power_play/src/pp/pp_vis/pp_vis_gpu.g
2026-02-20 18:49:29 -06:00

1164 lines
39 KiB
HLSL

////////////////////////////////////////////////////////////
//~ Helpers
f32 V_RandFromPos(Vec3 pos)
{
Texture3D<u32> noise3d = G_Dereference<u32>(V_GpuConst_NoiseTex);
// TODO: Compile-time noise dims
u32 noise = noise3d[(Vec3U32)pos % countof(noise3d)];
f32 rand = Norm16(noise);
return rand;
}
Vec4 V_ColorFromParticle(V_ParticleDesc desc, u32 particle_idx, u32 density)
{
Vec4 result = 0;
u64 seed = MixU64(V_ParticleColorBasis ^ particle_idx);
f32 rand_color = Norm16(seed >> 0);
result = desc.base_color;
// Apply density
{
if (AnyBit(desc.flags, V_ParticleFlag_GasBlend))
{
// f32 t = saturate(density / 10.0);
// f32 t = smoothstep(-10, 32, density);
f32 t = smoothstep(-10, 50, density);
// f32 t = smoothstep(0, 2, (f32)density);
result.a += (1.0 - result.a) * (t);
}
else if (desc.kind == V_ParticleKind_BloodTrail || desc.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 / 10;
// t = smoothstep(-10, 10, t);
// t = smoothstep(-5, 5, t);
t = smoothstep(-50, 50, t);
// result.rgb *= 1.0 - (t * 0.9);
// result.a = t;
result.a += (1.0 - result.a) * (t);
}
}
result.rgb = result.rgb + (rand_color - 0.5) * 0.05;
return result;
}
////////////////////////////////////////////////////////////
//~ Prepare frame
//- Prepare shade
ImplComputeShader2D(V_PrepareShadeCS)
{
V_SharedFrame frame = G_Dereference<V_SharedFrame>(V_GpuConst_Frame)[0];
RWTexture2D<Vec4> shade = G_Dereference<Vec4>(frame.shade_rw);
Vec2 shade_pos = SV_DispatchThreadID + 0.5;
if (all(shade_pos < countof(shade)))
{
// Clear shade
shade[shade_pos] = 0;
}
}
//- Prepare cells
ImplComputeShader2D(V_PrepareCellsCS)
{
V_SharedFrame frame = G_Dereference<V_SharedFrame>(V_GpuConst_Frame)[0];
Texture2D<P_TileKind> tiles = G_Dereference<P_TileKind>(frame.tiles);
RWTexture2D<Vec4> stains = G_Dereference<Vec4>(frame.stains);
RWTexture2D<Vec4> dry_stains = G_Dereference<Vec4>(frame.dry_stains);
RWTexture2D<f32> drynesses = G_Dereference<f32>(frame.drynesses);
RWTexture2D<u32> occluders = G_Dereference<u32>(frame.occluders);
Vec2 cell_pos = SV_DispatchThreadID + 0.5;
if (all(cell_pos < P_WorldCellsDims))
{
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];
//- Reset occluders
{
u32 occluder = 0;
if (tile == P_TileKind_Wall)
{
occluder = 0xFFFFFFFF;
}
occluders[cell_pos] = occluder;
}
//- Reset particle layers
Vec4 over_stain = 0;
Vec4 over_dry_stain = 0;
for (V_ParticleLayer layer = (V_ParticleLayer)0; layer < V_ParticleLayer_COUNT; layer += (V_ParticleLayer)1)
{
RWTexture2D<u32> cells = G_Dereference<u32>(frame.particle_cells[layer]);
RWTexture2D<u32> densities = G_Dereference<u32>(frame.particle_densities[layer]);
u32 packed = cells[cell_pos];
if (packed & (1 << 31))
{
V_ParticleKind particle_kind = (V_ParticleKind)((packed >> 24) & 0x7F);
V_ParticleDesc desc = V_DescFromParticleKind(particle_kind);
u32 density = densities[cell_pos];
u32 particle_idx = packed & ((1 << 24) - 1);
Vec4 base_color = V_ColorFromParticle(desc, particle_idx, density);
Vec4 dry_color = base_color * desc.dry_factor;
base_color.rgb *= base_color.a;
dry_color.rgb *= dry_color.a;
over_stain = BlendPremul(base_color, over_stain);
over_dry_stain = BlendPremul(dry_color, over_dry_stain);
}
cells[cell_pos] = 0;
densities[cell_pos] = 0;
