//////////////////////////////////////////////////////////// //~ Helpers f32 V_RandFromPos(Vec3 pos) { Texture3D noise3d = G_Dereference(V_ShaderConst_NoiseTex); // TODO: Compile-time noise dims u32 noise = noise3d[(Vec3U32)pos % countof(noise3d)]; f32 rand = Norm16(noise); return rand; } Vec4 V_ColorFromParticle(V_ParticleKind particle_kind, u32 particle_idx, u32 density, f32 dryness) { V_ParticleDesc desc = V_DescFromParticleKind(particle_kind); Vec4 result = 0; u64 seed = MixU64(V_ParticleColorBasis ^ particle_idx); f32 rand_color = Norm16(seed >> 0); result = desc.color; // // FIXME: Base color on particle desc // if (particle_kind == V_ParticleKind_Test) // { // // result.rgb = Vec3(0, 0, 0); // result = LinearFromSrgb(Vec4(0.5, 0.1, 0.1, 0.5)); // } // else if (particle_kind == V_ParticleKind_Debris) // { // result = Color_Orange; // } // else if (particle_kind == V_ParticleKind_Smoke) // { // result = Vec4(0.15, 0.15, 0.15, 1); // } // Apply density { if (particle_kind == V_ParticleKind_Smoke) { // f32 t = saturate(density / 10.0); f32 t = smoothstep(-10, 32, density); // f32 t = smoothstep(0, 2, (f32)density); result.a = lerp(0, 0.85, t); } else if (particle_kind == V_ParticleKind_BloodTrail || particle_kind == V_ParticleKind_BloodDebris) { // f32 t = (f32)density / 5; // t = pow(t, 2); // t = saturate(t); // result.rgb *= 1.0 - (t * 0.9); f32 t = (f32)density / 5; // t = smoothstep(-10, 10, t); // t = smoothstep(-5, 5, t); t = smoothstep(0, 50, t); // result.rgb *= 1.0 - (t * 0.9); // result.a = t; result.a += (1.0 - result.a) * (t); } } result.rgb = saturate(result.rgb + (rand_color - 0.5) * 0.05); // result.a += (rand_alpha - 0.5) * 0.025; // result.a *= rand_alpha; // Apply dryness result.rgb *= 1.0 - (dryness * 0.75); return result; } //////////////////////////////////////////////////////////// //~ Prepare frame ComputeShader2D(V_PrepareShadeCS, 8, 8) { V_SharedFrame frame = G_Dereference(V_ShaderConst_Frame)[0]; RWTexture2D shade = G_Dereference(frame.shade_rw); Vec2 shade_pos = SV_DispatchThreadID + 0.5; if (all(shade_pos < countof(shade))) { // Clear shade shade[shade_pos] = 0; } } //- Prepare cells ComputeShader2D(V_PrepareCellsCS, 8, 8) { V_SharedFrame frame = G_Dereference(V_ShaderConst_Frame)[0]; Texture2D tiles = G_Dereference(frame.tiles); RWTexture2D stain_cells = G_Dereference(frame.stain_cells); RWTexture2D ground_cells = G_Dereference(frame.ground_cells); RWTexture2D air_cells = G_Dereference(frame.air_cells); RWTexture2D stain_densities = G_Dereference(frame.stain_densities); RWTexture2D ground_densities = G_Dereference(frame.ground_densities); RWTexture2D air_densities = G_Dereference(frame.air_densities); RWTexture2D drynesses = G_Dereference(frame.drynesses); RWTexture2D occluders = G_Dereference(frame.occluders); Vec2 cell_pos = SV_DispatchThreadID + 0.5; if (all(cell_pos < countof(air_cells))) { Vec2 world_pos = mul(frame.af.cell_to_world, Vec3(cell_pos, 1)); Vec2 tile_pos = mul(frame.af.world_to_tile, Vec3(world_pos, 1)); P_TileKind tile = tiles[tile_pos]; // Update stains if (frame.should_clear_particles) { stain_densities[cell_pos] = 0; stain_cells[cell_pos] = 0; drynesses[cell_pos] = 0; } else { u32 stain = stain_cells[cell_pos]; { stain &= ~(1 << 31); } f32 dryness = drynesses[cell_pos]; { f32 dry_rate = frame.dt * 0.1; dryness = lerp(dryness, 1, dry_rate); } stain_cells[cell_pos] = stain; drynesses[cell_pos] = dryness; } // Clear