/** * Copyright (c) 2019 Razeware LLC * * Permission is hereby granted, free of charge, to any person obtaining a copy * of this software and associated documentation files (the "Software"), to deal * in the Software without restriction, including without limitation the rights * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell * copies of the Software, and to permit persons to whom the Software is * furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice shall be included in * all copies or substantial portions of the Software. * * Notwithstanding the foregoing, you may not use, copy, modify, merge, publish, * distribute, sublicense, create a derivative work, and/or sell copies of the * Software in any work that is designed, intended, or marketed for pedagogical or * instructional purposes related to programming, coding, application development, * or information technology. Permission for such use, copying, modification, * merger, publication, distribution, sublicensing, creation of derivative works, * or sale is expressly withheld. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN * THE SOFTWARE. */ #include #import using namespace metal; struct VertexOut { float4 position [[position]]; float point_size [[point_size]]; float4 color; }; struct Particle { float2 startPosition; float2 position; float direction; float speed; float4 color; float age; float life; float size; float scale; float startScale; float endScale; }; // 1 kernel void compute(device Particle *particles [[buffer(0)]], uint id [[thread_position_in_grid]]) { float xVelocity = particles[id].speed * cos(particles[id].direction); float yVelocity = particles[id].speed * sin(particles[id].direction) ; particles[id].position.x += xVelocity; particles[id].position.y += yVelocity; particles[id].age += 1.0; float age = particles[id].age / particles[id].life; particles[id].scale = mix(particles[id].startScale, particles[id].endScale, age); if (particles[id].age > particles[id].life) { particles[id].position = particles[id].startPosition; particles[id].age = 0; particles[id].scale = particles[id].startScale; } } vertex VertexOut vertex_particle( constant float2 &size [[buffer(0)]], const device Particle *particles [[buffer(1)]], constant float2 &emitterPosition [[ buffer(2) ]], uint instance [[instance_id]]) { VertexOut out; float2 position = particles[instance].position + emitterPosition; out.position.xy = position.xy / size * 2.0 - 1.0; out.position.z = 0; out.position.w = 1; out.point_size = particles[instance].size * particles[instance].scale; out.color = particles[instance].color; return out; } fragment float4 fragment_particle( VertexOut in [[stage_in]], texture2d particleTexture [[texture(0)]], float2 point [[point_coord]]) { constexpr sampler default_sampler; float4 color = particleTexture.sample(default_sampler, point); if (color.a < 0.5) { discard_fragment(); } color = float4(color.xyz, 0.5); color *= in.color; return color; }