1 | #version 150 |
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2 | |
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3 | // |
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4 | // Explanation of different particle types |
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5 | // |
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6 | #define PT_LAUNCHER 0 //Firework Launcher - launches a PT_SHELL every so many seconds |
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7 | #define PT_SHELL 1 //Unexploded shell - flies from the origin and explodes into many PT_EMBERXs |
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8 | #define PT_EMBER1 2 //basic particle - after it's emitted from the shell, it dies |
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9 | #define PT_EMBER2 3 //after it's emitted, it explodes again into many PT_EMBER1s |
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10 | #define PT_EMBER3 4 //just a differently colored ember1 |
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11 | #define P_SHELLLIFE 3.0 |
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12 | #define P_EMBER1LIFE 2.5 |
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13 | #define P_EMBER2LIFE 1.5 |
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14 | #define P_EMBER3LIFE 2.0 |
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15 | |
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16 | //These two were originally shader params, but they caused runtime errors |
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17 | #define NUM_EMBER_1S 30 |
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18 | #define NUM_EMBER_2S 15 |
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19 | #define NUM_EMBER_3S 10 |
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20 | //This one was originally a variant, but this also causes runtime errors |
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21 | //#define MAX_EMBER_2S 15.0 |
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22 | |
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23 | in block { |
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24 | vec4 Pos; |
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25 | float Timer; |
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26 | float Type; |
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27 | vec3 Vel; |
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28 | } FireworkData[]; |
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29 | |
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30 | layout(points) in; |
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31 | layout(points, max_vertices = 1) out; |
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32 | |
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33 | uniform sampler1D randomTex; |
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34 | uniform vec3 frameGravity; |
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35 | uniform float globalTime; |
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36 | uniform float elapsedTime; |
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37 | uniform float secondsPerFirework; |
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38 | out vec4 colour; |
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39 | // |
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40 | // Generic particle motion handler |
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41 | // |
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42 | |
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43 | void GSGenericHandler( vec3 Pos, vec3 Vel, float Timer, float Type, |
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44 | float elapsedTime, |
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45 | vec3 frameGravity) |
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46 | { |
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47 | gl_Position.xyz = Pos + (Vel * elapsedTime); |
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48 | Vel += frameGravity; |
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49 | Timer -= elapsedTime; |
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50 | if (Pos.y > -100) |
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51 | { |
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52 | EmitVertex();//Pos : POSITION, Vel : TEXCOORD2, Timer : TEXCOORD0, Type : TEXCOORD1); |
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53 | } |
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54 | } |
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55 | |
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56 | // |
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57 | // Sample a random direction from our random texture |
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58 | // |
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59 | vec3 RandomDir(float fOffset, float globalTime, sampler1D randomTex) |
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60 | { |
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61 | float tCoord = (globalTime + fOffset) / 300.0; |
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62 | return texture(randomTex, tCoord).rgb; |
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63 | } |
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64 | |
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65 | // |
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66 | // Launcher type particle handler |
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67 | // |
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68 | void GSLauncherHandler( vec3 Pos, vec3 Vel, float Timer, float Type, |
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69 | float elapsedTime, |
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70 | float globalTime, |
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71 | sampler1D randomTex, |
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72 | float secondsPerFirework) |
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73 | { |
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74 | if(Timer <= 0) |
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75 | { |
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76 | vec3 vRandom = normalize( RandomDir( Type, globalTime, randomTex) ); |
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77 | //Give it more of an up bias |
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78 | vRandom = normalize(vRandom + vec3(0,2.5,0)); |
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79 | |
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80 | //time to emit a new SHELL |
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81 | gl_Position.xyz = Pos + Vel*elapsedTime; |
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82 | vec3 outputVel = Vel + vRandom*35.0; |
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83 | float outputTimer = P_SHELLLIFE + vRandom.y*0.5; |
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84 | float outputType = PT_SHELL; |
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85 | EmitVertex();//(outputPos : POSITION, outputVel : TEXCOORD2, outputTimer : TEXCOORD0, outputType : TEXCOORD1); |
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86 | |
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87 | //reset our timer |
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88 | Timer = secondsPerFirework + vRandom.x*0.4; |
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89 | } |
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90 | else |
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91 | { |
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92 | Timer -= elapsedTime; |
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93 | } |
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94 | |
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95 | //emit ourselves to keep us alive |
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96 | EmitVertex();//( Pos : POSITION, Vel : TEXCOORD2, Timer : TEXCOORD0, Type : TEXCOORD1); |
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97 | } |
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98 | |
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99 | // |
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100 | // Shell type particle handler |
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101 | // |
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102 | void GSShellHandler( vec3 Pos, vec3 Vel, float Timer, float Type, |
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103 | float elapsedTime, |
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104 | float globalTime, |
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105 | sampler1D randomTex, |
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106 | vec3 frameGravity) |
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107 | { |
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108 | if(Timer <= 0) |