cells ground_cells[cell_pos] = 0; air_cells[cell_pos] = 0; // Clear densities ground_densities[cell_pos] = 0; air_densities[cell_pos] = 0; // Reset occluders V_OccluderKind occluder = V_OccluderKind_None; if (tile == P_TileKind_Wall) { occluder = V_OccluderKind_Wall; } occluders[cell_pos] = occluder; } } //- Clear particles ComputeShader(V_ClearParticlesCS, 64) { V_SharedFrame frame = G_Dereference(V_ShaderConst_Frame)[0]; RWStructuredBuffer particles = G_Dereference(frame.particles); u32 particle_idx = SV_DispatchThreadID; if (particle_idx < V_ParticlesCap) { particles[particle_idx].kind = V_ParticleKind_None; } } //////////////////////////////////////////////////////////// //~ Quads ////////////////////////////// //- Vertex shader VertexShader(V_QuadVS, V_QuadPSInput) { V_SharedFrame frame = G_Dereference(V_ShaderConst_Frame)[0]; StructuredBuffer quads = G_Dereference(frame.quads); V_Quad quad = quads[SV_InstanceID]; Vec2 rect_uv = RectUvFromIdx(SV_VertexID); Vec2 world_pos = mul(quad.quad_uv_to_world_af, Vec3(rect_uv, 1)); Vec2 screen_pos = mul(frame.af.world_to_screen, Vec3(world_pos, 1)); Vec2 samp_uv = lerp(quad.tex_slice_uv.p0, quad.tex_slice_uv.p1, rect_uv); V_QuadPSInput result; result.sv_position = Vec4(NdcFromPos(screen_pos, frame.screen_dims).xy, 0, 1); result.quad_idx = SV_InstanceID; result.world_pos = world_pos; result.samp_uv = samp_uv; return result; } ////////////////////////////// //- Pixel shader PixelShader(V_QuadPS, V_QuadPSOutput, V_QuadPSInput input) { V_SharedFrame frame = G_Dereference(V_ShaderConst_Frame)[0]; RWTexture2D occluders = G_Dereference(frame.occluders); StructuredBuffer quads = G_Dereference(frame.quads); SamplerState clamp_sampler = G_Dereference(frame.pt_clamp_sampler); V_Quad quad = quads[input.quad_idx]; Texture2D tex = G_Dereference(quad.tex); Vec2 world_pos = input.world_pos; Vec2 cell_pos = mul(frame.af.world_to_cell, Vec3(world_pos, 1)); b32 is_in_world = all(cell_pos >= 0) && all(cell_pos < countof(occluders)); Vec4 albedo = tex.Sample(clamp_sampler, input.samp_uv); if (is_in_world) { // TODO: Don't write occluders using screen space result. Do separate draw pass instead. if (albedo.a > 0 && quad.occluder != V_OccluderKind_None && is_in_world) { InterlockedMax(occluders[cell_pos], quad.occluder); } } V_QuadPSOutput output; output.sv_target0 = albedo; return output; } //////////////////////////////////////////////////////////// //~ Particle simulation ////////////////////////////// //- Particle emitter shader ComputeShader(V_EmitParticlesCS, 64) { V_SharedFrame frame = G_Dereference(V_ShaderConst_Frame)[0]; StructuredBuffer emitters = G_Dereference(frame.emitters); RWStructuredBuffer particles = G_Dereference(frame.particles); u32 emitter_idx = SV_DispatchThreadID; if (emitter_idx < frame.emitters_count) { V_Emitter emitter = emitters[emitter_idx]; i32 semantic_particle_kind = V_ParticleKind_None; if (emitter.kind > V_ParticleKind_None) { semantic_particle_kind = (i32)(emitter_idx + 1) * -1; } for (u32 emitter_particle_idx = 0; emitter_particle_idx < emitter.count; ++emitter_particle_idx) { u32 particle_idx = (emitter.first_particle_seq + emitter_particle_idx) % (u32)V_ParticlesCap; // InterlockedMin guarantees that the highest emitter index (reflected // as negative particle kind) will be used to initialize the particle // this frame, in case multiple