コード例 #1
0
        /// <inheritdoc />
        public override unsafe void PatchVertexBuffer(ref ParticleBufferState bufferState, Vector3 invViewX, Vector3 invViewY, ref ParticleList sorter)
        {
            // If you want, you can integrate the base builder here and not call it. It should result in slight speed up
            base.PatchVertexBuffer(ref bufferState, invViewX, invViewY, ref sorter);

            var colorField = sorter.GetField(ParticleFields.Color);

            if (!colorField.IsValid())
            {
                return;
            }

            var colAttribute = bufferState.GetAccessor(VertexAttributes.Color);

            if (colAttribute.Size <= 0)
            {
                return;
            }

            foreach (var particle in sorter)
            {
                // Set the vertex color attribute to the particle's color field
                var color = (uint)(*(Color4 *)particle[colorField]).ToRgba();
                bufferState.SetAttributePerSegment(colAttribute, (IntPtr)(&color));

                bufferState.NextSegment();
            }

            bufferState.StartOver();
        }
コード例 #2
0
        public override unsafe void PatchVertexBuffer(ref ParticleBufferState bufferState, Vector3 invViewX, Vector3 invViewY, ref ParticleList sorter)
        {
            // If you want, you can integrate the base builder here and not call it. It should result in slight speed up
            base.PatchVertexBuffer(ref bufferState, invViewX, invViewY, ref sorter);

            // Update the non-default coordinates first, because they update off the default ones
            if (UVBuilder1 != null)
            {
                UVBuilder1.BuildUVCoordinates(ref bufferState, ref sorter, texCoord1);
            }

            // Update the default coordinates last
            if (UVBuilder0 != null)
            {
                UVBuilder0.BuildUVCoordinates(ref bufferState, ref sorter, texCoord0);
            }

            // If the particles have color field, the base class should have already passed the information
            if (HasColorField)
            {
                return;
            }

            // If there is no color stream we don't need to fill anything
            var colAttribute = bufferState.GetAccessor(VertexAttributes.Color);

            if (colAttribute.Size <= 0)
            {
                return;
            }

            // Since the particles don't have their own color field, set the default color to white
            var color = 0xFFFFFFFF;

            bufferState.StartOver();
            foreach (var particle in sorter)
            {
                bufferState.SetAttributePerParticle(colAttribute, (IntPtr)(&color));

                bufferState.NextParticle();
            }

            bufferState.StartOver();
        }
コード例 #3
0
ファイル: UVBuilderFlipbook.cs プロジェクト: vol16bit/xenko
        /// <inheritdoc />
        public override unsafe void BuildUVCoordinates(ref ParticleBufferState bufferState, ref ParticleList sorter, AttributeDescription texCoordsDescription)
        {
            var lifeField = sorter.GetField(ParticleFields.RemainingLife);

            if (!lifeField.IsValid())
            {
                return;
            }

            var texAttribute = bufferState.GetAccessor(texCoordsDescription);

            if (texAttribute.Size == 0 && texAttribute.Offset == 0)
            {
                return;
            }

            var texDefault = bufferState.GetAccessor(bufferState.DefaultTexCoords);

            if (texDefault.Size == 0 && texDefault.Offset == 0)
            {
                return;
            }


            foreach (var particle in sorter)
            {
                var normalizedTimeline = 1f - *(float *)(particle[lifeField]);

                var spriteId = startingFrame + (int)(normalizedTimeline * animationSpeedOverLife);

                Vector4 uvTransform = new Vector4((spriteId % xDivisions) * xStep, (spriteId / xDivisions) * yStep, xStep, yStep);

                bufferState.TransformAttributePerParticle(texDefault, texAttribute, this, ref uvTransform);

                bufferState.NextParticle();
            }


            bufferState.StartOver();
        }
コード例 #4
0
        /// <summary>
        /// Build the vertex buffer from particle data
        /// </summary>
        /// <param name="sharedBufferPtr">The shared vertex buffer position where the particle data should be output</param>
        /// <param name="invViewMatrix">The current camera's inverse view matrix</param>
        public void BuildVertexBuffer(IntPtr sharedBufferPtr, ref Matrix invViewMatrix, ref Matrix viewProj)
        {
            // Get camera-space X and Y axes for billboard expansion and sort the particles if needed
            var unitX = new Vector3(invViewMatrix.M11, invViewMatrix.M12, invViewMatrix.M13);
            var unitY = new Vector3(invViewMatrix.M21, invViewMatrix.M22, invViewMatrix.M23);

            // Not the best solution, might want to improve
            var depthVector = Vector3.Cross(unitX, unitY);

            if (simulationSpace == EmitterSimulationSpace.Local)
            {
                var inverseRotation = drawTransform.WorldRotation;
                inverseRotation.W *= -1;
                inverseRotation.Rotate(ref depthVector);
            }
            var sortedList = ParticleSorter.GetSortedList(depthVector);

            // If the particles are in world space they don't need to be fixed as their coordinates are already in world space
            // If the particles are in local space they need to be drawn in world space using the emitter's current location matrix
            var posIdentity   = new Vector3(0, 0, 0);
            var rotIdentity   = Quaternion.Identity;
            var scaleIdentity = 1f;

            if (simulationSpace == EmitterSimulationSpace.Local)
            {
                posIdentity   = drawTransform.WorldPosition;
                rotIdentity   = drawTransform.WorldRotation;
                scaleIdentity = drawTransform.WorldScale.X;
            }

            ParticleBufferState bufferState = new ParticleBufferState(sharedBufferPtr, VertexBuilder);

            ShapeBuilder.SetRequiredQuads(ShapeBuilder.QuadsPerParticle, pool.LivingParticles, pool.ParticleCapacity);
            ShapeBuilder.BuildVertexBuffer(ref bufferState, unitX, unitY, ref posIdentity, ref rotIdentity, scaleIdentity, ref sortedList, ref viewProj);

            bufferState.StartOver();
            Material.PatchVertexBuffer(ref bufferState, unitX, unitY, ref sortedList);

            ParticleSorter.FreeSortedList(ref sortedList);
        }
コード例 #5
0
ファイル: UVBuilderScroll.cs プロジェクト: Aggror/Stride
        /// <inheritdoc />
        public unsafe override void BuildUVCoordinates(ref ParticleBufferState bufferState, ref ParticleList sorter, AttributeDescription texCoordsDescription)
        {
            var lifeField = sorter.GetField(ParticleFields.RemainingLife);

            if (!lifeField.IsValid())
            {
                return;
            }

            var texAttribute = bufferState.GetAccessor(texCoordsDescription);

            if (texAttribute.Size == 0 && texAttribute.Offset == 0)
            {
                return;
            }

            var texDefault = bufferState.GetAccessor(bufferState.DefaultTexCoords);

            if (texDefault.Size == 0 && texDefault.Offset == 0)
            {
                return;
            }

            foreach (var particle in sorter)
            {
                var normalizedTimeline = 1f - *(float *)(particle[lifeField]);

                Vector4 uvTransform = Vector4.Lerp(StartFrame, EndFrame, normalizedTimeline);
                uvTransform.Z -= uvTransform.X;
                uvTransform.W -= uvTransform.Y;

                bufferState.TransformAttributePerSegment(texDefault, texAttribute, this, ref uvTransform);

                bufferState.NextSegment();
            }


            bufferState.StartOver();
        }
コード例 #6
0
        /// <inheritdoc />
        public unsafe override void PatchVertexBuffer(ref ParticleBufferState bufferState, Vector3 invViewX, Vector3 invViewY, ref ParticleList sorter)
        {
            // If you want, you can implement the base builder here and not call it. It should result in slight speed up
            base.PatchVertexBuffer(ref bufferState, invViewX, invViewY, ref sorter);

            //  The UV Builder, if present, animates the basic (0, 0, 1, 1) uv coordinates of each billboard
            UVBuilder?.BuildUVCoordinates(ref bufferState, ref sorter, bufferState.DefaultTexCoords);
            bufferState.StartOver();

            // If the particles have color field, the base class should have already passed the information
            if (HasColorField)
            {
                return;
            }

            // If the particles don't have color field but there is no color stream either we don't need to fill anything
            var colAttribute = bufferState.GetAccessor(VertexAttributes.Color);

            if (colAttribute.Size <= 0)
            {
                return;
            }

            // Since the particles don't have their own color field, set the default color to white
            var color = 0xFFFFFFFF;

