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swdever

Where is my particle?

0 posts in this topic

   Hey,

   I am studying the sample ParticlesGS in the DX SDK. I try to implement a simpler fireworks myself. But there's some thing wrong in my Stream Out Geometry Shader. Here's my GS code.

[maxvertexcount(100)]
void StreamOutGS( point Particle input[1], inout PointStream<Particle> pStream )
{
	input[0].age += gTimeStep;
	if( input[0].type == PT_EMITTER )
		GSEmitterHandler( input[0], pStream );
	else if( input[0].type == PT_SHELL )
		GSShellHandler( input[0], pStream );
	else if( input[0].type == PT_EMBER1 )
		GSEmber1Handler( input[0], pStream );
}

 

  The struction and functions used in the StreamOutGS are defined before,like these:

struct Particle
{
	float3 pos : POSITION;
	float3 vel : VELOCITY;
	float2 size : SIZE;
	float age : AGE;
	uint type : TYPE;
};

   

cbuffer cbFixed
{
	float gSecondPerShell = 1.0;
	float gShellLife = 3.0;
	float gEmber1Life = 2.0;

	float3 gAcceW = { 0.0f, -9.8f, 0.0f };
};


#define PT_EMITTER 0//particle type
#define PT_SHELL   1
#define PT_EMBER1  2

void GSGenericHandler( Particle input, inout PointStream<Particle> pStream )
{
	input.pos += input.vel * gTimeStep + 0.5 * gTimeStep * gTimeStep * gAcceW;
	input.vel += gTimeStep * gAcceW;
	pStream.Append( input );
}

void GSEmitterHandler( Particle input, inout PointStream<Particle> pStream )
{
	if( input.age > gSecondPerShell )
	{
		float3 vRandom = RandUnitVec( PT_SHELL );//return a random unit vector,defined before
		Particle p;
		p.pos = input.pos;
		p.vel = input.vel + 8.0f * vRandom;
		p.size = float2( 1.0f, 1.0f );
		p.age = 0.0f;
		p.type = PT_SHELL;
		
		input.age = 0.0f;
		pStream.Append( p );
	}
	pStream.Append( input );
}

void GSShellHandler( Particle input, inout PointStream<Particle> pStream )
{
	if( input.age >= gShellLife )
	{
		Particle p;
		float3 vRandom = float3( 0.0f, 0.0f, 0.0f );

		for( int i = 0; i < 30; ++i )
		{
			vRandom = RandUnitVec( PT_EMBER1 + i );////return a random unit vector
			p.pos = input.pos;
			p.vel = input.vel + 15.0 * vRandom;
			p.size = float2( 0.8f, 0.8f );
			p.age = 0.0f;
			p.type = PT_EMBER1;

			pStream.Append( p );
		}
	}
	else
		GSGenericHandler( input, pStream );
}

void GSEmber1Handler( Particle input, inout PointStream<Particle> pStream )
{
	if( input.age < gEmber1Life )
		GSGenericHandler( input, pStream );
} 

 

It seems that the emitter works well. But the shell just explodes into one ember,not thirty as I defined,that is,maybe the loop in GSShellHandler  just loops one time for each shell,I guess.Can anybody tell me where the bug is?

 

   In addition, I use the visual stdio 2012.I debug my HLSL code with its Graphics Diagnostic Tools. Each time I capture one frame,I only can access one input for debug. For example,if there are ten particles pass through my StreamOutGS,one emitter,two shells and seven embers.When I capture one frame and debug StreamOutGS,mostly,the input particle is a ember.I have no idea how to access and use the other nine particles to debug. Also,I don't know how to access a shell to debug at the exactly time it explodes. That's why I don't know how to debug my loop in GSShellHandler. Hope somebody give some help. 

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