emitters target the same particle (e.g. // more particles pushed this frame than are available in the buffer) InterlockedMin(particles[particle_idx].kind, semantic_particle_kind); } } } ////////////////////////////// //- Particle sim shader ComputeShader(V_SimParticlesCS, 64) { V_SharedFrame frame = G_Dereference(V_ShaderConst_Frame)[0]; Texture2D tiles = G_Dereference(frame.tiles); RWStructuredBuffer particles = G_Dereference(frame.particles); RWTexture2D stain_cells = G_Dereference(frame.stain_cells); RWTexture2D ground_cells = G_Dereference(frame.ground_cells); RWTexture2D air_cells = G_Dereference(frame.air_cells); RWTexture2D stain_densities = G_Dereference(frame.stain_densities); RWTexture2D ground_densities = G_Dereference(frame.ground_densities); RWTexture2D air_densities = G_Dereference(frame.air_densities); RWTexture2D drynesses = G_Dereference(frame.drynesses); RWTexture2D occluders = G_Dereference(frame.occluders); u32 particle_idx = SV_DispatchThreadID; if (particle_idx < V_ParticlesCap) { V_Particle particle = particles[particle_idx]; b32 prune = 0; ////////////////////////////// //- Initialize particle if (particle.kind != V_ParticleKind_None) { u64 seed0 = MixU64(V_ParticleSimBasis ^ particle_idx); f32 rand_offset = Norm16(seed0 >> 0); f32 rand_angle = Norm16(seed0 >> 16); f32 rand_speed = Norm16(seed0 >> 32); f32 rand_falloff = Norm16(seed0 >> 48); u64 seed1 = MixU64(seed0); f32 rand_density = Norm16(seed1 >> 0); ////////////////////////////// //- Init if (particle.kind < 0) { u32 emitter_idx = -particle.kind - 1; V_Emitter emitter = G_Dereference(frame.emitters)[emitter_idx]; f32 initial_angle = lerp(emitter.angle.min, emitter.angle.max, rand_angle); f32 initial_speed = lerp(emitter.speed.min, emitter.speed.max, rand_speed); particle = (V_Particle)0; particle.kind = emitter.kind; particle.life = 0; particle.pos = lerp(emitter.pos.p0, emitter.pos.p1, rand_offset); particle.velocity = Vec2(cos(initial_angle), sin(initial_angle)) * initial_speed; } if (particle.kind > V_ParticleKind_None && particle.kind < V_ParticleKind_COUNT) { V_ParticleDesc desc = V_DescFromParticleKind((V_ParticleKind)particle.kind); u32 packed = 0; packed |= (particle_idx & ((1 >> 24) - 1)) << 0; packed |= (particle.kind & 0xFF) << 24; packed |= 1 << 31; StaticAssert(V_ParticlesCap <= (1 << 24)); // particle idx must fit in 24 bits StaticAssert(V_ParticleKind_COUNT <= 0x7F); // particle kind must fit in 7 bits ////////////////////////////// //- Move b32 collision = 0; // TODO: Clip to avoid unnecessary iterations outside of world bounds { Vec2 p0 = particle.pos; Vec2 p1 = particle.pos + particle.velocity * frame.dt; f32 t = 1; { Vec2 occluder_p0 = mul(frame.af.world_to_cell, Vec3(p0, 1)); Vec2 occluder_p1 = mul(frame.af.world_to_cell, Vec3(p1, 1)); Vec2I32 cell_p0 = floor(occluder_p0); Vec2I32 cell_p1 = floor(occluder_p1); Vec2 delta = occluder_p1 - occluder_p0; Vec2 inv_delta = 1.0 / delta; Vec2 dda_step_dir = Vec2((delta.x > 0) - (delta.x < 0), (delta.y > 0) - (delta.y < 0)); Vec2 t_delta = abs(inv_delta); Vec2 t_max = cell_p0 - occluder_p0; t_max.x += dda_step_dir.x > 0; t_max.y += dda_step_dir.y > 0; t_max *= inv_delta; t_max = abs(t_max); Vec2 t_hit = 0; Vec2I32 cell_pos = cell_p0; b32 stepped_x = 0; b32 stepped_y = 0; // TODO: Tune this u32 max_iterations = 128; b32 done = 0; f32 t_diff = 0; for (u32 iteration_idx = 0; iteration_idx < max_iterations && !done; ++iteration_idx) { if (cell_pos.x == cell_p1.x && cell_pos.y == cell_p1.y) { done = 1; } else if (t_max.x < t_max.y) { cell_pos.x += dda_step_dir.x; f32 old = t_hit.x; t_hit.x = t_max.x - t_delta.x; t_diff = t_hit.x - old; t_max.x += t_delta.x; stepped_x = 1; stepped_y = 0; } else { cell_pos.y += dda_step_dir.y; f32 old = t_hit.y; t_hit.y = t_max.y - t_delta.y; t_diff = t_hit.y - old; t_max.y += t_delta.y; stepped_x = 0; stepped_y = 1; } Vec2 cell_screen_pos_p0 = mul(frame.af.world_to_screen, Vec3(mul(frame.af.cell_to_world, Vec3(floor(cell_pos), 1)), 1)); Vec2 cell_screen_pos_p1 = mul(frame.af.world_to_screen, Vec3(mul(frame.af.cell_to_world, Vec3(ceil(cell_pos), 1)), 1)); cell_screen_pos_p1 = max(cell_screen_pos_p1, cell_screen_pos_p0 + 1); b32 is_in_world = all(cell_pos >= 0) && all(cell_pos < countof(air_cells)); b32 is_visible = all(cell_screen_pos_p1 >= 0) && all(cell_screen_pos_p0 < frame.screen_dims); if (is_in_world) { f32 stain_delta = abs(t_diff) * desc.stain_rate * frame.dt; particle.stain_accum += stain_delta; //- Handle collision V_OccluderKind occluder = (V_OccluderKind)occluders[cell_pos]; if (occluder != V_OccluderKind_None) { u64 collision_seed = MixU64(V_ParticleCellBasis ^ seed0 ^ particle.cells_count); f32 rand_collision_angle = Norm16(collision_seed >> 0); f32 rand_collision_velocity = Norm16(collision_seed >> 16); f32 rand_collision_penetration = Norm16(collision_seed >> 32); if (rand_collision_penetration >= desc.pen_rate) { collision = 1; done = 1; { if (stepped_x) { if (!AnyBit(desc.flags, V_ParticleFlag_NoReflect)) { particle.velocity.x *= -1; } t = saturate(t_hit.x); } else if (stepped_y) { if (!AnyBit(desc.flags, V_ParticleFlag_NoReflect)) { particle.velocity.y *= -1; } t = saturate(t_hit.y); } { f32 collision_angle = lerp(-0.05 * Tau, 0.05 * Tau, rand_collision_angle); f32 collision_velocity_falloff = lerp(50, 100, rand_collision_velocity); // f32 collision_velocity_falloff = lerp(5000, 10000, rand_collision_velocity); // f32 collision_velocity_falloff = lerp(500, 10000, rand_collision_velocity); // f32 collision_velocity_falloff = 0; particle.velocity = RotateVec2Angle(particle.velocity, collision_angle); particle.velocity *= 1.0f - saturate(collision_velocity_falloff * frame.dt); } } } } if (AnyBit(desc.flags, V_ParticleFlag_PruneWhenStill)) { if (dot(particle.velocity, particle.velocity) < 0.0001) { prune = 1; } } if (prune && AnyBit(desc.flags, V_ParticleFlag_StainWhenPruned)) { particle.stain_accum += 1; } if (!collision) { //- Stain u32 stains_count = floor(particle.stain_accum); if (stains_count > 0) { // TODO: Fixed point u32 density = round(stains_count * rand_density); InterlockedMax(stain_cells[cell_pos], packed); InterlockedAdd(stain_densities[cell_pos], density); drynesses[cell_pos] = 0; particle.stain_accum -= stains_count; } //- Draw { b32 should_draw_ground = is_visible && AnyBit(desc.flags, V_ParticleFlag_Ground); b32 should_draw_air = is_visible && AnyBit(desc.flags, V_ParticleFlag_Air); if (should_draw_ground) { InterlockedMax(ground_cells[cell_pos], packed); InterlockedAdd(ground_densities[cell_pos], 1); } if (should_draw_air) { InterlockedMax(air_cells[cell_pos], packed); InterlockedAdd(air_densities[cell_pos], 1); } } } } else { done = 1; prune = 1; } particle.cells_count += 1; iteration_idx += 1; } } f32 falloff = saturate(lerp(10, 20, rand_falloff) * frame.dt); // f32 