            // TODO: for loop. Remove IEnumerable from sorter
            foreach (var particle in sorter)
            {
                bufferState.SetAttributePerParticle(colAttribute, (IntPtr)(&color));

                bufferState.NextParticle();
            }

            bufferState.StartOver();
        }
コード例 #7
0
 public override int BuildVertexBuffer(ref ParticleBufferState bufferState, Vector3 invViewX, Vector3 invViewY, ref Vector3 spaceTranslation, ref Quaternion spaceRotation, float spaceScale, ref ParticleList sorter)
 {
     return 0;
 }
コード例 #8
0
        /// <inheritdoc />
        public override unsafe int BuildVertexBuffer(ref ParticleBufferState bufferState, Vector3 invViewX, Vector3 invViewY,
                                                     ref Vector3 spaceTranslation, ref Quaternion spaceRotation, float spaceScale, ref ParticleList sorter, ref Matrix viewProj)
        {
            // Update the curve samplers if required
            base.BuildVertexBuffer(ref bufferState, invViewX, invViewY, ref spaceTranslation, ref spaceRotation, spaceScale, ref sorter, ref viewProj);

            // Get all required particle fields
            var positionField = sorter.GetField(ParticleFields.Position);

            if (!positionField.IsValid())
            {
                return(0);
            }
            var lifeField   = sorter.GetField(ParticleFields.Life);
            var sizeField   = sorter.GetField(ParticleFields.Size);
            var rotField    = sorter.GetField(ParticleFields.Quaternion);
            var hasRotation = rotField.IsValid() || (SamplerRotation != null);


            // Check if the draw space is identity - in this case we don't need to transform the position, scale and rotation vectors
            var trsIdentity = (spaceScale == 1f);

            trsIdentity = trsIdentity && (spaceTranslation.Equals(new Vector3(0, 0, 0)));
            trsIdentity = trsIdentity && (spaceRotation.Equals(Quaternion.Identity));


            var renderedParticles = 0;

            var posAttribute = bufferState.GetAccessor(VertexAttributes.Position);
            var texAttribute = bufferState.GetAccessor(bufferState.DefaultTexCoords);

            foreach (var particle in sorter)
            {
                var centralPos = GetParticlePosition(particle, positionField, lifeField);

                var particleSize = GetParticleSize(particle, sizeField, lifeField);

                var unitX = new Vector3(1, 0, 0);
                var unitY = new Vector3(0, 0, 1);

                if (hasRotation)
                {
                    var particleRotation = GetParticleRotation(particle, rotField, lifeField);
                    particleRotation.Rotate(ref unitX);
                    particleRotation.Rotate(ref unitY);
                }

                // The TRS matrix is not an identity, so we need to transform the quad
                if (!trsIdentity)
                {
                    spaceRotation.Rotate(ref centralPos);
                    centralPos    = centralPos * spaceScale + spaceTranslation;
                    particleSize *= spaceScale;

                    spaceRotation.Rotate(ref unitX);
                    spaceRotation.Rotate(ref unitY);
                }

                // Use half size to make a Size = 1 result in a Billboard of 1m x 1m
                unitX *= (particleSize * 0.5f);
                unitY *= (particleSize * 0.5f);

                var particlePos = centralPos - unitX + unitY;
                var uvCoord     = new Vector2(0, 0);
                // 0f 0f
                bufferState.SetAttribute(posAttribute, (IntPtr)(&particlePos));
                bufferState.SetAttribute(texAttribute, (IntPtr)(&uvCoord));
                bufferState.NextVertex();


                // 1f 0f
                particlePos += unitX * 2;
                uvCoord.X    = 1;
                bufferState.SetAttribute(posAttribute, (IntPtr)(&particlePos));
                bufferState.SetAttribute(texAttribute, (IntPtr)(&uvCoord));
                bufferState.NextVertex();


                // 1f 1f
                particlePos -= unitY * 2;
                uvCoord.Y    = 1;
                bufferState.SetAttribute(posAttribute, (IntPtr)(&particlePos));
                bufferState.SetAttribute(texAttribute, (IntPtr)(&uvCoord));
                bufferState.NextVertex();


                // 0f 1f
                particlePos -= unitX * 2;
                uvCoord.X    = 0;
                bufferState.SetAttribute(posAttribute, (IntPtr)(&particlePos));
                bufferState.SetAttribute(texAttribute, (IntPtr)(&uvCoord));
                bufferState.NextVertex();

                renderedParticles++;
            }

            var vtxPerShape = 4 * QuadsPerParticle;

            return(renderedParticles * vtxPerShape);
        }
コード例 #9
0
 /// <summary>
 /// Patch the particle's vertex buffer which was already built by the <see cref="ShapeBuilders.ShapeBuilder"/>
 /// This involes animating hte uv coordinates and filling per-particle fields, such as the color field
 /// </summary>
 /// <param name="bufferState">The particle buffer state which is used to build the assigned vertex buffer</param>
 /// <param name="invViewX">Unit vector X (right) in camera space, extracted from the inverse view matrix</param>
 /// <param name="invViewY">Unit vector Y (up) in camera space, extracted from the inverse view matrix</param>
 /// <param name="sorter">Particle enumerator which can be iterated and returns sported particles</param>
 public virtual void PatchVertexBuffer(ref ParticleBufferState bufferState, Vector3 invViewX, Vector3 invViewY, ref ParticleList sortedList)
 {
 }
コード例 #10
0
        /// <inheritdoc />
        public override unsafe int BuildVertexBuffer(ref ParticleBufferState bufferState, Vector3 invViewX, Vector3 invViewY,
                                                     ref Vector3 spaceTranslation, ref Quaternion spaceRotation, float spaceScale, ref ParticleList sorter)
        {
            // Get all the required particle fields
            var positionField = sorter.GetField(ParticleFields.Position);

            if (!positionField.IsValid())
            {
                return(0);
            }
            var sizeField = sorter.GetField(ParticleFields.Size);

            var orderField = sorter.GetField(ParticleFields.Order);

            // Check if the draw space is identity - in this case we don't need to transform the position, scale and rotation vectors
            // ReSharper disable once CompareOfFloatsByEqualityOperator
            var trsIdentity = (spaceScale == 1f);

            trsIdentity = trsIdentity && (spaceTranslation.Equals(new Vector3(0, 0, 0)));
            trsIdentity = trsIdentity && (spaceRotation.Equals(Quaternion.Identity));

            var ribbonizer = new Ribbonizer(this, currentTotalParticles, currentQuadsPerParticle);

            var renderedParticles = 0;

            bufferState.StartOver();

            uint oldOrderValue = 0;

            foreach (var particle in sorter)
            {
                if (orderField.IsValid())
                {
                    var orderValue = (*((uint *)particle[orderField]));

                    if ((orderValue >> SpawnOrderConst.GroupBitOffset) != (oldOrderValue >> SpawnOrderConst.GroupBitOffset))
                    {
                        ribbonizer.Ribbonize(ref bufferState, invViewX, invViewY, QuadsPerParticle);
                        ribbonizer.RibbonSplit();
                    }

                    oldOrderValue = orderValue;
                }

                var centralPos = particle.Get(positionField);

                var particleSize = sizeField.IsValid() ? particle.Get(sizeField) : 1f;

                if (!trsIdentity)
                {
                    spaceRotation.Rotate(ref centralPos);
                    centralPos    = centralPos * spaceScale + spaceTranslation;
                    particleSize *= spaceScale;
                }

                ribbonizer.AddParticle(ref centralPos, particleSize);
                renderedParticles++;
            }

            ribbonizer.Ribbonize(ref bufferState, invViewX, invViewY, QuadsPerParticle);

            ribbonizer.Free();

            var vtxPerShape = 4 * QuadsPerParticle;

            return(renderedParticles * vtxPerShape);
        }
コード例 #11
0
        /// <inheritdoc />
        public unsafe override void PatchVertexBuffer(ref ParticleBufferState bufferState, Vector3 invViewX, Vector3 invViewY, ref ParticleList sorter)
        {
            // If you want, you can implement the base builder here and not call it. It should result in slight speed up
            base.PatchVertexBuffer(ref bufferState, invViewX, invViewY, ref sorter);

            //  The UV Builder, if present, animates the basic (0, 0, 1, 1) uv coordinates of each billboard
            UVBuilder?.BuildUVCoordinates(ref bufferState, ref sorter, bufferState.DefaultTexCoords);
            bufferState.StartOver();

            // If the particles have color field, the base class should have already passed the information
            if (HasColorField)
                return;

            // If the particles don't have color field but there is no color stream either we don't need to fill anything
            var colAttribute = bufferState.GetAccessor(VertexAttributes.Color);
            if (colAttribute.Size <= 0)
                return;

            // Since the particles don't have their own color field, set the default color to white
            var color = 0xFFFFFFFF;

