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ankhd

Hold Your Hats, Some Cool Lightning Need Container Help.?

1 post in this topic

Hi again.

 

I've updated some code, I've added a rotate function and the draw gs to out put real cubes based on a direction and size of the lightning segment.

 

the rotate function in hlsl

//------------------------------------------------------------------
//this will rotate the point passed in and return the rotated point
//pass in x y and z rotaion angles in  radians
//---------------------------------------------------------------------
float3 Rotate(float3 v1, float rotx, float roty, float rotz)
{
	float4x4 rotateX = { 1.0, 0.0, 0.0, 0.0,                
						0.0, cos(rotx), -sin(rotx), 0.0,                
						0.0, sin(rotx), cos(rotx), 0.0,                
						0.0, 0.0, 0.0, 1.0 };

	float4x4 rotateY = { cos(roty), 0.0, sin(roty), 0.0,               
					0.0, 1.0, 0.0, 0.0,                
					-sin(roty), 0.0, cos(roty), 0.0,               
					 0.0, 0.0, 0.0, 1.0   };

	float4x4 rotateZ = { cos(rotz), -sin(rotz), 0.0, 0.0,                
					sin(rotz), cos(rotz), 0.0, 0.0,                
					0.0, 0.0, 1.0, 0.0,                
					0.0, 0.0, 0.0, 1.0   };

	float4x4 TransformationMatrix =    
	{   
		{1,0,0,0},   
		{0,1,0,0},   
		{0,0,1,0},   
		{v1.x,v1.y,v1.z,1}   
	};   



float4x4 final = mul(rotateX , rotateY);// * rotateZ * TransformationMatrix;

final = mul(final, rotateZ);

final = mul(final, TransformationMatrix);


float3 rt = float3(final[3].x, final[3].y, final[3].z);
return rt;


}//end Rotate
/////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////

and the new geometry shader that extrudes the shape based on the direction the lightning segment is.

I'm using the 4 points to create a quad, the code also has triangles. but im using the quads it out put is 24 compared to 36.

there is no change between the frame time doing it iether way.

//-----------------------------------------------------------------------------
//going to greate a face that faces the direction and then extrude it by its length
//------------------------------------------------------------------------------
// The draw GS just expandsa quad facing the direction post and target form
[maxvertexcount(24)]
void Draw2GS(point VS_OUT gIn[1], 
            inout TriangleStream<GS_OUT> triStream)
{	
	// do not draw emitter particles.
	//if( gIn[0].type != PT_EMITTER )
	{
float4x4 WVP = gViewProj;//mul(W, gViewProj);
		
		//
		// Compute 4 triangle strip vertices (quad) in local space.
		// The quad faces down the direction start and end form.
		//
	
//holds triangles for the 6 faces
		//float4 v[36];
	
		//we make this shape here sortof
		//      ____________
		//  4  /\  1 faces  \
		//    /  \___________\
		//    \  /   2       /
		//   3 \/___________/
	
		//we only can have 1 size ore we will ned to keep switch whats size is where
		//we have a start and a target position
		//gEmitDirW is a vector3 in 3d world coords and now a direction in this shader its a target
		//if its a SEGMENT_TYPE_SPLITEND the growamount is not added
		float addsize = ggrowamount;
		if(gIn[0].type == SEGMENT_TYPE_SPLITEND)
			addsize = ggrowamount * 0.5;//we don't want to add extra glow
		float wdthp		= gIn[0].sizeW.x + addsize;//gParticleWidth ;//starting points width 
		
		float3 target	= gIn[0].posT;//gEmitDirW;
		float3 pos		= gIn[0].posW;//gEmitPosW;
		
		
		
//the face vertex points defines our cube
//float3 p1, p2, p3, p4, p5, p6, p7, p8;
float3 vetexdata[8];


//we need to get the direction we are heading
float3 dir = normalize(target - pos);

//create a up vector
float3 up = Perpendicular(dir);//float3(0.0, 1.0, 0.0);//

float halfsize = wdthp * 0.5;

//add a bit to the length to reduce the join not being linked to the next segment
float extrudelength = length(target - pos) + halfsize;

// todo: handle case when (dir == up) done with the perpendicular
float3 o1 = normalize(cross(dir, up)) * halfsize;
float3 o2 = normalize(cross(o1, dir)) * halfsize;

//this is the first face of the cube starting at our position facing the direction we want to extrude in
vetexdata[0] = pos + o1 + o2;
vetexdata[1] = pos + o1 - o2;
vetexdata[2] = pos - o1 - o2;
vetexdata[3] = pos - o1 + o2;

//the second face at the target location
vetexdata[4] = vetexdata[0] + dir* extrudelength;
vetexdata[5] = vetexdata[1] + dir* extrudelength;
vetexdata[6] = vetexdata[2] + dir* extrudelength;
vetexdata[7] = vetexdata[3] + dir* extrudelength;


