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
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 #3
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();
        }