            // TODO: for loop. Remove IEnumerable from sorter
            foreach (var particle in sorter)
            {
                bufferState.SetAttributePerParticle(colAttribute, (IntPtr)(&color));

                bufferState.NextParticle();
            }

            bufferState.StartOver();
        }
コード例 #12
0
 /// <summary>
 /// Builds the actual vertex buffer for the current frame using the particle data
 /// </summary>
 /// <param name="bufferState">Target particle buffer state, used to populate the assigned vertex buffer</param>
 /// <param name="invViewX">Unit vector X (right) in camera space, extracted from the inverse view matrix</param>
 /// <param name="invViewY">Unit vector Y (up) in camera space, extracted from the inverse view matrix</param>
 /// <param name="spaceTranslation">Translation of the target draw space in regard to the particle data (world or local)</param>
 /// <param name="spaceRotation">Rotation of the target draw space in regard to the particle data (world or local)</param>
 /// <param name="spaceScale">Uniform scale of the target draw space in regard to the particle data (world or local)</param>
 /// <param name="sorter">Particle enumerator which can be iterated and returns sported particles</param>
 /// <returns></returns>
 public abstract int BuildVertexBuffer(ref ParticleBufferState bufferState, Vector3 invViewX, Vector3 invViewY,
                                       ref Vector3 spaceTranslation, ref Quaternion spaceRotation, float spaceScale, ref ParticleList sorter);
コード例 #13
0
 /// <summary>
 /// Enhances or animates the texture coordinates using already existing base coordinates of (0, 0, 1, 1) or similar
 /// (base texture coordinates may differ depending on the actual shape)
 /// </summary>
 /// <param name="bufferState">The particle buffer state which is used to build the assigned vertex buffer</param>
 /// <param name="sorter"><see cref="ParticleSorter"/> to use to iterate over all particles drawn this frame</param>
 /// <param name="texCoordsDescription">Attribute description of the texture coordinates in the current vertex layout</param>
 public abstract void BuildUVCoordinates(ref ParticleBufferState bufferState, ref ParticleList sorter, AttributeDescription texCoordsDescription);
コード例 #14
0
 /// <summary>
 /// Enhances or animates the texture coordinates using already existing base coordinates of (0, 0, 1, 1) or similar
 /// (base texture coordinates may differ depending on the actual shape)
 /// </summary>
 /// <param name="bufferState">The particle buffer state which is used to build the assigned vertex buffer</param>
 /// <param name="sorter"><see cref="ParticleSorter"/> to use to iterate over all particles drawn this frame</param>
 /// <param name="texCoordsDescription">Attribute description of the texture coordinates in the current vertex layout</param>
 public abstract void BuildUVCoordinates(ref ParticleBufferState bufferState, ref ParticleList sorter, AttributeDescription texCoordsDescription);
コード例 #15
0
        public override unsafe void PatchVertexBuffer(ref ParticleBufferState bufferState, Vector3 invViewX, Vector3 invViewY, ref ParticleList sorter)
        {
            // If you want, you can integrate the base builder here and not call it. It should result in slight speed up
            base.PatchVertexBuffer(ref bufferState, invViewX, invViewY, ref sorter);

            // Update the non-default coordinates first, because they update off the default ones
            if (UVBuilder1 != null) UVBuilder1.BuildUVCoordinates(ref bufferState, ref sorter, texCoord1);

            // Update the default coordinates last
            if (UVBuilder0 != null) UVBuilder0.BuildUVCoordinates(ref bufferState, ref sorter, texCoord0);

            // If the particles have color field, the base class should have already passed the information
            if (HasColorField)
                return;

            // If there is no color stream we don't need to fill anything
            var colAttribute = bufferState.GetAccessor(VertexAttributes.Color);
            if (colAttribute.Size <= 0)
                return;

            // Since the particles don't have their own color field, set the default color to white
            var color = 0xFFFFFFFF;

            bufferState.StartOver();
            foreach (var particle in sorter)
            {
                bufferState.SetAttributePerParticle(colAttribute, (IntPtr)(&color));

                bufferState.NextParticle();
            }

            bufferState.StartOver();
        }
コード例 #16
0
 /// <summary>
 /// Builds the actual vertex buffer for the current frame using the particle data
 /// </summary>
 /// <param name="bufferState">Target particle buffer state, used to populate the assigned vertex buffer</param>
 /// <param name="invViewX">Unit vector X (right) in camera space, extracted from the inverse view matrix</param>
 /// <param name="invViewY">Unit vector Y (up) in camera space, extracted from the inverse view matrix</param>
 /// <param name="spaceTranslation">Translation of the target draw space in regard to the particle data (world or local)</param>
 /// <param name="spaceRotation">Rotation of the target draw space in regard to the particle data (world or local)</param>
 /// <param name="spaceScale">Uniform scale of the target draw space in regard to the particle data (world or local)</param>
 /// <param name="sorter">Particle enumerator which can be iterated and returns sported particles</param>
 /// <returns></returns>
 public abstract int BuildVertexBuffer(ref ParticleBufferState bufferState, Vector3 invViewX, Vector3 invViewY, 
     ref Vector3 spaceTranslation, ref Quaternion spaceRotation, float spaceScale, ref ParticleList sorter);
コード例 #17
0
        /// <inheritdoc />
        public unsafe override int BuildVertexBuffer(ref ParticleBufferState bufferState, Vector3 invViewX, Vector3 invViewY,
            ref Vector3 spaceTranslation, ref Quaternion spaceRotation, float spaceScale, ref ParticleList sorter)
        {
            // Update the curve samplers if required
            base.BuildVertexBuffer(ref bufferState, invViewX, invViewY, ref spaceTranslation, ref spaceRotation, spaceScale, ref sorter);

            // Get all the required particle fields
            var positionField = sorter.GetField(ParticleFields.Position);
            if (!positionField.IsValid())
                return 0;
            var lifeField = sorter.GetField(ParticleFields.Life);
            var sizeField = sorter.GetField(ParticleFields.Size);
            var directionField = sorter.GetField(ParticleFields.Direction);

            // Check if the draw space is identity - in this case we don't need to transform the position, scale and rotation vectors
            var trsIdentity = (spaceScale == 1f);
            trsIdentity = trsIdentity && (spaceTranslation.Equals(new Vector3(0, 0, 0)));
            trsIdentity = trsIdentity && (spaceRotation.Equals(Quaternion.Identity));


            var renderedParticles = 0;

            var posAttribute = bufferState.GetAccessor(VertexAttributes.Position);
            var texAttribute = bufferState.GetAccessor(bufferState.DefaultTexCoords);

            Vector3 invViewZ;
            Vector3.Cross(ref invViewX, ref invViewY, out invViewZ);
            invViewZ.Normalize();

            foreach (var particle in sorter)
            {
                var centralPos = GetParticlePosition(particle, positionField, lifeField);

                var centralOffset = (directionField.IsValid()) ? particle.Get(directionField) : new Vector3(0, 1, 0);

                var particleSize = GetParticleSize(particle, sizeField, lifeField);

                if (!trsIdentity)
                {
                    spaceRotation.Rotate(ref centralPos);
                    centralPos = centralPos * spaceScale + spaceTranslation;

                    spaceRotation.Rotate(ref centralOffset);
                    centralOffset = centralOffset * spaceScale;

                    particleSize *= spaceScale;
                }

                var unitX = invViewX;
                var unitY = invViewY;

                {
                    var centralAxis = centralOffset;

                    float dotZ;
                    Vector3.Dot(ref centralAxis, ref invViewZ, out dotZ);
                    centralAxis -= invViewZ*dotZ;
                    centralAxis.Normalize();

                    float dotX;
                    Vector3.Dot(ref centralAxis, ref unitX, out dotX);

                    float dotY;
                    Vector3.Dot(ref centralAxis, ref unitY, out dotY);

                    unitX = unitX*dotY - unitY*dotX;
                    unitX.Normalize();

                    unitY = centralOffset;
                }

                // Use half size to make a Size = 1 result in a Billboard of 1m x 1m
                unitX *= (particleSize * 0.5f);
                if (ScaleLength)
                {
                    unitY *= (LengthFactor * particleSize * 0.5f);
                }
                else
                {
                    unitY *= (LengthFactor * 0.5f);
                }

                var particlePos = centralPos - unitX + unitY;
                var uvCoord = new Vector2(0, 0);
                // 0f 0f
                bufferState.SetAttribute(posAttribute, (IntPtr)(&particlePos));
                bufferState.SetAttribute(texAttribute, (IntPtr)(&uvCoord));
                bufferState.NextVertex();


                // 1f 0f
                particlePos += unitX * 2;
                uvCoord.X = 1;
                bufferState.SetAttribute(posAttribute, (IntPtr)(&particlePos));
                bufferState.SetAttribute(texAttribute, (IntPtr)(&uvCoord));
                bufferState.NextVertex();


                // 1f 1f
                particlePos -= unitY * 2;
                uvCoord.Y = 1;
                bufferState.SetAttribute(posAttribute, (IntPtr)(&particlePos));
                bufferState.SetAttribute(texAttribute, (IntPtr)(&uvCoord));
                bufferState.NextVertex();