//the above defines our cubes face vertices now we need to lay them out
//to form eighter the 4 faces with no end caps or the whole cube with end caps

//the easyest way I think is to make a index list with 3 index for a triangle
/*
static int indices[36]={
        // Front face
        0,1,2,
        0,2,3,
        // Back face
        4,6,5,
        4,7,6,
        // Left face
        4,5,1,
        4,1,0,
        // Right face
        3,2,6,
        3,6,7,
        // Top face
        1,5,6,
        1,6,2,
        // Bottom face
        4,0,3,
        4,3,7,
};
*/

/*
static float4 c[6] =
{
float4(1,0,0,1),
float4(0,1,0,1),
float4(0,0,1,1),
float4(0.5,0.5,0,1),
float4(0,0.5,0.5,1),
float4(1,1,1,1),
};

*/

//cheaper not that its a frame hit any way they run the same
static int faces[24] = {

// Front edges
    3,//0,
	2,//1,
	0,//3,
	1,//2,
	

// Back edges
    4,//4,
	5,//5,
	7,//6,
	6,//7,

// Left edges
    0,//4,
	1,//5,
	4,//1,
	5,//0,

// Right edges
    7,//3,
	6,//2,
	3,//6,
	2,//7,

// Top edges
    6,//1,
	5,//5,
	2,//6,
	1,//2,

// Bottom edges
    4,//4,
	7,//0,
	0,//3,
	3,//7,
};
 /*
// Front face		
		//make a quad from pos to face target
		v[0] = float4(vetexdata[0], 1.0f);
		v[1] = float4(vetexdata[1], 1.0f);
		v[2] = float4(vetexdata[2], 1.0f);

		v[3] = float4(vetexdata[0], 1.0f);
		v[4] = float4(vetexdata[2], 1.0f);
		v[5] = float4(vetexdata[3], 1.0f);

//bottom
		v[6] = float4(vetexdata[4], 1.0f);
		v[7] = float4(vetexdata[0], 1.0f);
		v[8] = float4(vetexdata[3], 1.0f);

		v[9] = float4(vetexdata[4], 1.0f);
		v[10] = float4(vetexdata[3], 1.0f);
		v[11] = float4(vetexdata[7], 1.0f);


//left face 
		v[12] = float4(vetexdata[4], 1.0f);
		v[13] = float4(vetexdata[5], 1.0f);
		v[14] = float4(vetexdata[1], 1.0f);

		v[15] = float4(vetexdata[4], 1.0f);
		v[16] = float4(vetexdata[1], 1.0f);
		v[17] = float4(vetexdata[0], 1.0f);


 // Back face
      
		v[18] = float4(vetexdata[4], 1.0f);
		v[19] = float4(vetexdata[6], 1.0f);
		v[20] = float4(vetexdata[5], 1.0f);

		v[21] = float4(vetexdata[4], 1.0f);
		v[22] = float4(vetexdata[7], 1.0f);
		v[23] = float4(vetexdata[6], 1.0f);

 // Right face
       
		v[24] = float4(vetexdata[3], 1.0f);
		v[25] = float4(vetexdata[2], 1.0f);
		v[26] = float4(vetexdata[6], 1.0f);

		v[27] = float4(vetexdata[3], 1.0f);
		v[28] = float4(vetexdata[6], 1.0f);
		v[29] = float4(vetexdata[7], 1.0f);
		
 // Top face
      
		v[30] = float4(vetexdata[1], 1.0f);
		v[31] = float4(vetexdata[5], 1.0f);
		v[32] = float4(vetexdata[6], 1.0f);

		v[33] = float4(vetexdata[1], 1.0f);
		v[34] = float4(vetexdata[6], 1.0f);
		v[35] = float4(vetexdata[2], 1.0f);

*/
		//
		// Transform quad vertices to world space and output 
		// them as a triangle strip.
		//
		GS_OUT gOut;
//int colourele = 0;//1 colour each face
		int facecount = 0;//we resetstrip at 4 1 face
		[unroll]
		for(int i = 0; i < 24; i++)
		{
			gOut.posH  = mul(float4(vetexdata[faces[i]], 1.0f), WVP);//v[i], WVP);
			//gOut.texC  = float2(0.0, 0.0);//gQuadTexC[i];
			//gOut.color = c[colourele];//gIn[0].color;
			//gOut.arrayid = 0;//gIn[0].arrayid;

	triStream.Append(gOut);

		
		facecount++;
		if(facecount >=4)
		{
			//colourele++;
			//if(colourele >=6)
			//	colourele = 5;
			//1 face 
			facecount = 0;
			triStream.RestartStrip();
		}//end 1 quad
			
	

	
		}//end all

	}//en not emmitor
}//////////////////////////////////////////////////////////////////////////////////////////////////

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