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

@@ -1,6 +1,5 @@
#include "Global.h" #include "Global.h"
#include "bx/bx.h" #include "bx/bx.h"
#include "bx/float4x4_t.h"
#include "bx/math.h" #include "bx/math.h"
#include <cassert> #include <cassert>

View File

@@ -1,8 +1,11 @@
#include "Global.h" #include "Global.h"
#include "Input.h"
#include "Instance.h" #include "Instance.h"
#include "Level.h" #include "Level.h"
#include "Log.h" #include "Log.h"
#include "bgfx/bgfx.h"
#include <bx/math.h> #include <bx/math.h>
#include <cstdint>
namespace namespace
{ {
@@ -10,10 +13,34 @@ namespace
namespace Game namespace Game
{ {
void EntityRenderData::Render(const Model* models, const Material* materials)
{
if (ModelHandle == UINT16_MAX || MaterialHandle == UINT16_MAX) return;
Transform.UpdateMatrix();
bgfx::setTransform(Transform.M.M);
const Model& currentModel = models[ModelHandle];
const Material& currentMaterial = materials[MaterialHandle];
bgfx::setVertexBuffer(0, currentModel.VertexBuffer);
bgfx::setIndexBuffer(currentModel.IndexBuffer);
bgfx::setState(currentMaterial.State);
float TimeValues[4]{0.0f};
TimeValues[0] = GetInstance().Now;
bgfx::setUniform(currentMaterial.Uniforms[Material::UTime], TimeValues);
bgfx::setUniform(currentMaterial.Uniforms[Material::UDotColor], TestColor);
bgfx::submit(0, currentMaterial.Shader);
}
void Level::Setup(GameData& data) void Level::Setup(GameData& data)
{ {
Log("Level setup"); Log("Level setup");
Cubes.Setup(data.EntityStorage); void* storagePtr = data.EntityStorage;
bool needReset = false;
needReset |= Cubes.Setup(storagePtr, needReset);
needReset |= Tests.Setup(storagePtr, needReset);
if (Cubes.Count == 0) if (Cubes.Count == 0)
{ {
for (uint32_t yy = 0; yy < 11; ++yy) for (uint32_t yy = 0; yy < 11; ++yy)
@@ -31,15 +58,29 @@ namespace Game
Cube* floor = Cubes.New(); Cube* floor = Cubes.New();
} }
if (Tests.Count == 0)
{
Tests.New();
}
} }
void Level::Update() void Level::Update()
{ {
if (GetKey(ScanCode::R))
{
Cubes.Count = 0;
Tests.Count = 0;
Setup(GetShared().Game);
}
Cubes.Update(); Cubes.Update();
Tests.Update();
} }
void Cube::Setup() void Cube::Setup()
{ {
EData.MaterialHandle = 0;
EData.ModelHandle = 0;
} }
void Cube::Update() void Cube::Update()
@@ -48,26 +89,32 @@ namespace Game
{ {
double globalTime = GetInstance().Now; double globalTime = GetInstance().Now;
double time = TestY <= 5 ? globalTime * 1.0f : 0.0f; double time = TestY <= 5 ? globalTime * 1.0f : 0.0f;
if (TestX == 4 && TestY == 4) float scale = 1.0f + TestX * 0.4f;
{ EData.Transform.Position = bx::Vec3{TestX * 2.0f, TestY * 2.0f, 0.0f};
// bx::mtxTranslate(Transform.M, 0, 0, bx::lerp(-20.0f, -32.0f, bx::sin(globalTime* 0.5f) * 0.5 + 0.5)); EData.Transform.Scale = {scale, scale, scale};
// bx::mtxTranslate(Transform.M, 0, 0, bx::lerp(0.0f, -32.0f, bx::sin(globalTime* 0.5f) * 0.5 + 0.5));
}
else
{
float scale = 1.0f + TestX * 0.4f;
Transform::CreateTransform(
Transform.M.M,
bx::Vec3{TestX * 10.0f - 40.0f, TestY * 10.0f - 40.0f, (float)TestX},
bx::fromEuler(
{static_cast<float>(time * 10.0f + TestX), static_cast<float>(time * 5.0f * TestY), 0.0f}),
{scale, scale, scale});
}
} }
else else
{ {
Transform::CreateTransform( EData.Transform.Position = {0.0f, -1.0f, 0.0f};
Transform.M.M, {0.0f, -30.0f, 100.0f}, bx::Quaternion(0.0f, 0.0f, 0.0f, 1.0f), {100.0f, 10.0f, 100.0f}); EData.Transform.Scale = {100.0f, 1.0f, 100.0f};
EData.TestColor[0] = 0.3f;
EData.TestColor[1] = 0.4f;
EData.TestColor[2] = 0.8f;
} }
} }
void TestEntity::Setup()
{
EData.MaterialHandle = 0;
EData.ModelHandle = 1;
EData.Transform.Position = {0.0f, 0.0f, 10.0f};
}
void TestEntity::Update()
{
EData.TestColor[0] = 0.6f;
EData.TestColor[1] = 0.9f;
EData.TestColor[2] = 0.5f;
}
} // namespace Game } // namespace Game

