989 lines
34 KiB
HLSL
989 lines
34 KiB
HLSL
////////////////////////////////////////////////////////////
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//~ Helpers
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f32 V_RandFromPos(Vec3 pos)
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{
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Texture3D<u32> noise3d = G_Dereference<u32>(V_GpuConst_NoiseTex);
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// TODO: Compile-time noise dims
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u32 noise = noise3d[(Vec3U32)pos % countof(noise3d)];
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f32 rand = Norm16(noise);
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return rand;
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}
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Vec4 V_ColorFromParticle(V_ParticleKind particle_kind, u32 particle_idx, u32 density, f32 dryness)
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{
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V_ParticleDesc desc = V_DescFromParticleKind(particle_kind);
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Vec4 result = 0;
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u64 seed = MixU64(V_ParticleColorBasis ^ particle_idx);
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f32 rand_color = Norm16(seed >> 0);
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result = desc.color;
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// // FIXME: Base color on particle desc
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// if (particle_kind == V_ParticleKind_Test)
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// {
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// // result.rgb = Vec3(0, 0, 0);
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// result = LinearFromSrgb(Vec4(0.5, 0.1, 0.1, 0.5));
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// }
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// else if (particle_kind == V_ParticleKind_Debris)
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// {
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// result = Color_Orange;
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// }
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// else if (particle_kind == V_ParticleKind_Smoke)
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// {
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// result = Vec4(0.15, 0.15, 0.15, 1);
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// }
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// Apply density
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{
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if (particle_kind == V_ParticleKind_Smoke)
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{
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// f32 t = saturate(density / 10.0);
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f32 t = smoothstep(-10, 32, density);
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// f32 t = smoothstep(0, 2, (f32)density);
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result.a = lerp(0, 0.85, t);
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}
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else if (particle_kind == V_ParticleKind_BloodTrail || particle_kind == V_ParticleKind_BloodDebris)
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{
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// f32 t = (f32)density / 5;
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// t = pow(t, 2);
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// t = saturate(t);
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// result.rgb *= 1.0 - (t * 0.9);
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f32 t = (f32)density / 5;
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// t = smoothstep(-10, 10, t);
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// t = smoothstep(-5, 5, t);
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t = smoothstep(0, 50, t);
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// result.rgb *= 1.0 - (t * 0.9);
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// result.a = t;
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result.a += (1.0 - result.a) * (t);
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}
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}
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result.rgb = saturate(result.rgb + (rand_color - 0.5) * 0.05);
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// result.a += (rand_alpha - 0.5) * 0.025;
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// result.a *= rand_alpha;
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// Apply dryness
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result.rgb *= 1.0 - (dryness * 0.75);
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return result;
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}
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////////////////////////////////////////////////////////////
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//~ Prepare frame
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ComputeShader2D(V_PrepareShadeCS, 8, 8)
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{
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V_SharedFrame frame = G_Dereference<V_SharedFrame>(V_GpuConst_Frame)[0];
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RWTexture2D<Vec4> shade = G_Dereference<Vec4>(frame.shade_rw);
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Vec2 shade_pos = SV_DispatchThreadID + 0.5;
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if (all(shade_pos < countof(shade)))
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{
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// Clear shade
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shade[shade_pos] = 0;
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}
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}
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//- Prepare cells
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ComputeShader2D(V_PrepareCellsCS, 8, 8)
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{
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V_SharedFrame frame = G_Dereference<V_SharedFrame>(V_GpuConst_Frame)[0];
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Texture2D<P_TileKind> tiles = G_Dereference<P_TileKind>(frame.tiles);
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RWTexture2D<u32> stain_cells = G_Dereference<u32>(frame.stain_cells);
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RWTexture2D<u32> ground_cells = G_Dereference<u32>(frame.ground_cells);
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RWTexture2D<u32> air_cells = G_Dereference<u32>(frame.air_cells);
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RWTexture2D<u32> stain_densities = G_Dereference<u32>(frame.stain_densities);
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RWTexture2D<u32> ground_densities = G_Dereference<u32>(frame.ground_densities);
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RWTexture2D<u32> air_densities = G_Dereference<u32>(frame.air_densities);
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RWTexture2D<f32> drynesses = G_Dereference<f32>(frame.drynesses);
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RWTexture2D<u32> occluders = G_Dereference<u32>(frame.occluders);
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Vec2 cell_pos = SV_DispatchThreadID + 0.5;
