From 5ad14b2dfddad8a72434ae5ac41fa77f231613e0 Mon Sep 17 00:00:00 2001 From: jacob Date: Thu, 22 Jan 2026 03:47:58 -0600 Subject: [PATCH] formatting --- src/config.h | 27 ---- src/gpu/gpu_core.h | 1 - src/gpu/gpu_dx12/gpu_dx12_core.c | 4 +- src/pp/pp.c | 237 +++++++++++++++--------------- src/pp/pp_res/sprite/bla.ase | 3 + src/pp/pp_res/sprite/bla2.ase | 3 + src/pp/pp_res/sprite/bla3.ase | 3 + src/pp/pp_res/sprite/palette.ase | 3 + src/pp/pp_res/sprite/palette2.ase | 3 + src/pp/pp_sim/pp_sim_core.c | 2 +- src/pp/pp_vis/pp_vis_core.c | 90 ++++++------ src/pp/pp_vis/pp_vis_gpu.g | 10 +- src/pp/pp_vis/pp_vis_gpu.gh | 10 +- src/ui/ui_gpu.g | 4 +- src/ui/ui_gpu.gh | 2 +- 15 files changed, 199 insertions(+), 203 deletions(-) create mode 100644 src/pp/pp_res/sprite/bla.ase create mode 100644 src/pp/pp_res/sprite/bla2.ase create mode 100644 src/pp/pp_res/sprite/bla3.ase create mode 100644 src/pp/pp_res/sprite/palette.ase create mode 100644 src/pp/pp_res/sprite/palette2.ase diff --git a/src/config.h b/src/config.h index 06e5648f..1becab49 100644 --- a/src/config.h +++ b/src/config.h @@ -1,25 +1,5 @@ // Project-wide configurable constants -#define WRITE_DIR "power_play" - -// Window title -#if IsRtcEnabled - #if IsDeveloperModeEnabled - #define WINDOW_TITLE "Debug (Developer Build)" - #else - #define WINDOW_TITLE "Debug" - #endif -#else - #if IsDeveloperModeEnabled - #define WINDOW_TITLE "Power Play (Developer Build)" - #else - #define WINDOW_TITLE "Power Play" - #endif -#endif - -#define DEFAULT_CAMERA_WIDTH (16) -#define DEFAULT_CAMERA_HEIGHT ((f64)DEFAULT_CAMERA_WIDTH / (16.0 / 9.0)) - // Rendered texture size + extra room for off-screen light falloff #define RENDER_WIDTH (640 + 250) #define RENDER_HEIGHT (360 + 250) @@ -32,13 +12,6 @@ #define USER_INTERP_RATIO 1.2 #define USER_INTERP_ENABLED 1 -// 64^2 = 4096 bins -#define SPACE_CELL_BINS_SQRT (64) -#define SPACE_CELL_SIZE (1) - -#define SIM_TILES_PER_UNIT_SQRT (4) -#define SIM_TILES_PER_CHUNK_SQRT (16) - #define SIM_MAX_PING 5.0 #define SIM_TICKS_PER_SECOND 64 #define SIM_TICK_INTERVAL_NS (NsFromSeconds(1) / SIM_TICKS_PER_SECOND) diff --git a/src/gpu/gpu_core.h b/src/gpu/gpu_core.h index 63d55bb1..f9a8e3b9 100644 --- a/src/gpu/gpu_core.h +++ b/src/gpu/gpu_core.h @@ -594,7 +594,6 @@ G_ResourceHandle G_PushResource(G_ArenaHandle arena, G_CommandListHandle cl, G_R } \ ) - //- Index buffer helpers #define G_IdxBuff16(_res) ((G_IndexBufferDesc) { .resource = (_res), .index_size = 2, .index_count = (G_CountBuffer((_res), i16)) }) diff --git a/src/gpu/gpu_dx12/gpu_dx12_core.c b/src/gpu/gpu_dx12/gpu_dx12_core.c index 76992c26..67027293 100644 --- a/src/gpu/gpu_dx12/gpu_dx12_core.c +++ b/src/gpu/gpu_dx12/gpu_dx12_core.c @@ -2689,9 +2689,9 @@ void G_Rasterize( cmd->rasterize.ps = ps; cmd->rasterize.instances_count = instances_count; cmd->rasterize.index_buffer_desc = index_buffer; - for (u32 i = 0; i < MinU32(render_targets_count, G_MaxRenderTargets); ++i) + for (u32 rt_idx = 0; rt_idx < MinU32(render_targets_count, G_MaxRenderTargets); ++rt_idx) { - cmd->rasterize.render_target_descs[i] = render_targets[i]; + cmd->rasterize.render_target_descs[rt_idx] = render_targets[rt_idx]; } cmd->rasterize.viewport = viewport; cmd->rasterize.scissor = scissor; diff --git a/src/pp/pp.c b/src/pp/pp.c index afbd8cec..5710a20d 100644 --- a/src/pp/pp.c +++ b/src/pp/pp.c @@ -164,8 +164,8 @@ P_Shape P_LocalShapeFromEnt(P_Ent *ent) .radius = 0.3, ); - // f32 guy_width = 0.6; - // f32 guy_height = 0.3; + // f32 guy_width = 0.75; + // f32 guy_height = 0.4; // result = P_ShapeFromDesc( // .mass = 10, // .count = 2, @@ -1568,10 +1568,10 @@ void P_StepFrame(P_Frame *frame) Vec2 new_velocity = guy->solved_v; new_velocity = AddVec2(new_velocity, MulVec2(control.move, move_force * sim_dt)); - // if (Vec2Len(new_velocity) > max_speed) - // { - // new_velocity = Vec2WithLen(new_velocity, max_speed); - // } + if (Vec2Len(new_velocity) > max_speed) + { + new_velocity = Vec2WithLen(new_velocity, max_speed); + } guy->solved_v = new_velocity; } @@ -1611,86 +1611,31 @@ void P_StepFrame(P_Frame *frame) // TODO: Not like this - for (P_Ent *ent0 = P_FirstEnt(frame); !P_IsEntNil(ent0); ent0 = P_NextEnt(ent0)) + if (!is_predicting) { - if (ent0->is_guy) + for (P_Ent *ent0 = P_FirstEnt(frame); !P_IsEntNil(ent0); ent0 = P_NextEnt(ent0)) { - P_Shape shape0 = P_WorldShapeFromEnt(ent0); - for (P_Ent *ent1 = P_FirstEnt(frame); !P_IsEntNil(ent1); ent1 = P_NextEnt(ent1)) + if (ent0->is_guy) { - if (ent1->is_guy && ent1->key.v > ent0->key.v) + P_Shape shape0 = P_WorldShapeFromEnt(ent0); + for (P_Ent *ent1 = P_FirstEnt(frame); !P_IsEntNil(ent1); ent1 = P_NextEnt(ent1)) { - P_Shape shape1 = P_WorldShapeFromEnt(ent1); - - // TODO: World query - P_CollisionResult collision = P_CollisionResultFromShapes(shape0, shape1); - if (collision.collision_points_count > 0) + if (ent1->is_guy && ent1->key.v > ent0->key.v) { - // FIXME: Key lookup - P_Constraint *constraint = 0; + P_Shape shape1 = P_WorldShapeFromEnt(ent1); + + // TODO: World query + P_CollisionResult collision = P_CollisionResultFromShapes(shape0, shape1); + if (collision.collision_points_count > 0) { - b32 match = 0; - for (i64 constraint_idx = 0; constraint_idx < frame->constraints_count; ++constraint_idx) + // FIXME: Key lookup + P_Constraint *constraint = 0; { - constraint = &frame->constraints[constraint_idx]; - if (P_MatchKey(constraint->ent0, ent0->key) && P_MatchKey(constraint->ent1, ent1->key)) - { - match = 1; - break; - } - } - if (!match) - { - if (frame->constraints_count < frame->constraints_cap) - { - constraint = &frame->constraints[frame->constraints_count]; - frame->constraints_count += 1; - ZeroStruct(constraint); - } - } - } - if (constraint) - { - constraint->flags = P_ConstraintFlag_Gentle | P_ConstraintFlag_NoWarmStart; - constraint->last_touched_tick = frame->tick; - constraint->normal = collision.collision_normal; - // constraint->friction = SqrtF32(ent0->friction * ent1->friction); - constraint->friction = 0; - - // TODO: Real masses - f32 inv_m0 = 10; - f32 inv_m1 = 10; - f32 inv_i0 = 0; - f32 inv_i1 = 0; - - // Treat non-predicted guys as infinite-mass - if (is_predicting && ent0 != local_guy) - { - inv_m0 = 0; - } - if (is_predicting && ent1 != local_guy) - { - inv_m1 = 0; - } - - constraint->ent0 = ent0->key; - constraint->ent1 = ent1->key; - // constraint->static_center1 = shape1.center_of_mass; - - constraint->inv_m0 = inv_m0; - constraint->inv_m1 = inv_m1; - constraint->inv_i0 = inv_i0; - constraint->inv_i1 = inv_i1; - - // Delete old contacts that are no longer present - for (i32 contact_point_idx = 0; contact_point_idx < constraint->points_count; ++contact_point_idx) - { - P_ContactPoint *contact = &constraint->points[contact_point_idx]; - u32 id = contact->id; b32 match = 0; - for (i32 collision_point_idx = 0; collision_point_idx < collision.collision_points_count; ++collision_point_idx) + for (i64 constraint_idx = 0; constraint_idx < frame->constraints_count; ++constraint_idx) { - if (collision.collision_points[collision_point_idx].id == id) + constraint = &frame->constraints[constraint_idx]; + if (P_MatchKey(constraint->ent0, ent0->key) && P_MatchKey(constraint->ent1, ent1->key)) { match = 1; break; @@ -1698,60 +1643,118 @@ void P_StepFrame(P_Frame *frame) } if (!match) { - // Delete contact by replacing with last in array - *contact = constraint->points[constraint->points_count - 1]; - constraint->points_count -= 1; - contact_point_idx -= 1; + if (frame->constraints_count < frame->constraints_cap) + { + constraint = &frame->constraints[frame->constraints_count]; + frame->constraints_count += 1; + ZeroStruct(constraint); + } } } - - // Create / update contacts from collision - for (i32 collision_point_idx = 0; collision_point_idx < collision.collision_points_count; ++collision_point_idx) + if (constraint) { - P_CollisionPoint collision_point = collision.collision_points[collision_point_idx]; + constraint->flags = P_ConstraintFlag_Gentle | P_ConstraintFlag_NoWarmStart; + constraint->last_touched_tick = frame->tick; + constraint->normal = collision.collision_normal; + // constraint->friction = SqrtF32(ent0->friction * ent1->friction); + constraint->friction = 0; - u32 id = collision_point.id; - P_ContactPoint *contact = 0; + // TODO: Real masses + f32 inv_m0 = 10; + f32 inv_m1 = 10; + f32 inv_i0 = 0; + f32 inv_i1 = 0; + + // Treat non-predicted guys as infinite-mass + if (is_predicting && ent0 != local_guy) { - for (i32 contact_point_idx = 0; contact_point_idx < constraint->points_count; ++contact_point_idx) + inv_m0 = 0; + } + if (is_predicting && ent1 != local_guy) + { + inv_m1 = 0; + } + + constraint->ent0 = ent0->key; + constraint->ent1 = ent1->key; + // constraint->static_center1 = shape1.center_of_mass; + + constraint->inv_m0 = inv_m0; + constraint->inv_m1 = inv_m1; + constraint->inv_i0 = inv_i0; + constraint->inv_i1 = inv_i1; + + // Delete old contacts that are no longer present + for (i32 contact_point_idx = 0; contact_point_idx < constraint->points_count; ++contact_point_idx) + { + P_ContactPoint *contact = &constraint->points[contact_point_idx]; + u32 id = contact->id; + b32 match = 0; + for (i32 collision_point_idx = 0; collision_point_idx < collision.collision_points_count; ++collision_point_idx) { - P_ContactPoint *tmp = &constraint->points[contact_point_idx]; - if (tmp->id == id) + if (collision.collision_points[collision_point_idx].id == id) { - contact = tmp; + match = 1; break; } } - if (!contact) + if (!match) { - contact = &constraint->points[constraint->points_count]; - constraint->points_count += 1; - ZeroStruct(contact); + // Delete contact by replacing with last in array + *contact = constraint->points[constraint->points_count - 1]; + constraint->points_count -= 1; + contact_point_idx -= 1; } } - contact->id = id; - Vec2 vcp0 = SubVec2(collision_point.p, shape0.center_of_mass); - Vec2 vcp1 = SubVec2(collision_point.p, shape1.center_of_mass); + // Create / update contacts from collision + for (i32 collision_point_idx = 0; collision_point_idx < collision.collision_points_count; ++collision_point_idx) + { + P_CollisionPoint collision_point = collision.collision_points[collision_point_idx]; - contact->vcp0 = vcp0; - contact->vcp1 = vcp1; - contact->starting_separation = collision_point.separation; + u32 id = collision_point.id; + P_ContactPoint *contact = 0; + { + for (i32 contact_point_idx = 0; contact_point_idx < constraint->points_count; ++contact_point_idx) + { + P_ContactPoint *tmp = &constraint->points[contact_point_idx]; + if (tmp->id == id) + { + contact = tmp; + break; + } + } + if (!contact) + { + contact = &constraint->points[constraint->points_count]; + constraint->points_count += 1; + ZeroStruct(contact); + } + } + contact->id = id; - // Debug draw - // { - // // P_Ent *ent0 = P_EntFromKey(frame, constraint->ent0); - // // P_Ent *ent1 = P_EntFromKey(frame, constraint->ent1); - // Vec2 normal = constraint->normal; - // Vec2 center0 = Zi; - // Vec2 center1 = Zi; - // if (!P_IsEntNil(ent0)) center0 = P_WorldShapeFromEnt(ent0).center_of_mass; - // if (!P_IsEntNil(ent1)) center1 = P_WorldShapeFromEnt(ent1).center_of_mass; - // Vec2 p0 = AddVec2(center0, vcp0); - // Vec2 p1 = AddVec2(center1, vcp1); - // P_DebugDrawPoint(p0, Color_Cyan); - // P_DebugDrawLine(p0, AddVec2(p0, normal), Color_White); - // } + Vec2 vcp0 = SubVec2(collision_point.p, shape0.center_of_mass); + Vec2 vcp1 = SubVec2(collision_point.p, shape1.center_of_mass); + + contact->vcp0 = vcp0; + contact->vcp1 = vcp1; + contact->starting_separation = collision_point.separation; + + // Debug draw + // { + // // P_Ent *ent0 = P_EntFromKey(frame, constraint->ent0); + // // P_Ent *ent1 = P_EntFromKey(frame, constraint->ent1); + // Vec2 normal = constraint->normal; + // Vec2 center0 = Zi; + // Vec2 center1 = Zi; + // if (!P_IsEntNil(ent0)) center0 = P_WorldShapeFromEnt(ent0).center_of_mass; + // if (!P_IsEntNil(ent1)) center1 = P_WorldShapeFromEnt(ent1).center_of_mass; + // Vec2 p0 = AddVec2(center0, vcp0); + // Vec2 p1 = AddVec2(center1, vcp1); + // P_DebugDrawPoint(p0, Color_Cyan); + // P_DebugDrawLine(p0, AddVec2(p0, normal), Color_White); + // } + } } } } @@ -2276,8 +2279,8 @@ void P_StepFrame(P_Frame *frame) f32 fire_rate = 50; f32 bullets_per_fire = 1; - // f32 spread = Tau * 0.05; - f32 spread = Tau * 0.01; + f32 spread = Tau * 0.05; + // f32 spread = Tau * 0.01; f32 tweak_speed = TweakFloat("Bullet speed", 100, 1, 100); b32 can_fire = (firer->last_fire_ns + NsFromSeconds(1.0 / fire_rate)) <= frame->time_ns; diff --git a/src/pp/pp_res/sprite/bla.ase b/src/pp/pp_res/sprite/bla.ase new file mode 100644 index 00000000..d1c08681 --- /dev/null +++ b/src/pp/pp_res/sprite/bla.ase @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:3147cb9b3eefc5fd176d3ffd289908231e0eb2126df02875762acab956bb3cbf +size 788 diff --git a/src/pp/pp_res/sprite/bla2.ase b/src/pp/pp_res/sprite/bla2.ase new file mode 100644 index 00000000..e5fbdd7a --- /dev/null +++ b/src/pp/pp_res/sprite/bla2.ase @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:09ba23b624d3bc6c5aecd3f6fc34f96b6e2c0098b95efa0fb96eeefb139d4e24 +size 2773 diff --git a/src/pp/pp_res/sprite/bla3.ase b/src/pp/pp_res/sprite/bla3.ase new file mode 100644 index 00000000..cc05f9c5 --- /dev/null +++ b/src/pp/pp_res/sprite/bla3.ase @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:266e24b09714c54ca27cd2873b47ea41bdb12fb3646ac9f48f4338749be7f21a +size 2331 diff --git a/src/pp/pp_res/sprite/palette.ase b/src/pp/pp_res/sprite/palette.ase new file mode 100644 index 00000000..1547021b --- /dev/null +++ b/src/pp/pp_res/sprite/palette.ase @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:27ac645628822bbb4905fc9a27ddc0ffaf823c1b7ab36b0869c191363c29320b +size 268 diff --git a/src/pp/pp_res/sprite/palette2.ase b/src/pp/pp_res/sprite/palette2.ase new file mode 100644 index 00000000..c5d53f94 --- /dev/null +++ b/src/pp/pp_res/sprite/palette2.ase @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:86bffc97ab111533179e96a73b78483a4fa9726da21abf0de8d688ea73a1c791 +size 284 diff --git a/src/pp/pp_sim/pp_sim_core.c b/src/pp/pp_sim/pp_sim_core.c index 05cc9528..eb88911b 100644 --- a/src/pp/pp_sim/pp_sim_core.c +++ b/src/pp/pp_sim/pp_sim_core.c @@ -88,7 +88,7 @@ void S_TickForever(WaveLaneCtx *lane) while (!shutdown) { shutdown = Atomic32Fetch(&S.shutdown); - P_tl.debug_draw_enabled = TweakBool("Simulation debug draw", 1); + P_tl.debug_draw_enabled = TweakBool("Simulation debug draw", 0); ResetArena(frame_arena); ////////////////////////////// diff --git a/src/pp/pp_vis/pp_vis_core.c b/src/pp/pp_vis/pp_vis_core.c index 82f4a26d..9ecdfe6f 100644 --- a/src/pp/pp_vis/pp_vis_core.c +++ b/src/pp/pp_vis/pp_vis_core.c @@ -345,7 +345,7 @@ void V_TickForever(WaveLaneCtx *lane) const f32 zoom_rate = 1.50; const f32 min_zoom = 0.03; const f32 max_zoom = 15.0; - const f32 meters_per_draw_width = 18; + const f32 meters_per_draw_width = 16; NET_PipeHandle net_pipe = NET_AcquirePipe(); BB_Buff packer_bb = BB_AcquireDynamicBuff(Gibi(64)); @@ -1306,8 +1306,8 @@ void V_TickForever(WaveLaneCtx *lane) { // How many buffered commands of ours we'd like the server to have i64 target_buffered_controls_count = 1; + f64 rtt_bias_factor = 10.0; - f64 rtt_bias_factor = 5.0; f64 dilation_factor = SmoothstepF64( -(SIM_TICKS_PER_SECOND * smoothed_rtt * rtt_bias_factor), (SIM_TICKS_PER_SECOND * smoothed_rtt * rtt_bias_factor), @@ -3615,7 +3615,7 @@ void V_TickForever(WaveLaneCtx *lane) } UI_BuildSpacer(UI_PIX(padding, 1), Axis_Y); { - UI_BuildLabelF("Ping: %F", FmtFloat(smoothed_rtt * 1000, .p = 3)); + UI_BuildLabelF("RTT: %Fms", FmtFloat(smoothed_rtt * 1000, .p = 3)); UI_BuildLabelF("Client send: %F MiB", FmtFloat(CeilF64((f64)vis_pipe_stats.total_bytes_sent / 1024) / 1024, .p = 3)); UI_BuildLabelF("Client recv: %F MiB", FmtFloat(CeilF64((f64)vis_pipe_stats.total_bytes_received / 1024) / 1024, .p = 3)); UI_BuildLabelF("Server send: %F MiB", FmtFloat(CeilF64((f64)sim_pipe_stats.total_bytes_sent / 1024) / 1024, .p = 3)); @@ -3692,55 +3692,61 @@ void V_TickForever(WaveLaneCtx *lane) UI_Key board_key = UI_KeyF("scoreboard"); - Vec4 board_bg = VEC4(0, 0, 0, 0.50); + Vec4 board_bg = VEC4(0, 0, 0, 1); + f32 opacity = 0.75; UI_Size board_width = UI_FNT(50, 0); UI_Size board_height = UI_FNT(20, 0); Vec2 pos = VEC2(frame->ui_dims.x / 2, 50); - UI_SetNext(Anchor, UI_Region_Top); - UI_SetNext(Width, board_width); - UI_SetNext(Height, board_height); - UI_SetNext(FloatingPos, pos); - UI_SetNext(BackgroundColor, board_bg); - UI_SetNext(Flags, UI_BoxFlag_Floating); - UI_PushCP(UI_BuildColumnEx(board_key)); + UI_PushCP(UI_NilKey); { - UI_BuildSpacer(spacing_sz, Axis_Y); - for (BoardRow *board_row = first_board_row; board_row; board_row = board_row->next) + UI_Push(Tint, VEC4(1, 1, 1, opacity)); + UI_SetNext(Anchor, UI_Region_Top); + UI_SetNext(Width, board_width); + UI_SetNext(Height, board_height); + UI_SetNext(FloatingPos, pos); + UI_SetNext(BackgroundColor, board_bg); + UI_SetNext(Flags, UI_BoxFlag_Floating); + UI_PushCP(UI_BuildColumnEx(board_key)); { - UI_SetNext(Width, UI_GROW(1, 1)); - UI_SetNext(Height, UI_FNT(2.5, 0)); - UI_SetNext(Tint, 0); - UI_SetNext(ChildAlignment, UI_Region_Left); - UI_PushCP(UI_BuildRow()); // Scoreboard row + UI_BuildSpacer(spacing_sz, Axis_Y); + for (BoardRow *board_row = first_board_row; board_row; board_row = board_row->next) { - UI_BuildSpacer(spacing_sz, Axis_X); - UI_SetNext(Width, name_sz); - UI_PushCP(UI_BuildColumn()); // Player name column + UI_SetNext(Width, UI_GROW(1, 1)); + UI_SetNext(Height, UI_FNT(2.5, 0)); + UI_SetNext(Tint, 0); + UI_SetNext(ChildAlignment, UI_Region_Left); + UI_PushCP(UI_BuildRow()); // Scoreboard row { - UI_SetNext(FontSize, UI_Top(FontSize) * theme.h2); - UI_BuildLabelF("Player: \"%F\"", FmtString(board_row->name)); + UI_BuildSpacer(spacing_sz, Axis_X); + UI_SetNext(Width, name_sz); + UI_PushCP(UI_BuildColumn()); // Player name column + { + UI_SetNext(FontSize, UI_Top(FontSize) * theme.h2); + UI_BuildLabelF("Player: \"%F\"", FmtString(board_row->name)); + } + UI_PopCP(UI_TopCP()); + + UI_BuildSpacer(spacing_sz, Axis_X); + UI_SetNext(Width, ping_sz); + UI_PushCP(UI_BuildColumn()); // Ping column + { + UI_SetNext(FontSize, UI_Top(FontSize) * theme.h2); + UI_BuildLabelF("Ping: %F ", FmtFloat(board_row->ping, .p = 2)); + } + UI_PopCP(UI_TopCP()); } UI_PopCP(UI_TopCP()); - UI_BuildSpacer(spacing_sz, Axis_X); - UI_SetNext(Width, ping_sz); - UI_PushCP(UI_BuildColumn()); // Ping column + if (board_row->next) { - UI_SetNext(FontSize, UI_Top(FontSize) * theme.h2); - UI_BuildLabelF("Ping: %F ", FmtFloat(board_row->ping, .p = 2)); + UI_BuildDivider(UI_PIX(1, 1), theme.col.divider, Axis_Y); } - UI_PopCP(UI_TopCP()); - } - UI_PopCP(UI_TopCP()); - - if (board_row->next) - { - UI_BuildDivider(UI_PIX(1, 1), theme.col.divider, Axis_Y); } + UI_BuildSpacer(spacing_sz, Axis_Y); } - UI_BuildSpacer(spacing_sz, Axis_Y); + UI_PopCP(UI_TopCP()); } UI_PopCP(UI_TopCP()); } @@ -4315,12 +4321,12 @@ void V_TickForever(WaveLaneCtx *lane) // FIXME: Remove this (testing) - if (frame->held_buttons[Button_R] && !prev_frame->held_buttons[Button_R]) - { - LogDebugF("Sending test payload"); - NET_Send(net_pipe, frame->sim_key, STRING(P_TilesCount, predict_world->tiles), NET_SendFlag_None); - // NET_Send(net_pipe, frame->sim_key, Lit("Hello there!"), NET_SendFlag_None); - } + // if (frame->held_buttons[Button_R] && !prev_frame->held_buttons[Button_R]) + // { + // LogDebugF("Sending test