}
//- Update stains
if (frame.should_clear_particles)
{
stains[cell_pos] = 0;
dry_stains[cell_pos] = 0;
drynesses[cell_pos] = 0;
}
else if (over_stain.a > 0)
{
Vec4 dry_stain = max(dry_stains[cell_pos], 0);
Vec4 stain = dry_stain;
dry_stain = BlendPremul(over_dry_stain, dry_stain);
stain = BlendPremul(over_stain, stain);
stains[cell_pos] = stain;
dry_stains[cell_pos] = dry_stain;
drynesses[cell_pos] = 0;
}
else
{
f32 dry_rate = saturate(frame.dt * 0.1);
Vec4 before_stain = stains[cell_pos];
Vec4 before_dry_stain = dry_stains[cell_pos];
drynesses[cell_pos] = lerp(drynesses[cell_pos], 1, dry_rate);
}
}
}
//- Clear particles
ImplComputeShader(V_ClearParticlesCS)
{
V_SharedFrame frame = G_Dereference<V_SharedFrame>(V_GpuConst_Frame)[0];
RWStructuredBuffer<V_Particle> particles = G_Dereference<V_Particle>(frame.particles);
u32 particle_idx = SV_DispatchThreadID;
if (particle_idx < V_ParticlesCap)
{
particles[particle_idx].kind = V_ParticleKind_None;
}
}
////////////////////////////////////////////////////////////
//~ Quads
//////////////////////////////
//- Vertex shader
ImplVertexShader(V_QuadVS, V_QuadPSInput)
{
V_SharedFrame frame = G_Dereference<V_SharedFrame>(V_GpuConst_Frame)[0];
StructuredBuffer<V_Quad> quads = G_Dereference<V_Quad>(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
ImplPixelShader(V_QuadPS, V_QuadPSOutput, V_QuadPSInput input)
{
V_SharedFrame frame = G_Dereference<V_SharedFrame>(V_GpuConst_Frame)[0];
StructuredBuffer<V_Quad> quads = G_Dereference<V_Quad>(frame.quads);
SamplerState sampler = G_Dereference(frame.basic_samplers[G_BasicSamplerKind_PointClamp]);
RWTexture2D<u32> occluders = G_Dereference<u32>(frame.occluders);
V_Quad quad = quads[input.quad_idx];
Texture2D<Vec4> tex = G_Dereference<Vec4>(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 = IsInside(cell_pos, P_WorldCellsDims);
Vec4 albedo = tex.Sample(sampler, input.samp_uv);
if (is_in_world)
{
// TODO: Don't write occluders using screen space result. Do separate draw pass instead.
if (quad.occluder_id > 0 && albedo.a > 0)
{
InterlockedMax(occluders[cell_pos], quad.occluder_id);
}
}
V_QuadPSOutput output;
output.sv_target0 = albedo;
return output;
}
////////////////////////////////////////////////////////////
//~ Particle simulation
//////////////////////////////
//- Particle emitter shader
ImplComputeShader(V_EmitParticlesCS)
{
V_SharedFrame frame = G_Dereference<V_SharedFrame>(V_GpuConst_Frame)[0];
StructuredBuffer<V_Emitter> emitters = G_Dereference<V_Emitter>(frame.emitters);
RWStructuredBuffer<V_Particle> particles = G_Dereference<V_Particle>(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
ImplComputeShader(V_SimParticlesCS)
{
V_SharedFrame frame = G_Dereference<V_SharedFrame>(V_GpuConst_Frame)[0];
Texture2D<P_TileKind> tiles = G_Dereference<P_TileKind>(frame.tiles);
RWStructuredBuffer<V_Particle> particles = G_Dereference<V_Particle>(frame.particles);
RWTexture2D<u32> occluders = G_Dereference<u32>(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);
//////////////////////////////
//- Init
if (particle.kind < 0)
{
u32 emitter_idx = -particle.kind - 1;
V_Emitter emitter = G_Dereference<V_Emitter>(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 && !prune)
{
V_ParticleDesc desc = V_DescFromParticleKind((V_ParticleKind)particle.kind);