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if (all(cell_pos < countof(air_cells)))
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{
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Vec2 world_pos = mul(frame.af.cell_to_world, Vec3(cell_pos, 1));
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Vec2 tile_pos = mul(frame.af.world_to_tile, Vec3(world_pos, 1));
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P_TileKind tile = tiles[tile_pos];
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// Update stains
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if (frame.should_clear_particles)
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{
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stain_densities[cell_pos] = 0;
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stain_cells[cell_pos] = 0;
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drynesses[cell_pos] = 0;
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}
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else
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{
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u32 stain = stain_cells[cell_pos];
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{
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stain &= ~(1 << 31);
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}
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f32 dryness = drynesses[cell_pos];
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{
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f32 dry_rate = frame.dt * 0.1;
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dryness = lerp(dryness, 1, dry_rate);
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}
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stain_cells[cell_pos] = stain;
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drynesses[cell_pos] = dryness;
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}
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// Clear cells
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ground_cells[cell_pos] = 0;
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air_cells[cell_pos] = 0;
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// Clear densities
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ground_densities[cell_pos] = 0;
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air_densities[cell_pos] = 0;
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// Reset occluders
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V_OccluderKind occluder = V_OccluderKind_None;
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if (tile == P_TileKind_Wall)
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{
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occluder = V_OccluderKind_Wall;
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}
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occluders[cell_pos] = occluder;
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}
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}
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//- Clear particles
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ComputeShader(V_ClearParticlesCS, 64)
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{
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V_SharedFrame frame = G_Dereference<V_SharedFrame>(V_GpuConst_Frame)[0];
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RWStructuredBuffer<V_Particle> particles = G_Dereference<V_Particle>(frame.particles);
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u32 particle_idx = SV_DispatchThreadID;
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if (particle_idx < V_ParticlesCap)
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{
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particles[particle_idx].kind = V_ParticleKind_None;
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}
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}
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////////////////////////////////////////////////////////////
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//~ Quads
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//////////////////////////////
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//- Vertex shader
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VertexShader(V_QuadVS, V_QuadPSInput)
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{
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V_SharedFrame frame = G_Dereference<V_SharedFrame>(V_GpuConst_Frame)[0];
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StructuredBuffer<V_Quad> quads = G_Dereference<V_Quad>(frame.quads);
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V_Quad quad = quads[SV_InstanceID];
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Vec2 rect_uv = RectUvFromIdx(SV_VertexID);
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Vec2 world_pos = mul(quad.quad_uv_to_world_af, Vec3(rect_uv, 1));
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Vec2 screen_pos = mul(frame.af.world_to_screen, Vec3(world_pos, 1));
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Vec2 samp_uv = lerp(quad.tex_slice_uv.p0, quad.tex_slice_uv.p1, rect_uv);
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V_QuadPSInput result;
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result.sv_position = Vec4(NdcFromPos(screen_pos, frame.screen_dims).xy, 0, 1);
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result.quad_idx = SV_InstanceID;
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result.world_pos = world_pos;
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result.samp_uv = samp_uv;
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return result;
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}
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//////////////////////////////
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//- Pixel shader
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PixelShader(V_QuadPS, V_QuadPSOutput, V_QuadPSInput input)
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{
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V_SharedFrame frame = G_Dereference<V_SharedFrame>(V_GpuConst_Frame)[0];
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StructuredBuffer<V_Quad> quads = G_Dereference<V_Quad>(frame.quads);
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SamplerState clamp_sampler = G_Dereference(frame.basic_samplers[G_BasicSamplerKind_PointClamp]);
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RWTexture2D<u32> occluders = G_Dereference<u32>(frame.occluders);
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V_Quad quad = quads[input.quad_idx];
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Texture2D<Vec4> tex = G_Dereference<Vec4>(quad.tex);
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Vec2 world_pos = input.world_pos;
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Vec2 cell_pos = mul(frame.af.world_to_cell, Vec3(world_pos, 1));
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b32 is_in_world = all(cell_pos >= 0) && all(cell_pos < countof(occluders));
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Vec4 albedo = tex.Sample(clamp_sampler, input.samp_uv);
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if (is_in_world)
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{
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// TODO: Don't write occluders using screen space result. Do separate draw pass instead.
