more tooling
This commit is contained in:
1
.gitignore
vendored
1
.gitignore
vendored
@@ -2,3 +2,4 @@
|
||||
*.blend1
|
||||
tools/remedy-session.rdbg
|
||||
src/imgui.ini
|
||||
*.log
|
||||
|
||||
@@ -93,6 +93,7 @@ struct SharedDevData
|
||||
{
|
||||
uint32_t ChangedShaderCount = 0;
|
||||
FileChangeNotification ChangedShaders[16];
|
||||
char ShaderLog[2048]{0};
|
||||
};
|
||||
|
||||
struct GameData
|
||||
|
||||
@@ -1,6 +1,7 @@
|
||||
#include <cstdlib>
|
||||
#include <cwchar>
|
||||
#include <fileapi.h>
|
||||
#include <fstream>
|
||||
#include <processthreadsapi.h>
|
||||
#include <synchapi.h>
|
||||
#define WIN32_LEAN_AND_MEAN
|
||||
@@ -109,7 +110,17 @@ void FileChangeCheck(HANDLE dirHandle, FileChangeType changeType, const wchar_t*
|
||||
}
|
||||
else if (changeType == FileChangeType::Shader)
|
||||
{
|
||||
std::system("shadercompile.bat");
|
||||
std::system("shadercompile.bat > shadercompile.log");
|
||||
Sleep(1000);
|
||||
std::ifstream shaderLogFile("shadercompile.log");
|
||||
if (shaderLogFile.is_open())
|
||||
{
|
||||
shaderLogFile.seekg(0, std::ios::end);
|
||||
uint32_t size = bx::min(BX_COUNTOF(Shared.Dev.ShaderLog), shaderLogFile.tellg());
|
||||
shaderLogFile.seekg(0);
|
||||
shaderLogFile.read(Shared.Dev.ShaderLog, size);
|
||||
shaderLogFile.close();
|
||||
}
|
||||
}
|
||||
else if (changeType == FileChangeType::CompiledShader)
|
||||
{
|
||||
|
||||
@@ -29,13 +29,21 @@ namespace Game
|
||||
bgfx::setIndexBuffer(currentModel.IndexBuffer);
|
||||
bgfx::setState(currentMaterial.State);
|
||||
|
||||
float TimeValues[4]{0.0f};
|
||||
TimeValues[0] = GetInstance().Time.Now;
|
||||
float timeValues[4]{0.0f};
|
||||
timeValues[0] = GetInstance().Time.Now;
|
||||
|
||||
float texInfo[4]{0.0f};
|
||||
texInfo[0] = currentMaterial.Textures[0].Info.width;
|
||||
texInfo[1] = currentMaterial.Textures[0].Info.height;
|
||||
texInfo[2] = rendering.DitherTextures.DitherTexWH;
|
||||
texInfo[3] = rendering.DitherTextures.DitherTexDepth;
|
||||
|
||||
bgfx::setTexture(0, currentMaterial.Textures[0].SamplerHandle, currentMaterial.Textures[0].Handle);
|
||||
bgfx::setTexture(1, rendering.DitherTextures.DitherSampler, rendering.DitherTextures.FinalTex);
|
||||
bgfx::setTexture(2, rendering.DitherTextures.RampSampler, rendering.DitherTextures.RampTex);
|
||||
bgfx::setUniform(currentMaterial.Uniforms[Material::UTime], TimeValues);
|
||||
bgfx::setUniform(currentMaterial.Uniforms[Material::UTime], timeValues);
|
||||
bgfx::setUniform(currentMaterial.Uniforms[Material::UDotColor], TestColor);
|
||||
bgfx::setUniform(currentMaterial.Uniforms[Material::UTexInfo], texInfo);
|
||||
|
||||
bgfx::submit(currentMaterial.ViewID, currentMaterial.Shader);
|
||||
}
|
||||
@@ -189,7 +197,7 @@ namespace Game
|
||||
{
|
||||
player.FreeflyCamTransform.UpdateMatrix();
|
||||
bgfx::setViewTransform(viewId, player.FreeflyCamTransform.M.M, proj);
|
||||
bgfx::dbgTextPrintf(1, 0, 0b1100, "NOCLIP");
|
||||
// bgfx::dbgTextPrintf(1, 0, 0b1100, "NOCLIP");
|
||||
}
|
||||
else
|
||||
{
|
||||
|
||||
Binary file not shown.