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109 | { |
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110 | vec3 outputPos; |
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111 | vec3 outputVel; |
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112 | float outputTimer; |
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113 | float outputType; |
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114 | |
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115 | vec3 vRandom = vec3(0,0,0); |
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116 | |
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117 | //time to emit a series of new Ember1s |
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118 | for(int i=0; i<NUM_EMBER_1S; i++) |
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119 | { |
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120 | vRandom = normalize( RandomDir( Type+i, globalTime, randomTex ) ); |
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121 | gl_Position.xyz = Pos + Vel*elapsedTime; |
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122 | outputVel = Vel + vRandom*15.0; |
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123 | outputTimer = P_EMBER1LIFE; |
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124 | outputType = PT_EMBER1; |
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125 | EmitVertex();//(outputPos : POSITION, outputTimer : TEXCOORD0, outputType : TEXCOORD1, outputVel : TEXCOORD2); |
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126 | } |
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127 | |
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128 | //find out how many Ember2s to emit |
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129 | //Not doing this because it causes a runtime error |
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130 | //int numEmber2s = abs(vRandom.x)*MAX_EMBER_2S; |
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131 | for(int i=0; i<NUM_EMBER_2S; i++) |
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132 | { |
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133 | vRandom = normalize( RandomDir( Type, globalTime, randomTex) ); |
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134 | gl_Position.xyz = Pos + Vel*elapsedTime; |
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135 | outputVel = Vel + vRandom*10.0; |
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136 | outputTimer = P_EMBER2LIFE + 0.4*vRandom.x; |
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137 | outputType = PT_EMBER2; |
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138 | EmitVertex();//(outputPos : POSITION, outputVel : TEXCOORD2, outputTimer : TEXCOORD0, outputType : TEXCOORD1); |
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139 | } |
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140 | |
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141 | } |
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142 | else |
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143 | { |
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144 | GSGenericHandler(Pos, Vel, Timer, Type, elapsedTime, frameGravity ); |
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145 | } |
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146 | } |
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147 | |
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148 | // |
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149 | // Ember1 and Ember3 type particle handler |
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150 | // |
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151 | void GSEmber1Handler( vec3 Pos, vec3 Vel, float Timer, float Type, |
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152 | float elapsedTime, |
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153 | vec3 frameGravity) |
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154 | { |
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155 | if(Timer > 0) |
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156 | { |
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157 | GSGenericHandler(Pos, Vel, Timer, Type, elapsedTime, frameGravity ); |
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158 | } |
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159 | } |
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160 | |
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161 | // |
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162 | // Ember2 type particle handler |
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163 | // |
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164 | void GSEmber2Handler( vec3 Pos, vec3 Vel, float Timer, float Type, |
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165 | float elapsedTime, |
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166 | float globalTime, |
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167 | sampler1D randomTex, |
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168 | vec3 frameGravity) |
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169 | { |
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170 | if(Timer <= 0) |
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171 | { |
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172 | vec3 outputPos; |
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173 | vec3 outputVel; |
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174 | float outputTimer; |
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175 | float outputType; |
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176 | |
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177 | //time to emit a series of new Ember3s |
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178 | for(int i=0; i<NUM_EMBER_3S; i++) |
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179 | { |
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180 | gl_Position.xyz = Pos + Vel*elapsedTime; |
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181 | outputVel = Vel + normalize( RandomDir( Type + i, globalTime, randomTex ) )*10.0; |
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182 | outputTimer = P_EMBER3LIFE; |
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183 | outputType = PT_EMBER3; |
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184 | EmitVertex(); |
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185 | } |
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186 | } |
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187 | else |
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188 | { |
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189 | GSGenericHandler(Pos, Vel, Timer, Type, elapsedTime, frameGravity ); |
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190 | } |
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191 | } |
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192 | |
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193 | void main() |
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194 | { |
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195 | if( FireworkData[0].Type == PT_LAUNCHER ) |
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196 | GSLauncherHandler( FireworkData[0].Pos.xyz, FireworkData[0].Vel, FireworkData[0].Timer, FireworkData[0].Type, |
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197 | elapsedTime, globalTime, randomTex, secondsPerFirework); |
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198 | else if ( FireworkData[0].Type == PT_SHELL ) |
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199 | GSShellHandler( FireworkData[0].Pos.xyz, FireworkData[0].Vel, FireworkData[0].Timer, FireworkData[0].Type, |
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200 | elapsedTime, globalTime, randomTex, frameGravity); |
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201 | else if ( FireworkData[0].Type == PT_EMBER1 || |
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202 | FireworkData[0].Type == PT_EMBER3 ) |
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203 | GSEmber1Handler( FireworkData[0].Pos.xyz, FireworkData[0].Vel, FireworkData[0].Timer, FireworkData[0].Type, |
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204 | elapsedTime, frameGravity); |
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205 | else if( FireworkData[0].Type == PT_EMBER2 ) |
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206 | GSEmber2Handler( FireworkData[0].Pos.xyz, FireworkData[0].Vel, FireworkData[0].Timer, FireworkData[0].Type, |
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207 | elapsedTime, globalTime, randomTex, frameGravity); |
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208 | colour = vec4(1.0,1.0,0.0,1.0); |
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209 | EndPrimitive(); |
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210 | } |
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