                // 0f 1f
                particlePos -= unitX * 2;
                uvCoord.X = 0;
                bufferState.SetAttribute(posAttribute, (IntPtr)(&particlePos));
                bufferState.SetAttribute(texAttribute, (IntPtr)(&uvCoord));
                bufferState.NextVertex();

                renderedParticles++;
            }

            var vtxPerShape = 4 * QuadsPerParticle;
            return renderedParticles * vtxPerShape;
        }
コード例 #18
0
ファイル: ShapeBuilderCommon.cs プロジェクト: vol16bit/xenko
 public override int BuildVertexBuffer(ref ParticleBufferState bufferState, Vector3 invViewX, Vector3 invViewY,
                                       ref Vector3 spaceTranslation, ref Quaternion spaceRotation, float spaceScale, ref ParticleList sorter, ref Matrix viewProj)
 {
     return(0);
 }
コード例 #19
0
        /// <inheritdoc />
        public override unsafe int BuildVertexBuffer(ref ParticleBufferState bufferState, Vector3 invViewX, Vector3 invViewY,
                                                     ref Vector3 spaceTranslation, ref Quaternion spaceRotation, float spaceScale, ref ParticleList sorter, ref Matrix viewProj)
        {
            // Update the curve samplers if required
            base.BuildVertexBuffer(ref bufferState, invViewX, invViewY, ref spaceTranslation, ref spaceRotation, spaceScale, ref sorter, ref viewProj);

            // Get all the required particle fields
            var positionField = sorter.GetField(ParticleFields.Position);

            if (!positionField.IsValid())
            {
                return(0);
            }
            var lifeField      = sorter.GetField(ParticleFields.Life);
            var sizeField      = sorter.GetField(ParticleFields.Size);
            var directionField = sorter.GetField(ParticleFields.Direction);

            // Check if the draw space is identity - in this case we don't need to transform the position, scale and rotation vectors
            var trsIdentity = (spaceScale == 1f);

            trsIdentity = trsIdentity && (spaceTranslation.Equals(new Vector3(0, 0, 0)));
            trsIdentity = trsIdentity && (spaceRotation.Equals(Quaternion.Identity));


            var renderedParticles = 0;

            var posAttribute = bufferState.GetAccessor(VertexAttributes.Position);
            var texAttribute = bufferState.GetAccessor(bufferState.DefaultTexCoords);

            // TODO Use viewProj
            Vector3 invViewZ;

            Vector3.Cross(ref invViewX, ref invViewY, out invViewZ);
            invViewZ.Normalize();

            foreach (var particle in sorter)
            {
                var centralPos = GetParticlePosition(particle, positionField, lifeField);

                var centralOffset = (directionField.IsValid()) ? particle.Get(directionField) : new Vector3(0, 1, 0);

                var particleSize = GetParticleSize(particle, sizeField, lifeField);

                if (!trsIdentity)
                {
                    spaceRotation.Rotate(ref centralPos);
                    centralPos = centralPos * spaceScale + spaceTranslation;

                    spaceRotation.Rotate(ref centralOffset);
                    centralOffset = centralOffset * spaceScale;

                    particleSize *= spaceScale;
                }

                var unitX = invViewX;
                var unitY = invViewY;

                {
                    var centralAxis = centralOffset;

                    float dotZ;
                    Vector3.Dot(ref centralAxis, ref invViewZ, out dotZ);
                    centralAxis -= invViewZ * dotZ;
                    centralAxis.Normalize();

                    float dotX;
                    Vector3.Dot(ref centralAxis, ref unitX, out dotX);

                    float dotY;
                    Vector3.Dot(ref centralAxis, ref unitY, out dotY);

                    unitX = unitX * dotY - unitY * dotX;
                    unitX.Normalize();

                    unitY = centralOffset;
                }

                // Use half size to make a Size = 1 result in a Billboard of 1m x 1m
                unitX *= (particleSize * 0.5f);
                if (ScaleLength)
                {
                    unitY *= (LengthFactor * particleSize * 0.5f);
                }
                else
                {
                    unitY *= (LengthFactor * 0.5f);
                }

                var particlePos = centralPos - unitX + unitY;
                var uvCoord     = new Vector2(0, 0);
                // 0f 0f
                bufferState.SetAttribute(posAttribute, (IntPtr)(&particlePos));
                bufferState.SetAttribute(texAttribute, (IntPtr)(&uvCoord));
                bufferState.NextVertex();


                // 1f 0f
                particlePos += unitX * 2;
                uvCoord.X    = 1;
                bufferState.SetAttribute(posAttribute, (IntPtr)(&particlePos));
                bufferState.SetAttribute(texAttribute, (IntPtr)(&uvCoord));
                bufferState.NextVertex();


                // 1f 1f
                particlePos -= unitY * 2;
                uvCoord.Y    = 1;
                bufferState.SetAttribute(posAttribute, (IntPtr)(&particlePos));
                bufferState.SetAttribute(texAttribute, (IntPtr)(&uvCoord));
                bufferState.NextVertex();


                // 0f 1f
                particlePos -= unitX * 2;
                uvCoord.X    = 0;
                bufferState.SetAttribute(posAttribute, (IntPtr)(&particlePos));
                bufferState.SetAttribute(texAttribute, (IntPtr)(&uvCoord));
                bufferState.NextVertex();

                renderedParticles++;
            }

            var vtxPerShape = 4 * QuadsPerParticle;

            return(renderedParticles * vtxPerShape);
        }
コード例 #20
0
            /// <summary>
            /// Constructs the ribbon by outputting vertex stream based on the positions and sizes specified previously
            /// </summary>
            /// <param name="bufferState">Target <see cref="ParticleBufferState"/></param> to use
            /// <param name="invViewX">Unit vector X in clip space as calculated from the inverse view matrix</param>
            /// <param name="invViewY">Unit vector Y in clip space as calculated from the inverse view matrix</param>
            /// <param name="quadsPerParticle">The required number of quads per each particle</param>
            public unsafe void Ribbonize(ref ParticleBufferState bufferState, Vector3 invViewX, Vector3 invViewY, int quadsPerParticle)
            {
                if (lastParticle <= 0)
                    return;

                var posAttribute = bufferState.GetAccessor(VertexAttributes.Position);
                var texAttribute = bufferState.GetAccessor(bufferState.DefaultTexCoords);

                if (lastParticle <= sections)
                {
                    // Optional - connect first particle to the origin/emitter

                    // Draw a dummy quad for the first particle
                    var particlePos = new Vector3(0, 0, 0);
                    var uvCoord = new Vector2(0, 0);

                    for (var particleIdx = 0; particleIdx < lastParticle; particleIdx++)
                    {
                        for (var vtxIdx = 0; vtxIdx < 4; vtxIdx++)
                        {
                            bufferState.SetAttribute(posAttribute, (IntPtr)(&particlePos));
                            bufferState.SetAttribute(texAttribute, (IntPtr)(&uvCoord));
                            bufferState.NextVertex();
                        }
                    }

                    return;
                }

                if (sections > 1)
                {
                    if (SmoothingPolicy == SmoothingPolicy.Best)
                        ExpandVertices_Circular();
                    else // if (SmoothingPolicy == SmoothingPolicy.Fast)
                        ExpandVertices_CatmullRom();
                }

                bufferState.SetVerticesPerSegment(quadsPerParticle * 6, quadsPerParticle * 4, quadsPerParticle * 2);

                var positions = (Vector3*)positionData;
                var sizes = (float*)sizeData;

                // Step 1 - Determine the origin of the ribbon
                var invViewZ = Vector3.Cross(invViewX, invViewY);
                invViewZ.Normalize();

                var axis0 = positions[0] - positions[1];
                axis0.Normalize();

                var oldPoint = positions[0];
                var oldUnitX = GetWidthVector(sizes[0], ref invViewZ, ref axis0, ref axis0);

                // Step 2 - Draw each particle, connecting it to the previous (front) position

                var vCoordOld = 0f;

                for (int i = 0; i < lastParticle; i++)
                {
                    var centralPos = positions[i];

                    var particleSize = sizes[i];

                    // Directions for smoothing
                    var axis1 = (i + 1 < lastParticle) ? positions[i] - positions[i + 1] : positions[lastParticle - 2] - positions[lastParticle - 1];
                    axis1.Normalize();

                    var unitX = GetWidthVector(particleSize, ref invViewZ, ref axis0, ref axis1);

                    axis0 = axis1;

                    // Particle rotation - intentionally IGNORED for ribbon

                    var particlePos = oldPoint - oldUnitX;
                    var uvCoord = new Vector2(0, 0);
                    var rotatedCoord = uvCoord;


                    // Top Left - 0f 0f
                    uvCoord.Y = (TextureCoordinatePolicy == TextureCoordinatePolicy.AsIs) ? 0 : vCoordOld;
                    bufferState.SetAttribute(posAttribute, (IntPtr)(&particlePos));

                    rotatedCoord = UVRotate.GetCoords(uvCoord);
                    bufferState.SetAttribute(texAttribute, (IntPtr)(&rotatedCoord));

                    bufferState.NextVertex();


