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@ -2753,7 +2753,7 @@ void V_TickForever(WaveLaneCtx *lane)
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V_Window *window = PushStruct(perm, V_Window);
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V_Window *window = PushStruct(perm, V_Window);
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window->panel = panel;
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window->panel = panel;
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window->key = UI_RandKey(); // TODO: Don't use random keys
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window->key = UI_RandKey(); // TODO: Don't use random keys
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window->is_ent_window = 1;
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window->is_prefab_window = 1;
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DllQueuePushNP(panel->first_window, panel->last_window, window, next_in_panel, prev_in_panel);
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DllQueuePushNP(panel->first_window, panel->last_window, window, next_in_panel, prev_in_panel);
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++panel->windows_count;
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++panel->windows_count;
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++V.windows_count;
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++V.windows_count;
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@ -3077,9 +3077,9 @@ void V_TickForever(WaveLaneCtx *lane)
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{
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{
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tab_name = Lit("Tiles");
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tab_name = Lit("Tiles");
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}
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}
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else if (window->is_ent_window)
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else if (window->is_prefab_window)
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{
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{
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tab_name = Lit("Entities");
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tab_name = Lit("Prefabs");
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}
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}
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else
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else
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{
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{
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@ -3349,9 +3349,9 @@ void V_TickForever(WaveLaneCtx *lane)
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}
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}
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//////////////////////////////
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//////////////////////////////
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//- Build spawn window
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//- Build prefab window
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if (window->is_ent_window)
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if (window->is_prefab_window)
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{
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{
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}
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}
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}
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}
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@ -4612,18 +4612,18 @@ void V_TickForever(WaveLaneCtx *lane)
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}
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}
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frame->emitters = G_PushStructuredBufferRef(frame->gpu_arena, gpu_emitters, V_Emitter);
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frame->emitters = G_PushStructuredBufferRef(frame->gpu_arena, gpu_emitters, V_Emitter);
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// Upload gpu frame data
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// Upload gpu frame
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{
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{
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// Gpu frame
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// Gpu frame
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G_ResourceHandle gpu_frame = G_PushBufferFromCpuCopy(
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G_ResourceHandle gpu_frame_res = G_PushBufferFromCpuCopy(
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frame->gpu_arena, frame->cl,
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frame->gpu_arena, frame->cl,
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StringFromStruct(&frame->shared_frame),
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StringFromStruct(&frame->shared_frame),
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.name = StringF(frame->arena, "Gpu frame [%F]", FmtSint(frame->tick))
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.name = StringF(frame->arena, "Gpu frame [%F]", FmtSint(frame->tick))
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);
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);
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G_StructuredBufferRef gpu_frame_ref = G_PushStructuredBufferRef(frame->gpu_arena, gpu_frame, V_SharedFrame);
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G_StructuredBufferRef gpu_frame = G_PushStructuredBufferRef(frame->gpu_arena, gpu_frame_res, V_SharedFrame);
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// Set constants
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// Set constants
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G_SetConstant(frame->cl, V_ShaderConst_Frame, gpu_frame_ref);
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G_SetConstant(frame->cl, V_ShaderConst_Frame, gpu_frame);
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G_SetConstant(frame->cl, V_ShaderConst_NoiseTex, G_BasicNoiseTexture());
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G_SetConstant(frame->cl, V_ShaderConst_NoiseTex, G_BasicNoiseTexture());
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}
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}
