Esempio n. 1
0
        private static uint GenerateTextureIndex(MyGPUEmitter emitter)
        {
            MyRenderProxy.Assert(emitter.AtlasDimension.X < MAX_ATLAS_DIMENSION, "emitter.AtlasDimension.X < MAX_ATLAS_DIMENSION");
            MyRenderProxy.Assert(emitter.AtlasDimension.Y < MAX_ATLAS_DIMENSION, "emitter.AtlasDimension.Y < MAX_ATLAS_DIMENSION");
            uint atlasOffset = (uint)emitter.AtlasFrameOffset;

            MyRenderProxy.Assert(atlasOffset < MAX_ATLAS_INDEX, "atlasOffset < MAX_ATLAS_INDEX");
            MyRenderProxy.Assert(emitter.AtlasFrameModulo < ((1 << ATLAS_INDEX_BITS) - 1), "emitter.AtlasFrameModulo < ((1 << ATLAS_INDEX_BITS) - 1)");
            MyRenderProxy.Assert(
                (emitter.AtlasFrameOffset + emitter.AtlasFrameModulo - 1) < (emitter.AtlasDimension.X * emitter.AtlasDimension.Y),
                "(emitter.AtlasFrameOffset + emitter.AtlasFrameModulo - 1) < (emitter.AtlasDimension.X * emitter.AtlasDimension.Y)");
            return(atlasOffset | ((uint)emitter.AtlasDimension.X << (ATLAS_INDEX_BITS + ATLAS_DIMENSION_BITS)) |
                   ((uint)emitter.AtlasDimension.Y << (ATLAS_INDEX_BITS)));
        }
Esempio n. 2
0
        internal static void UpdateData(MyGPUEmitter[] def)
        {
            for (int i = 0; i < def.Length; i++)
            {
                MyLiveData emitter;
                if (m_emitters.TryGetValue(def[i].GID, out emitter))
                {
                    var texId = Resources.MyTextures.GetTexture(def[i].AtlasTexture, Resources.MyTextureEnum.GUI, true);
                    if (emitter.TextureId != texId)
                    {
                        RemoveTexture(emitter.TextureId);
                        AddTexture(texId);
                    }
                    emitter.TextureId = texId;
                    MyRenderProxy.Assert(emitter.TextureId != Resources.TexId.NULL);

                    emitter.GPUEmitter = def[i];
                    emitter.GPUEmitter.Data.TextureIndex1 = GenerateTextureIndex(emitter);
                    emitter.GPUEmitter.Data.TextureIndex2 = (uint)def[i].AtlasFrameModulo;
                    emitter.GPUEmitter.Data.RotationMatrix = Matrix.Transpose(def[i].Data.RotationMatrix);
                }
                else MyRenderProxy.Assert(false, "invalid emitter id: " + def[i].GID);
            }
        }
Esempio n. 3
0
        public static void UpdateEnd()
        {
            if (GPUEmitters.Count > 0)
            {
                var emitters = new MyGPUEmitter[GPUEmitters.Count];
                for (int i = 0; i < GPUEmitters.Count; i++)
                {
                    emitters[i] = GPUEmitters[i];
                }

                MyRenderProxy.UpdateGPUEmitters(emitters);

                GPUEmitters.Clear();
            }

            if (GPUEmitterPositions.Count > 0)
            {
                var emitterUids = new uint[GPUEmitterPositions.Count];
                var emitterPos = new Vector3D[GPUEmitterPositions.Count];
                for (int i = 0; i < GPUEmitterPositions.Count; i++)
                {
                    emitterUids[i] = GPUEmitterPositions[i].GID;
                    emitterPos[i] = GPUEmitterPositions[i].WorldPosition;
                }

                MyRenderProxy.UpdateGPUEmittersPosition(emitterUids, emitterPos);