payload"); + // NET_Send(net_pipe, frame->sim_key, STRING(P_TilesCount, predict_world->tiles), NET_SendFlag_None); + // // NET_Send(net_pipe, frame->sim_key, Lit("Hello there!"), NET_SendFlag_None); + // } diff --git a/src/pp/pp_vis/pp_vis_gpu.g b/src/pp/pp_vis/pp_vis_gpu.g index f539c8d8..113e3fa2 100644 --- a/src/pp/pp_vis/pp_vis_gpu.g +++ b/src/pp/pp_vis/pp_vis_gpu.g @@ -63,7 +63,7 @@ ComputeShader(V_ClearParticlesCS, 64) } //////////////////////////////////////////////////////////// -//~ Backdrop shaders +//~ Backdrop ComputeShader2D(V_BackdropCS, 8, 8) { @@ -270,7 +270,7 @@ ComputeShader2D(V_BackdropCS, 8, 8) } //////////////////////////////////////////////////////////// -//~ Quad shaders +//~ Quads ////////////////////////////// //- Vertex shader @@ -311,7 +311,7 @@ PixelShader(V_DQuadPS, V_DQuadPSOutput, V_DQuadPSInput input) } //////////////////////////////////////////////////////////// -//~ Particle simulation shaders +//~ Particle simulation ////////////////////////////// //- Particle emitter shader @@ -461,7 +461,7 @@ ComputeShader(V_SimParticlesCS, 64) } //////////////////////////////////////////////////////////// -//~ Shape shaders +//~ Shapes ////////////////////////////// //- Vertex shader @@ -493,7 +493,7 @@ PixelShader(V_DVertPS, V_DVertPSOutput, V_DVertPSInput input) } //////////////////////////////////////////////////////////// -//~ Overlay shaders +//~ Overlay ////////////////////////////// //- Vertex shader diff --git a/src/pp/pp_vis/pp_vis_gpu.gh b/src/pp/pp_vis/pp_vis_gpu.gh index 4a159f00..f1d5fd4a 100644 --- a/src/pp/pp_vis/pp_vis_gpu.gh +++ b/src/pp/pp_vis/pp_vis_gpu.gh @@ -53,21 +53,21 @@ Vec4 V_DryColor(Vec4 color, f32 dryness); ComputeShader2D(V_ClearCellsCS, 8, 8); ComputeShader(V_ClearParticlesCS, 64); -//- Backdrop shaders +//- Backdrop ComputeShader2D(V_BackdropCS, 8, 8); -//- Quad shaders +//- Quads VertexShader(V_DQuadVS, V_DQuadPSInput); PixelShader(V_DQuadPS, V_DQuadPSOutput, V_DQuadPSInput input); -//- Particle simulation shaders +//- Particle simulation ComputeShader(V_EmitParticlesCS, 64); ComputeShader(V_SimParticlesCS, 64); -//- Shape shaders +//- Shapes VertexShader(V_DVertVS, V_DVertPSInput); PixelShader(V_DVertPS, V_DVertPSOutput, V_DVertPSInput input); -//- Overlay shaders +//- Overlay VertexShader(V_OverlayVS, V_OverlayPSInput); PixelShader(V_OverlayPS, V_OverlayPSOutput, V_OverlayPSInput input); diff --git a/src/ui/ui_gpu.g b/src/ui/ui_gpu.g index 539ffe51..c70df785 100644 --- a/src/ui/ui_gpu.g +++ b/src/ui/ui_gpu.g @@ -1,5 +1,5 @@ //////////////////////////////////////////////////////////// -//~ Rect shaders +//~ Rects ////////////////////////////// //- Vertex shader @@ -115,7 +115,7 @@ PixelShader(UI_DRectPS, UI_DRectPSOutput, UI_DRectPSInput input) } //////////////////////////////////////////////////////////// -//~ Blit shaders +//~ Blit ////////////////////////////// //- Vertex shader diff --git a/src/ui/ui_gpu.gh b/src/ui/ui_gpu.gh index df77f2cd..2295f36c 100644 --- a/src/ui/ui_gpu.gh +++ b/src/ui/ui_gpu.gh @@ -35,7 +35,7 @@ Struct(UI_BlitPSOutput) //////////////////////////////////////////////////////////// //~ Shaders -//- Rect +//- Rects VertexShader(UI_DRectVS, UI_DRectPSInput); PixelShader(UI_DRectPS, UI_DRectPSOutput, UI_DRectPSInput input);