                    // Top Right - 1f 0f
                    particlePos += oldUnitX * 2;
                    bufferState.SetAttribute(posAttribute, (IntPtr)(&particlePos));

                    uvCoord.X = 1;
                    rotatedCoord = UVRotate.GetCoords(uvCoord);
                    bufferState.SetAttribute(texAttribute, (IntPtr)(&rotatedCoord));

                    bufferState.NextVertex();


                    // Move the position to the next particle in the ribbon
                    particlePos += centralPos - oldPoint;
                    particlePos += unitX - oldUnitX;
                    vCoordOld = (TextureCoordinatePolicy == TextureCoordinatePolicy.Stretched) ? 
                        ((i + 1)/(float)(lastParticle) * TexCoordsFactor) : ((centralPos - oldPoint).Length() * TexCoordsFactor) + vCoordOld;


                    // Bottom Left - 1f 1f
                    uvCoord.Y = (TextureCoordinatePolicy == TextureCoordinatePolicy.AsIs) ? 1 : vCoordOld;
                    bufferState.SetAttribute(posAttribute, (IntPtr)(&particlePos));

                    rotatedCoord = UVRotate.GetCoords(uvCoord);
                    bufferState.SetAttribute(texAttribute, (IntPtr)(&rotatedCoord));

                    bufferState.NextVertex();


                    // Bottom Right - 0f 1f
                    particlePos -= unitX * 2;
                    bufferState.SetAttribute(posAttribute, (IntPtr)(&particlePos));

                    uvCoord.X = 0;
                    rotatedCoord = UVRotate.GetCoords(uvCoord);
                    bufferState.SetAttribute(texAttribute, (IntPtr)(&rotatedCoord));

                    bufferState.NextVertex();


                    // Preserve the old attributes for the next cycle
                    oldUnitX = unitX;
                    oldPoint = centralPos;
                }

            }
コード例 #21
0
        /// <inheritdoc />
        public override unsafe int BuildVertexBuffer(ref ParticleBufferState bufferState, Vector3 invViewX, Vector3 invViewY,
            ref Vector3 spaceTranslation, ref Quaternion spaceRotation, float spaceScale, ref ParticleList sorter)
        {
            // Get all the required particle fields
            var positionField = sorter.GetField(ParticleFields.Position);
            if (!positionField.IsValid())
                return 0;
            var sizeField = sorter.GetField(ParticleFields.Size);

            var orderField = sorter.GetField(ParticleFields.Order);

            // Check if the draw space is identity - in this case we don't need to transform the position, scale and rotation vectors
            // ReSharper disable once CompareOfFloatsByEqualityOperator
            var trsIdentity = (spaceScale == 1f);
            trsIdentity = trsIdentity && (spaceTranslation.Equals(new Vector3(0, 0, 0)));
            trsIdentity = trsIdentity && (spaceRotation.Equals(Quaternion.Identity));

            var ribbonizer = new Ribbonizer(this, currentTotalParticles, currentQuadsPerParticle);

            var renderedParticles = 0;
            bufferState.StartOver();

            uint oldOrderValue = 0;

            foreach (var particle in sorter)
            {
                if (orderField.IsValid())
                {
                    var orderValue = (*((uint*)particle[orderField]));

                    if ((orderValue >> SpawnOrderConst.GroupBitOffset) != (oldOrderValue >> SpawnOrderConst.GroupBitOffset)) 
                    {
                        ribbonizer.Ribbonize(ref bufferState, invViewX, invViewY, QuadsPerParticle);
                        ribbonizer.RibbonSplit();
                    }

                    oldOrderValue = orderValue;
                }

                var centralPos = particle.Get(positionField);

                var particleSize = sizeField.IsValid() ? particle.Get(sizeField) : 1f;

                if (!trsIdentity)
                {
                    spaceRotation.Rotate(ref centralPos);
                    centralPos = centralPos * spaceScale + spaceTranslation;
                    particleSize *= spaceScale;
                }
                
                ribbonizer.AddParticle(ref centralPos, particleSize);
                renderedParticles++;
            }

            ribbonizer.Ribbonize(ref bufferState, invViewX, invViewY, QuadsPerParticle);

            ribbonizer.Free();

            var vtxPerShape = 4 * QuadsPerParticle;
            return renderedParticles * vtxPerShape;
        }
コード例 #22
0
        /// <inheritdoc />
        public override unsafe int BuildVertexBuffer(ref ParticleBufferState bufferState, Vector3 invViewX, Vector3 invViewY,
            ref Vector3 spaceTranslation, ref Quaternion spaceRotation, float spaceScale, ref ParticleList sorter)
        {
            // Step 1 - get all required fields to build the particle shapes. Some fields may not exist if no initializer or updater operates on them
            //  In that case we just decide on a default value for that field and skip the update

            var positionField = sorter.GetField(ParticleFields.Position);
            if (!positionField.IsValid())
                return 0; // We can't display the particles without position. All other fields are optional

            var sizeField = sorter.GetField(ParticleFields.Size);
            var angleField = sorter.GetField(ParticleFields.Angle);
            var hasAngle = angleField.IsValid();

            var rectField = sorter.GetField(CustomParticleFields.RectangleXY);
            var isRectangle = rectField.IsValid();

            // In case of Local space particles they are simulated in local emitter space, but drawn in world space
            //  If the draw space is identity (i.e. simulation space = draw space) skip transforming the particle's location later
            var trsIdentity = (spaceScale == 1f);
            trsIdentity = trsIdentity && (spaceTranslation.Equals(new Vector3(0, 0, 0)));
            trsIdentity = trsIdentity && (spaceRotation.Equals(new Quaternion(0, 0, 0, 1)));

            // Custom feature - fix the Y axis to always point up in world space rather than screen space
            if (FixYAxis)
            {
                invViewY = new Vector3(0, 1, 0);
                invViewX.Y = 0;
                invViewX.Normalize();
            }

            var renderedParticles = 0;

            var posAttribute = bufferState.GetAccessor(VertexAttributes.Position);
            var texAttribute = bufferState.GetAccessor(bufferState.DefaultTexCoords);

            foreach (var particle in sorter)
            {
                var centralPos = particle.Get(positionField);

                var particleSize = sizeField.IsValid() ? particle.Get(sizeField) : 1f;

                if (!trsIdentity)
                {
                    spaceRotation.Rotate(ref centralPos);
                    centralPos = centralPos * spaceScale + spaceTranslation;
                    particleSize *= spaceScale;
                }

                var unitX = invViewX * particleSize;
                var unitY = invViewY * particleSize;
                if (isRectangle)
                {
                    var rectSize = particle.Get(rectField);

                    unitX *= rectSize.X;
                    unitY *= rectSize.Y;
                }

                // Particle rotation. Positive value means clockwise rotation.
                if (hasAngle)
                {
                    var rotationAngle = particle.Get(angleField);
                    var cosA = (float)Math.Cos(rotationAngle);
                    var sinA = (float)Math.Sin(rotationAngle);
                    var tempX = unitX * cosA - unitY * sinA;
                    unitY = unitY * cosA + unitX * sinA;
                    unitX = tempX;
                }


                var particlePos = centralPos - unitX + unitY;
                var uvCoord = new Vector2(0, 0);
                // 0f 0f
                bufferState.SetAttribute(posAttribute, (IntPtr)(&particlePos));
                bufferState.SetAttribute(texAttribute, (IntPtr)(&uvCoord));
                bufferState.NextVertex();


                // 1f 0f
                particlePos += unitX * 2;
                uvCoord.X = 1;
                bufferState.SetAttribute(posAttribute, (IntPtr)(&particlePos));
                bufferState.SetAttribute(texAttribute, (IntPtr)(&uvCoord));
                bufferState.NextVertex();


                // 1f 1f
                particlePos -= unitY * 2;
                uvCoord.Y = 1;
                bufferState.SetAttribute(posAttribute, (IntPtr)(&particlePos));
                bufferState.SetAttribute(texAttribute, (IntPtr)(&uvCoord));
                bufferState.NextVertex();


                // 0f 1f
                particlePos -= unitX * 2;
                uvCoord.X = 0;
                bufferState.SetAttribute(posAttribute, (IntPtr)(&particlePos));
                bufferState.SetAttribute(texAttribute, (IntPtr)(&uvCoord));
                bufferState.NextVertex();

                renderedParticles++;
            }

            // Return the number of updated vertices
            var vtxPerShape = 4 * QuadsPerParticle;
            return renderedParticles * vtxPerShape;
        }
コード例 #23
0
        /// <inheritdoc />
        public override unsafe int BuildVertexBuffer(ref ParticleBufferState bufferState, Vector3 invViewX, Vector3 invViewY,
                                                     ref Vector3 spaceTranslation, ref Quaternion spaceRotation, float spaceScale, ref ParticleList sorter, ref Matrix viewProj)
        {
            // Update the curve samplers if required
            base.BuildVertexBuffer(ref bufferState, invViewX, invViewY, ref spaceTranslation, ref spaceRotation, spaceScale, ref sorter, ref viewProj);

