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Plakátok, részecskerendszerek Szécsi László. copy-paste-rename gg009-Gui folder (sok zsiráf nem kell ide) vcxproj, filters átnevezés solution/add existing.

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Presentation on theme: "Plakátok, részecskerendszerek Szécsi László. copy-paste-rename gg009-Gui folder (sok zsiráf nem kell ide) vcxproj, filters átnevezés solution/add existing."— Presentation transcript:

1 Plakátok, részecskerendszerek Szécsi László

2 copy-paste-rename gg009-Gui folder (sok zsiráf nem kell ide) vcxproj, filters átnevezés solution/add existing project rename project working dir: $(SolutionDir) Project Properties/Configuration Properties/Debugging/Command Arguments --solutionPath:"$(SolutionDir)" --projectPath:"$(ProjectDir)" build, run

3 #include "Math/math.h" class Particle { friend class Game; Egg::Math::float3 position; Egg::Math::float3 velocity; float lifespan; float age; public: };

4 void reborn() { using namespace Egg::Math; position = float3::random(-1,1); velocity = position * 5; age = 0; lifespan = float1::random(2,5); } Particle(){ reborn(); }

5 Lehetne ezeket kézzel létrehozni – ugyanúgy, ahogy a háromszögrajzolásnál az elején – csak a shader az effect fileból jön D3DX11_PASS_DESC billboardPassDesc; effect->GetTechniqueByName("billboard")-> GetPassByName("fire")->GetDesc(&billboardPassDesc); – és a VB használati módja dinamikus – rajzoláskor context->IASetPrimitiveTopology( D3D11_PRIMITIVE_TOPOLOGY_POINTLIST); effect->GetTechniqueByName("billboard")-> GetPassByName("fire")->Apply(0, context); context->Draw(particles.size(), 0);

6 Mesh::VertexStream a buffer Effect pass-ra Mesh::Material InputLayout gyártása a Mesh::Binder feladata a végén kapunk egy Mesh::Shaded-et amit csak ki kell rajzolni – beállítja az effect pass-t – az input layoutot – a vertex buffert – rajzol

7 #include "Particle.h" #include

8 class Game : public Egg::Sas::SasApp { std::vector particles; Egg::Mesh::Shaded::P fireBillboardSet;

9 for(int i=0; i<40; i++) particles.push_back(Particle());

10 D3D11_INPUT_ELEMENT_DESC particleElements[3]; particleElements[0].AlignedByteOffset = offsetof(Particle, position); particleElements[0].Format = DXGI_FORMAT_R32G32B32_FLOAT; particleElements[0].InputSlot = 0; particleElements[0].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA; particleElements[0].InstanceDataStepRate = 0; particleElements[0].SemanticIndex = 0; particleElements[0].SemanticName = "POSITION"; particleElements[1].AlignedByteOffset = offsetof(Particle, lifespan); particleElements[1].Format = DXGI_FORMAT_R32_FLOAT; particleElements[1].InputSlot = 0; particleElements[1].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA; particleElements[1].InstanceDataStepRate = 0; particleElements[1].SemanticIndex = 0; particleElements[1].SemanticName = "LIFESPAN"; particleElements[2].AlignedByteOffset = offsetof(Particle, age); particleElements[2].Format = DXGI_FORMAT_R32_FLOAT; particleElements[2].InputSlot = 0; particleElements[2].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA; particleElements[2].InstanceDataStepRate = 0; particleElements[2].SemanticIndex = 0; particleElements[2].SemanticName = "AGE";

11 Egg::Mesh::VertexStreamDesc particleBufferDesc; particleBufferDesc.elements = particleElements; particleBufferDesc.nElements = 3; particleBufferDesc.nVertices = particles.size(); particleBufferDesc.vertexStride = sizeof(Particle); particleBufferDesc.vertexData = &particles.at(0); particleBufferDesc.cpuAccessFlags = D3D11_CPU_ACCESS_WRITE; particleBufferDesc.usage = D3D11_USAGE_DYNAMIC;

12 Egg::Mesh::VertexStream::P particleVertexStream = Egg::Mesh::VertexStream::create( device, particleBufferDesc);

13 ID3DX11EffectPass* billboardPass = effect-> GetTechniqueByName("billboard")-> GetPassByName("fire"); Egg::Mesh::Material::P fireMaterial = Egg::Mesh::Material::create( billboardPass, 0); fireBillboardSet = binder->bindMaterial( fireMaterial, particleVertexStream);

14 fireBillboardSet.reset();

15 fireBillboardSet->draw(context);

16 solution fx folderbe billboard.fx

17 #include #9.0

18 struct IaosBillboard { float3 pos : POSITION; float lifespan : LIFESPAN; float age : AGE; }; typedef IaosBillboard VsosBillboard; VsosBillboard vsBillboard(IaosBillboard input) { return input; } #9.0

