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Florian22222

ParticleSystem doesn´t take size&color right

4 posts in this topic

Hi!

I am currently building a simple particle system with directx 9.
The problem is that the vertex shader only takes the position right, but not the size or color.

My struct for particle:
[CODE]
class Particle
{
public:
D3DXVECTOR3 position;
D3DXVECTOR3 velocity;
float timeLeft;
float size;
D3DXCOLOR color;
//no need for FVF because of effect file
static DWORD GetFVF()
{
return (0);
};
};
[/CODE]

My vertex shader:
[CODE]
uniform extern float4x4 gWVP;
struct OutputVS
{
float4 pos : POSITION0;
float4 color : COLOR0;
float2 tex0 : TEXCOORD0;
float size : PSIZE;
};
OutputVS ParticleVS(float3 pos : POSITION0,float3 vel : TEXCOORD0, float timeLeft : TEXCOORD1,float size : TEXCOORD2,float4 color : COLOR0)
{
OutputVS outVS = (OutputVS)0;

outVS.pos = mul(float4(pos,1.0f),gWVP);
outVS.size = size;
outVS.color = color;

return outVS;
}
technique ParticleSystem
{
pass P0
{
vertexShader = compile vs_3_0 ParticleVS();

PointSpriteEnable = true;
}
}
[/CODE]

The particles do not have a fixed color. They have(so it seems) random colors and the size is always 1.
If I change
[CODE]
outVS.size = size;
[/CODE]
to:
[CODE]
outVS.size = 5.0f;
[/CODE]
they become bigger.
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[color=#880000]//no need for FVF because of effect file[/color]

Hi,

I hope you are setting the vertex declaration instead. The vertex declaration needs to match the vertex shader side vertex input structure.


Cheers!
1

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I´ve now updated my particle class.
But i get an error on creating the vertex declaration!

[CODE]
struct Particle
{
D3DXVECTOR3 position;
D3DXVECTOR3 velocity;
float timeLeft;
float size;
D3DXCOLOR color;
//no need for FVF because of effect file
static DWORD GetFVF()
{
return (D3DFVF_XYZ | D3DFVF_TEX0 | D3DFVF_TEX1 | D3DFVF_TEX2 | D3DFVF_DIFFUSE);
};
//for effect file
static D3DVERTEXELEMENT9 *GetDecl()
{
static D3DVERTEXELEMENT9 decl[] =
{
{0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION,0},
{0, 12, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD,0},
{0, 24, D3DDECLTYPE_FLOAT1, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD,0},
{0, 28, D3DDECLTYPE_FLOAT1, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD,0},
{0, 32, D3DDECLTYPE_FLOAT4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR,0},
D3DDECL_END()
};
return decl;
};
};
[/CODE]
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solved by using this:

[CODE]
struct Particle
{
D3DXVECTOR3 position;
D3DXVECTOR3 velocity;
float timeLeft;
float size;
D3DCOLOR color;
//no need for FVF because of effect file
static DWORD GetFVF()
{
return (D3DFVF_XYZ | D3DFVF_TEX0 | D3DFVF_TEX1 | D3DFVF_TEX2 | D3DFVF_DIFFUSE);
};
//for effect file
static D3DVERTEXELEMENT9 *GetDecl()
{
static D3DVERTEXELEMENT9 decl[] =
{
{0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION,0},
{0, 12, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD,0},
{0, 24, D3DDECLTYPE_FLOAT1, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD,1},
{0, 28, D3DDECLTYPE_FLOAT1, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD,2},
{0, 32, D3DDECLTYPE_D3DCOLOR, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR,0},
D3DDECL_END()
};
return decl;
};
};
[/CODE]
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