You're breathtaking!

This commit is contained in:
Wojtek Figat
2020-12-07 23:40:54 +01:00
commit 6fb9eee74c
5143 changed files with 1153594 additions and 0 deletions

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// Copyright (c) 2012-2020 Wojciech Figat. All rights reserved.
#if COMPILE_WITH_PARTICLE_GPU_GRAPH
#include "ParticleEmitterGraph.GPU.h"
void ParticleEmitterGPUGenerator::ProcessGroupTools(Box* box, Node* node, Value& value)
{
switch (node->TypeID)
{
// Linearize Depth
case 7:
{
// Get input
const Value depth = tryGetValue(node->GetBox(0), Value::Zero).AsFloat();
// Linearize raw device depth
linearizeSceneDepth(node, depth, value);
break;
}
// Time
case 8:
{
value = box->ID == 0 ? Value(VariantType::Float, TEXT("Time")) : Value(VariantType::Float, TEXT("DeltaTime"));
break;
}
// Transform Position To Screen UV
case 9:
{
const Value position = tryGetValue(node->GetBox(0), Value::Zero).AsVector3();
const Value projPos = writeLocal(VariantType::Vector4, String::Format(TEXT("mul(float4({0}, 1.0f), ViewProjectionMatrix)"), position.Value), node);
_writer.Write(TEXT("\t{0}.xy /= {0}.w;\n"), projPos.Value);
_writer.Write(TEXT("\t{0}.xy = {0}.xy * 0.5f + 0.5f;\n"), projPos.Value);
value = Value(VariantType::Vector2, projPos.Value + TEXT(".xy"));
break;
}
default:
ShaderGenerator::ProcessGroupTools(box, node, value);
break;
}
}
#endif