Scale point size to match camera distance, base point size on particle mass
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8baddd5f74
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3 changed files with 15 additions and 4 deletions
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@ -27,7 +27,7 @@
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// Lower particle count on Android for performance reasons
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#define PARTICLES_PER_ATTRACTOR 2 * 1024
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#else
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#define PARTICLES_PER_ATTRACTOR 8 * 1024
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#define PARTICLES_PER_ATTRACTOR 4 * 1024
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#endif
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class VulkanExample : public VulkanExampleBase
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@ -56,6 +56,7 @@ public:
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struct {
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glm::mat4 projection;
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glm::mat4 view;
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glm::vec2 screenDim;
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} ubo;
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} graphics;
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@ -371,7 +372,7 @@ public:
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vkTools::initializers::vertexInputAttributeDescription(
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VERTEX_BUFFER_BIND_ID,
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0,
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VK_FORMAT_R32G32B32_SFLOAT,
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VK_FORMAT_R32G32B32A32_SFLOAT,
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offsetof(Particle, pos));
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// Location 1 : Velocity (used for gradient lookup)
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vertices.attributeDescriptions[1] =
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@ -703,6 +704,7 @@ public:
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{
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graphics.ubo.projection = camera.matrices.perspective;
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graphics.ubo.view = camera.matrices.view;
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graphics.ubo.screenDim = glm::vec2((float)width, (float)height);
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memcpy(graphics.uniformBuffer.mapped, &graphics.ubo, sizeof(graphics.ubo));
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}
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@ -3,7 +3,7 @@
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#extension GL_ARB_separate_shader_objects : enable
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#extension GL_ARB_shading_language_420pack : enable
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layout (location = 0) in vec3 inPos;
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layout (location = 0) in vec4 inPos;
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layout (location = 1) in vec4 inVel;
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layout (location = 0) out float outGradientPos;
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@ -12,6 +12,7 @@ layout (binding = 2) uniform UBO
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{
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mat4 projection;
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mat4 modelview;
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vec2 screendim;
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} ubo;
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out gl_PerVertex
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@ -23,6 +24,14 @@ out gl_PerVertex
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void main ()
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{
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gl_PointSize = 8.0;
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const float spriteSize = 0.005 * inPos.w; // Point size influenced by mass (stored in inPos.w);
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vec4 eyePos = ubo.modelview * vec4(inPos.x, inPos.y, inPos.z, 1.0);
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vec4 projectedCorner = ubo.projection * vec4(0.5 * spriteSize, 0.5 * spriteSize, eyePos.z, eyePos.w);
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gl_PointSize = ubo.screendim.x * projectedCorner.x / projectedCorner.w;
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gl_Position = ubo.projection * eyePos;
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outGradientPos = inVel.w;
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gl_Position = ubo.projection * ubo.modelview * vec4(inPos, 1.0);
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}
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