Binary file not shown.
Binary file not shown.
@@ -136,7 +136,6 @@ namespace Game
|
||||
|
||||
const bgfx::Memory* mem =
|
||||
bgfx::makeRef(data->data + imageContainer.m_offset, data->size - imageContainer.m_offset);
|
||||
// const bgfx::Memory* mem = bgfx::makeRef(imageContainer.m_data, imageContainer.m_size);
|
||||
|
||||
if (NULL != _info)
|
||||
{
|
||||
@@ -356,13 +355,13 @@ namespace Game
|
||||
{
|
||||
Log("BGFX setup succeded!");
|
||||
}
|
||||
bgfx::setDebug(BGFX_DEBUG_TEXT);
|
||||
// bgfx::setDebug(BGFX_DEBUG_TEXT);
|
||||
bgfx::setViewClear(MainViewID, BGFX_CLEAR_COLOR | BGFX_CLEAR_DEPTH, 0x3399FFff, 1.0f, 0);
|
||||
bgfx::setViewRect(MainViewID, 0, 0, shared.Window.WindowWidth, shared.Window.WindowHeight);
|
||||
|
||||
DefaultSampler = bgfx::createUniform("s_texColor", bgfx::UniformType::Sampler);
|
||||
Textures[0].Handle =
|
||||
loadTexture(bx::FilePath{"models/body.dds"}, BGFX_TEXTURE_NONE | BGFX_SAMPLER_NONE, 0, nullptr, nullptr);
|
||||
Textures[0].Handle = loadTexture(
|
||||
bx::FilePath{"models/body.dds"}, BGFX_TEXTURE_NONE | BGFX_SAMPLER_NONE, 0, &Textures[0].Info, nullptr);
|
||||
Textures[0].SamplerHandle = DefaultSampler;
|
||||
LoadModels(Models, ModelCount);
|
||||
|
||||
@@ -499,8 +498,10 @@ namespace Game
|
||||
}
|
||||
if (isValid(DitherTextures.RampTex))
|
||||
{
|
||||
ImGui::Image(DitherTextures.RampTex.idx, {BX_COUNTOF(DitherTextures.BrightnessRamp), 1});
|
||||
ImGui::Image(DitherTextures.RampTex.idx, {BX_COUNTOF(DitherTextures.BrightnessRamp), 8});
|
||||
}
|
||||
ImGui::Text("Shader log:");
|
||||
ImGui::TextWrapped("%s", GetShared().Dev.ShaderLog);
|
||||
}
|
||||
ImGui::End();
|
||||
}
|
||||
@@ -508,12 +509,12 @@ namespace Game
|
||||
GetInstance().GameLevel.Update();
|
||||
GetInstance().GameLevel.Render(MainViewID, Models, Materials);
|
||||
|
||||
bgfx::dbgTextPrintf(1, 1, 0x0F, "Time: %.1fs", GetInstance().Time.Now);
|
||||
for (int32_t i = 0; i < (int32_t)PerfCounterType::COUNT; ++i)
|
||||
{
|
||||
bgfx::dbgTextPrintf(
|
||||
1, 2 + i, 0x0F, "%s Max: %.3fs", PerfCounterNames[i], shared.Window.PerfCounters[i].GetMax());
|
||||
}
|
||||
// bgfx::dbgTextPrintf(1, 1, 0x0F, "Time: %.1fs", GetInstance().Time.Now);
|
||||
// for (int32_t i = 0; i < (int32_t)PerfCounterType::COUNT; ++i)
|
||||
// {
|
||||
// bgfx::dbgTextPrintf(
|
||||
// 1, 2 + i, 0x0F, "%s Max: %.3fs", PerfCounterNames[i], shared.Window.PerfCounters[i].GetMax());
|
||||
// }
|
||||
|
||||
// Finish Frame
|
||||
imguiEndFrame();
|
||||
@@ -556,6 +557,7 @@ namespace Game