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if (albedo.a > 0 && quad.occluder != V_OccluderKind_None && is_in_world)
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{
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InterlockedMax(occluders[cell_pos], quad.occluder);
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}
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}
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V_QuadPSOutput output;
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output.sv_target0 = albedo;
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return output;
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}
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////////////////////////////////////////////////////////////
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//~ Particle simulation
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//////////////////////////////
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//- Particle emitter shader
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ComputeShader(V_EmitParticlesCS, 64)
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{
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V_SharedFrame frame = G_Dereference<V_SharedFrame>(V_GpuConst_Frame)[0];
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StructuredBuffer<V_Emitter> emitters = G_Dereference<V_Emitter>(frame.emitters);
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RWStructuredBuffer<V_Particle> particles = G_Dereference<V_Particle>(frame.particles);
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u32 emitter_idx = SV_DispatchThreadID;
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if (emitter_idx < frame.emitters_count)
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{
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V_Emitter emitter = emitters[emitter_idx];
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i32 semantic_particle_kind = V_ParticleKind_None;
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if (emitter.kind > V_ParticleKind_None)
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{
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semantic_particle_kind = (i32)(emitter_idx + 1) * -1;
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}
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for (u32 emitter_particle_idx = 0; emitter_particle_idx < emitter.count; ++emitter_particle_idx)
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{
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u32 particle_idx = (emitter.first_particle_seq + emitter_particle_idx) % (u32)V_ParticlesCap;
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// InterlockedMin guarantees that the highest emitter index (reflected
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// as negative particle kind) will be used to initialize the particle
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// this frame, in case multiple emitters target the same particle (e.g.
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// more particles pushed this frame than are available in the buffer)
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InterlockedMin(particles[particle_idx].kind, semantic_particle_kind);
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}
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}
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}
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//////////////////////////////
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//- Particle sim shader
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ComputeShader(V_SimParticlesCS, 64)
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{
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V_SharedFrame frame = G_Dereference<V_SharedFrame>(V_GpuConst_Frame)[0];
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Texture2D<P_TileKind> tiles = G_Dereference<P_TileKind>(frame.tiles);
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RWStructuredBuffer<V_Particle> particles = G_Dereference<V_Particle>(frame.particles);
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RWTexture2D<u32> stain_cells = G_Dereference<u32>(frame.stain_cells);
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RWTexture2D<u32> ground_cells = G_Dereference<u32>(frame.ground_cells);
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RWTexture2D<u32> air_cells = G_Dereference<u32>(frame.air_cells);
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RWTexture2D<u32> stain_densities = G_Dereference<u32>(frame.stain_densities);
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RWTexture2D<u32> ground_densities = G_Dereference<u32>(frame.ground_densities);
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RWTexture2D<u32> air_densities = G_Dereference<u32>(frame.air_densities);
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RWTexture2D<f32> drynesses = G_Dereference<f32>(frame.drynesses);
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RWTexture2D<u32> occluders = G_Dereference<u32>(frame.occluders);
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u32 particle_idx = SV_DispatchThreadID;
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if (particle_idx < V_ParticlesCap)
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{
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V_Particle particle = particles[particle_idx];
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b32 prune = 0;
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//////////////////////////////
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//- Initialize particle
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if (particle.kind != V_ParticleKind_None)
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{
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u64 seed0 = MixU64(V_ParticleSimBasis ^ particle_idx);
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f32 rand_offset = Norm16(seed0 >> 0);
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f32 rand_angle = Norm16(seed0 >> 16);
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f32 rand_speed = Norm16(seed0 >> 32);
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f32 rand_falloff = Norm16(seed0 >> 48);
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u64 seed1 = MixU64(seed0);
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f32 rand_density = Norm16(seed1 >> 0);
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//////////////////////////////
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//- Init
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if (particle.kind < 0)