falloff = saturate(lerp(1, 2, rand_falloff) * frame.dt); particle.velocity *= 1.0f - falloff; particle.pos = p0 + (p1 - p0) * t; } // Increment life particle.life += frame.dt; } if (prune) { particle.kind = V_ParticleKind_None; } particles[particle_idx] = particle; } } } //////////////////////////////////////////////////////////// //~ Shade // TODO: Remove this ComputeShader2D(V_ShadeCS, 8, 8) { V_SharedFrame frame = G_Dereference(V_ShaderConst_Frame)[0]; RWTexture2D shade_tex = G_Dereference(frame.shade_rw); Texture2D albedo_tex = G_Dereference(frame.albedo_ro); Texture2D tiles = G_Dereference(frame.tiles); RWTexture2D stain_cells = G_Dereference(frame.stain_cells); RWTexture2D drynesses = G_Dereference(frame.drynesses); SamplerState clamp_sampler = G_Dereference(frame.pt_clamp_sampler); 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)); P_TileKind tile = tiles[tile_pos]; Vec2 half_world_dims = Vec2(P_WorldPitch, P_WorldPitch) * 0.5; b32 is_in_world = all(cell_pos >= 0) && all(cell_pos < countof(stain_cells)); ////////////////////////////// //- Compute result Vec4 result = 0; ////////////////////////////// //- Write result if (all(shade_pos < countof(shade_tex))) { shade_tex[shade_pos] = result; } } //////////////////////////////////////////////////////////// //~ Composite ComputeShader2D(V_CompositeCS, 8, 8) { V_SharedFrame frame = G_Dereference(V_ShaderConst_Frame)[0]; // Texture2D shade_tex = G_Dereference(frame.shade_ro); Texture2D albedo_tex = G_Dereference(frame.albedo_ro); RWTexture2D screen_tex = G_Dereference(frame.screen_rw); RWTexture2D stain_cells = G_Dereference(frame.stain_cells); RWTexture2D ground_cells = G_Dereference(frame.ground_cells); RWTexture2D stain_densities = G_Dereference(frame.stain_densities); RWTexture2D air_cells = G_Dereference(frame.air_cells); RWTexture2D ground_densities = G_Dereference(frame.ground_densities); RWTexture2D air_densities = G_Dereference(frame.air_densities); RWTexture2D drynesses = G_Dereference(frame.drynesses); Texture2D tiles = G_Dereference(frame.tiles); SamplerState clamp_sampler = G_Dereference(frame.pt_clamp_sampler); RWStructuredBuffer particles = G_Dereference(frame.particles); Vec2 screen_pos = SV_DispatchThreadID.xy + 0.5; Vec2 world_pos = mul(frame.af.screen_to_world, Vec3(screen_pos, 1)); Vec2 tile_pos = mul(frame.af.world_to_tile, Vec3(world_pos, 1)); Vec2 cell_pos = mul(frame.af.world_to_cell, Vec3(world_pos, 1)); Vec2 shade_pos = mul(frame.af.screen_to_shade, Vec3(screen_pos.xy, 1)); Vec2 half_world_dims = Vec2(P_WorldPitch, P_WorldPitch) * 0.5; Vec2 world_bounds_screen_p0 = mul(frame.af.world_to_screen, Vec3(-half_world_dims.xy, 1)); Vec2 world_bounds_screen_p1 = mul(frame.af.world_to_screen, Vec3(half_world_dims.xy, 1)); b32 is_in_world = all(cell_pos >= 0) && all(cell_pos < countof(ground_cells)); b32 is_in_screen = all(screen_pos >= 0) && all(screen_pos < countof(screen_tex)); P_TileKind tile = tiles[tile_pos]; P_TileKind equipped_tile = frame.equipped_tile; ////////////////////////////// //- World color Vec4 world_color = Vec4(0.025, 0.025, 0.025, 1); if (is_in_world) { ////////////////////////////// //- Shade color Vec4 shade_color = 0; // if (all(shade_pos >= Vec2(0, 0)) && all(shade_pos < countof(shade_tex))) // { // Vec2 shade_uv = shade_pos / countof(shade_tex); // shade_color = shade_tex.SampleLevel(clamp_sampler, shade_uv, 