            // Get all the required particle fields
            var positionField = sorter.GetField(ParticleFields.Position);

            if (!positionField.IsValid())
            {
                return(0);
            }
            var lifeField  = sorter.GetField(ParticleFields.Life);
            var sizeField  = sorter.GetField(ParticleFields.Size);
            var angleField = sorter.GetField(ParticleFields.Angle);
            var hasAngle   = angleField.IsValid() || (SamplerRotation != null);


            // Check if the draw space is identity - in this case we don't need to transform the position, scale and rotation vectors
            var trsIdentity = (spaceScale == 1f);

            trsIdentity = trsIdentity && (spaceTranslation.Equals(Vector3.Zero));
            trsIdentity = trsIdentity && (spaceRotation.Equals(Quaternion.Identity));


            var renderedParticles = 0;

            var posAttribute = bufferState.GetAccessor(VertexAttributes.Position);
            var texAttribute = bufferState.GetAccessor(bufferState.DefaultTexCoords);

            foreach (var particle in sorter)
            {
                var centralPos = GetParticlePosition(particle, positionField, lifeField);

                var particleSize = GetParticleSize(particle, sizeField, lifeField);

                if (!trsIdentity)
                {
                    spaceRotation.Rotate(ref centralPos);
                    centralPos    = centralPos * spaceScale + spaceTranslation;
                    particleSize *= spaceScale;
                }

                // Use half size to make a Size = 1 result in a Billboard of 1m x 1m
                var unitX = invViewX * (particleSize * 0.5f);
                var unitY = invViewY * (particleSize * 0.5f);

                // Particle rotation. Positive value means clockwise rotation.
                if (hasAngle)
                {
                    var rotationAngle = GetParticleRotation(particle, angleField, lifeField);

                    var cosA  = (float)Math.Cos(rotationAngle);
                    var sinA  = (float)Math.Sin(rotationAngle);
                    var tempX = unitX * cosA - unitY * sinA;
                    unitY = unitY * cosA + unitX * sinA;
                    unitX = tempX;
                }


                var particlePos = centralPos - unitX + unitY;
                var uvCoord     = Vector2.Zero;
                // 0f 0f
                bufferState.SetAttribute(posAttribute, (IntPtr)(&particlePos));
                bufferState.SetAttribute(texAttribute, (IntPtr)(&uvCoord));
                bufferState.NextVertex();


                // 1f 0f
                particlePos += unitX * 2;
                uvCoord.X    = 1;
                bufferState.SetAttribute(posAttribute, (IntPtr)(&particlePos));
                bufferState.SetAttribute(texAttribute, (IntPtr)(&uvCoord));
                bufferState.NextVertex();


                // 1f 1f
                particlePos -= unitY * 2;
                uvCoord.Y    = 1;
                bufferState.SetAttribute(posAttribute, (IntPtr)(&particlePos));
                bufferState.SetAttribute(texAttribute, (IntPtr)(&uvCoord));
                bufferState.NextVertex();


                // 0f 1f
                particlePos -= unitX * 2;
                uvCoord.X    = 0;
                bufferState.SetAttribute(posAttribute, (IntPtr)(&particlePos));
                bufferState.SetAttribute(texAttribute, (IntPtr)(&uvCoord));
                bufferState.NextVertex();

                renderedParticles++;
            }

            var vtxPerShape = 4 * QuadsPerParticle;

            return(renderedParticles * vtxPerShape);
        }
コード例 #24
0
        /// <inheritdoc />
        public unsafe override int BuildVertexBuffer(ref ParticleBufferState bufferState, Vector3 invViewX, Vector3 invViewY, 
            ref Vector3 spaceTranslation, ref Quaternion spaceRotation, float spaceScale, ref ParticleList sorter)
        {
            // Update the curve samplers if required
            base.BuildVertexBuffer(ref bufferState, invViewX, invViewY, ref spaceTranslation, ref spaceRotation, spaceScale, ref sorter);

            // Get all required particle fields
            var positionField = sorter.GetField(ParticleFields.Position);
            if (!positionField.IsValid())
                return 0;
            var lifeField = sorter.GetField(ParticleFields.Life);
            var sizeField = sorter.GetField(ParticleFields.Size);
            var rotField = sorter.GetField(ParticleFields.Quaternion);
            var hasRotation = rotField.IsValid() || (SamplerRotation != null);


            // Check if the draw space is identity - in this case we don't need to transform the position, scale and rotation vectors
            var trsIdentity = (spaceScale == 1f);
            trsIdentity = trsIdentity && (spaceTranslation.Equals(new Vector3(0, 0, 0)));
            trsIdentity = trsIdentity && (spaceRotation.Equals(Quaternion.Identity));


            var renderedParticles = 0;

            var posAttribute = bufferState.GetAccessor(VertexAttributes.Position);
            var texAttribute = bufferState.GetAccessor(bufferState.DefaultTexCoords);

            foreach (var particle in sorter)
            {
                var centralPos = GetParticlePosition(particle, positionField, lifeField);

                var particleSize = GetParticleSize(particle, sizeField, lifeField);

                var unitX = new Vector3(1, 0, 0); 
                var unitY = new Vector3(0, 0, 1); 

                if (hasRotation)
                {
                    var particleRotation = GetParticleRotation(particle, rotField, lifeField);
                    particleRotation.Rotate(ref unitX);
                    particleRotation.Rotate(ref unitY);
                }

                // The TRS matrix is not an identity, so we need to transform the quad
                if (!trsIdentity)
                {
                    spaceRotation.Rotate(ref centralPos);
                    centralPos = centralPos * spaceScale + spaceTranslation;
                    particleSize *= spaceScale;

                    spaceRotation.Rotate(ref unitX);
                    spaceRotation.Rotate(ref unitY);
                }

                // Use half size to make a Size = 1 result in a Billboard of 1m x 1m
                unitX *= (particleSize * 0.5f);
                unitY *= (particleSize * 0.5f);

                var particlePos = centralPos - unitX + unitY;
                var uvCoord = new Vector2(0, 0);
                // 0f 0f
                bufferState.SetAttribute(posAttribute, (IntPtr)(&particlePos));
                bufferState.SetAttribute(texAttribute, (IntPtr)(&uvCoord));
                bufferState.NextVertex();


                // 1f 0f
                particlePos += unitX * 2;
                uvCoord.X = 1;
                bufferState.SetAttribute(posAttribute, (IntPtr)(&particlePos));
                bufferState.SetAttribute(texAttribute, (IntPtr)(&uvCoord));
                bufferState.NextVertex();


                // 1f 1f
                particlePos -= unitY * 2;
                uvCoord.Y = 1;
                bufferState.SetAttribute(posAttribute, (IntPtr)(&particlePos));
                bufferState.SetAttribute(texAttribute, (IntPtr)(&uvCoord));
                bufferState.NextVertex();


                // 0f 1f
                particlePos -= unitX * 2;
                uvCoord.X = 0;
                bufferState.SetAttribute(posAttribute, (IntPtr)(&particlePos));
                bufferState.SetAttribute(texAttribute, (IntPtr)(&uvCoord));
                bufferState.NextVertex();

                renderedParticles++;
            }

            var vtxPerShape = 4 * QuadsPerParticle;
            return renderedParticles * vtxPerShape;
        }
コード例 #25
0
        /// <summary>
        /// Build the vertex buffer from particle data
        /// </summary>
        /// <param name="sharedBufferPtr">The shared vertex buffer position where the particle data should be output</param>
        /// <param name="invViewMatrix">The current camera's inverse view matrix</param>
        public void BuildVertexBuffer(IntPtr sharedBufferPtr, ref Matrix invViewMatrix)
        {
            // Get camera-space X and Y axes for billboard expansion and sort the particles if needed
            var unitX = new Vector3(invViewMatrix.M11, invViewMatrix.M12, invViewMatrix.M13);
            var unitY = new Vector3(invViewMatrix.M21, invViewMatrix.M22, invViewMatrix.M23);

            // Not the best solution, might want to improve
            var depthVector = Vector3.Cross(unitX, unitY);
            if (simulationSpace == EmitterSimulationSpace.Local)
            {
                var inverseRotation = drawTransform.WorldRotation;
                inverseRotation.W *= -1;
                inverseRotation.Rotate(ref depthVector);
            }
            var sortedList = ParticleSorter.GetSortedList(depthVector);

            // If the particles are in world space they don't need to be fixed as their coordinates are already in world space
            // If the particles are in local space they need to be drawn in world space using the emitter's current location matrix
            var posIdentity = new Vector3(0, 0, 0);
            var rotIdentity = Quaternion.Identity;
            var scaleIdentity = 1f;
            if (simulationSpace == EmitterSimulationSpace.Local)
            {
                posIdentity = drawTransform.WorldPosition;
                rotIdentity = drawTransform.WorldRotation;
                scaleIdentity = drawTransform.WorldScale.X;
            }

