MetalByTutorials/16-particle-systems/projects/final/Particles/Particles Shared/Shaders.metal

103 lines
3.8 KiB
Metal

/**
* 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 <metal_stdlib>
#import <metal_atomic>
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<float> 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;
}