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- // Framework includes
- #include "BsApplication.h"
- #include "Resources/BsResources.h"
- #include "Resources/BsBuiltinResources.h"
- #include "Material/BsMaterial.h"
- #include "Components/BsCCamera.h"
- #include "Components/BsCRenderable.h"
- #include "Components/BsCLight.h"
- #include "Components/BsCSkybox.h"
- #include "Components/BsCPlaneCollider.h"
- #include "Components/BsCCharacterController.h"
- #include "Components/BsCParticleSystem.h"
- #include "Image/BsSpriteTexture.h"
- #include "Particles/BsParticleSystem.h"
- #include "Particles/BsParticleEmitter.h"
- #include "Particles/BsParticleEvolver.h"
- #include "RenderAPI/BsRenderAPI.h"
- #include "RenderAPI/BsRenderWindow.h"
- #include "Scene/BsSceneObject.h"
- #include "Platform/BsCursor.h"
- #include "Input/BsInput.h"
- #include "Utility/BsTime.h"
- // Example includes
- #include "BsExampleFramework.h"
- #include "BsFPSWalker.h"
- #include "BsFPSCamera.h"
- ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
- // This example sets up an environment with three particle systems:
- // - Smoke effect using traditional billboard particles
- // - 3D particles with support for world collisions and lighting
- // - GPU particle simulation with a vector field
- //
- // It also sets up necessary physical objects for collision, as well as the character collider and necessary components
- // for walking around the environment.
- //
- // The example first loads necessary resources, including textures and materials. Then it set up the scene, consisting of a
- // floor and a skybox. Character controller is created next, as well as the camera. Components for moving the character
- // controller and the camera are attached to allow the user to control the character. Finally it sets up three separate
- // particle systems, their creation wrapped in their own creation methods. Finally the cursor is hidden and quit on Esc
- // key press hooked up.
- ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
- namespace bs
- {
- constexpr float GROUND_PLANE_SCALE = 50.0f;
- UINT32 windowResWidth = 1280;
- UINT32 windowResHeight = 720;
- // Set up a helper component that makes the object its attached to orbit a point. This is used by the 3D particle
- // system for moving its light.
- class LightOrbit : public Component
- {
- public:
- LightOrbit(const HSceneObject& parent, float radius)
- :Component(parent), mRadius(radius)
- { }
- void onInitialized() override
- {
- mCenter = SO()->getTransform().getPosition();
- }
- void update() override
- {
- Vector3 position = mCenter + mRadius * Vector3(Math::cos(mAngle), 0.0f, Math::sin(mAngle));
- mAngle += Degree(gTime().getFrameDelta() * 90.0f);
- SO()->setWorldPosition(position);
- }
- private:
- Degree mAngle = Degree(0.0f);
- Vector3 mCenter;
- float mRadius;
- };
- /** Container for all assets used by the particles systems in this example. */
- struct ParticleSystemAssets
- {
- // Smoke particle system assets
- HSpriteTexture smokeTex;
- HMaterial smokeMat;
- // 3D particle system assets
- HMesh sphereMesh;
- HMaterial particles3DMat;
- HMaterial lightMat;
- // GPU particle system assets
- HMaterial litParticleEmissiveMat;
- HVectorField vectorField;
- };
- /** Load the assets used by the particle systems. */
- ParticleSystemAssets loadParticleSystemAssets()
- {
- ParticleSystemAssets assets;
- // Smoke particle system assets
- //// Import the texture and set up a sprite texture so we can animate it
- HTexture smokeTex = ExampleFramework::loadTexture(ExampleTexture::ParticleSmoke);
- assets.smokeTex = SpriteTexture::create(smokeTex);
- //// Set up sprite sheet animation on the sprite texture
- SpriteSheetGridAnimation smokeGridAnim(5, 6, 30, 30);
- assets.smokeTex->setAnimation(smokeGridAnim);
- assets.smokeTex->setAnimationPlayback(SpriteAnimationPlayback::None);
- //// Set up a shader without lighting and enable soft particle rendering
- HShader particleUnlitShader = gBuiltinResources().getBuiltinShader(BuiltinShader::ParticlesUnlit);
- assets.smokeMat = Material::create(particleUnlitShader);
- assets.smokeMat->setVariation(ShaderVariation(
- {
- ShaderVariation::Param("SOFT", true)
- })
- );
- //// Fade over the range of 2m (used for soft particle blending)
- assets.smokeMat->setFloat("gInvDepthRange", 1.0f / 2.0f);
- assets.smokeMat->setSpriteTexture("gTexture", assets.smokeTex);
- // Set up an emissive material used in the GPU vector field example