RWTexture2D<u32> cells = G_Dereference<u32>(frame.particle_cells[desc.layer]);
RWTexture2D<u32> densities = G_Dereference<u32>(frame.particle_densities[desc.layer]);
u32 packed = 0;
packed |= (particle_idx & ((1 >> 24) - 1)) << 0;
packed |= (particle.kind & 0xFF) << 24;
StaticAssert(V_ParticlesCap <= (1 << 24)); // particle idx must fit in 24 bits
StaticAssert(V_ParticleKind_COUNT <= 0x7F); // particle kind must fit in 7 bits
if (particle.life == 0)
{
Vec2 cell_pos = mul(frame.af.world_to_cell, Vec3(particle.pos, 1));
if (IsInside(cell_pos, P_WorldCellsDims))
{
u32 occluder = occluders[cell_pos];
b32 occluder_is_wall = occluder == 0xFFFFFFFF;
if (!(AnyBit(desc.flags, V_ParticleFlag_OnlyCollideWithWalls) && !occluder_is_wall))
{
particle.origin_occluder = occluders[cell_pos];
particle.prev_occluder = particle.origin_occluder;
}
}
else
{
prune = 1;
}
}
//////////////////////////////
//- Move
b32 collision = 0;
// TODO: Clip to avoid unnecessary iterations outside of world bounds
if (!prune)
{
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;
u32 iteration_idx = 0;
for (; 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 = IsInside(cell_pos, P_WorldCellsDims);
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
{
u32 occluder = occluders[cell_pos];
b32 occluder_is_wall = occluder == 0xFFFFFFFF;
if (occluder != particle.origin_occluder)
{
particle.origin_occluder = 0;
}
if (
occluder != 0 &&
!(AnyBit(desc.flags, V_ParticleFlag_OnlyCollideWithWalls) && !occluder_is_wall) &&
occluder != particle.origin_occluder
)
{
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_angle = 0;
// 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 = lerp(50, 100, 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);
}
}
}
}
particle.prev_occluder = occluder;
}
if (dot(particle.velocity, particle.velocity) < (desc.prune_speed_threshold * desc.prune_speed_threshold))
{
prune = 1;
}
if (prune)
{
done = 1;
if (AnyBit(desc.flags, V_ParticleFlag_StainWhenPruned))
{
// particle.stain_accum = max(particle.stain_accum, 1);
particle.stain_accum += 1;
packed |= 1 << 31;
}
}
if (!collision && particle.origin_occluder != 0xFFFFFFFF)
{
u32 stain_count = floor(particle.stain_accum);
u32 density = 1 + stain_count;
u32 commit = packed;
if (stain_count > 0)
{
commit |= (1 << 31);
}
InterlockedMax(cells[cell_pos], commit);
InterlockedAdd(densities[cell_pos], density);
particle.stain_accum -= stain_count;
}
}
else
{
done = 1;
prune = 1;
}
particle.cells_count += 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;
}
particle.life += frame.dt;
}
if (prune)
{
particle.kind = V_ParticleKind_None;
}
particles[particle_idx] = particle;
}
}
}
////////////////////////////////////////////////////////////
//~ Shade
// TODO: Remove this
ImplComputeShader2D(V_ShadeCS)
{
V_SharedFrame frame = G_Dereference<V_SharedFrame>(V_GpuConst_Frame)[0];
SamplerState sampler = G_Dereference(frame.basic_samplers[G_BasicSamplerKind_PointClamp]);
Texture2D<P_TileKind> tiles = G_Dereference<P_TileKind>(frame.tiles);
Texture2D<Vec4> albedo_tex = G_Dereference<Vec4>(frame.albedo_ro);
RWTexture2D<Vec4> shade_tex = G_Dereference<Vec4>(frame.shade_rw);
RWTexture2D<f32> drynesses = G_Dereference<f32>(frame.drynesses);
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 = IsInside(cell_pos, P_WorldCellsDims);