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{
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u32 emitter_idx = -particle.kind - 1;
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V_Emitter emitter = G_Dereference<V_Emitter>(frame.emitters)[emitter_idx];
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f32 initial_angle = lerp(emitter.angle.min, emitter.angle.max, rand_angle);
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f32 initial_speed = lerp(emitter.speed.min, emitter.speed.max, rand_speed);
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particle = (V_Particle)0;
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particle.kind = emitter.kind;
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particle.life = 0;
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particle.pos = lerp(emitter.pos.p0, emitter.pos.p1, rand_offset);
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particle.velocity = Vec2(cos(initial_angle), sin(initial_angle)) * initial_speed;
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}
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if (particle.kind > V_ParticleKind_None && particle.kind < V_ParticleKind_COUNT)
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{
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V_ParticleDesc desc = V_DescFromParticleKind((V_ParticleKind)particle.kind);
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u32 packed = 0;
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packed |= (particle_idx & ((1 >> 24) - 1)) << 0;
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packed |= (particle.kind & 0xFF) << 24;
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packed |= 1 << 31;
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StaticAssert(V_ParticlesCap <= (1 << 24)); // particle idx must fit in 24 bits
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StaticAssert(V_ParticleKind_COUNT <= 0x7F); // particle kind must fit in 7 bits
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//////////////////////////////
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//- Move
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b32 collision = 0;
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// TODO: Clip to avoid unnecessary iterations outside of world bounds
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{
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Vec2 p0 = particle.pos;
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Vec2 p1 = particle.pos + particle.velocity * frame.dt;
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f32 t = 1;
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{
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Vec2 occluder_p0 = mul(frame.af.world_to_cell, Vec3(p0, 1));
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Vec2 occluder_p1 = mul(frame.af.world_to_cell, Vec3(p1, 1));
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Vec2I32 cell_p0 = floor(occluder_p0);
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Vec2I32 cell_p1 = floor(occluder_p1);
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Vec2 delta = occluder_p1 - occluder_p0;
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Vec2 inv_delta = 1.0 / delta;
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Vec2 dda_step_dir = Vec2((delta.x > 0) - (delta.x < 0), (delta.y > 0) - (delta.y < 0));
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Vec2 t_delta = abs(inv_delta);
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Vec2 t_max = cell_p0 - occluder_p0;
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t_max.x += dda_step_dir.x > 0;
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t_max.y += dda_step_dir.y > 0;
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t_max *= inv_delta;
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t_max = abs(t_max);
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Vec2 t_hit = 0;
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Vec2I32 cell_pos = cell_p0;
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b32 stepped_x = 0;
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b32 stepped_y = 0;
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// TODO: Tune this
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u32 max_iterations = 128;
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b32 done = 0;
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f32 t_diff = 0;
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for (u32 iteration_idx = 0; iteration_idx < max_iterations && !done; ++iteration_idx)
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{
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if (cell_pos.x == cell_p1.x && cell_pos.y == cell_p1.y)
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{
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done = 1;
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}
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else if (t_max.x < t_max.y)
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{
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cell_pos.x += dda_step_dir.x;
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f32 old = t_hit.x;
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t_hit.x = t_max.x - t_delta.x;
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t_diff = t_hit.x - old;
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t_max.x += t_delta.x;
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stepped_x = 1;
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stepped_y = 0;
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}
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else
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{
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cell_pos.y += dda_step_dir.y;
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f32 old = t_hit.y;
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t_hit.y = t_max.y - t_delta.y;
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t_diff = t_hit.y - old;
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t_max.y += t_delta.y;
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stepped_x = 0;
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stepped_y = 1;
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}
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Vec2 cell_screen_pos_p0 = mul(frame.af.world_to_screen, Vec3(mul(frame.af.cell_to_world, Vec3(floor(cell_pos), 1)), 1));
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Vec2 cell_screen_pos_p1 = mul(frame.af.world_to_screen, Vec3(mul(frame.af.cell_to_world, Vec3(ceil(cell_pos), 1)), 1));