- HShader particleLitShader = gBuiltinResources().getBuiltinShader(BuiltinShader::ParticlesLitOpaque);
- assets.litParticleEmissiveMat = Material::create(particleLitShader);
- assets.litParticleEmissiveMat->setTexture("gEmissiveMaskTex", gBuiltinResources().getTexture(BuiltinTexture::White));
- assets.litParticleEmissiveMat->setColor("gEmissiveColor", Color::White * 10.0f);
- // 3D particle system assets
- //// Create another lit material using a plain white albedo texture
- assets.particles3DMat = Material::create(particleLitShader);
- assets.particles3DMat->setTexture("gAlbedoTex", gBuiltinResources().getTexture(BuiltinTexture::White));
- //// Create a material used for rendering the light sphere itself
- HShader standardShader = gBuiltinResources().getBuiltinShader(BuiltinShader::Standard);
- assets.lightMat = Material::create(standardShader);
- assets.lightMat->setTexture("gEmissiveMaskTex", gBuiltinResources().getTexture(BuiltinTexture::White));
- assets.lightMat->setColor("gEmissiveColor", Color::Red * 5.0f);
- //// Import a vector field used in the GPU simulation
- assets.vectorField = ExampleFramework::loadResource<VectorField>(ExampleResource::VectorField);
- //// Import a sphere mesh used for the 3D particles and the light sphere
- assets.sphereMesh = gBuiltinResources().getMesh(BuiltinMesh::Sphere);
- return assets;
- }
- void setupGPUParticleEffect(const Vector3& pos, const ParticleSystemAssets& assets);
- void setup3DParticleEffect(const Vector3& pos, const ParticleSystemAssets& assets);
- void setupSmokeEffect(const Vector3& pos, const ParticleSystemAssets& assets);
- /** Set up the scene used by the example, and the camera to view the world through. */
- void setUpScene()
- {
- /************************************************************************/
- /* ASSETS */
- /************************************************************************/
- // Prepare the assets required for the scene and background
- // Grab a texture used for rendering the ground
- HTexture gridPattern = ExampleFramework::loadTexture(ExampleTexture::GridPattern2);
- // Grab the default PBR shader
- HShader shader = gBuiltinResources().getBuiltinShader(BuiltinShader::Standard);
-
- // Create a material for rendering the ground and apply the ground texture
- HMaterial planeMaterial = Material::create(shader);
- planeMaterial->setTexture("gAlbedoTex", gridPattern);
- // Tile the texture so every tile covers a 2x2m area
- planeMaterial->setVec2("gUVTile", Vector2::ONE * GROUND_PLANE_SCALE * 0.5f);
- // Load the floor mesh
- HMesh planeMesh = gBuiltinResources().getMesh(BuiltinMesh::Quad);
- // Load assets used by the particle systems
- ParticleSystemAssets assets = loadParticleSystemAssets();
- /************************************************************************/
- /* FLOOR */
- /************************************************************************/
- // Set up renderable geometry for the floor plane
- HSceneObject floorSO = SceneObject::create("Floor");
- HRenderable floorRenderable = floorSO->addComponent<CRenderable>();
- floorRenderable->setMesh(planeMesh);
- floorRenderable->setMaterial(planeMaterial);
- floorSO->setScale(Vector3(GROUND_PLANE_SCALE, 1.0f, GROUND_PLANE_SCALE));
- // Add a plane collider that will prevent physical objects going through the floor
- HPlaneCollider planeCollider = floorSO->addComponent<CPlaneCollider>();
- /************************************************************************/
- /* CHARACTER */
- /************************************************************************/
- // Add physics geometry and components for character movement and physics interaction
- HSceneObject characterSO = SceneObject::create("Character");
- characterSO->setPosition(Vector3(0.0f, 1.0f, 5.0f));
- // Add a character controller, representing the physical geometry of the character
- HCharacterController charController = characterSO->addComponent<CCharacterController>();
- // Make the character about 1.8m high, with 0.4m radius (controller represents a capsule)
- charController->setHeight(1.0f); // + 0.4 * 2 radius = 1.8m height
- charController->setRadius(0.4f);
- // FPS walker uses default input controls to move the character controller attached to the same object
- characterSO->addComponent<FPSWalker>();
- /************************************************************************/
- /* CAMERA */
- /************************************************************************/
- // In order something to render on screen we need at least one camera.
