feat(render): Phase G.1 — billboard particle renderer for weather + spells

Add ParticleRenderer that draws every live particle from the shared
ParticleSystem as a billboarded quad. Unit quad VBO + per-instance
(pos, size, color) VBO with glVertexAttribDivisor for one draw call
per emitter. Billboards using the camera's basis vectors so quads
always face the viewer.

Fragment shader does a procedural radial falloff (no texture pipeline
needed — raindrops / snowflakes read as soft dots). AttachLocal
emitters get re-centred on the camera each frame so the rain volume
follows the player per r12 §7.

Two-pass render splits additive from alpha-blend emitters so blend
state flips once per kind rather than per-emitter.

Wired into GameWindow.OnRender after static-mesh draw with depth
write off (particles occluded by walls but don't self-occlude).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
Erik 2026-04-19 10:42:05 +02:00
parent 9957070cab
commit 9618c66813
4 changed files with 283 additions and 0 deletions

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#version 430 core
in vec2 vTex;
in vec4 vColor;
out vec4 fragColor;
// Procedural rain/snow streak — no texture, just a radial falloff
// centred on the quad so droplets read as small soft circles. Good
// enough for weather + basic spell auras without a texture pipeline.
void main() {
// Signed distance from quad center (in UV space).
vec2 d = vTex - vec2(0.5, 0.5);
float r = length(d) * 2.0; // 0 at center, 1 at corner
float falloff = smoothstep(1.0, 0.4, r);
if (falloff < 0.02) discard;
fragColor = vec4(vColor.rgb, vColor.a * falloff);
}

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#version 430 core
// Unit quad vertex (XY -0.5..+0.5)
layout(location = 0) in vec2 aQuad;
layout(location = 1) in vec2 aTex;
// Per-instance: world-space center + size
layout(location = 2) in vec4 aPosAndSize;
layout(location = 3) in vec4 aColor;
uniform mat4 uViewProjection;
uniform vec3 uCameraRight;
uniform vec3 uCameraUp;
out vec2 vTex;
out vec4 vColor;
void main() {
vec3 center = aPosAndSize.xyz;
float size = aPosAndSize.w;
// Billboard: offset the quad vertex along the camera's right + up
// basis vectors so it always faces the viewer.
vec3 world = center
+ uCameraRight * (aQuad.x * size)
+ uCameraUp * (aQuad.y * size);
vTex = aTex;
vColor = aColor;
gl_Position = uViewProjection * vec4(world, 1.0);
}