Scale point size to match camera distance, base point size on particle mass

This commit is contained in:
saschawillems 2016-11-26 14:43:24 +01:00
parent 8baddd5f74
commit 8db5b0868f
3 changed files with 15 additions and 4 deletions

View file

@ -27,7 +27,7 @@
// Lower particle count on Android for performance reasons // Lower particle count on Android for performance reasons
#define PARTICLES_PER_ATTRACTOR 2 * 1024 #define PARTICLES_PER_ATTRACTOR 2 * 1024
#else #else
#define PARTICLES_PER_ATTRACTOR 8 * 1024 #define PARTICLES_PER_ATTRACTOR 4 * 1024
#endif #endif
class VulkanExample : public VulkanExampleBase class VulkanExample : public VulkanExampleBase
@ -56,6 +56,7 @@ public:
struct { struct {
glm::mat4 projection; glm::mat4 projection;
glm::mat4 view; glm::mat4 view;
glm::vec2 screenDim;
} ubo; } ubo;
} graphics; } graphics;
@ -371,7 +372,7 @@ public:
vkTools::initializers::vertexInputAttributeDescription( vkTools::initializers::vertexInputAttributeDescription(
VERTEX_BUFFER_BIND_ID, VERTEX_BUFFER_BIND_ID,
0, 0,
VK_FORMAT_R32G32B32_SFLOAT, VK_FORMAT_R32G32B32A32_SFLOAT,
offsetof(Particle, pos)); offsetof(Particle, pos));
// Location 1 : Velocity (used for gradient lookup) // Location 1 : Velocity (used for gradient lookup)
vertices.attributeDescriptions[1] = vertices.attributeDescriptions[1] =
@ -703,6 +704,7 @@ public:
{ {
graphics.ubo.projection = camera.matrices.perspective; graphics.ubo.projection = camera.matrices.perspective;
graphics.ubo.view = camera.matrices.view; graphics.ubo.view = camera.matrices.view;
graphics.ubo.screenDim = glm::vec2((float)width, (float)height);
memcpy(graphics.uniformBuffer.mapped, &graphics.ubo, sizeof(graphics.ubo)); memcpy(graphics.uniformBuffer.mapped, &graphics.ubo, sizeof(graphics.ubo));
} }

View file

@ -3,7 +3,7 @@
#extension GL_ARB_separate_shader_objects : enable #extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_420pack : enable #extension GL_ARB_shading_language_420pack : enable
layout (location = 0) in vec3 inPos; layout (location = 0) in vec4 inPos;
layout (location = 1) in vec4 inVel; layout (location = 1) in vec4 inVel;
layout (location = 0) out float outGradientPos; layout (location = 0) out float outGradientPos;
@ -12,6 +12,7 @@ layout (binding = 2) uniform UBO
{ {
mat4 projection; mat4 projection;
mat4 modelview; mat4 modelview;
vec2 screendim;
} ubo; } ubo;
out gl_PerVertex out gl_PerVertex
@ -23,6 +24,14 @@ out gl_PerVertex
void main () void main ()
{ {
gl_PointSize = 8.0; gl_PointSize = 8.0;
const float spriteSize = 0.005 * inPos.w; // Point size influenced by mass (stored in inPos.w);
vec4 eyePos = ubo.modelview * vec4(inPos.x, inPos.y, inPos.z, 1.0);
vec4 projectedCorner = ubo.projection * vec4(0.5 * spriteSize, 0.5 * spriteSize, eyePos.z, eyePos.w);
gl_PointSize = ubo.screendim.x * projectedCorner.x / projectedCorner.w;
gl_Position = ubo.projection * eyePos;
outGradientPos = inVel.w; outGradientPos = inVel.w;
gl_Position = ubo.projection * ubo.modelview * vec4(inPos, 1.0);
} }