|
||||
BGFX_STATE_CULL_CCW | BGFX_STATE_MSAA;
|
||||
mat.Uniforms[Material::UTime] = bgfx::createUniform("u_time", bgfx::UniformType::Vec4);
|
||||
mat.Uniforms[Material::UDotColor] = bgfx::createUniform("u_testColor", bgfx::UniformType::Vec4);
|
||||
mat.Uniforms[Material::UTexInfo] = bgfx::createUniform("u_texInfo", bgfx::UniformType::Vec4);
|
||||
mat.Textures[0].Handle = tex;
|
||||
mat.Textures[0].SamplerHandle = sampler;
|
||||
mat.ViewID = view;
|
||||
|
||||
@@ -28,6 +28,7 @@ namespace Game
|
||||
{
|
||||
bgfx::UniformHandle SamplerHandle;
|
||||
bgfx::TextureHandle Handle;
|
||||
bgfx::TextureInfo Info;
|
||||
};
|
||||
|
||||
struct Model
|
||||
@@ -44,6 +45,7 @@ namespace Game
|
||||
{
|
||||
UTime = 0,
|
||||
UDotColor = 1,
|
||||
UTexInfo = 2,
|
||||
};
|
||||
|
||||
bgfx::ProgramHandle Shader;
|
||||
@@ -68,9 +70,9 @@ namespace Game
|
||||
struct DitherData
|
||||
{
|
||||
static constexpr uint32_t BrightnessBucketCount = 256;
|
||||
Vec2 Points[1024];
|
||||
Vec2 Points[4096];
|
||||
uint32_t PointCount = 0;
|
||||
Vec4 DitherTex[64 * 64 * 16];
|
||||
Vec4 DitherTex[256 * 256 * 64];
|
||||
uint32_t DitherTexWH = 0;
|
||||
uint32_t DitherTexDepth = 0;
|
||||
int32_t BrightnessBuckets[BrightnessBucketCount];
|
||||
|
||||
@@ -10,6 +10,7 @@ SAMPLER3D(s_ditherSampler, 1);
|
||||
SAMPLER2D(s_rampSampler, 2);
|
||||
uniform vec4 u_time;
|
||||
uniform vec4 u_testColor;
|
||||
uniform vec4 u_texInfo;
|
||||
|
||||
float calcBrightness(vec3 lightPos, vec3 vertPos, vec3 normal)
|
||||
{
|
||||
@@ -28,27 +29,14 @@ vec3 desaturate(vec3 color)
|
||||
return vec3_splat(dot(color, vec3(0.33, 0.34, 0.33)));
|
||||
}
|
||||
|
||||
void main()
|
||||
float dither(float brightness, vec2 inputUv)
|
||||
{
|
||||
// setup
|
||||
float globalScale = 6.0;
|
||||
float testRadius = 30.0;
|
||||
float testSpeed = 1.0;
|
||||
vec3 testOffset = vec3(0.0, 0.0, 50.0);
|
||||
float3 lightPos = vec3(sin(u_time.x * testSpeed) * testRadius, 5.0, cos(u_time.x * testSpeed) * testRadius);
|
||||
vec2 inputUv = v_uv0;
|
||||
vec3 texColor = u_testColor.x > 0.1 ? u_testColor.xyz : texture2D(s_texColor, v_uv0).xyz;
|
||||
|
||||
// lighting
|
||||
// float brightness = calcBrightness(lightPos, v_wpos, v_normal);
|
||||
float brightness = lerp(0.5, 0.9, calcBrightnessDirectional(vec3(0.5, 0.3, 1.0), v_normal));
|
||||
// float brightness = 0.5;
|
||||
// brightness = lerp(0.2, 1.0, sin(u_time.x) * 0.5 + 0.5);
|
||||
float globalScale = 8.0;
|
||||
|
||||
// constants
|
||||
float dotsPerSide = 2;
|
||||