19 struct GsosBillboard { float4 pos : SV_Position; float2 tex : TEXCOORD; }; float billboardWidth = 0.1; float billboardHeight = 0.1; #9.0

20 [maxvertexcount(4)] void gsBillboard( point VsosBillboard input[1], inout TriangleStream stream) { float4 hndcPos = mul(float4(input[0].pos, 1), modelViewProjMatrix); GsosBillboard output; output.pos = hndcPos; output.pos.x += billboardWidth; output.pos.y += billboardHeight; output.tex = float2(1, 0); stream.Append(output); output.pos = hndcPos; output.pos.x += billboardWidth; output.pos.y -= billboardHeight; output.tex = float2(1, 1); stream.Append(output); output.pos = hndcPos; output.pos.x -= billboardWidth; output.pos.y += billboardHeight; output.tex = float2(0, 0); stream.Append(output); output.pos = hndcPos; output.pos.x -= billboardWidth; output.pos.y -= billboardHeight; output.tex = float2(0, 1); stream.Append(output); } #9.0

21 float4 psFire(GsosBillboard input) : SV_Target { return input.tex.xyyy; } technique11 billboard { pass fire { SetVertexShader ( CompileShader( vs_5_0, vsBillboard() ) ); SetGeometryShader ( CompileShader( gs_5_0, gsBillboard() ) ); SetPixelShader( CompileShader( ps_5_0, psFire() ) ); } #9.0

22

23 particle.dds letöltése Projects/gg011-Particles/Media folderbe

24 class Game : public Egg::Sas::SasApp { ID3D11ShaderResourceView* billboardSrv;

25 D3DX11CreateShaderResourceViewFromFileA( device, systemEnvironment.resolveMediaPath( "particle.dds" ).c_str(), NULL, NULL, &billboardSrv, NULL); effect-> GetVariableByName("billboardTexture") ->AsShaderResource(billboardSrv);

26 billboardSrv->Release();

27 Texture2D billboardTexture; float4 psFire(GsosBillboard input) : SV_Target { return billboardTexture.Sample( linearSampler, input.tex.xy); } #9.0

28

29 using namespace Egg::Math; float4 worldBillboardSize(0.2, 0.2, 0, 0); float4 screenBillboardSize = worldBillboardSize * firstPersonCam->getProjMatrix(); effect-> GetVariableByName("billboardWidth")-> AsScalar()-> SetFloat(screenBillboardSize.x); effect-> GetVariableByName("billboardHeight")-> AsScalar()-> SetFloat(screenBillboardSize.y);

30

31 BlendState-et kell definiálni, pass-ban kiválasztani a többi pass-ban viszont vissza kéne állítani legyen a blendStates.fx, amibe az összes BlendState-et gyűjtjük legyen akkor már – rasterizerStates.fx – depthStencilStates.fx

32 BlendState defaultBlender { }; BlendState additiveBlender { BlendEnable[0] = true; SrcBlend = src_alpha; DestBlend = one; BlendOp = add; SrcBlendAlpha = one; DestBlendAlpha = one; BlendOpAlpha = add; }; #9.0

33 RasterizerState defaultRasterizer { }; RasterizerState noCullRasterizer { CullMode = none; FillMode = solid; }; RasterizerState backfaceRasterizer { CullMode = front; FillMode = solid; }; RasterizerState wireframeRasterizer { CullMode = none; FillMode = wireFrame; }; #9.0

34 DepthStencilState defaultCompositor { }; DepthStencilState noDepthTestCompositor { DepthEnable = false; DepthWriteMask = zero; }; DepthStencilState noDepthWriteCompositor { DepthEnable = true; DepthWriteMask = zero; }; #9.0

35 #include... technique11 basic { pass basic { SetVertexShader ( CompileShader( vs_5_0, vsTrafo() ) ); SetGeometryShader( NULL ); SetRasterizerState( defaultRasterizer ); SetPixelShader( CompileShader( ps_5_0, psBasic() ) ); SetDepthStencilState( defaultCompositor, 0 ); SetBlendState( defaultBlender, float4( 0.0f, 0.0f, 0.0f, 0.0f ), 0xFFFFFFFF ); } #9.0

36 textured/textured shaded/diffuse, shaded/specular envmapped/envmapped, envmapped/background

37 technique11 billboard { pass fire { SetVertexShader ( CompileShader( vs_5_0, vsBillboard() ) ); SetGeometryShader ( CompileShader( gs_5_0, gsBillboard() ) ); SetRasterizerState( defaultRasterizer ); SetPixelShader( CompileShader( ps_5_0, psFire() ) ); SetDepthStencilState( defaultCompositor, 0 ); SetBlendState( defaultBlender, float4( 0.0f, 0.0f, 0.0f, 0.0f ), 0xFFFFFFFF ); } #9.0

