20.7 火焰

下面的effect文件(fire.fx)用于渲染火焰粒子系统。它由两个technique 组成:

1.一个technique用于更新粒子系统。

2.一个technique用于绘制粒子系统。

这两个technique中的代码一般会随着特定的粒子系统而变化,实现不同的销毁、生成和渲染规则。在本例中,火焰粒子在同一个位置上发射,但是会被赋予不同的初始速度,以使火焰逐渐散开,形成一个火球。

图20.5
图20.5由粒子系统演示程序生成的火焰。
//***********************************************
// GLOBALS                                      *
//***********************************************

cbuffer cbPerFrame
{
	float3 gEyePosW;
	
	// for when the emit position/direction is varying
	float3 gEmitPosW;
	float3 gEmitDirW;
	
	float gGameTime;
	float gTimeStep;
	float4x4 gViewProj; 
};

cbuffer cbFixed
{
	// 净常量加速度用于使粒子加速.
	float3 gAccelW = {0.0f, 7.8f, 0.0f};
	
	// 当将一个点粒子扩展为一个四边形时, 
	// 需要用到下面的纹理坐标将纹理平铺到四边形上.
	float2 gQuadTexC[4] = 
	{
		float2(0.0f, 1.0f),
		float2(1.0f, 1.0f),
		float2(0.0f, 0.0f),
		float2(1.0f, 0.0f)
	};
};
 
// 纹理数组.
Texture2DArray gTexArray;

// 用于生成随机数的随机纹理.
Texture1D gRandomTex;
 
SamplerState samLinear
{
	Filter = MIN_MAG_MIP_LINEAR;
	AddressU = WRAP;
	AddressV = WRAP;
};
 
DepthStencilState DisableDepth
{
    DepthEnable = FALSE;
    DepthWriteMask = ZERO;
};

DepthStencilState NoDepthWrites
{
    DepthEnable = TRUE;
    DepthWriteMask = ZERO;
};

BlendState AdditiveBlending
{
    AlphaToCoverageEnable = FALSE;
    BlendEnable[0] = TRUE;
    SrcBlend = SRC_ALPHA;
    DestBlend = ONE;
    BlendOp = ADD;
    SrcBlendAlpha = ZERO;
    DestBlendAlpha = ZERO;
    BlendOpAlpha = ADD;
    RenderTargetWriteMask[0] = 0x0F;
};

//***********************************************
// 辅助函数*
//***********************************************
float3 RandUnitVec3(float offset)
{
	// 使用游戏时间给随机纹理的采样值添加偏移量.
	float u = (gGameTime + offset);
	
	// [-1,1]区间的坐标
	float3 v = gRandomTex.SampleLevel(samLinear, u, 0).xyz;
	
	// 投影到一个单位球上
	return normalize(v);
}
 
//***********************************************
// STREAM-OUT TECH                              *
//***********************************************

#define PT_EMITTER 0
#define PT_FLARE 1
 
struct Particle
{
	float3 InitialPosW : POSITION;
	float3 InitialVelW : VELOCITY;
	float2 SizeW       : SIZE;
	float Age          : AGE;
	uint Type          : TYPE;
};
  
Particle StreamOutVS(Particle vin)
{
	return vin;
}

// The stream-out GS is just responsible for emitting 
// new particles and destroying old particles.  The logic
// programed here will generally vary from particle system
// to particle system, as the destroy/spawn rules will be 
// different.
[maxvertexcount(2)]
void StreamOutGS(point Particle gin[1], 
                 inout PointStream<Particle> ptStream)
{	
	gin[0].Age += gTimeStep;
	
	if( gin[0].Type == PT_EMITTER )
	{	
		// time to emit a new particle?
		if( gin[0].Age > 0.005f )
		{
			float3 vRandom = RandUnitVec3(0.0f);
			vRandom.x *= 0.5f;
			vRandom.z *= 0.5f;
			
			Particle p;
			p.InitialPosW = gEmitPosW.xyz;
			p.InitialVelW = 4.0f*vRandom;
			p.SizeW       = float2(3.0f, 3.0f);
			p.Age         = 0.0f;
			p.Type        = PT_FLARE;
			
			ptStream.Append(p);
			