            ParticleBufferState bufferState = new ParticleBufferState(sharedBufferPtr, VertexBuilder);

            ShapeBuilder.SetRequiredQuads(ShapeBuilder.QuadsPerParticle, pool.LivingParticles, pool.ParticleCapacity);
            ShapeBuilder.BuildVertexBuffer(ref bufferState, unitX, unitY, ref posIdentity, ref rotIdentity, scaleIdentity, ref sortedList);

            bufferState.StartOver();
            Material.PatchVertexBuffer(ref bufferState, unitX, unitY, ref sortedList);

            ParticleSorter.FreeSortedList(ref sortedList);
        }
コード例 #26
0
 /// <summary>
 /// Patch the particle's vertex buffer which was already built by the <see cref="ShapeBuilders.ShapeBuilder"/>
 /// This involes animating hte uv coordinates and filling per-particle fields, such as the color field
 /// </summary>
 /// <param name="bufferState">The particle buffer state which is used to build the assigned vertex buffer</param>
 /// <param name="invViewX">Unit vector X (right) in camera space, extracted from the inverse view matrix</param>
 /// <param name="invViewY">Unit vector Y (up) in camera space, extracted from the inverse view matrix</param>
 /// <param name="sorter">Particle enumerator which can be iterated and returns sported particles</param>
 public virtual void PatchVertexBuffer(ref ParticleBufferState bufferState, Vector3 invViewX, Vector3 invViewY, ref ParticleList sortedList)
 {
 }
コード例 #27
0
        /// <inheritdoc />
        public override unsafe int BuildVertexBuffer(ref ParticleBufferState bufferState, Vector3 invViewX, Vector3 invViewY,
                                                     ref Vector3 spaceTranslation, ref Quaternion spaceRotation, float spaceScale, ref ParticleList sorter, ref Matrix viewProj)
        {
            // Step 1 - get all required fields to build the particle shapes. Some fields may not exist if no initializer or updater operates on them
            //  In that case we just decide on a default value for that field and skip the update

            var positionField = sorter.GetField(ParticleFields.Position);

            if (!positionField.IsValid())
            {
                return(0); // We can't display the particles without position. All other fields are optional
            }
            var sizeField  = sorter.GetField(ParticleFields.Size);
            var angleField = sorter.GetField(ParticleFields.Angle);
            var hasAngle   = angleField.IsValid();

            var rectField   = sorter.GetField(CustomParticleFields.RectangleXY);
            var isRectangle = rectField.IsValid();

            // In case of Local space particles they are simulated in local emitter space, but drawn in world space
            //  If the draw space is identity (i.e. simulation space = draw space) skip transforming the particle's location later
            var trsIdentity = (spaceScale == 1f);

            trsIdentity = trsIdentity && (spaceTranslation.Equals(new Vector3(0, 0, 0)));
            trsIdentity = trsIdentity && (spaceRotation.Equals(new Quaternion(0, 0, 0, 1)));

            // Custom feature - fix the Y axis to always point up in world space rather than screen space
            if (FixYAxis)
            {
                invViewY   = new Vector3(0, 1, 0);
                invViewX.Y = 0;
                invViewX.Normalize();
            }

            var renderedParticles = 0;

            var posAttribute = bufferState.GetAccessor(VertexAttributes.Position);
            var texAttribute = bufferState.GetAccessor(bufferState.DefaultTexCoords);

            foreach (var particle in sorter)
            {
                var centralPos = particle.Get(positionField);

                var particleSize = sizeField.IsValid() ? particle.Get(sizeField) : 1f;

                if (!trsIdentity)
                {
                    spaceRotation.Rotate(ref centralPos);
                    centralPos    = centralPos * spaceScale + spaceTranslation;
                    particleSize *= spaceScale;
                }

                var unitX = invViewX * particleSize;
                var unitY = invViewY * particleSize;
                if (isRectangle)
                {
                    var rectSize = particle.Get(rectField);

                    unitX *= rectSize.X;
                    unitY *= rectSize.Y;
                }

                // Particle rotation. Positive value means clockwise rotation.
                if (hasAngle)
                {
                    var rotationAngle = particle.Get(angleField);
                    var cosA          = (float)Math.Cos(rotationAngle);
                    var sinA          = (float)Math.Sin(rotationAngle);
                    var tempX         = unitX * cosA - unitY * sinA;
                    unitY = unitY * cosA + unitX * sinA;
                    unitX = tempX;
                }


                var particlePos = centralPos - unitX + unitY;
                var uvCoord     = new Vector2(0, 0);
                // 0f 0f
                bufferState.SetAttribute(posAttribute, (IntPtr)(&particlePos));
                bufferState.SetAttribute(texAttribute, (IntPtr)(&uvCoord));
                bufferState.NextVertex();


                // 1f 0f
                particlePos += unitX * 2;
                uvCoord.X    = 1;
                bufferState.SetAttribute(posAttribute, (IntPtr)(&particlePos));
                bufferState.SetAttribute(texAttribute, (IntPtr)(&uvCoord));
                bufferState.NextVertex();


                // 1f 1f
                particlePos -= unitY * 2;
                uvCoord.Y    = 1;
                bufferState.SetAttribute(posAttribute, (IntPtr)(&particlePos));
                bufferState.SetAttribute(texAttribute, (IntPtr)(&uvCoord));
                bufferState.NextVertex();


                // 0f 1f
                particlePos -= unitX * 2;
                uvCoord.X    = 0;
                bufferState.SetAttribute(posAttribute, (IntPtr)(&particlePos));
                bufferState.SetAttribute(texAttribute, (IntPtr)(&uvCoord));
                bufferState.NextVertex();

                renderedParticles++;
            }

            // Return the number of updated vertices
            var vtxPerShape = 4 * QuadsPerParticle;

            return(renderedParticles * vtxPerShape);
        }
コード例 #28
0
        /// <inheritdoc />
        public override unsafe int BuildVertexBuffer(ref ParticleBufferState bufferState, Vector3 invViewX, Vector3 invViewY, 
            ref Vector3 spaceTranslation, ref Quaternion spaceRotation, float spaceScale, ref ParticleList sorter)
        {
            // Update the curve samplers if required
            base.BuildVertexBuffer(ref bufferState, invViewX, invViewY, ref spaceTranslation, ref spaceRotation, spaceScale, ref sorter);

            // Get all required particle fields
            var positionField = sorter.GetField(ParticleFields.Position);
            if (!positionField.IsValid())
                return 0;
            var sizeField = sorter.GetField(ParticleFields.Size);
            var lifeField = sorter.GetField(ParticleFields.Life);
            var angleField = sorter.GetField(ParticleFields.Angle);
            var hasAngle = angleField.IsValid() || (SamplerRotation != null);


            // Check if the draw space is identity - in this case we don't need to transform the position, scale and rotation vectors
            var trsIdentity = (spaceScale == 1f);
            trsIdentity = trsIdentity && (spaceTranslation.Equals(new Vector3(0, 0, 0)));
            trsIdentity = trsIdentity && (spaceRotation.Equals(Quaternion.Identity));


            var renderedParticles = 0;

            var posAttribute = bufferState.GetAccessor(VertexAttributes.Position);
            var texAttribute = bufferState.GetAccessor(bufferState.DefaultTexCoords);

            foreach (var particle in sorter)
            {
                var centralPos = GetParticlePosition(particle, positionField, lifeField);

                var particleSize = GetParticleSize(particle, sizeField, lifeField);

                if (!trsIdentity)
                {
                    spaceRotation.Rotate(ref centralPos);
                    centralPos = centralPos * spaceScale + spaceTranslation;
                    particleSize *= spaceScale;
                }

                // Use half size to make a Size = 1 result in a Billboard of 1m x 1m
                var unitX = invViewX * (particleSize * 0.5f); 
                var unitY = invViewY * (particleSize * 0.5f); 

                // Particle rotation. Positive value means clockwise rotation.
                if (hasAngle)
                {
                    var rotationAngle = GetParticleRotation(particle, angleField, lifeField);
                    var cosA = (float)Math.Cos(rotationAngle);
                    var sinA = (float)Math.Sin(rotationAngle);
                    var tempX = unitX * cosA - unitY * sinA;
                    unitY = unitY * cosA + unitX * sinA;
                    unitX = tempX;
                }

                // vertex.Size = particleSize;

                const float Sqrt3Half = 0.86602540378f;
                unitY *= Sqrt3Half;
                var halfX = unitX * 0.5f;

                var particlePos = centralPos - halfX + unitY;
                var uvCoord = new Vector2(0.25f, 0.5f - Sqrt3Half * 0.5f);


                // Upper half

                // 0f 0f
                bufferState.SetAttribute(posAttribute, (IntPtr)(&particlePos));
                bufferState.SetAttribute(texAttribute, (IntPtr)(&uvCoord));
                bufferState.NextVertex();


