ADD: HQ particles

This commit is contained in:
2025-12-18 17:32:30 +09:00
parent e2b13917c9
commit 531009cd22
9 changed files with 821 additions and 16 deletions

View File

@@ -1,7 +1,27 @@
#version 450
layout(set = 0, binding = 0) uniform SceneData
{
mat4 view;
mat4 proj;
mat4 viewproj;
} sceneData;
layout(location = 0) in vec4 v_color;
layout(location = 1) in vec2 v_uv;
layout(location = 2) in float v_view_depth;
layout(location = 3) in float v_seed;
layout(set = 2, binding = 0) uniform sampler2D gbufPosTex;
layout(set = 3, binding = 0) uniform sampler2D flipbookTex;
layout(set = 3, binding = 1) uniform sampler2D noiseTex;
layout(push_constant) uniform ParticlePush
{
vec4 screen; // x=invW, y=invH, z=softDepthDistance, w=timeSeconds
vec4 flipbook; // x=cols, y=rows, z=fps, w=intensity
vec4 noise; // x=scale, y=strength, z=scrollX, w=scrollY
} pc;
layout(location = 0) out vec4 outColor;
@@ -16,6 +36,63 @@ void main()
c.rgb *= mask;
c.a *= mask;
// Flipbook sampling + noise UV distortion (atlas).
float cols = max(pc.flipbook.x, 1.0);
float rows = max(pc.flipbook.y, 1.0);
float frames = cols * rows;
float fps = max(pc.flipbook.z, 0.0);
float intensity = max(pc.flipbook.w, 0.0);
vec2 uv = v_uv;
float noiseScale = max(pc.noise.x, 0.0);
float noiseStrength = max(pc.noise.y, 0.0);
if (noiseScale > 0.0 && noiseStrength > 0.0)
{
vec2 nUV = uv * noiseScale + pc.screen.w * pc.noise.zw;
vec2 n = texture(noiseTex, nUV).rg * 2.0 - 1.0;
vec2 cell = vec2(1.0 / cols, 1.0 / rows);
uv = clamp(uv + n * noiseStrength * cell, 0.0, 1.0);
}
uint frame = 0u;
if (frames > 0.5 && fps > 0.0)
{
float ff = pc.screen.w * fps + v_seed * frames;
frame = uint(ff) % uint(frames);
}
uint cols_u = uint(cols);
uint rows_u = uint(rows);
uint fx = frame % cols_u;
// Flipbook sheets are usually laid out with row 0 at the top.
uint fy = (rows_u > 0u) ? (rows_u - 1u - (frame / cols_u)) : 0u;
vec2 cell = vec2(1.0 / cols, 1.0 / rows);
vec2 atlas_uv = uv * cell + vec2(float(fx), float(fy)) * cell;
vec3 flip = texture(flipbookTex, atlas_uv).rgb;
// BC6H has no alpha; approximate mask from luminance.
float flip_a = clamp(dot(flip, vec3(0.2126, 0.7152, 0.0722)), 0.0, 1.0);
c.rgb *= flip * intensity;
c.a *= flip_a;
// Soft particles: fade out near opaque geometry intersections.
float soft = 1.0;
float softDist = pc.screen.z;
if (softDist > 0.0)
{
vec2 suv = gl_FragCoord.xy * pc.screen.xy;
vec4 scenePos = texture(gbufPosTex, suv);
if (scenePos.w > 0.0)
{
float sceneDepth = -(sceneData.view * vec4(scenePos.xyz, 1.0)).z;
float delta = sceneDepth - v_view_depth;
soft = clamp(delta / softDist, 0.0, 1.0);
}
}
c.rgb *= soft;
c.a *= soft;
if (c.a <= 0.001)
{
discard;
@@ -23,4 +100,3 @@ void main()
outColor = c;
}