			// reset the time to emit
			gin[0].Age = 0.0f;
		}
		
		// always keep emitters
		ptStream.Append(gin[0]);
	}
	else
	{
		// Specify conditions to keep particle; this may vary from system to system.
		if( gin[0].Age <= 1.0f )
			ptStream.Append(gin[0]);
	}		
}

GeometryShader gsStreamOut = ConstructGSWithSO( 
	CompileShader( gs_5_0, StreamOutGS() ), 
	"POSITION.xyz; VELOCITY.xyz; SIZE.xy; AGE.x; TYPE.x" );
	
technique11 StreamOutTech
{
    pass P0
    {
        SetVertexShader( CompileShader( vs_5_0, StreamOutVS() ) );
        SetGeometryShader( gsStreamOut );
        
        // disable pixel shader for stream-out only
        SetPixelShader(NULL);
        
        // we must also disable the depth buffer for stream-out only
        SetDepthStencilState( DisableDepth, 0 );
    }
}

//***********************************************
// DRAW TECH                                    *
//***********************************************

struct VertexOut
{
	float3 PosW  : POSITION;
	float2 SizeW : SIZE;
	float4 Color : COLOR;
	uint   Type  : TYPE;
};

VertexOut DrawVS(Particle vin)
{
	VertexOut vout;
	
	float t = vin.Age;
	
	// 常量加速度的运动学方程
	vout.PosW = 0.5f*t*t*gAccelW + t*vin.InitialVelW + vin.InitialPosW;
	
	// fade color with time
	float opacity = 1.0f - smoothstep(0.0f, 1.0f, t/1.0f);
	vout.Color = float4(1.0f, 1.0f, 1.0f, opacity);
	
	vout.SizeW = vin.SizeW;
	vout.Type  = vin.Type;
	
	return vout;
}

struct GeoOut
{
	float4 PosH  : SV_Position;
	float4 Color : COLOR;
	float2 Tex   : TEXCOORD;
};

// DrawGS用于将点扩展为一个面向相机的四边形.
[maxvertexcount(4)]
void DrawGS(point VertexOut gin[1], 
            inout TriangleStream<GeoOut> triStream)
{	
	// do not draw emitter particles.
	if( gin[0].Type != PT_EMITTER )
	{
		//
		// 计算世界矩阵使公告牌面向相机.
		//
		float3 look  = normalize(gEyePosW.xyz - gin[0].PosW);
		float3 right = normalize(cross(float3(0,1,0), look));
		float3 up    = cross(look, right);
		
		//
		// 在世界空间中计算三角形条带的顶点.
		//
		float halfWidth  = 0.5f*gin[0].SizeW.x;
		float halfHeight = 0.5f*gin[0].SizeW.y;
	
		float4 v[4];
		v[0] = float4(gin[0].PosW + halfWidth*right - halfHeight*up, 1.0f);
		v[1] = float4(gin[0].PosW + halfWidth*right + halfHeight*up, 1.0f);
		v[2] = float4(gin[0].PosW - halfWidth*right - halfHeight*up, 1.0f);
		v[3] = float4(gin[0].PosW - halfWidth*right + halfHeight*up, 1.0f);
		
		//
		// 将四边形顶点转换到世界空间并输出为三角形条带.
		//
		GeoOut gout;
		[unroll]
		for(int i = 0; i < 4; ++i)
		{
			gout.PosH  = mul(v[i], gViewProj);
			gout.Tex   = gQuadTexC[i];
			gout.Color = gin[0].Color;
			triStream.Append(gout);
		}	
	}
}

float4 DrawPS(GeoOut pin) : SV_TARGET
{
	return gTexArray.Sample(samLinear, float3(pin.Tex, 0))*pin.Color;
}

technique11 DrawTech
{
    pass P0
    {
        SetVertexShader(   CompileShader( vs_5_0, DrawVS() ) );
        SetGeometryShader( CompileShader( gs_5_0, DrawGS() ) );
        SetPixelShader(    CompileShader( ps_5_0, DrawPS() ) );
        
        SetBlendState(AdditiveBlending, float4(0.0f, 0.0f, 0.0f, 0.0f), 0xffffffff);
        SetDepthStencilState( NoDepthWrites, 0 );
    }
}
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发布时间:2014/9/2 20:50:10  阅读次数:3363

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