- // Like before, we create a new scene object at (0, 0, 0).
- HSceneObject sceneCameraSO = SceneObject::create("SceneCamera");
- // Get the primary render window we need for creating the camera.
- SPtr<RenderWindow> window = gApplication().getPrimaryWindow();
- // Add a Camera component that will output whatever it sees into that window
- // (You could also use a render texture or another window you created).
- HCamera sceneCamera = sceneCameraSO->addComponent<CCamera>();
- sceneCamera->getViewport()->setTarget(window);
- // Set up camera component properties
- // Set closest distance that is visible. Anything below that is clipped.
- sceneCamera->setNearClipDistance(0.005f);
- // Set farthest distance that is visible. Anything above that is clipped.
- sceneCamera->setFarClipDistance(1000);
- // Set aspect ratio depending on the current resolution
- sceneCamera->setAspectRatio(windowResWidth / (float)windowResHeight);
- // Add a component that allows the camera to be rotated using the mouse
- sceneCameraSO->setRotation(Quaternion(Degree(-10.0f), Degree(0.0f), Degree(0.0f)));
- HFPSCamera fpsCamera = sceneCameraSO->addComponent<FPSCamera>();
- // Set the character controller on the FPS camera, so the component can apply yaw rotation to it
- fpsCamera->setCharacter(characterSO);
- // Make the camera a child of the character scene object, and position it roughly at eye level
- sceneCameraSO->setParent(characterSO);
- sceneCameraSO->setPosition(Vector3(0.0f, 1.8f * 0.5f - 0.1f, -2.0f));
- // Enable Bloom effect so that emissive materials look better
- auto rs = sceneCamera->getRenderSettings();
- rs->bloom.enabled = true;
- rs->bloom.intensity = 0.1f;
- rs->bloom.threshold = 5.0f;
- rs->bloom.quality = 3;
- sceneCamera->setRenderSettings(rs);
- /************************************************************************/
- /* SKYBOX */
- /************************************************************************/
- // Load a skybox texture
- HTexture skyCubemap = ExampleFramework::loadTexture(ExampleTexture::EnvironmentDaytime, false, true, true);
- // Add a skybox texture for sky reflections
- HSceneObject skyboxSO = SceneObject::create("Skybox");
- HSkybox skybox = skyboxSO->addComponent<CSkybox>();
- skybox->setTexture(skyCubemap);
- /************************************************************************/
- /* PARTICLES */
- /************************************************************************/
- // Set up different particle systems
- setup3DParticleEffect(Vector3(-5.0f, 1.0f, 0.0f), assets);
- setupGPUParticleEffect(Vector3(0.0f, 1.0f, 0.0f), assets);
- setupSmokeEffect(Vector3(5.0f, 0.0f, 0.0f), assets);
- /************************************************************************/
- /* CURSOR */
- /************************************************************************/
- // Hide and clip the cursor, since we only use the mouse movement for camera rotation
- Cursor::instance().hide();
- Cursor::instance().clipToWindow(*window);
- /************************************************************************/
- /* INPUT */
- /************************************************************************/
- // Hook up Esc key to quit
- gInput().onButtonUp.connect([=](const ButtonEvent& ev)
- {
- if(ev.buttonCode == BC_ESCAPE)
- {
- // Quit the application when Escape key is pressed
- gApplication().quitRequested();
- }
- });
- }
- /**
- * Sets up a particle system using traditional billboard particles to render a smoke effect. The particles are emitted
- * from the base and distributed towards a cone shape. After emission particle color, size and velocity is modified
- * through particle evolvers.