//////////////////////////////
//- Compute result
Vec4 result = 0;
//////////////////////////////
//- Write result
if (all(shade_pos < countof(shade_tex)))
{
shade_tex[shade_pos] = result;
}
}
////////////////////////////////////////////////////////////
//~ Composite
ImplComputeShader2D(V_CompositeCS)
{
V_SharedFrame frame = G_Dereference<V_SharedFrame>(V_GpuConst_Frame)[0];
// Texture2D<Vec4> shade_tex = G_Dereference<Vec4>(frame.shade_ro);
SamplerState sampler = G_Dereference(frame.basic_samplers[G_BasicSamplerKind_PointClamp]);
Texture2D<Vec4> albedo_tex = G_Dereference<Vec4>(frame.albedo_ro);
RWTexture2D<Vec4> screen_tex = G_Dereference<Vec4>(frame.screen_rw);
RWTexture2D<Vec4> stains = G_Dereference<Vec4>(frame.stains);
RWTexture2D<Vec4> dry_stains = G_Dereference<Vec4>(frame.dry_stains);
RWTexture2D<f32> drynesses = G_Dereference<f32>(frame.drynesses);
Texture2D<P_TileKind> tiles = G_Dereference<P_TileKind>(frame.tiles);
RWStructuredBuffer<V_Particle> particles = G_Dereference<V_Particle>(frame.particles);
Vec2 screen_pos = SV_DispatchThreadID.xy + 0.5;
Vec2 world_pos = mul(frame.af.screen_to_world, Vec3(screen_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 tile_pos = mul(frame.af.world_to_tile, Vec3(world_pos, 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 = IsInside(cell_pos, P_WorldCellsDims);
b32 is_in_screen = IsInside(screen_pos, frame.screen_dims);
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(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<Vec4> tile_tex = G_Dereference<Vec4>(tile_desc.tex);
Vec2 samp_t = clamp(frac(world_pos), 0.00001, 1.0 - 0.00001);
Vec2 tile_samp_uv = lerp(tile_desc.tex_slice_uv.p0, tile_desc.tex_slice_uv.p1, samp_t);
tile_color = tile_tex.SampleLevel(sampler, tile_samp_uv, 0);
}
else if (tile == P_TileKind_Empty)
{
// Checkered grid
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))
};
Vec2 tile_pos_mod = fmod(abs(tile_pos), Vec2(2, 2));
if (tile_pos_mod.x < 1)
{
color_idx = !color_idx;
}
if (tile_pos_mod.y < 1)
{
color_idx = !color_idx;
}
tile_color = colors[color_idx];
}
}
//////////////////////////////
//- Albedo tex
Vec4 albedo_tex_color = albedo_tex[screen_pos];
//////////////////////////////
//- Particles
// FIXME: Stain
Vec4 stain_color = 0;
{
Vec4 wet_stain = stains[cell_pos];
Vec4 dry_stain = dry_stains[cell_pos];
f32 dryness = drynesses[cell_pos];
stain_color = max(lerp(wet_stain, dry_stain, dryness), 0);
}
Vec4 ground_particle_color = 0;
Vec4 air_particle_color = 0;
for (V_ParticleLayer layer = (V_ParticleLayer)0; layer < V_ParticleLayer_COUNT; layer += (V_ParticleLayer)1)
{
RWTexture2D<u32> cells = G_Dereference<u32>(frame.particle_cells[layer]);
RWTexture2D<u32> densities = G_Dereference<u32>(frame.particle_densities[layer]);
u32 packed = cells[cell_pos];
V_ParticleKind particle_kind = (V_ParticleKind)((packed >> 24) & 0x7F);
if (particle_kind != V_ParticleKind_None)
{
u32 density = densities[cell_pos];
V_ParticleDesc desc = V_DescFromParticleKind(particle_kind);
u32 particle_idx = packed & ((1 << 24) - 1);
Vec4 cell_color = V_ColorFromParticle(desc, particle_idx, density);
cell_color.rgb *= cell_color.a;
if (layer == V_ParticleLayer_Ground)
{
ground_particle_color = BlendPremul(cell_color, ground_particle_color);
}
else
{