View File

@@ -2,20 +2,35 @@
#include "../engine/Shared.h" #include "../engine/Shared.h"
#include "Global.h" #include "Global.h"
#include "Log.h" #include "Log.h"
#include "rendering/Rendering.h"
#include <bgfx/bgfx.h> #include <bgfx/bgfx.h>
#include <cstdint>
namespace Game namespace Game
{ {
struct EntityRenderData
{
float TestColor[4]{1.0f, 1.0f, 1.0f, 1.0f};
Transform Transform;
uint16_t MaterialHandle = UINT16_MAX;
uint16_t ModelHandle = UINT16_MAX;
typedef uint16_t CubeHandle; void Render(const Model* models, const Material* materials);
};
struct Cube struct Cube
{ {
int32_t TestX = -1; int32_t TestX = -1;
int32_t TestY = -1; int32_t TestY = -1;
Transform Transform; EntityRenderData EData;
uint16_t MaterialIdx = 0;
uint16_t ModelIdx = 0; void Setup();
void Update();
};
struct TestEntity
{
EntityRenderData EData;
void Setup(); void Setup();
void Update(); void Update();
@@ -29,15 +44,19 @@ namespace Game
uint32_t EntitySize = 0; uint32_t EntitySize = 0;
public: public:
uint64_t Setup(void* ptr) // Returns true if size changed
bool Setup(void*& ptr, bool forceReset)
{ {
if (EntitySize != sizeof(T)) bool changed = false;
if (EntitySize != sizeof(T) || forceReset)
{ {
Count = 0; Count = 0;
changed = true;
} }
EntitySize = sizeof(T); EntitySize = sizeof(T);
Data = reinterpret_cast<T*>(ptr); Data = reinterpret_cast<T*>(ptr);
return C * sizeof(T); ptr = (uint8_t*)ptr + (C * EntitySize);
return changed;
} }
T* New() T* New()
@@ -76,12 +95,22 @@ namespace Game
Data[i].Update(); Data[i].Update();
} }
} }
void Render(const Model* models, const Material* materials)
{
for (int32_t i = 0; i < Count; ++i)
{
T* c = Get(i);
if (c) c->EData.Render(models, materials);
}
}
}; };
class Level class Level
{ {
public: public:
EntityManager<Cube, 1024> Cubes; EntityManager<Cube, 1024> Cubes;
EntityManager<TestEntity, 32> Tests;
public: public:
void Setup(GameData& data); void Setup(GameData& data);