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39 technique11 billboard { pass fire { SetVertexShader ( CompileShader( vs_5_0, vsBillboard() ) ); SetGeometryShader ( CompileShader( gs_5_0, gsBillboard() ) ); SetRasterizerState( defaultRasterizer ); SetPixelShader( CompileShader( ps_5_0, psFire() ) ); SetDepthStencilState( defaultCompositor, 0 ); SetBlendState( additiveBlender, float4( 0.0f, 0.0f, 0.0f, 0.0f ), 0xFFFFFFFF ); } #9.0

40

41 technique11 billboard { pass fire { SetVertexShader ( CompileShader( vs_5_0, vsBillboard() ) ); SetGeometryShader ( CompileShader( gs_5_0, gsBillboard() ) ); SetRasterizerState( defaultRasterizer ); SetPixelShader( CompileShader( ps_5_0, psFire() ) ); SetDepthStencilState( noDepthTestCompositor, 0 ); SetBlendState( additiveBlender, float4( 0.0f, 0.0f, 0.0f, 0.0f ), 0xFFFFFFFF ); } #9.0

42

43 technique11 billboard { pass fire { SetVertexShader ( CompileShader( vs_5_0, vsBillboard() ) ); SetGeometryShader ( CompileShader( gs_5_0, gsBillboard() ) ); SetRasterizerState( defaultRasterizer ); SetPixelShader( CompileShader( ps_5_0, psFire() ) ); SetDepthStencilState( noDepthWriteCompositor, 0 ); SetBlendState( additiveBlender, float4( 0.0f, 0.0f, 0.0f, 0.0f ), 0xFFFFFFFF ); } #9.0

44

45 technique11 billboard { pass fire { SetVertexShader ( CompileShader( vs_5_0, vsBillboard() ) ); SetGeometryShader ( CompileShader( gs_5_0, gsBillboard() ) ); SetRasterizerState( defaultRasterizer ); SetPixelShader( CompileShader( ps_5_0, psFire() ) ); SetDepthStencilState( noDepthWriteCompositor, 0 ); SetBlendState( transparencyBlender, float4( 0.0f, 0.0f, 0.0f, 0.0f ), 0xFFFFFFFF ); } #9.0

46 Ehhez rendezni kellene a plakátokat mélység szerint… egyelőre inkább vissza az additívhoz!

47 float4 psFire(GsosBillboard input) : SV_Target { float4 color = billboardTexture.Sample(linearSampler, input.tex.xy); color.rgb = float3( color.a, pow(color.a, 4), pow(color.a, 10)); return color; } #9.0

48

49 using namespace Egg::Math; firstPersonCam = Egg::Cam::FirstPerson::create() ->setView( float3(0, 0, 200), float3(0, 0, -1)) ->setProj(1.2, 1, 1, 1000) ->setSpeed(50); float4 worldBillboardSize(50.0, 50.0, 0, 0);

50 void move(float dt) { position +=velocity * dt; age += dt; if(age > lifespan) reborn(); }

51 for(int i = 0; i < particles.size(); i++) particles.at(i).move(dt);

52 ID3D11Buffer* vertexBuffer = fireBillboardSet->getGeometry()-> getPrimaryBuffer(); ID3D11DeviceContext* context; device->GetImmediateContext(&context); D3D11_MAPPED_SUBRESOURCE mappedVertexData; context->Map(vertexBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedVertexData); memcpy(mappedVertexData.pData, &particles.at(0), sizeof(Particle) * particles.size()); context->Unmap(vertexBuffer, 0); context->Release();

53

54 Korfüggő méret, intenzitás és átlátszóság

55 struct GsosBillboard { float4 pos : SV_Position; float2 tex : TEXCOORD; float opacity : OPACITY; }; float s = input[0].age / input[0].lifespan;... output.opacity = 1 - abs(s*2-1); // és mindenhol szorozzuk s-sel a szélességet és magasságot #9.0

56 float4 psFire(GsosBillboard input) : SV_Target { float4 color = billboardTexture.Sample(linearSampler, input.tex.xy); color.rgb = float3(color.a, pow(color.a, 4), pow(color.a, 10)); color.a *= input.opacity; return color; } #9.0

57

58 technique11 billboard { pass fire { SetVertexShader ( CompileShader( vs_5_0, vsBillboard() ) ); SetGeometryShader ( CompileShader( gs_5_0, gsBillboard() ) ); SetRasterizerState( defaultRasterizer ); SetPixelShader( CompileShader( ps_5_0, psFire() ) ); SetDepthStencilState( noDepthWriteCompositor, 0 ); SetBlendState( transparencyBlender, float4( 0.0f, 0.0f, 0.0f, 0.0f ), 0xFFFFFFFF ); } #9.0

59 using namespace Egg::Math; struct CameraDepthComparator { float3 ahead; bool operator()(const Particle& a, const Particle& b) { return a.position.dot(ahead) > b.position.dot(ahead) + 0.01; } } comp = { firstPersonCam->getAhead() }; std::sort(particles.begin(), particles.end(), comp);

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