                // 1f 0f
                particlePos += unitX;
                uvCoord.X = 0.75f;
                bufferState.SetAttribute(posAttribute, (IntPtr)(&particlePos));
                bufferState.SetAttribute(texAttribute, (IntPtr)(&uvCoord));
                bufferState.NextVertex();


                // 1f 1f
                particlePos += halfX;
                particlePos -= unitY;
                uvCoord.X = 1;
                uvCoord.Y = 0.5f;
                bufferState.SetAttribute(posAttribute, (IntPtr)(&particlePos));
                bufferState.SetAttribute(texAttribute, (IntPtr)(&uvCoord));
                bufferState.NextVertex();


                // 0f 1f
                particlePos -= unitX * 2;
                uvCoord.X = 0;
                bufferState.SetAttribute(posAttribute, (IntPtr)(&particlePos));
                bufferState.SetAttribute(texAttribute, (IntPtr)(&uvCoord));
                bufferState.NextVertex();

                // Upper half

                // 0f 0f
                bufferState.SetAttribute(posAttribute, (IntPtr)(&particlePos));
                bufferState.SetAttribute(texAttribute, (IntPtr)(&uvCoord));
                bufferState.NextVertex();


                // 1f 0f
                particlePos += unitX * 2;
                uvCoord.X = 1;
                bufferState.SetAttribute(posAttribute, (IntPtr)(&particlePos));
                bufferState.SetAttribute(texAttribute, (IntPtr)(&uvCoord));
                bufferState.NextVertex();


                // 1f 1f
                particlePos -= halfX;
                particlePos -= unitY;
                uvCoord.X = 0.75f;
                uvCoord.Y = 1;
                bufferState.SetAttribute(posAttribute, (IntPtr)(&particlePos));
                bufferState.SetAttribute(texAttribute, (IntPtr)(&uvCoord));
                bufferState.NextVertex();


                // 0f 1f
                particlePos -= unitX;
                uvCoord.X = 0.25f;
                bufferState.SetAttribute(posAttribute, (IntPtr)(&particlePos));
                bufferState.SetAttribute(texAttribute, (IntPtr)(&uvCoord));
                bufferState.NextVertex();

                renderedParticles++;
            }

            var vtxPerShape = 4 * QuadsPerParticle;
            return renderedParticles * vtxPerShape;
        }
コード例 #29
0
            /// <summary>
            /// Constructs the ribbon by outputting vertex stream based on the positions and sizes specified previously
            /// </summary>
            /// <param name="bufferState">Target <see cref="ParticleBufferState"/></param> to use
            /// <param name="invViewX">Unit vector X in clip space as calculated from the inverse view matrix</param>
            /// <param name="invViewY">Unit vector Y in clip space as calculated from the inverse view matrix</param>
            /// <param name="quadsPerParticle">The required number of quads per each particle</param>
            public unsafe void Ribbonize(ref ParticleBufferState bufferState, Vector3 invViewX, Vector3 invViewY, int quadsPerParticle)
            {
                if (lastParticle <= 0)
                {
                    return;
                }

                var posAttribute = bufferState.GetAccessor(VertexAttributes.Position);
                var texAttribute = bufferState.GetAccessor(bufferState.DefaultTexCoords);

                if (lastParticle <= sections)
                {
                    // Optional - connect first particle to the origin/emitter

                    // Draw a dummy quad for the first particle
                    var particlePos = new Vector3(0, 0, 0);
                    var uvCoord     = new Vector2(0, 0);

                    for (var particleIdx = 0; particleIdx < lastParticle; particleIdx++)
                    {
                        for (var vtxIdx = 0; vtxIdx < 4; vtxIdx++)
                        {
                            bufferState.SetAttribute(posAttribute, (IntPtr)(&particlePos));
                            bufferState.SetAttribute(texAttribute, (IntPtr)(&uvCoord));
                            bufferState.NextVertex();
                        }
                    }

                    return;
                }

                if (sections > 1)
                {
                    if (SmoothingPolicy == SmoothingPolicy.Best)
                    {
                        ExpandVertices_Circular();
                    }
                    else // if (SmoothingPolicy == SmoothingPolicy.Fast)
                    {
                        ExpandVertices_CatmullRom();
                    }
                }

                bufferState.SetVerticesPerSegment(quadsPerParticle * 6, quadsPerParticle * 4, quadsPerParticle * 2);

                var positions = (Vector3 *)positionData;
                var sizes     = (float *)sizeData;

                // Step 1 - Determine the origin of the ribbon
                var invViewZ = Vector3.Cross(invViewX, invViewY);

                invViewZ.Normalize();

                var axis0 = positions[0] - positions[1];

                axis0.Normalize();

                var oldPoint = positions[0];
                var oldUnitX = GetWidthVector(sizes[0], ref invViewZ, ref axis0, ref axis0);

                // Step 2 - Draw each particle, connecting it to the previous (front) position

                var vCoordOld = 0f;

                for (int i = 0; i < lastParticle; i++)
                {
                    var centralPos = positions[i];

                    var particleSize = sizes[i];

                    // Directions for smoothing
                    var axis1 = (i + 1 < lastParticle) ? positions[i] - positions[i + 1] : positions[lastParticle - 2] - positions[lastParticle - 1];
                    axis1.Normalize();

                    var unitX = GetWidthVector(particleSize, ref invViewZ, ref axis0, ref axis1);

                    axis0 = axis1;

                    // Particle rotation - intentionally IGNORED for ribbon

                    var particlePos  = oldPoint - oldUnitX;
                    var uvCoord      = new Vector2(0, 0);
                    var rotatedCoord = uvCoord;


                    // Top Left - 0f 0f
                    uvCoord.Y = (TextureCoordinatePolicy == TextureCoordinatePolicy.AsIs) ? 0 : vCoordOld;
                    bufferState.SetAttribute(posAttribute, (IntPtr)(&particlePos));

                    rotatedCoord = UVRotate.GetCoords(uvCoord);
                    bufferState.SetAttribute(texAttribute, (IntPtr)(&rotatedCoord));

                    bufferState.NextVertex();


                    // Top Right - 1f 0f
                    particlePos += oldUnitX * 2;
                    bufferState.SetAttribute(posAttribute, (IntPtr)(&particlePos));

                    uvCoord.X    = 1;
                    rotatedCoord = UVRotate.GetCoords(uvCoord);
                    bufferState.SetAttribute(texAttribute, (IntPtr)(&rotatedCoord));

                    bufferState.NextVertex();


                    // Move the position to the next particle in the ribbon
                    particlePos += centralPos - oldPoint;
                    particlePos += unitX - oldUnitX;
                    vCoordOld    = (TextureCoordinatePolicy == TextureCoordinatePolicy.Stretched) ?
                                   ((i + 1) / (float)(lastParticle) * TexCoordsFactor) : ((centralPos - oldPoint).Length() * TexCoordsFactor) + vCoordOld;


                    // Bottom Left - 1f 1f
                    uvCoord.Y = (TextureCoordinatePolicy == TextureCoordinatePolicy.AsIs) ? 1 : vCoordOld;
                    bufferState.SetAttribute(posAttribute, (IntPtr)(&particlePos));

                    rotatedCoord = UVRotate.GetCoords(uvCoord);
                    bufferState.SetAttribute(texAttribute, (IntPtr)(&rotatedCoord));

                    bufferState.NextVertex();


                    // Bottom Right - 0f 1f
                    particlePos -= unitX * 2;
                    bufferState.SetAttribute(posAttribute, (IntPtr)(&particlePos));

                    uvCoord.X    = 0;
                    rotatedCoord = UVRotate.GetCoords(uvCoord);
                    bufferState.SetAttribute(texAttribute, (IntPtr)(&rotatedCoord));

                    bufferState.NextVertex();


                    // Preserve the old attributes for the next cycle
                    oldUnitX = unitX;
                    oldPoint = centralPos;
                }
            }
コード例 #30
0
        /// <inheritdoc />
        public override unsafe void PatchVertexBuffer(ref ParticleBufferState bufferState, Vector3 invViewX, Vector3 invViewY, ref ParticleList sorter)
        {
            // If you want, you can integrate the base builder here and not call it. It should result in slight speed up
            base.PatchVertexBuffer(ref bufferState, invViewX, invViewY, ref sorter);

            var colorField = sorter.GetField(ParticleFields.Color);
            if (!colorField.IsValid())
                return;

            var colAttribute = bufferState.GetAccessor(VertexAttributes.Color);
            if (colAttribute.Size <= 0)
                return;

            foreach (var particle in sorter)
            {
                // Set the vertex color attribute to the particle's color field
                var color = (uint)(*(Color4*)particle[colorField]).ToRgba();
                bufferState.SetAttributePerSegment(colAttribute, (IntPtr)(&color));

                bufferState.NextSegment();
            }

            bufferState.StartOver();
        }