                GPUEmitterPositions.Clear();
            }
        }
Esempio n. 4
0
        public static void TestGPUParticles()
        {
            if (VRage.Input.MyInput.Static.IsAnyShiftKeyPressed())
            {
                if (gid0 == 0)
                {
                    gid0 = MyRenderProxy.CreateGPUEmitter();
                    gid1 = MyRenderProxy.CreateGPUEmitter();
                }
                var Position = MyTransparentGeometry.Camera.Translation;
                var emitters = new MyGPUEmitter[2];
                // sparks
                emitters[0].GID = gid0;
                emitters[0].ParticlesPerSecond = 30000.0f;
                emitters[0].Data.Color0 = new Vector4(1.0f, 1.0f, 0.0f, 1f);
                emitters[0].Data.Color1 = new Vector4(1.0f, 0.0f, 0.0f, 1f);
                emitters[0].Data.Color2 = new Vector4(1.0f, 0.0f, 0.0f, 0.0f);
                emitters[0].Data.ColorKey1 = 0.5f;
                emitters[0].Data.ColorKey2 = 1.0f;
                emitters[0].Data.AlphaKey1 = 0.95f;
                emitters[0].Data.AlphaKey2 = 1.0f;
                emitters[0].Data.Bounciness = 0.4f;
                emitters[0].Data.Velocity = new Vector3(0.0f, 0.0f, -1.0f);
                emitters[0].Data.NumParticlesToEmitThisFrame = 0;
                emitters[0].Data.ParticleLifeSpan = 9.0f;
                emitters[0].Data.Size0 = 0.02f;
                emitters[0].Data.Size1 = 0.016f;
                emitters[0].Data.Size2 = 0.0f;
                emitters[0].Data.SizeKeys1 = 0.95f;
                emitters[0].Data.SizeKeys2 = 1.0f;
                emitters[0].Data.PositionVariance = new Vector3(0.1f, 0.1f, 0.1f);
                emitters[0].Data.VelocityVariance = 0.4f;
                emitters[0].Data.RotationVelocity = 0;
                emitters[0].Data.Acceleration = new Vector3(0, 0, -0.98f);
                emitters[0].Data.StreakMultiplier = 4.0f;
                emitters[0].Data.Flags = GPUEmitterFlags.Streaks | GPUEmitterFlags.Collide | GPUEmitterFlags.SleepState;
                emitters[0].Data.SoftParticleDistanceScale = 5;
                emitters[0].Data.AnimationFrameTime = 1.0f;
                emitters[0].Data.OITWeightFactor = 0.3f;
                emitters[0].AtlasTexture = "Textures\\Particles\\gpuAtlas0.dds";
                emitters[0].AtlasDimension = new Vector2I(2, 1);
                emitters[0].AtlasFrameOffset = 1;
                emitters[0].AtlasFrameModulo = 1;
                emitters[0].WorldPosition = Position + new Vector3D(8.0f, 0.0f, 8.0f);

                // smoke
                emitters[1].GID = gid1;
                emitters[1].ParticlesPerSecond = 100.0f;
                emitters[1].Data.Color0 = new Vector4(0.5f, 0.5f, 0.5f, 1.0f);
                emitters[1].Data.Color1 = new Vector4(0.6f, 0.6f, 0.65f, 1.0f);
                emitters[1].Data.Color2 = new Vector4(0.6f, 0.6f, 0.65f, 0.0f);
                emitters[1].Data.ColorKey1 = 0.5f;
                emitters[1].Data.ColorKey2 = 1.0f;
                emitters[1].Data.AlphaKey1 = 0.95f;
                emitters[1].Data.AlphaKey2 = 1.0f;
                emitters[1].Data.Velocity = new Vector3(0, 0, 1.0f);
                emitters[1].Data.NumParticlesToEmitThisFrame = 0;
                emitters[1].Data.ParticleLifeSpan = 150.0f;
                emitters[1].Data.Size0 = 0.50f;
                emitters[1].Data.Size1 = 2.2f;
                emitters[1].Data.SizeKeys1 = 1.0f;
                emitters[1].Data.SizeKeys2 = 1.0f;
                emitters[1].Data.PositionVariance = new Vector3(0.2f, 0.2f, 0.2f);
                emitters[1].Data.VelocityVariance = 0.3f;
                emitters[1].Data.RotationVelocity = 100.0f;
                emitters[1].Data.Acceleration = new Vector3(0.00707f, 0.00707f, -0.00003f * 9.8f);
                emitters[1].Data.Flags = GPUEmitterFlags.Light | GPUEmitterFlags.VolumetricLight;
                emitters[1].Data.SoftParticleDistanceScale = 2;
                emitters[1].Data.AnimationFrameTime = 1.0f;
                emitters[1].Data.OITWeightFactor = 1.0f;
                emitters[1].AtlasTexture = "Textures\\Particles\\gpuAtlas1.dds";
                emitters[1].AtlasDimension = new Vector2I(2, 1);
                emitters[1].AtlasFrameOffset = 0;
                emitters[1].AtlasFrameModulo = 1;
                emitters[1].WorldPosition = Position + new Vector3D(2.0f, 0.0f, 1.0f);
                MyRenderProxy.UpdateGPUEmitters(emitters);
            }
        }
        public static void DrawEnd()
        {
            if (GPUEmitters.Count > 0)
            {
                var emitters = new MyGPUEmitter[GPUEmitters.Count];
                for (int i = 0; i < GPUEmitters.Count; i++)
                {
                    emitters[i] = GPUEmitters[i];
                }

                MyRenderProxy.UpdateGPUEmitters(emitters);

                GPUEmitters.Clear();
            }

            if (GPUEmitterTransforms.Count > 0)
            {
                var emitterUids = new uint[GPUEmitterTransforms.Count];
                var emitterTransforms = new MatrixD[GPUEmitterTransforms.Count];
                for (int i = 0; i < GPUEmitterTransforms.Count; i++)
                {
                    emitterUids[i] = GPUEmitterTransforms[i].GID;
                    emitterTransforms[i] = GPUEmitterTransforms[i].Transform;
                }

                MyRenderProxy.UpdateGPUEmittersTransform(emitterUids, emitterTransforms);

                GPUEmitterTransforms.Clear();
            }
        }