// #define V_ParticlesCap Kibi(128) // #define V_ParticlesCap Mebi(1) #define V_ParticlesCap Mebi(2) // #define V_ParticlesCap Mebi(16) //////////////////////////////////////////////////////////// //~ State types G_DeclConstant(G_StructuredBufferRef, V_ShaderConst_Frame, 0); G_DeclConstant(G_Texture3DRef, V_ShaderConst_NoiseTex, 1); Struct(V_TileDesc) { G_Texture2DRef tex; Rng2 tex_slice_uv; }; Enum(V_SelectionMode) { V_SelectionMode_Tile, }; Enum(V_EditMode) { V_EditMode_Tile, V_EditMode_Prefab, }; Struct(V_Affines) { // World <-> screen Affine world_to_screen; Affine screen_to_world; // World <-> shade Affine world_to_shade; Affine shade_to_world; // Shade <-> screen Affine shade_to_screen; Affine screen_to_shade; // World <-> cell Affine world_to_cell; Affine cell_to_world; // World <-> tile Affine world_to_tile; Affine tile_to_world; }; Struct(V_SharedFrame) { //- Time i64 tick; i64 time_ns; i64 dt_ns; f32 dt; //- Modes // TODO: Move to shader-constant flags b32 tiles_dirty; b32 should_clear_particles; b32 is_looking; b32 is_moving; b32 is_editing; b32 ui_debug; b32 show_console; b32 is_selecting; b32 is_panning; b32 has_mouse_focus; b32 has_keyboard_focus; //- Editor state V_EditMode edit_mode; V_SelectionMode selection_mode; P_TileKind equipped_tile; P_PrefabKind equipped_prefab; Vec2 world_selection_start; Vec2 edit_camera_pos; f32 edit_camera_zoom; //- Camera i32 zooms; f32 camera_lerp_rate; Vec2 camera_pos; f32 camera_zoom; //- Dims Vec2 screen_dims; Vec2 shade_dims; //- Affines V_Affines af; //- Cursor Vec2 screen_cursor; Vec2 shade_cursor; Vec2 world_cursor; Rng2 screen_selection; Rng2 shade_selection; Rng2 world_selection; //- Crosshair Vec2 world_guy_origin; Vec2 world_crosshair_base; Vec2 world_crosshair; Vec2 screen_crosshair; Vec2 shade_crosshair; //- Control Vec2 move; Vec2 look; f32 fire_held; f32 fire_presses; //- Gpu data G_SamplerStateRef pt_clamp_sampler; G_SamplerStateRef pt_wrap_sampler; V_TileDesc tile_descs[P_TileKind_COUNT]; G_Texture2DRef tiles; G_Texture2DRef screen_ro; G_Texture2DRef shade_ro; G_RWTexture2DRef shade_rw; G_Texture2DRef albedo_ro; G_RWTexture2DRef albedo_rw; u32 emitters_count; G_StructuredBufferRef emitters; G_RWStructuredBufferRef particles; G_RWTexture2DRef cells; G_RWTexture2DRef stains; G_RWTexture2DRef drynesses; G_StructuredBufferRef dverts; G_StructuredBufferRef quads; }; //////////////////////////////////////////////////////////// //~ Particle types Enum(V_ParticleFlag) { V_ParticleFlag_None = 0, V_ParticleFlag_PruneWhenStill = (1 << 0), V_ParticleFlag_StainOnPrune = (1 << 1), V_ParticleFlag_StainTrail = (1 << 2), }; Struct(V_Emitter) { V_ParticleFlag flags; u32 first_particle_seq; u32 count; Vec2 start; Vec2 end; f32 lifetime; f32 lifetime_spread; f32 speed; f32 speed_spread; f32 angle; f32 angle_spread; f32 velocity_falloff; f32 velocity_falloff_spread; Vec4 color_lin; Vec4 color_spread; }; // TODO: Pack this efficiently Struct(V_Particle) { u32 emitter_init_num; // if != 0, then initialize using emitter at index [emitter_init_num - 1] u32 seq; V_ParticleFlag flags; Vec2 pos; Vec2 velocity; f32 exists; f32 lifetime; f32 velocity_falloff; Vec4 color; }; #if IsCpu Struct(V_EmitterNode) { V_EmitterNode *next; V_Emitter emitter; }; #endif //////////////////////////////////////////////////////////// //~ Quad types Enum(V_QuadFlag) { V_QuadFlag_None = 0, }; Struct(V_Quad) { V_QuadFlag flags; Affine quad_uv_to_screen_af; G_Texture2DRef tex; Rng2 tex_slice_uv; }; //////////////////////////////////////////////////////////// //~ Debug vert types Struct(V_DVert) { Vec2 pos; Vec4 color_lin; }; //////////////////////////////////////////////////////////// //~ Helpers #define V_ThreadGroupSizeFromBufferSize(buffer_size) VEC3I32((((buffer_size) + 63) / 64), 1, 1) #define V_ThreadGroupSizeFromTexSize(tex_size) VEC3I32(((tex_size).x + 7) / 8, ((tex_size).y + 7) / 8, 1)