- */
- void setupSmokeEffect(const Vector3& pos, const ParticleSystemAssets& assets)
- {
- // Create the particle system scene object and position/orient it
- HSceneObject particleSystemSO = SceneObject::create("Smoke");
- particleSystemSO->setPosition(pos);
- particleSystemSO->setRotation(Quaternion(Degree(0), Degree(90), Degree(90)));
- // Add a particle system component
- HParticleSystem particleSystem = particleSystemSO->addComponent<CParticleSystem>();
- // Set up the emitter
- SPtr<ParticleEmitter> emitter = bs_shared_ptr_new<ParticleEmitter>();
- // All newly spawned particles will have the size of 1m
- emitter->setInitialSize(1.0f);
- // 20 particles will be emitted per second
- emitter->setEmissionRate(20.0f);
- // Particles will initially move at a rate of 1m/s
- emitter->setInitialSpeed(1.0f);
- // Particles will live for exactly 5 seconds
- emitter->setInitialLifetime(5.0f);
- // Particles will initially have no tint
- emitter->setInitialColor(Color::White);
- // Set up a shape that determines the position and initial travel direction of newly spawned particles. In this
- // case we're using a cone shape.
- PARTICLE_CONE_SHAPE_DESC coneShape;
- // All particles will spawn at the narrow point in the cone (position doesn't vary)
- coneShape.type = ParticleEmitterConeType::Base;
- // The particle travel direction will be in the 10 degrees spawned by the cone
- coneShape.angle = Degree(10.0f);
- // Assign the shape to the emitter
- emitter->setShape(ParticleEmitterConeShape::create(coneShape));
- // Assign the emitter to the particle system
- particleSystem->setEmitters({emitter});
- // Set up evolvers that will modify the particle systems over its lifetime
- Vector<SPtr<ParticleEvolver>> evolvers;
- // Animate particle texture - this uses the sprite sheet animation set up during the asset loading step
- PARTICLE_TEXTURE_ANIMATION_DESC texAnimDesc;
- // Perform one animation cycle during the particle lifetime
- texAnimDesc.numCycles = 1;
- // Create and add the texture animation evolver
- SPtr<ParticleEvolver> texAnimEvolver = bs_shared_ptr_new<ParticleTextureAnimation>(texAnimDesc);
- evolvers.push_back(texAnimEvolver);
- // Scale particles from size 1 to size 4 over their lifetime
- PARTICLE_SIZE_DESC sizeDesc;
- sizeDesc.size = TAnimationCurve<float>(
- {
- TKeyframe<float>{1.0f, 0.0f, 1.0f, 0.0f},
- TKeyframe<float>{4.0f, 1.0f, 0.0f, 1.0f},
- });
- // Create and add the size evolver
- SPtr<ParticleEvolver> sizeEvolver = bs_shared_ptr_new<ParticleSize>(sizeDesc);
- evolvers.push_back(sizeEvolver);
- // Modify particle tint from white (no tint) to dark gray over first 40% of their lifetime
- PARTICLE_COLOR_DESC colorDesc;
- colorDesc.color = ColorGradient(
- {
- ColorGradientKey(Color::White, 0.0f),
- ColorGradientKey(Color(0.1f, 0.1f, 0.1f, 1.0f), 0.4f)
- }
- );
- // Create and add the color evolver
- SPtr<ParticleEvolver> colorEvolver = bs_shared_ptr_new<ParticleColor>(colorDesc);
- evolvers.push_back(colorEvolver);
- // Apply force moving the particles to the right
- PARTICLE_FORCE_DESC forceDesc;
- forceDesc.force = TAnimationCurve<Vector3>(
- {
- TKeyframe<Vector3>{Vector3::ZERO, Vector3::ZERO, Vector3::ONE, 0.0f},
- TKeyframe<Vector3>{Vector3(100.0f, 0.0f, 0.0f), -Vector3::ONE, Vector3::ZERO, 0.5f},
- });
- // Lets the system know the provided force direction is in world space
- forceDesc.worldSpace = true;
- // Create and add the force evolver
- SPtr<ParticleEvolver> forceEvolver = bs_shared_ptr_new<ParticleForce>(forceDesc);
- evolvers.push_back(forceEvolver);
- // Register all the evolvers with the particle system
- particleSystem->setEvolvers(evolvers);
- // Set up general particle system settings
- ParticleSystemSettings psSettings;
- // Orient the particles towards the camera plane (standard for billboard particles)
- psSettings.orientation = ParticleOrientation::ViewPlane;
- // But lock the Y orientation
- psSettings.orientationLockY = true;
- // Sort based on distance from the camera so that transparency looks appropriate
- psSettings.sortMode = ParticleSortMode::Distance;
- // Assign the material we created earlier
- psSettings.material = assets.smokeMat;
- // And actually apply the settings
- particleSystem->setSettings(psSettings);
- }
- /**
- * Sets up a particle system using 3D mesh particles. The particles support lighting which is demonstrated via an
- * addition of an orbiting point light. Once emitted the particles are evolved through the gravity evolver, ensuring
- * they fall down. After which they collide with the ground plane by using the collider evolver.
