general improvements

This commit is contained in:
Asuro
2025-02-14 02:44:40 +01:00
parent 6e82678ade
commit ab326d3624
16 changed files with 185 additions and 80 deletions

View File

@@ -129,15 +129,10 @@ namespace Game
bgfx::setDebug(BGFX_DEBUG_TEXT);
bgfx::setViewClear(0, BGFX_CLEAR_COLOR | BGFX_CLEAR_DEPTH, 0x303030ff, 1.0f, 0);
LoadMesh(Models[0]);
LoadMesh(Models[0], "models/cube.gltf");
LoadMesh(Models[1], "models/zurg.gltf");
bgfx::ShaderHandle vertexShader = loadShader("vert");
bgfx::ShaderHandle fragmentShader = loadShader("frag");
Materials[0].Shader = bgfx::createProgram(vertexShader, fragmentShader, true);
Materials[0].State = 0 | BGFX_STATE_WRITE_RGB | BGFX_STATE_WRITE_A | BGFX_STATE_WRITE_Z |
BGFX_STATE_DEPTH_TEST_LESS | BGFX_STATE_CULL_CCW | BGFX_STATE_MSAA;
Materials[0].Uniforms[Material::UniformTimeIdx] = bgfx::createUniform("u_time", bgfx::UniformType::Vec4);
Materials[0] = Material::LoadFromShader("vert", "frag");
if (!GetInstance().IsInitialized)
{
@@ -156,7 +151,7 @@ namespace Game
shared.Dev.ChangedShaderCount = 0;
// TODO: when to destroy shader?
// bgfx::destroy(Shader);
// TODO: only reload changed shaders
bgfx::ShaderHandle vertexShader = loadShader("vert");
bgfx::ShaderHandle fragmentShader = loadShader("frag");
if (isValid(vertexShader) && isValid(fragmentShader))
@@ -178,7 +173,7 @@ namespace Game
float delta = GetInstance().Delta;
constexpr float moveSpeed = 10.0f;
constexpr float rotSpeed = 1.0f;
constexpr float rotSpeed = 0.6f;
float forwardInput = (GetKey(ScanCode::W) ? 1.0f : 0.0f) + (GetKey(ScanCode::S) ? -1.0f : 0.0f);
float rightInput = (GetKey(ScanCode::D) ? 1.0f : 0.0f) + (GetKey(ScanCode::A) ? -1.0f : 0.0f);
@@ -189,14 +184,15 @@ namespace Game
bx::Vec3 camForward = Cam.Transform.Forward();
bx::Vec3 camRight = Cam.Transform.Right();
bx::Vec3 rotInput = {shared.Window.MouseDeltaY * delta, shared.Window.MouseDeltaX * delta, 0.0f};
bx::Vec3 rotInput = {
shared.Window.MouseDeltaY * delta * rotSpeed, shared.Window.MouseDeltaX * delta * rotSpeed, 0.0f};
Cam.FreelookXRot += rotInput.x;
Cam.FreelookYRot += rotInput.y;
bx::mtxRotateY(Cam.Transform.Rotation.M, Cam.FreelookYRot);
Cam.Transform.RotateLocal({Cam.FreelookXRot, 0.0f, 0.0f});
Cam.Transform.TranslateLocal({0.0f, 0.0f, -forwardInput});
Cam.Transform.TranslateLocal({-rightInput, 0.0f, 0.0f});
Cam.Transform.TranslateLocal({0.0f, 0.0f, -inputVec.z});
Cam.Transform.TranslateLocal({-inputVec.x, 0.0f, 0.0f});
bgfx::dbgTextPrintf(1, 4, 0x0f, "Cam forward: %.2f %.2f %.2f", camForward.x, camForward.y, camForward.z);
}
@@ -216,27 +212,8 @@ namespace Game
bgfx::setViewRect(0, 0, 0, shared.Window.WindowWidth, shared.Window.WindowHeight);
}
float TimeValues[4]{0.0f};
TimeValues[0] = GetInstance().Now;
for (int32_t i = 0; i < GetInstance().GameLevel.Cubes.Count; ++i)
{
Cube* c = GetInstance().GameLevel.Cubes.Get(i);
if (c)
{
bgfx::setTransform(c->Transform.M.M);
Model& currentModel = Models[c->ModelIdx];
Material& currentMaterial = Materials[c->MaterialIdx];
bgfx::setVertexBuffer(0, currentModel.VertexBuffer);
bgfx::setIndexBuffer(currentModel.IndexBuffer);
bgfx::setState(currentMaterial.State);
bgfx::setUniform(Materials[0].Uniforms[Material::UniformTimeIdx], TimeValues);
// Submit primitive for rendering to view 0.
bgfx::submit(0, currentMaterial.Shader);
}
}
GetInstance().GameLevel.Cubes.Render(Models, Materials);
GetInstance().GameLevel.Tests.Render(Models, Materials);
bgfx::dbgTextPrintf(1, 1, 0x0F, "Time: %.1f", GetInstance().Now);
bgfx::dbgTextPrintf(1, 2, 0x0F, "Frame: %u", GetInstance().FrameCounter);
@@ -249,4 +226,18 @@ namespace Game
{
bgfx::shutdown();
}
Material Material::LoadFromShader(const char* vertPath, const char* fragPath)
{
bgfx::ShaderHandle vertexShader = loadShader("vert");
bgfx::ShaderHandle fragmentShader = loadShader("frag");
Material mat;
mat.Shader = bgfx::createProgram(vertexShader, fragmentShader, true);
mat.State = 0 | BGFX_STATE_WRITE_RGB | BGFX_STATE_WRITE_A | BGFX_STATE_WRITE_Z | BGFX_STATE_DEPTH_TEST_LESS |
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);
return mat;
}
} // namespace Game

View File

@@ -11,6 +11,9 @@ namespace Game
float x;
float y;
float z;
float n_x;
float n_y;
float n_z;
uint32_t abgr;
float uv_x;
float uv_y;
@@ -105,10 +108,16 @@ namespace Game
struct Material
{
static constexpr uint32_t UniformTimeIdx = 0;
enum UniformNames : uint32_t
{
UTime = 0,
UDotColor = 1,
};
bgfx::ProgramHandle Shader;
bgfx::UniformHandle Uniforms[8];
uint64_t State = 0;
static Material LoadFromShader(const char* vertPath, const char* fragPath);
};
struct Camera