0); // } ////////////////////////////// //- Tile // TODO: Remove this b32 tile_is_wall = 0; Vec4 tile_color = 0; { P_TileKind tile_tl = tiles[Vec2(tile_pos.x - 0.99, tile_pos.y - 0.99)]; P_TileKind tile_tr = tiles[Vec2(tile_pos.x + 0.99, tile_pos.y - 0.99)]; P_TileKind tile_br = tiles[Vec2(tile_pos.x + 0.99, tile_pos.y + 0.99)]; P_TileKind tile_bl = tiles[Vec2(tile_pos.x - 0.99, tile_pos.y + 0.99)]; P_TileKind tile_t = tiles[Vec2(tile_pos.x, tile_pos.y - 0.99)]; P_TileKind tile_r = tiles[Vec2(tile_pos.x + 0.99, tile_pos.y)]; P_TileKind tile_b = tiles[Vec2(tile_pos.x, tile_pos.y + 0.99)]; P_TileKind tile_l = tiles[Vec2(tile_pos.x - 0.99, tile_pos.y)]; f32 tile_edge_dist = Inf; P_TileKind edge_tile = tile; if (tile_tl != tile) { edge_tile = tile_tl; tile_edge_dist = min(tile_edge_dist, length(tile_pos - Vec2(floor(tile_pos.x), floor(tile_pos.y)))); } if (tile_tr != tile) { edge_tile = tile_tr; tile_edge_dist = min(tile_edge_dist, length(tile_pos - Vec2(ceil(tile_pos.x), floor(tile_pos.y)))); } if (tile_br != tile) { edge_tile = tile_br; tile_edge_dist = min(tile_edge_dist, length(tile_pos - Vec2(ceil(tile_pos.x), ceil(tile_pos.y)))); } if (tile_bl != tile) { edge_tile = tile_bl; tile_edge_dist = min(tile_edge_dist, length(tile_pos - Vec2(floor(tile_pos.x), ceil(tile_pos.y)))); } if (tile_l != tile) { edge_tile = tile_l; tile_edge_dist = min(tile_edge_dist, frac(tile_pos.x)); } if (tile_r != tile) { edge_tile = tile_r; tile_edge_dist = min(tile_edge_dist, 1.0 - frac(tile_pos.x)); } if (tile_t != tile) { edge_tile = tile_t; tile_edge_dist = min(tile_edge_dist, frac(tile_pos.y)); } if (tile_b != tile) { edge_tile = tile_b; tile_edge_dist = min(tile_edge_dist, 1.0 - frac(tile_pos.y)); } if (tile == P_TileKind_Wall) { Vec4 outer = LinearFromSrgb(Vec4(0.05, 0.05, 0.05, 1)); Vec4 inner = LinearFromSrgb(Vec4(0.15, 0.15, 0.15, 1)); tile_color = lerp(outer, inner, smoothstep(0, 1, tile_edge_dist / 0.375)); tile_is_wall = 1; } else if (tile != P_TileKind_Empty) { V_TileDesc tile_desc = frame.tile_descs[tile]; Texture2D tile_tex = G_Dereference(tile_desc.tex); Vec2 tile_samp_uv = lerp(tile_desc.tex_slice_uv.p0, tile_desc.tex_slice_uv.p1, frac(world_pos)); tile_color = tile_tex.SampleLevel(clamp_sampler, tile_samp_uv, 0); } // Checkered grid else if (tile == P_TileKind_Empty) { i32 color_idx = 0; Vec4 colors[2] = { LinearFromSrgb(Vec4(0.30, 0.30, 0.30, 1)), LinearFromSrgb(Vec4(0.15, 0.15, 0.15, 1)) }; const f32 checker_size = 0.5; Vec2 world_pos_modded = fmod(abs(world_pos), Vec2(checker_size * 2, checker_size * 2)); if (world_pos_modded.x < checker_size) { color_idx = !color_idx; } if (world_pos_modded.y < checker_size) { color_idx = !color_idx; } if (world_pos.x < 0) { color_idx = !color_idx; } if (world_pos.y < 0) { color_idx = !color_idx; } tile_color = colors[color_idx]; } } ////////////////////////////// //- Albedo tex Vec4 albedo_tex_color = albedo_tex[screen_pos]; ////////////////////////////// //- Particles Vec4 stain_particle_color = 0; Vec4 ground_particle_color = 0; Vec4 air_particle_color = 0; { //- Stain { { u32 packed = stain_cells[cell_pos]; V_ParticleKind particle_kind = (V_ParticleKind)((packed >> 24) & 0x7F); if (particle_kind != V_ParticleKind_None) { u32 particle_idx = packed & ((1 << 24) - 1); u32 density = stain_densities[cell_pos]; f32 dryness = drynesses[cell_pos]; stain_particle_color = V_ColorFromParticle(particle_kind, particle_idx, density, dryness); } } stain_particle_color.rgb *= 1.0 - (0.30 * tile_is_wall); // Darken wall stains stain_particle_color.rgb *= stain_particle_color.a; } //- Ground { { u32 packed = ground_cells[cell_pos]; V_ParticleKind particle_kind = (V_ParticleKind)((packed >> 24) & 0x7F); if (particle_kind != V_ParticleKind_None) { u32 particle_idx = packed & ((1 << 24) - 1); u32 density = ground_densities[cell_pos]; ground_particle_color = V_ColorFromParticle(particle_kind, particle_idx, density, 0); } } ground_particle_color.rgb *= ground_particle_color.a; } //- Air { { u32 packed = air_cells[cell_pos]; V_ParticleKind particle_kind = (V_ParticleKind)((packed >> 24) & 0x7F); if (particle_kind != V_ParticleKind_None) { u32 particle_idx = packed & ((1 << 24) - 1); u32 density = air_densities[cell_pos]; air_particle_color = V_ColorFromParticle(particle_kind, particle_idx, density, 0); } } air_particle_color.rgb *= air_particle_color.a; } } ////////////////////////////// //- Compose world // world_color = BlendPremul(shade_color, world_color); world_color = BlendPremul(stain_particle_color, world_color); world_color = BlendPremul(ground_particle_color, world_color); if (!tile_is_wall) { world_color = BlendPremul(tile_color, world_color); // Blend ground tile world_color = BlendPremul(stain_particle_color, world_color); // Blend ground stain world_color = BlendPremul(ground_particle_color, world_color); // Blend ground particle } world_color = BlendPremul(albedo_tex_color, world_color); if (tile_is_wall) { world_color = BlendPremul(tile_color, world_color); // Blend wall tile world_color = BlendPremul(stain_particle_color, world_color); // Blend wall stain world_color = BlendPremul(ground_particle_color, world_color); // Blend wall particle } world_color = BlendPremul(air_particle_color, world_color); } ////////////////////////////// //- Overlay color Vec4 overlay_color = 0; { f32 half_thickness = 1; ////////////////////////////// //- Tile selection overlay Vec4 selection_color = 0; if ( frame.is_editing && frame.edit_mode == V_EditMode_Tile && frame.has_mouse_focus && is_in_world ) { Vec4 border_color = LinearFromSrgb(Vec4(1, 1, 1, 1)); // Vec4 inner_color = LinearFromSrgb(Vec4(0.4, 0.4, 0.4, 0.25)); Vec4 inner_color = LinearFromSrgb(Vec4(0.4, 0.8, 0.4, 0.6)); Rng2 screen_selection = frame.screen_selection; Rng2 world_selection = frame.world_selection; Rng2 tile_selection; tile_selection.p0 = floor(mul(frame.af.world_to_tile, Vec3(world_selection.p0, 1))); tile_selection.p1 = ceil(mul(frame.af.world_to_tile, Vec3(world_selection.p1, 1))); tile_selection.p1 = max(tile_selection.p1, tile_selection.p0 + 1); f32 dist = 100000000; dist = min(dist, screen_pos.x - screen_selection.p0.x); dist = min(dist, screen_pos.y - screen_selection.p0.y); dist = min(dist, screen_selection.p1.x - screen_pos.x); dist = min(dist, screen_selection.p1.y - screen_pos.y); dist = -dist; // if (dist >= -half_thickness && dist <= half_thickness) // { // selection_color = border_color; // } // else { if ( tile_pos.x >= tile_selection.p0.x && tile_pos.x <= tile_selection.p1.x && tile_pos.y >= tile_selection.p0.y && tile_pos.y <= tile_selection.p1.y ) { selection_color = inner_color; } } // Premultiply selection_color.rgb *= selection_color.a; } ////////////////////////////// //- Grid Vec4 grid_color = 0; if (is_in_world) { b32 debug_draw = !!frame.show_console; // Grid