENABLE_ALL;
|
|
bd.independent_blend_enable = false;
|
|
blendStates[BLENDMODE_PREMULTIPLIED] = bd;
|
|
|
|
bd.render_target[0].blend_enable = false;
|
|
blendStates[BLENDMODE_OPAQUE] = bd;
|
|
|
|
static wi::eventhandler::Handle handle = wi::eventhandler::Subscribe(wi::eventhandler::EVENT_RELOAD_SHADERS, [](uint64_t userdata) { EmittedParticleSystem_Internal::LoadShaders(); });
|
|
EmittedParticleSystem_Internal::LoadShaders();
|
|
|
|
wi::backlog::post("wi::EmittedParticleSystem Initialized (" + std::to_string((int)std::round(timer.elapsed())) + " ms)");
|
|
}
|
|
|
|
|
|
void EmittedParticleSystem::Serialize(wi::Archive& archive, wi::ecs::EntitySerializer& seri)
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{
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if (archive.IsReadMode())
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{
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archive >> _flags;
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archive >> (uint32_t&)shaderType;
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wi::ecs::SerializeEntity(archive, meshID, seri);
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archive >> MAX_PARTICLES;
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archive >> FIXED_TIMESTEP;
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archive >> size;
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archive >> random_factor;
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archive >> normal_factor;
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archive >> count;
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archive >> life;
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archive >> random_life;
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archive >> scaleX;
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archive >> scaleY;
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archive >> rotation;
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archive >> motionBlurAmount;
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archive >> mass;
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archive >> SPH_h;
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archive >> SPH_K;
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archive >> SPH_p0;
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archive >> SPH_e;
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if (archive.GetVersion() >= 45)
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{
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archive >> framesX;
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archive >> framesY;
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archive >> frameCount;
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archive >> frameStart;
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archive >> frameRate;
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}
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if (archive.GetVersion() == 48)
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{
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uint8_t shadingRate;
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archive >> shadingRate; // no longer needed
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}
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if (archive.GetVersion() >= 64)
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{
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archive >> velocity;
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archive >> gravity;
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archive >> drag;
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archive >> random_color;
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}
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else
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{
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if (IsSPHEnabled())
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{
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gravity = XMFLOAT3(0, -9.8f * 2, 0);
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drag = 0.98f;
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}
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}
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if (archive.GetVersion() >= 74)
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{
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archive >> restitution;
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}
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}
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else
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{
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archive << _flags;
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archive << (uint32_t)shaderType;
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wi::ecs::SerializeEntity(archive, meshID, seri);
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archive << MAX_PARTICLES;
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archive << FIXED_TIMESTEP;
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archive << size;
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archive << random_factor;
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archive << normal_factor;
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archive << count;
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archive << life;
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archive << random_life;
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archive << scaleX;
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archive << scaleY;
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archive << rotation;
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archive << motionBlurAmount;
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archive << mass;
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archive << SPH_h;
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archive << SPH_K;
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archive << SPH_p0;
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archive << SPH_e;
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|
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if (archive.GetVersion() >= 45)
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{
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archive << framesX;
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archive << framesY;
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archive << frameCount;
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archive << frameStart;
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archive << frameRate;
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}
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if (archive.GetVersion() >= 64)
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{
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archive << velocity;
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archive << gravity;
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archive << drag;
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archive << random_color;
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}
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|
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if (archive.GetVersion() >= 74)
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{
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archive << restitution;
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}
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}
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}
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}
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