void ShaderEffect::draw(GraphicContext &gc) { gc.set_program_object(impl->program); if (!impl->fb.is_null()) gc.set_frame_buffer(impl->fb); if (!impl->rasterizer_state.is_null()) gc.set_rasterizer_state(impl->rasterizer_state); if (!impl->blend_state.is_null()) gc.set_blend_state(impl->blend_state); if (!impl->depth_stencil_state.is_null()) gc.set_depth_stencil_state(impl->depth_stencil_state); for (auto & elem : impl->uniform_bindings) { gc.set_uniform_buffer(elem.first, elem.second); } for (auto & elem : impl->storage_bindings) { gc.set_storage_buffer(elem.first, elem.second); } for (auto & elem : impl->image_bindings) { gc.set_image_texture(elem.first, elem.second); } for (auto & elem : impl->texture_bindings) { gc.set_texture(elem.first, elem.second); } if (!impl->elements.is_null()) { gc.set_primitives_elements(impl->elements); gc.set_primitives_array(impl->prim_array); gc.draw_primitives_elements(type_triangles, impl->num_vertices, impl->elements_type); gc.reset_primitives_array(); gc.reset_primitives_elements(); } else { gc.set_primitives_array(impl->prim_array); gc.draw_primitives_array(type_triangles, 0, impl->num_vertices); gc.reset_primitives_array(); } for (auto & elem : impl->uniform_bindings) { gc.reset_uniform_buffer(elem.first); } for (auto & elem : impl->storage_bindings) { gc.reset_storage_buffer(elem.first); } for (auto & elem : impl->image_bindings) { gc.reset_image_texture(elem.first); } for (auto & elem : impl->texture_bindings) { gc.reset_texture(elem.first); } if (!impl->rasterizer_state.is_null()) gc.reset_rasterizer_state(); if (!impl->blend_state.is_null()) gc.reset_blend_state(); if (!impl->depth_stencil_state.is_null()) gc.reset_depth_stencil_state(); if (!impl->fb.is_null()) gc.reset_frame_buffer(); gc.reset_program_object(); }
void ParticleEmitterPass::run(GraphicContext &gc, Scene_Impl *scene) { setup(gc); Size viewport_size = viewport->get_size(); Mat4f eye_to_projection = Mat4f::perspective(field_of_view.get(), viewport_size.width/(float)viewport_size.height, 0.1f, 1.e10f, handed_left, gc.get_clip_z_range()); Mat4f eye_to_cull_projection = Mat4f::perspective(field_of_view.get(), viewport_size.width/(float)viewport_size.height, 0.1f, 150.0f, handed_left, clip_negative_positive_w); FrustumPlanes frustum(eye_to_cull_projection * world_to_eye.get()); for (size_t i = 0; i < active_emitters.size(); i++) active_emitters[i]->visible = false; scene->visit_emitters(gc, world_to_eye.get(), eye_to_projection, frustum, this); const int vectors_per_particle = 2; size_t total_particle_count = 0; for (size_t i = 0; i < active_emitters.size(); i++) { float depth_fade_distance = 1.0f; ParticleUniforms uniforms; uniforms.eye_to_projection = eye_to_projection; uniforms.object_to_eye = world_to_eye.get(); uniforms.rcp_depth_fade_distance = 1.0f / depth_fade_distance; uniforms.instance_vectors_offset = total_particle_count * vectors_per_particle; active_emitters[i]->gpu_uniforms.upload_data(gc, &uniforms, 1); total_particle_count += active_emitters[i]->cpu_particles.size(); } if (total_particle_count == 0) return; if (instance_texture.is_null() || instance_texture.get_width() < (int)total_particle_count) { instance_texture = Texture2D(gc, total_particle_count * vectors_per_particle, 1, tf_rgba32f); instance_transfer = TransferTexture(gc, total_particle_count * vectors_per_particle, 1, data_to_gpu, tf_rgba32f, 0, usage_stream_draw); } instance_transfer.lock(gc, access_write_discard); Vec4f *vectors = instance_transfer.get_data<Vec4f>(); size_t vector_offset = 0; for (size_t j = 0; j < active_emitters.size(); j++) { Vec3f eye_pos = scene->get_camera().get_position(); std::vector<ParticleOrderIndex> sorted_particles; sorted_particles.reserve(active_emitters[j]->cpu_particles.size()); for (size_t i = 0; i < active_emitters[j]->cpu_particles.size(); i++) { Vec3f delta = active_emitters[j]->cpu_particles[i].position - eye_pos; sorted_particles.push_back(ParticleOrderIndex(i, Vec3f::dot(delta, delta))); } std::sort(sorted_particles.begin(), sorted_particles.end()); for (size_t k = 0; k < sorted_particles.size(); k++) { int i = sorted_particles[k].index; float size = mix(active_emitters[j]->cpu_particles[i].start_size, active_emitters[j]->cpu_particles[i].end_size, active_emitters[j]->cpu_particles[i].life); vectors[vector_offset + k * vectors_per_particle + 0] = Vec4f(active_emitters[j]->cpu_particles[i].position, size); vectors[vector_offset + k * vectors_per_particle + 1] = Vec4f(active_emitters[j]->cpu_particles[i].life, 0.0f, 0.0f, 0.0f); } vector_offset += active_emitters[j]->cpu_particles.size() * vectors_per_particle; } instance_transfer.unlock(); instance_texture.set_image(gc, instance_transfer); gc.set_depth_range(0.0f, 0.9f); gc.set_frame_buffer(fb); gc.set_viewport(viewport_size); gc.set_depth_stencil_state(depth_stencil_state); gc.set_blend_state(blend_state); gc.set_rasterizer_state(rasterizer_state); gc.set_primitives_array(prim_array); gc.set_program_object(program); gc.set_texture(0, normal_z_gbuffer.get()); gc.set_texture(1, instance_texture); for (size_t i = 0; i < active_emitters.size(); i++) { gc.set_uniform_buffer(0, active_emitters[i]->gpu_uniforms); gc.set_texture(2, active_emitters[i]->particle_animation.get()); gc.set_texture(3, active_emitters[i]->life_color_gradient.get()); gc.draw_primitives_array_instanced(type_triangles, 0, 6, active_emitters[i]->cpu_particles.size()); } gc.reset_primitives_array(); gc.reset_rasterizer_state(); gc.reset_depth_stencil_state(); gc.reset_program_object(); gc.reset_primitives_elements(); gc.reset_texture(0); gc.reset_texture(1); gc.reset_texture(2); gc.reset_texture(3); gc.reset_uniform_buffer(0); gc.reset_frame_buffer(); gc.set_depth_range(0.0f, 1.0f); }