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@ -4646,11 +4646,11 @@ void V_TickForever(WaveLaneCtx *lane)
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G_Compute(frame->cl, V_ClearParticlesCS, V_ThreadGroupSizeFromBufferSize(V_ParticlesCap));
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G_Compute(frame->cl, V_ClearParticlesCS, V_ThreadGroupSizeFromBufferSize(V_ParticlesCap));
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}
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}
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// Clear albedo RT
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G_ClearRenderTarget(frame->cl, albedo_target, VEC4(0, 0, 0, 0));
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// Discard screen RT
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// Discard screen RT
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G_DiscardRenderTarget(frame->cl, screen_target);
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G_DiscardRenderTarget(frame->cl, screen_target);
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// Clear albedo RT
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G_ClearRenderTarget(frame->cl, albedo_target, VEC4(0, 0, 0, 0));
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}
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}
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// Sync
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// Sync
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@ -202,7 +202,7 @@ Struct(V_Window)
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UI_Key key;
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UI_Key key;
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b32 is_tile_window;
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b32 is_tile_window;
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b32 is_ent_window;
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b32 is_prefab_window;
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};
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};
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////////////////////////////////////////////////////////////
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////////////////////////////////////////////////////////////
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@ -25,8 +25,7 @@ ComputeShader2D(V_PrepareShadeCS, 8, 8)
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{
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{
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V_SharedFrame frame = G_Dereference<V_SharedFrame>(V_ShaderConst_Frame)[0];
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V_SharedFrame frame = G_Dereference<V_SharedFrame>(V_ShaderConst_Frame)[0];
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RWTexture2D<Vec4> shade = G_Dereference<Vec4>(frame.shade_rw);
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RWTexture2D<Vec4> shade = G_Dereference<Vec4>(frame.shade_rw);
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Vec2 shade_pos = SV_DispatchThreadID;
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Vec2 shade_pos = SV_DispatchThreadID + 0.5;
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if (all(shade_pos < countof(shade)))
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if (all(shade_pos < countof(shade)))
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{
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{
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// Clear shade
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// Clear shade
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@ -40,7 +39,7 @@ ComputeShader2D(V_PrepareCellsCS, 8, 8)
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V_SharedFrame frame = G_Dereference<V_SharedFrame>(V_ShaderConst_Frame)[0];
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V_SharedFrame frame = G_Dereference<V_SharedFrame>(V_ShaderConst_Frame)[0];
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RWTexture2D<Vec4> cells = G_Dereference<Vec4>(frame.cells);
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RWTexture2D<Vec4> cells = G_Dereference<Vec4>(frame.cells);
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RWTexture2D<f32> drynesses = G_Dereference<f32>(frame.drynesses);
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RWTexture2D<f32> drynesses = G_Dereference<f32>(frame.drynesses);
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Vec2 cells_pos = SV_DispatchThreadID;
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Vec2 cells_pos = SV_DispatchThreadID + 0.5;
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if (all(cells_pos < countof(cells)))
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if (all(cells_pos < countof(cells)))
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{
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{
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// Clear cell
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// Clear cell
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@ -306,7 +305,7 @@ ComputeShader2D(V_ShadeCS, 8, 8)
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RWTexture2D<f32> drynesses = G_Dereference<f32>(frame.drynesses);
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RWTexture2D<f32> drynesses = G_Dereference<f32>(frame.drynesses);
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SamplerState clamp_sampler = G_Dereference(frame.pt_clamp_sampler);
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SamplerState clamp_sampler = G_Dereference(frame.pt_clamp_sampler);
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Vec2 shade_pos = SV_DispatchThreadID + Vec2(0.5, 0.5);
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Vec2 shade_pos = SV_DispatchThreadID + 0.5;
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Vec2 world_pos = mul(frame.af.shade_to_world, Vec3(shade_pos, 1));
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Vec2 world_pos = mul(frame.af.shade_to_world, Vec3(shade_pos, 1));
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Vec2 cell_pos = mul(frame.af.world_to_cell, Vec3(world_pos, 1));
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Vec2 cell_pos = mul(frame.af.world_to_cell, Vec3(world_pos, 1));
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Vec2 tile_pos = mul(frame.af.world_to_tile, Vec3(world_pos, 1));
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Vec2 tile_pos = mul(frame.af.world_to_tile, Vec3(world_pos, 1));
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