- */
- void setup3DParticleEffect(const Vector3& pos, const ParticleSystemAssets& assets)
- {
- // Create the particle system scene object and position/orient it
- HSceneObject particleSystemSO = SceneObject::create("3D particles");
- particleSystemSO->setPosition(pos);
- particleSystemSO->setRotation(Quaternion(Degree(0), Degree(90), Degree(0)));
- // Add a particle system component
- HParticleSystem particleSystem = particleSystemSO->addComponent<CParticleSystem>();
- // Set up the emitter
- SPtr<ParticleEmitter> emitter = bs_shared_ptr_new<ParticleEmitter>();
- // All newly spawned particles will have the size of 2cm
- emitter->setInitialSize(0.02f);
- // 50 particles will be emitted per second
- emitter->setEmissionRate(50.0f);
- // Particles will initially move at a rate of 1m/s
- emitter->setInitialSpeed(1.0f);
- // Particles will live for exactly 5 seconds
- emitter->setInitialLifetime(5.0f);
- // Set up a shape that determines the position and initial travel direction of newly spawned particles. In this
- // case we're using a cone shape.
- PARTICLE_CONE_SHAPE_DESC coneShape;
- // All particles will spawn at the narrow point in the cone (position doesn't vary)
- coneShape.type = ParticleEmitterConeType::Base;
- // The particle travel direction will be in the 45 degrees spawned by the cone
- coneShape.angle = Degree(45.0f);
- // Assign the shape to the emitter
- emitter->setShape(ParticleEmitterConeShape::create(coneShape));
- // Assign the emitter to the particle system
- particleSystem->setEmitters({emitter});
- // Set up evolvers that will modify the particle systems over its lifetime
- Vector<SPtr<ParticleEvolver>> evolvers;
- // Set up an evolver at applies gravity to the particles. The gravity as set by the physics system is used, but
- // can be scaled as needed
- PARTICLE_GRAVITY_DESC gravityDesc;
- gravityDesc.scale = 1.0f;
- // Create and add the gravity evolver
- SPtr<ParticleGravity> gravityEvolver = bs_shared_ptr_new<ParticleGravity>(gravityDesc);
- evolvers.push_back(gravityEvolver);
- // Set up an evolver that allows the particles to collide with the ground.
- PARTICLE_COLLISIONS_DESC collisionsDesc;
- // We use plane collisions but we could have also used world collisions (which are more expensive, but perform
- // general purpose collisions with all physical objects)
- collisionsDesc.mode = ParticleCollisionMode::Plane;
- // Set up the particle radius used for collisions (2cm, same as visible size)
- collisionsDesc.radius = 0.02f;
- // Create the collision evolver
- SPtr<ParticleCollisions> collisionEvolver = bs_shared_ptr_new<ParticleCollisions>(collisionsDesc);
- // Assign the plane the particles will collide with
- collisionEvolver->setPlanes( { Plane(Vector3::UNIT_Y, 0.0f)});
- // Register the collision evolver
- evolvers.push_back(collisionEvolver);
- // Register all evolvers with the particle system
- particleSystem->setEvolvers(evolvers);
- // Set up general particle system settings
- ParticleSystemSettings psSettings;
- // Specify that we want to render 3D meshes instead of billboards
- psSettings.renderMode = ParticleRenderMode::Mesh;
- // Specify the mesh to use for particles
- psSettings.mesh = assets.sphereMesh;
- // Set up a plain white diffuse material
- psSettings.material = assets.particles3DMat;
- // And actually apply the settings
- particleSystem->setSettings(psSettings);
- // Set up an orbiting light
- //// Create the scene object, position and scale it
- HSceneObject lightSO = SceneObject::create("Radial light");
- lightSO->setPosition(pos - Vector3(0.0f, 0.8f, 0.0f));
- lightSO->setScale(Vector3::ONE * 0.02f);
- //// Add the light component, emitting a red light
- HLight light = lightSO->addComponent<CLight>();
- light->setIntensity(30.0f);
- light->setColor(Color::Red);
- light->setUseAutoAttenuation(false);
- light->setAttenuationRadius(20.0f);
- //// Add a sphere using an emissive material to represent the light
- HRenderable lightSphere = lightSO->addComponent<CRenderable>();
- lightSphere->setMesh(assets.sphereMesh);
- lightSphere->setMaterial(assets.lightMat);
- //// Add a component that orbits the light at 1m of its original position
- lightSO->addComponent<LightOrbit>(1.0f);
- }
- /**
- * Sets up a particle system that uses the GPU particle simulation. Particles are spawned on a surface of a sphere and
- * a vector field is used for evolving the particles during their lifetime.
