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Copy pathparticles_lifecycle.rs
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188 lines (165 loc) · 6.04 KB
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use processing_glfw::GlfwContext;
use bevy::math::Vec3;
use processing::prelude::*;
use processing_render::geometry::AttributeFormat;
use processing_render::render::command::DrawCommand;
const AGING_SHADER: &str = r#"
@group(0) @binding(0) var<storage, read_write> age: array<f32>;
@group(0) @binding(1) var<storage, read_write> dead: array<f32>;
@group(0) @binding(2) var<storage, read_write> position: array<f32>;
@group(0) @binding(3) var<storage, read_write> scale: array<f32>;
@group(0) @binding(4) var<uniform> params: vec4<f32>; // x = dt, y = ttl
@compute @workgroup_size(64)
fn main(@builtin(global_invocation_id) gid: vec3<u32>) {
let i = gid.x;
let count = arrayLength(&age);
if i >= count {
return;
}
let dt = params.x;
let ttl = params.y;
if dead[i] != 0.0 {
return;
}
age[i] = age[i] + dt;
// gravity-ish drop
position[i * 3u + 1u] = position[i * 3u + 1u] - dt * 1.5;
// Shrink toward zero as age approaches ttl so dying is visible.
let life = clamp(1.0 - age[i] / ttl, 0.0, 1.0);
let s = life * life; // ease out
scale[i * 3u + 0u] = s;
scale[i * 3u + 1u] = s;
scale[i * 3u + 2u] = s;
if age[i] > ttl {
dead[i] = 1.0;
}
}
"#;
fn main() {
sketch().unwrap();
exit(0).unwrap();
}
fn sketch() -> error::Result<()> {
let mut glfw_ctx = GlfwContext::new(900, 700)?;
init(Config::default())?;
let surface = glfw_ctx.create_surface(900, 700)?;
let graphics = graphics_create(surface, 900, 700, TextureFormat::Rgba16Float)?;
graphics_mode_3d(graphics)?;
transform_set_position(graphics, Vec3::new(0.0, 2.0, 14.0))?;
transform_look_at(graphics, Vec3::new(0.0, 0.0, 0.0))?;
let sphere = geometry_sphere(0.1, 8, 6)?;
let capacity: u32 = 800;
let position_attr = geometry_attribute_position();
let color_attr = geometry_attribute_color();
let scale_attr = geometry_attribute_scale();
let dead_attr = geometry_attribute_dead();
let age_attr = geometry_attribute_create("age", AttributeFormat::Float)?;
let p = particles_create(
capacity,
vec![
position_attr,
color_attr,
scale_attr,
dead_attr,
age_attr,
],
)?;
let dead_buf = particles_buffer(p, dead_attr)?
.ok_or(error::ProcessingError::ParticlesNotFound)?;
let color_buf = particles_buffer(p, color_attr)?
.ok_or(error::ProcessingError::ParticlesNotFound)?;
// Mark all slots dead initially so the unemitted ring slots don't render.
let init_dead: Vec<u8> = (0..capacity)
.flat_map(|_| 1.0_f32.to_le_bytes())
.collect();
buffer_write(dead_buf, init_dead)?;
let mat = { let m = material_create_unlit()?; material_set_albedo_buffer(m, color_buf)?; m };
let aging_shader = shader_create(AGING_SHADER)?;
let aging = compute_create(aging_shader)?;
// burst × (ttl × 60) ≈ steady-state alive count (~360 here, well under capacity 800).
let burst: u32 = 6;
let dt: f32 = 1.0 / 60.0;
let ttl: f32 = 1.0;
let mut frame: u32 = 0;
while glfw_ctx.poll_events() {
graphics_begin_draw(graphics)?;
graphics_record_command(
graphics,
DrawCommand::BackgroundColor(bevy::color::Color::srgb(0.04, 0.04, 0.07)),
)?;
graphics_record_command(graphics, DrawCommand::Material(mat))?;
graphics_record_command(
graphics,
DrawCommand::Particles { particles: p, geometry: sphere },
)?;
graphics_end_draw(graphics)?;
// Spawn `burst` new particles per frame in a small fountain.
let mut positions: Vec<f32> = Vec::with_capacity(burst as usize * 3);
let mut colors: Vec<f32> = Vec::with_capacity(burst as usize * 4);
for k in 0..burst {
let i = frame * burst + k;
// Cheap pseudo-random offset.
let u = ((i.wrapping_mul(2654435761) >> 8) & 0xFFFF) as f32 / 65535.0;
let v = ((i.wrapping_mul(40503) >> 8) & 0xFFFF) as f32 / 65535.0;
let theta = u * std::f32::consts::TAU;
let r = v * 0.6;
positions.push(theta.cos() * r);
positions.push(2.5);
positions.push(theta.sin() * r);
let h = (i as f32 * 0.013) % 1.0;
let (cr, cg, cb) = hsv_to_rgb(h, 0.85, 1.0);
colors.push(cr);
colors.push(cg);
colors.push(cb);
colors.push(1.0);
}
let position_bytes: Vec<u8> = positions.iter().flat_map(|f| f.to_le_bytes()).collect();
let color_bytes: Vec<u8> = colors.iter().flat_map(|f| f.to_le_bytes()).collect();
let zero_floats: Vec<u8> = (0..burst).flat_map(|_| 0.0_f32.to_le_bytes()).collect();
// Reset scale to 1 for newly emitted particles (the aging shader will
// shrink them as age progresses).
let one_scale: Vec<u8> = (0..burst)
.flat_map(|_| {
[1.0_f32, 1.0, 1.0]
.iter()
.flat_map(|f| f.to_le_bytes())
.collect::<Vec<u8>>()
})
.collect();
particles_emit(
p,
burst,
vec![
(position_attr, position_bytes),
(color_attr, color_bytes),
(scale_attr, one_scale),
(age_attr, zero_floats.clone()),
(dead_attr, zero_floats),
],
)?;
// Age + drop + kill.
compute_set(
aging,
"params",
shader_value::ShaderValue::Float4([dt, ttl, 0.0, 0.0]),
)?;
particles_apply(p, aging)?;
frame += 1;
}
Ok(())
}
fn hsv_to_rgb(h: f32, s: f32, v: f32) -> (f32, f32, f32) {
let i = (h * 6.0).floor();
let f = h * 6.0 - i;
let p = v * (1.0 - s);
let q = v * (1.0 - f * s);
let t = v * (1.0 - (1.0 - f) * s);
match (i as i32) % 6 {
0 => (v, t, p),
1 => (q, v, p),
2 => (p, v, t),
3 => (p, q, v),
4 => (t, p, v),
_ => (v, p, q),
}
}