View File

@@ -20,8 +20,15 @@ layout(std430, set = 1, binding = 0) readonly buffer ParticlePool
Particle particles[];
} pool;
layout(std430, set = 1, binding = 1) readonly buffer DrawIndices
{
uint indices[];
} drawIndices;
layout(location = 0) out vec4 v_color;
layout(location = 1) out vec2 v_uv;
layout(location = 2) out float v_view_depth;
layout(location = 3) out float v_seed;
vec2 quad_corner(uint vidx)
{
@@ -39,7 +46,7 @@ vec2 quad_corner(uint vidx)
void main()
{
uint particle_index = gl_InstanceIndex;
uint particle_index = drawIndices.indices[uint(gl_InstanceIndex)];
Particle p = pool.particles[particle_index];
float life = max(p.vel_life.w, 1e-6);
@@ -61,6 +68,7 @@ void main()
vec3 pos = p.pos_age.xyz + (cam_right * corner.x + cam_up * corner.y) * size;
v_color = vec4(p.color.rgb * fade, p.color.a * fade);
v_view_depth = -(sceneData.view * vec4(pos, 1.0)).z;
v_seed = p.misc.y;
gl_Position = sceneData.viewproj * vec4(pos, 1.0);
}

View File

@@ -0,0 +1,46 @@
#version 450
// Output is a global indices[] buffer, indexed by gl_InstanceIndex.
layout(local_size_x = 256, local_size_y = 1, local_size_z = 1) in;
layout(std430, set = 0, binding = 0) readonly buffer SortedBlocks
{
uint blocks[];
} sortedBlocks;
layout(std430, set = 0, binding = 1) writeonly buffer DrawIndices
{
uint indices[];
} outIndices;
layout(push_constant) uniform Push
{
uvec4 header; // x=base, y=count, z=flags (bit0=identity)
} pc;
const uint BLOCK_SIZE = 256u;
void main()
{
uint i = gl_GlobalInvocationID.x;
uint count = pc.header.y;
if (i >= count) return;
uint base = pc.header.x;
uint flags = pc.header.z;
uint outIdx = base + i;
uint particleIdx = base + i;
if ((flags & 1u) == 0u)
{
uint blockRank = i / BLOCK_SIZE;
uint within = i - blockRank * BLOCK_SIZE;
uint block = sortedBlocks.blocks[blockRank];
particleIdx = base + block * BLOCK_SIZE + within;
}
outIndices.indices[outIdx] = particleIdx;
}

View File

@@ -0,0 +1,101 @@
#version 450
// Each system dispatch sorts up to 512 blocks of 256 particles by max view-space depth.
layout(local_size_x = 512, local_size_y = 1, local_size_z = 1) in;
struct Particle
{
vec4 pos_age;
vec4 vel_life;
vec4 color;
vec4 misc;
};
layout(std430, set = 0, binding = 0) readonly buffer ParticlePool
{
Particle particles[];
} pool;
layout(std430, set = 0, binding = 1) writeonly buffer SortedBlocks
{
uint blocks[];
} outBlocks;
layout(push_constant) uniform Push
{
uvec4 header; // x=base, y=count
mat4 view;
} pc;
const uint BLOCK_SIZE = 256u;
const uint MAX_BLOCKS = 512u;
shared float s_key[512];
shared uint s_block[512];
void main()
{
uint tid = gl_LocalInvocationID.x;
uint count = pc.header.y;
uint blockCount = (count + BLOCK_SIZE - 1u) / BLOCK_SIZE;
blockCount = min(blockCount, MAX_BLOCKS);
float key = 1e20;
if (tid < blockCount)
{
uint blockStart = pc.header.x + tid * BLOCK_SIZE;
uint localCount = min(BLOCK_SIZE, count - tid * BLOCK_SIZE);
float maxDepth = -1e20;
for (uint i = 0u; i < localCount; ++i)
{
uint idx = blockStart + i;
vec4 viewPos = pc.view * vec4(pool.particles[idx].pos_age.xyz, 1.0);
float depth = -viewPos.z;
maxDepth = max(maxDepth, depth);
}
// Sort ascending by -depth => farthest first.
key = -maxDepth;
}
s_key[tid] = key;
s_block[tid] = tid;
barrier();
// Bitonic sort ascending for 512 elements.
for (uint k = 2u; k <= MAX_BLOCKS; k <<= 1u)
{
for (uint j = (k >> 1u); j > 0u; j >>= 1u)
{
uint ixj = tid ^ j;
if (ixj > tid)
{
bool ascending = ((tid & k) == 0u);
float a = s_key[tid];
float b = s_key[ixj];
uint ai = s_block[tid];
uint bi = s_block[ixj];
bool swap = (ascending && (a > b)) || (!ascending && (a < b));
if (swap)
{
s_key[tid] = b;
s_key[ixj] = a;
s_block[tid] = bi;
s_block[ixj] = ai;
}
}
barrier();
}
}
if (tid < blockCount)
{
outBlocks.blocks[tid] = s_block[tid];
}
}