float xRes = u_texInfo.z;
|
||||
float dotsPerSide = xRes / 16;
|
||||
float dotsTotal = dotsPerSide * dotsPerSide;
|
||||
float xRes = 32;
|
||||
float invXRes = 1 / xRes;
|
||||
float zRes = dotsTotal;
|
||||
float invZRes = 1 / zRes;
|
||||
@@ -70,6 +58,7 @@ void main()
|
||||
// Figuring out how many dots we want
|
||||
float scaleExp = exp2(globalScale);
|
||||
float spacing = freq.y * scaleExp;
|
||||
spacing *= dotsPerSide * 0.125;
|
||||
|
||||
float brightnessSpacingMultiplier = pow(brightnessCurve * 2 + 0.001, -(1 - 0.5));
|
||||
// float brightnessSpacingMultiplier = 1;
|
||||
@@ -87,14 +76,34 @@ void main()
|
||||
|
||||
float pattern = texture3D(s_ditherSampler, vec3(uv, subLayer)).r;
|
||||
|
||||
float contrast = 12 * scaleExp * brightnessSpacingMultiplier * 0.1;
|
||||
float contrast = 8 * scaleExp * brightnessSpacingMultiplier * 0.1;
|
||||
contrast *= pow(freq.y / freq.x, 1.0);
|
||||
float baseVal = lerp(0.5, brightness, saturate(1.05 / (1 + contrast)));
|
||||
float threshold = 1 - brightnessCurve + 0.6;
|
||||
|
||||
vec3 thresholds = threshold.xxx / texColor;
|
||||
// vec3 finalColor = saturate((pattern - thresholds) * contrast + baseVal);
|
||||
vec3 finalColor = saturate((pattern - thresholds) * contrast + baseVal);
|
||||
return saturate((pattern - threshold) * contrast + baseVal);
|
||||
}
|
||||
|
||||
void main()
|
||||
{
|
||||
// setup
|
||||
float testRadius = 30.0;
|
||||
float testSpeed = 1.0;
|
||||
vec3 testOffset = vec3(0.0, 0.0, 50.0);
|
||||
float3 lightPos = vec3(sin(u_time.x * testSpeed) * testRadius, 5.0, cos(u_time.x * testSpeed) * testRadius);
|
||||
vec3 texColor = u_testColor.x > 0.1 ? u_testColor.xyz : texture2D(s_texColor, v_uv0).xyz;
|
||||
|
||||
// lighting
|
||||
// float brightness = calcBrightness(lightPos, v_wpos, v_normal);
|
||||
float brightness = lerp(0.5, 0.9, calcBrightnessDirectional(vec3(0.5, 0.3, 1.0), v_normal));
|
||||
// float brightness = 0.5;
|
||||
// brightness = lerp(0.2, 1.0, sin(u_time.x) * 0.5 + 0.5);
|
||||
|
||||
float r = dither(brightness * texColor.r, v_uv0);
|
||||
float g = dither(brightness * texColor.g, v_uv0);
|
||||
float b = dither(brightness * texColor.b, v_uv0);
|
||||
// float3 finalColor = vec3(r, g, b);
|
||||
float3 finalColor = dither(brightness, v_uv0);
|
||||
gl_FragColor = vec4(finalColor, 1.0);
|
||||
// gl_FragColor = vec4(finalColor * 0.8 + subLayer * 0.2, 1.0);
|
||||
// gl_FragColor = vec4(finalColor * 0.8 + vec3(uv % 1, 0.0) * 0.2, 1.0);
|
||||
|
||||
Reference in New Issue
Block a user