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cell_screen_pos_p1 = max(cell_screen_pos_p1, cell_screen_pos_p0 + 1);
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b32 is_in_world = all(cell_pos >= 0) && all(cell_pos < countof(air_cells));
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b32 is_visible = all(cell_screen_pos_p1 >= 0) && all(cell_screen_pos_p0 < frame.screen_dims);
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if (is_in_world)
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{
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f32 stain_delta = abs(t_diff) * desc.stain_rate * frame.dt;
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particle.stain_accum += stain_delta;
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//- Handle collision
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V_OccluderKind occluder = (V_OccluderKind)occluders[cell_pos];
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if (occluder != V_OccluderKind_None)
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{
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u64 collision_seed = MixU64(V_ParticleCellBasis ^ seed0 ^ particle.cells_count);
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f32 rand_collision_angle = Norm16(collision_seed >> 0);
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f32 rand_collision_velocity = Norm16(collision_seed >> 16);
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f32 rand_collision_penetration = Norm16(collision_seed >> 32);
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if (rand_collision_penetration >= desc.pen_rate)
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{
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collision = 1;
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done = 1;
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{
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if (stepped_x)
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{
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if (!AnyBit(desc.flags, V_ParticleFlag_NoReflect))
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{
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particle.velocity.x *= -1;
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}
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t = saturate(t_hit.x);
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}
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else if (stepped_y)
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{
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if (!AnyBit(desc.flags, V_ParticleFlag_NoReflect))
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{
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particle.velocity.y *= -1;
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}
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t = saturate(t_hit.y);
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}
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{
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f32 collision_angle = lerp(-0.05 * Tau, 0.05 * Tau, rand_collision_angle);
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f32 collision_velocity_falloff = lerp(50, 100, rand_collision_velocity);
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// f32 collision_velocity_falloff = lerp(5000, 10000, rand_collision_velocity);
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// f32 collision_velocity_falloff = lerp(500, 10000, rand_collision_velocity);
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// f32 collision_velocity_falloff = 0;
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particle.velocity = RotateVec2Angle(particle.velocity, collision_angle);
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particle.velocity *= 1.0f - saturate(collision_velocity_falloff * frame.dt);
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}
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}
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}
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}
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if (AnyBit(desc.flags, V_ParticleFlag_PruneWhenStill))
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{
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if (dot(particle.velocity, particle.velocity) < 0.0001)
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{
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prune = 1;
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|
}
|
|
}
|
|
|
|
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_SharedFrame>(V_GpuConst_Frame)[0];
|
|
SamplerState clamp_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<u32> stain_cells = G_Dereference<u32>(frame.stain_cells);
|
|
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 = 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_SharedFrame>(V_GpuConst_Frame)[0];
|
|
// Texture2D<Vec4> shade_tex = G_Dereference<Vec4>(frame.shade_ro);
|
|
SamplerState clamp_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_mips_rw[0]);
|
|
RWTexture2D<u32> stain_cells = G_Dereference<u32>(frame.stain_cells);
|
|
RWTexture2D<u32> ground_cells = G_Dereference<u32>(frame.ground_cells);
|
|
RWTexture2D<u32> stain_densities = G_Dereference<u32>(frame.stain_densities);
|
|
RWTexture2D<u32> air_cells = G_Dereference<u32>(frame.air_cells);
|
|
RWTexture2D<u32> ground_densities = G_Dereference<u32>(frame.ground_densities);
|
|
RWTexture2D<u32> air_densities = G_Dereference<u32>(frame.air_densities);
|
|
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 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<Vec4> tile_tex = G_Dereference<Vec4>(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;
|
|
}
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////
|
|
//~ Blur
|
|
|
|
ComputeShader2D(V_BlurDownCS, 8, 8)
|
|
{
|
|
V_SharedFrame frame = G_Dereference<V_SharedFrame>(V_GpuConst_Frame)[0];
|
|
Texture2D<Vec4> screen_up = G_Dereference<Vec4>(frame.screen_mips_ro[V_GpuConst_MipIdx - 1]);
|
|
RWTexture2D<Vec4> screen_down = G_Dereference<Vec4>(frame.screen_mips_rw[V_GpuConst_MipIdx]);
|
|
|
|
// V_GpuConst_MipIdx
|
|
|
|
Vec2 blur_pos = SV_DispatchThreadID + 0.5;
|
|
|
|
|
|
|
|
Vec4 result = 0;
|
|
if (all(blur_pos >= 0) && all(blur_pos < countof(screen_down)))
|
|
{
|
|
screen_down[blur_pos] = result;
|
|
}
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////
|
|
//~ Debug shapes
|
|
|
|
//////////////////////////////
|
|
//- Vertex shader
|
|
|
|
VertexShader(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
|
|
|
|
PixelShader(V_DVertPS, V_DVertPSOutput, V_DVertPSInput input)
|
|
{
|
|
V_DVertPSOutput output;
|
|
output.sv_target0 = input.color_lin;
|
|
return output;
|
|
}
|