- */
- void setupGPUParticleEffect(const Vector3& pos, const ParticleSystemAssets& assets)
- {
- // Create the particle system scene object and position/orient it
- HSceneObject particleSystemSO = SceneObject::create("Vector field");
- particleSystemSO->setPosition(pos);
- // Add a particle system component
- HParticleSystem particleSystem = particleSystemSO->addComponent<CParticleSystem>();
- // Set up the emitter
- SPtr<ParticleEmitter> emitter = bs_shared_ptr_new<ParticleEmitter>();
- // All newly spawned particles will have the size of 1cm
- emitter->setInitialSize(0.01f);
- // 400 particles will be emitted per second
- emitter->setEmissionRate(400.0f);
- // No initial speed, we'll rely purely on the vector field force to move the particles
- emitter->setInitialSpeed(0.0f);
- // Particles will live for exactly 5 seconds
- emitter->setInitialLifetime(5.0f);
- // Set up a shape that determines the position of newly spawned particles. In this case spawn particles randomly
- // on a surface of a sphere.
- PARTICLE_SPHERE_SHAPE_DESC sphereShape;
- // Spawn on a sphere with radius of 30 cm
- sphereShape.radius = 0.3f;
- // Assign the shape to the emitter
- emitter->setShape(ParticleEmitterSphereShape::create(sphereShape));
- // Assign the emitter to the particle system
- particleSystem->setEmitters({emitter});
- // Set up general particle system settings
- ParticleSystemSettings psSettings;
- // Orient the particles towards the camera plane (standard for billboard particles)
- psSettings.orientation = ParticleOrientation::ViewPlane;
- // But lock the Y orientation
- psSettings.orientationLockY = true;
- // Sort by distance from camera so that transparency renders properly
- psSettings.sortMode = ParticleSortMode::Distance;
- // Use an emissive material to render the particles
- psSettings.material = assets.litParticleEmissiveMat;
- // Actually enable the GPU simulation
- psSettings.gpuSimulation = true;
- // Increase the maximum particle count since we'll be emitting them quickly
- psSettings.maxParticles = 10000;
- // And actually apply the general settings
- particleSystem->setSettings(psSettings);
- // Set up settings specific to the GPU simulation
- ParticleGpuSimulationSettings gpuSimSettings;
- // Set up a vector field. Use the vector field resource we imported earlier
- gpuSimSettings.vectorField.vectorField = assets.vectorField;
- // Increase the intensity of the forces in the vector field
- gpuSimSettings.vectorField.intensity = 3.0f;
- // Setting this to zero ensures the vector field only applies forces, not velocities, to the particles
- gpuSimSettings.vectorField.tightness = 0.0f;
- // And actually apply the GPU simulation settings
- particleSystem->setGpuSimulationSettings(gpuSimSettings);
- }
- }
- /** Main entry point into the application. */
- #if BS_PLATFORM == BS_PLATFORM_WIN32
- #include <windows.h>
- int CALLBACK WinMain(
- _In_ HINSTANCE hInstance,
- _In_ HINSTANCE hPrevInstance,
- _In_ LPSTR lpCmdLine,
- _In_ int nCmdShow
- )
- #else
- int main()
- #endif
- {
- using namespace bs;
- // Initializes the application and creates a window with the specified properties
- VideoMode videoMode(windowResWidth, windowResHeight);
- Application::startUp(videoMode, "Example", false);
- // Registers a default set of input controls
- ExampleFramework::setupInputConfig();
- // Set up the scene with an object to render and a camera
- setUpScene();
- // Runs the main loop that does most of the work. This method will exit when user closes the main
- // window or exits in some other way.
- Application::instance().runMainLoop();
- // When done, clean up
- Application::shutDown();
- return 0;
- }
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