air_particle_color = BlendPremul(cell_color, air_particle_color);
}
}
}
// Darken wall particles / stains
if (tile == P_TileKind_Wall)
{
ground_particle_color *= 0.5;
air_particle_color *= 0.5;
stain_color *= 0.5;
}
//////////////////////////////
//- Compose world
// world_color = BlendPremul(shade_color, world_color);
if (!tile_is_wall)
{
world_color = BlendPremul(tile_color, world_color); // Blend ground tile
world_color = BlendPremul(stain_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_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); // Blend air particle
// // 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;
}
}
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;
}
}
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.rgb *= crosshair_color.a;
}
}
//////////////////////////////
//- 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 = 0;
result = BlendPremul(world_color, result);
result = BlendPremul(overlay_color, result);
result = Unpremul(result);
if (is_in_screen)
{
screen_tex[screen_pos] = result;
}
}
////////////////////////////////////////////////////////////
//~ Bloom
//////////////////////////////
//- Downsample
ImplComputeShader2D(V_BloomDownCS)
{
i32 mips_count = V_GpuConst_MipsCount;
i32 mip_idx = V_GpuConst_MipIdx;
V_SharedFrame frame = G_Dereference<V_SharedFrame>(V_GpuConst_Frame)[0];
SamplerState sampler = G_Dereference(frame.basic_samplers[G_BasicSamplerKind_BilinearClamp]);
RWTexture2D<Vec4> bloom_down = G_Dereference<Vec4>(frame.bloom_mips_rw[mip_idx - 1]);
Texture2D<Vec4> bloom_up;
b32 is_first_pass = mip_idx == 1;
if (is_first_pass)
{
bloom_up = G_Dereference<Vec4>(frame.screen_ro);
}
else
{
bloom_up = G_Dereference<Vec4>(frame.bloom_mips_ro[mip_idx - 2]);
}
Vec2 down_dims = countof(bloom_down);
Vec2 bloom_pos = SV_DispatchThreadID + 0.5;
Vec2 bloom_uv = bloom_pos / down_dims;
Vec2 off_uv = 0.5 / down_dims;
f32 threshold = 1;
f32 knee = 0.75;
Vec4 result = 0;
{
// 5-tap sample
Struct(SampleDesc) { Vec2 uv; f32 weight; };
SampleDesc samples[] = {
{ bloom_uv + Vec2(0, 0), 0.5 },
{ bloom_uv + Vec2(-off_uv.x, -off_uv.y), 0.125 },
{ bloom_uv + Vec2(off_uv.x, -off_uv.y), 0.125 },
{ bloom_uv + Vec2(off_uv.x, off_uv.y), 0.125 },
{ bloom_uv + Vec2(-off_uv.x, off_uv.y), 0.125 },
};
for (u32 sample_idx = 0; sample_idx < countof(samples); ++sample_idx)
{
SampleDesc desc = samples[sample_idx];
Vec4 src = bloom_up.SampleLevel(sampler, desc.uv, 0);
f32 knee_weight = 1;
if (is_first_pass)
{
f32 luminance = LuminanceFromColor(src);
f32 max_rgb = max(max(src.r, src.g), src.b); // So that we can get bloom on colors with high rgb, not just high luminance
f32 bright = max(luminance, (max_rgb - 1.0) * 0.5);
if (bright > 0)
{
f32 over_threshold = max(bright - threshold, 0.0);
f32 ramp = saturate(over_threshold / knee);
knee_weight = (over_threshold * ramp * ramp) / bright;
}
else
{
knee_weight = 0;
}
}
result += src * desc.weight * knee_weight;
}
}
if (IsInside(bloom_pos, down_dims))
{
bloom_down[bloom_pos] = result;
}
}
//////////////////////////////
//- Upsample
ImplComputeShader2D(V_BloomUpCS)
{
i32 mips_count = V_GpuConst_MipsCount;
i32 mip_idx = V_GpuConst_MipIdx;
V_SharedFrame frame = G_Dereference<V_SharedFrame>(V_GpuConst_Frame)[0];
SamplerState sampler = G_Dereference(frame.basic_samplers[G_BasicSamplerKind_BilinearClamp]);