outline if (frame.show_console) { const Vec4 line_color = LinearFromSrgb(Vec4(1, 1, 1, 0.1)); Vec2 line_screen_p0 = mul(frame.af.world_to_screen, Vec3(floor(world_pos), 1)); Vec2 line_screen_p1 = mul(frame.af.world_to_screen, Vec3(ceil(world_pos), 1)); f32 line_dist = 100000; line_dist = min(line_dist, abs(screen_pos.x - line_screen_p0.x)); line_dist = min(line_dist, abs(screen_pos.x - line_screen_p1.x)); line_dist = min(line_dist, abs(screen_pos.y - line_screen_p0.y)); line_dist = min(line_dist, abs(screen_pos.y - line_screen_p1.y)); if (line_dist <= half_thickness * 0.5) { grid_color = line_color; } } // Axis if (frame.show_console) { const Vec4 x_axis_color = LinearFromSrgb(Vec4(0.75, 0, 0, 1)); const Vec4 y_axis_color = LinearFromSrgb(Vec4(0, 0.75, 0, 1)); Vec2 zero_screen = mul(frame.af.world_to_screen, Vec3(0, 0, 1)); f32 x_dist = abs(screen_pos.x - zero_screen.x); f32 y_dist = abs(screen_pos.y - zero_screen.y); if (y_dist <= half_thickness) { grid_color = x_axis_color; } else if (x_dist <= half_thickness) { grid_color = y_axis_color; } } // World bounds { const Vec4 bounds_color = LinearFromSrgb(Vec4(0.75, 0.75, 0, 1)); f32 bounds_dist = 100000; bounds_dist = min(bounds_dist, abs(screen_pos.x - world_bounds_screen_p0.x)); bounds_dist = min(bounds_dist, abs(screen_pos.x - world_bounds_screen_p1.x)); bounds_dist = min(bounds_dist, abs(screen_pos.y - world_bounds_screen_p0.y)); bounds_dist = min(bounds_dist, abs(screen_pos.y - world_bounds_screen_p1.y)); if (bounds_dist <= half_thickness) { grid_color = bounds_color; } } // Premultiply grid_color.rgb *= grid_color.a; } ////////////////////////////// //- Crosshair // TODO: Remove this // TODO: Move to final step after post-processing pass Vec4 crosshair_color = 0; if (!frame.is_editing) { f32 dist = length(frame.screen_crosshair - screen_pos); if (dist < 4) { // Adaptive crosshair color based on underlying luminance f32 world_luminance = LuminanceFromColor(world_color); f32 adaptive_threshold = 0.5; Vec4 adapted_crosshair_color = crosshair_color; if (world_luminance <= adaptive_threshold) { crosshair_color = Color_White; } else { crosshair_color = InvertColor(Color_White); } crosshair_color = Premul(crosshair_color); } } ////////////////////////////// //- Compose overlay overlay_color = BlendPremul(selection_color, overlay_color); overlay_color = BlendPremul(grid_color, overlay_color); overlay_color = BlendPremul(crosshair_color, overlay_color); } ////////////////////////////// //- Compose result Vec4 result = Vec4(0, 0, 0, 1); result = BlendPremul(world_color, result); result = BlendPremul(overlay_color, result); result = Unpremul(result); if (is_in_screen) { screen_tex[screen_pos] = result; } } //////////////////////////////////////////////////////////// //~ Debug shapes ////////////////////////////// //- Vertex shader VertexShader(V_DVertVS, V_DVertPSInput) { V_SharedFrame frame = G_Dereference(V_ShaderConst_Frame)[0]; StructuredBuffer verts = G_Dereference(frame.dverts); V_DVert vert = verts[SV_VertexID]; Vec2 screen_pos = vert.pos; V_DVertPSInput result; result.sv_position = Vec4(NdcFromPos(screen_pos, frame.screen_dims).xy, 0, 1); result.color_lin = vert.color_lin; return result; } ////////////////////////////// //- Pixel shader PixelShader(V_DVertPS, V_DVertPSOutput, V_DVertPSInput input) { V_DVertPSOutput output; output.sv_target0 = input.color_lin; return output; }