formatting
This commit is contained in:
parent
d7b7f8dfca
commit
4dbaa19024
@ -2753,7 +2753,7 @@ void V_TickForever(WaveLaneCtx *lane)
|
||||
V_Window *window = PushStruct(perm, V_Window);
|
||||
window->panel = panel;
|
||||
window->key = UI_RandKey(); // TODO: Don't use random keys
|
||||
window->is_ent_window = 1;
|
||||
window->is_prefab_window = 1;
|
||||
DllQueuePushNP(panel->first_window, panel->last_window, window, next_in_panel, prev_in_panel);
|
||||
++panel->windows_count;
|
||||
++V.windows_count;
|
||||
@ -3077,9 +3077,9 @@ void V_TickForever(WaveLaneCtx *lane)
|
||||
{
|
||||
tab_name = Lit("Tiles");
|
||||
}
|
||||
else if (window->is_ent_window)
|
||||
else if (window->is_prefab_window)
|
||||
{
|
||||
tab_name = Lit("Entities");
|
||||
tab_name = Lit("Prefabs");
|
||||
}
|
||||
else
|
||||
{
|
||||
@ -3349,9 +3349,9 @@ void V_TickForever(WaveLaneCtx *lane)
|
||||
}
|
||||
|
||||
//////////////////////////////
|
||||
//- Build spawn window
|
||||
//- Build prefab window
|
||||
|
||||
if (window->is_ent_window)
|
||||
if (window->is_prefab_window)
|
||||
{
|
||||
}
|
||||
}
|
||||
@ -4612,18 +4612,18 @@ void V_TickForever(WaveLaneCtx *lane)
|
||||
}
|
||||
frame->emitters = G_PushStructuredBufferRef(frame->gpu_arena, gpu_emitters, V_Emitter);
|
||||
|
||||
// Upload gpu frame data
|
||||
// Upload gpu frame
|
||||
{
|
||||
// Gpu frame
|
||||
G_ResourceHandle gpu_frame = G_PushBufferFromCpuCopy(
|
||||
G_ResourceHandle gpu_frame_res = G_PushBufferFromCpuCopy(
|
||||
frame->gpu_arena, frame->cl,
|
||||
StringFromStruct(&frame->shared_frame),
|
||||
.name = StringF(frame->arena, "Gpu frame [%F]", FmtSint(frame->tick))
|
||||
);
|
||||
G_StructuredBufferRef gpu_frame_ref = G_PushStructuredBufferRef(frame->gpu_arena, gpu_frame, V_SharedFrame);
|
||||
G_StructuredBufferRef gpu_frame = G_PushStructuredBufferRef(frame->gpu_arena, gpu_frame_res, V_SharedFrame);
|
||||
|
||||
// Set constants
|
||||
G_SetConstant(frame->cl, V_ShaderConst_Frame, gpu_frame_ref);
|
||||
G_SetConstant(frame->cl, V_ShaderConst_Frame, gpu_frame);
|
||||
G_SetConstant(frame->cl, V_ShaderConst_NoiseTex, G_BasicNoiseTexture());
|
||||
}
|
||||
|
||||
@ -4646,11 +4646,11 @@ void V_TickForever(WaveLaneCtx *lane)
|
||||
G_Compute(frame->cl, V_ClearParticlesCS, V_ThreadGroupSizeFromBufferSize(V_ParticlesCap));
|
||||
}
|
||||
|
||||
// Clear albedo RT
|
||||
G_ClearRenderTarget(frame->cl, albedo_target, VEC4(0, 0, 0, 0));
|
||||
|
||||
// Discard screen RT
|
||||
G_DiscardRenderTarget(frame->cl, screen_target);
|
||||
|
||||
// Clear albedo RT
|
||||
G_ClearRenderTarget(frame->cl, albedo_target, VEC4(0, 0, 0, 0));
|
||||
}
|
||||
|
||||
// Sync
|
||||
|
||||
@ -202,7 +202,7 @@ Struct(V_Window)
|
||||
UI_Key key;
|
||||
|
||||
b32 is_tile_window;
|
||||
b32 is_ent_window;
|
||||
b32 is_prefab_window;
|
||||
};
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
|
||||
@ -25,8 +25,7 @@ ComputeShader2D(V_PrepareShadeCS, 8, 8)
|
||||
{
|
||||
V_SharedFrame frame = G_Dereference<V_SharedFrame>(V_ShaderConst_Frame)[0];
|
||||
RWTexture2D<Vec4> shade = G_Dereference<Vec4>(frame.shade_rw);
|
||||
Vec2 shade_pos = SV_DispatchThreadID;
|
||||
|
||||
Vec2 shade_pos = SV_DispatchThreadID + 0.5;
|
||||
if (all(shade_pos < countof(shade)))
|
||||
{
|
||||
// Clear shade
|
||||
@ -40,7 +39,7 @@ ComputeShader2D(V_PrepareCellsCS, 8, 8)
|
||||
V_SharedFrame frame = G_Dereference<V_SharedFrame>(V_ShaderConst_Frame)[0];
|
||||
RWTexture2D<Vec4> cells = G_Dereference<Vec4>(frame.cells);
|
||||
RWTexture2D<f32> drynesses = G_Dereference<f32>(frame.drynesses);
|
||||
Vec2 cells_pos = SV_DispatchThreadID;
|
||||
Vec2 cells_pos = SV_DispatchThreadID + 0.5;
|
||||
if (all(cells_pos < countof(cells)))
|
||||
{
|
||||
// Clear cell
|
||||
@ -306,7 +305,7 @@ ComputeShader2D(V_ShadeCS, 8, 8)
|
||||
RWTexture2D<f32> drynesses = G_Dereference<f32>(frame.drynesses);
|
||||
SamplerState clamp_sampler = G_Dereference(frame.pt_clamp_sampler);
|
||||
|
||||
Vec2 shade_pos = SV_DispatchThreadID + Vec2(0.5, 0.5);
|
||||
Vec2 shade_pos = SV_DispatchThreadID + 0.5;
|
||||
Vec2 world_pos = mul(frame.af.shade_to_world, Vec3(shade_pos, 1));
|
||||
Vec2 cell_pos = mul(frame.af.world_to_cell, Vec3(world_pos, 1));
|
||||
Vec2 tile_pos = mul(frame.af.world_to_tile, Vec3(world_pos, 1));
|
||||
|
||||
Loading…
Reference in New Issue
Block a user