Texture2D<Vec4> bloom_down = G_Dereference<Vec4>(frame.bloom_mips_ro[mip_idx]);
b32 is_last_pass = mip_idx == 0;
RWTexture2D<Vec4> bloom_up;
if (is_last_pass)
{
bloom_up = G_Dereference<Vec4>(frame.screen_rw);
}
else
{
bloom_up = G_Dereference<Vec4>(frame.bloom_mips_rw[mip_idx - 1]);
}
Vec2 down_dims = countof(bloom_down);
Vec2 up_dims = countof(bloom_up);
Vec2 bloom_pos = SV_DispatchThreadID + 0.5;
Vec2 bloom_uv = bloom_pos / up_dims;
Vec2 off_inner_uv = 1 / down_dims;
Vec2 off_outer_uv = off_inner_uv * 2;
// 13-tap sample
Vec4 result = 0;
{
// Center
result += bloom_down.SampleLevel(sampler, bloom_uv, 0) * 9.0f / 41.0f;
// Outer Edges
result += (
bloom_down.SampleLevel(sampler, bloom_uv + Vec2(0, -off_outer_uv.y), 0) +
bloom_down.SampleLevel(sampler, bloom_uv + Vec2(off_outer_uv.x, 0), 0) +
bloom_down.SampleLevel(sampler, bloom_uv + Vec2(0, off_outer_uv.y), 0) +
bloom_down.SampleLevel(sampler, bloom_uv + Vec2(-off_outer_uv.x, 0), 0)
) * 3.0f / 41.0f;
// Inner corners
result += (
bloom_down.SampleLevel(sampler, bloom_uv + Vec2(-off_inner_uv.x, -off_inner_uv.y), 0) +
bloom_down.SampleLevel(sampler, bloom_uv + Vec2(off_inner_uv.x, -off_inner_uv.y), 0) +
bloom_down.SampleLevel(sampler, bloom_uv + Vec2(off_inner_uv.x, off_inner_uv.y), 0) +
bloom_down.SampleLevel(sampler, bloom_uv + Vec2(-off_inner_uv.x, off_inner_uv.y), 0)
) * 4.0f / 41.0f;
// Outer corners
result += (
bloom_down.SampleLevel(sampler, bloom_uv + Vec2(-off_outer_uv.x, -off_outer_uv.y), 0) +
bloom_down.SampleLevel(sampler, bloom_uv + Vec2(off_outer_uv.x, -off_outer_uv.y), 0) +
bloom_down.SampleLevel(sampler, bloom_uv + Vec2(off_outer_uv.x, off_outer_uv.y), 0) +
bloom_down.SampleLevel(sampler, bloom_uv + Vec2(-off_outer_uv.x, off_outer_uv.y), 0)
) * 1.0f / 41.0f;
}
if (IsInside(bloom_pos, up_dims))
{
bloom_up[bloom_pos] += result * 0.75;
}
}
////////////////////////////////////////////////////////////
//~ Finalize
ImplComputeShader2D(V_FinalizeCS)
{
V_SharedFrame frame = G_Dereference<V_SharedFrame>(V_GpuConst_Frame)[0];
SamplerState bilinear_sampler = G_Dereference(frame.basic_samplers[G_BasicSamplerKind_BilinearClamp]);
Texture2D<Vec4> bloom_tex = G_Dereference<Vec4>(frame.bloom_mips_ro[0]);
RWTexture2D<Vec4> screen_tex = G_Dereference<Vec4>(frame.screen_rw);
Vec2 screen_pos = SV_DispatchThreadID + 0.5;
b32 is_in_screen = IsInside(screen_pos, frame.screen_dims);
if (is_in_screen)
{
Vec4 result = screen_tex[screen_pos];
//- Tone map
if (frame.should_tone_map)
{
// ACES approximation by Krzysztof Narkowicz
// https://knarkowicz.wordpress.com/2016/01/06/aces-filmic-tone-mapping-curve/
result.rgb = saturate((result.rgb * (2.51f * result.rgb + 0.03f)) / (result.rgb * (2.43f * result.rgb + 0.59f) + 0.14f));
}
result = Unpremul(result);
screen_tex[screen_pos] = result;
}
}
////////////////////////////////////////////////////////////
//~ Debug shapes
//////////////////////////////
//- Vertex shader
ImplVertexShader(V_DVertVS, V_DVertPSInput)
{
V_SharedFrame frame = G_Dereference<V_SharedFrame>(V_GpuConst_Frame)[0];
StructuredBuffer<V_DVert> verts = G_Dereference<V_DVert>(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
ImplPixelShader(V_DVertPS, V_DVertPSOutput, V_DVertPSInput input)
{
V_DVertPSOutput output;
output.sv_target0 = input.color_lin;
return output;
}