View File

@@ -1,5 +1,6 @@
#include "Log.h" #include "Log.h"
#include "Mesh.h" #include "Mesh.h"
#include "bx/bx.h"
#define TINYGLTF_IMPLEMENTATION #define TINYGLTF_IMPLEMENTATION
#define STB_IMAGE_IMPLEMENTATION #define STB_IMAGE_IMPLEMENTATION
@@ -8,10 +9,11 @@
namespace Game namespace Game
{ {
void LoadMesh(Model& mesh) void LoadMesh(Model& mesh, const char* path)
{ {
mesh.VertLayout.begin() mesh.VertLayout.begin()
.add(bgfx::Attrib::Position, 3, bgfx::AttribType::Float) .add(bgfx::Attrib::Position, 3, bgfx::AttribType::Float)
.add(bgfx::Attrib::Normal, 3, bgfx::AttribType::Float)
.add(bgfx::Attrib::Color0, 4, bgfx::AttribType::Uint8, true) .add(bgfx::Attrib::Color0, 4, bgfx::AttribType::Uint8, true)
.add(bgfx::Attrib::TexCoord0, 2, bgfx::AttribType::Float) .add(bgfx::Attrib::TexCoord0, 2, bgfx::AttribType::Float)
.end(); .end();
@@ -20,11 +22,15 @@ namespace Game
tinygltf::TinyGLTF loader; tinygltf::TinyGLTF loader;
std::string warn; std::string warn;
std::string err; std::string err;
bool loadSuccess = loader.LoadASCIIFromFile(&model, &err, &warn, "models/cube.gltf"); bool loadSuccess = loader.LoadASCIIFromFile(&model, &err, &warn, path);
if (!warn.empty()) Log("WARN: %s", warn.c_str()); if (!warn.empty()) Log("WARN: %s", warn.c_str());
if (!err.empty()) Log("ERR: %s", err.c_str()); if (!err.empty()) Log("ERR: %s", err.c_str());
if (!loadSuccess) Log("Model load failed!"); if (!loadSuccess)
{
Log("Model load failed!");
return;
}
tinygltf::Primitive primitive = model.meshes[0].primitives[0]; tinygltf::Primitive primitive = model.meshes[0].primitives[0];
{ {
@@ -37,12 +43,16 @@ namespace Game
} }
{ {
tinygltf::Accessor posAccessor = model.accessors.at(primitive.attributes.at("POSITION")); tinygltf::Accessor posAccessor = model.accessors.at(primitive.attributes.at("POSITION"));
tinygltf::Accessor normalAccessor = model.accessors.at(primitive.attributes.at("NORMAL"));
tinygltf::Accessor uvAccessor = model.accessors.at(primitive.attributes.at("TEXCOORD_0")); tinygltf::Accessor uvAccessor = model.accessors.at(primitive.attributes.at("TEXCOORD_0"));
tinygltf::BufferView posBufferView = model.bufferViews[posAccessor.bufferView]; tinygltf::BufferView posBufferView = model.bufferViews[posAccessor.bufferView];
tinygltf::BufferView normalBufferView = model.bufferViews[normalAccessor.bufferView];
tinygltf::BufferView uvBufferView = model.bufferViews[uvAccessor.bufferView]; tinygltf::BufferView uvBufferView = model.bufferViews[uvAccessor.bufferView];
int posStride = posAccessor.ByteStride(posBufferView); int posStride = posAccessor.ByteStride(posBufferView);
int normalStride = normalAccessor.ByteStride(normalBufferView);
int uvStride = uvAccessor.ByteStride(uvBufferView); int uvStride = uvAccessor.ByteStride(uvBufferView);
tinygltf::Buffer posBuffer = model.buffers[posBufferView.buffer]; tinygltf::Buffer posBuffer = model.buffers[posBufferView.buffer];
tinygltf::Buffer normalBuffer = model.buffers[normalBufferView.buffer];
tinygltf::Buffer uvBuffer = model.buffers[uvBufferView.buffer]; tinygltf::Buffer uvBuffer = model.buffers[uvBufferView.buffer];
uint32_t vertexCount = posBufferView.byteLength / posStride; uint32_t vertexCount = posBufferView.byteLength / posStride;
@@ -52,6 +62,8 @@ namespace Game
{ {
PosColorVertex& v = *reinterpret_cast<PosColorVertex*>(vbMem->data + i * sizeof(PosColorVertex)); PosColorVertex& v = *reinterpret_cast<PosColorVertex*>(vbMem->data + i * sizeof(PosColorVertex));
bx::memCopy(&v.x, &posBuffer.data.at(posBufferView.byteOffset + i * posStride), posStride); bx::memCopy(&v.x, &posBuffer.data.at(posBufferView.byteOffset + i * posStride), posStride);
bx::memCopy(
&v.n_x, &normalBuffer.data.at(normalBufferView.byteOffset + i * normalStride), normalStride);
v.abgr = 0; v.abgr = 0;
bx::memCopy(&v.uv_x, &uvBuffer.data.at(uvBufferView.byteOffset + i * uvStride), uvStride); bx::memCopy(&v.uv_x, &uvBuffer.data.at(uvBufferView.byteOffset + i * uvStride), uvStride);
} }

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@@ -4,5 +4,5 @@
namespace Game namespace Game
{ {
void LoadMesh(Model& mesh); void LoadMesh(Model& mesh, const char* path);
} }

View File

@@ -129,15 +129,10 @@ namespace Game
bgfx::setDebug(BGFX_DEBUG_TEXT); bgfx::setDebug(BGFX_DEBUG_TEXT);
bgfx::setViewClear(0, BGFX_CLEAR_COLOR | BGFX_CLEAR_DEPTH, 0x303030ff, 1.0f, 0); 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"); Materials[0] = Material::LoadFromShader("vert", "frag");
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);
if (!GetInstance().IsInitialized) if (!GetInstance().IsInitialized)
{ {
@@ -156,7 +151,7 @@ namespace Game
shared.Dev.ChangedShaderCount = 0; shared.Dev.ChangedShaderCount = 0;
// TODO: when to destroy shader? // TODO: when to destroy shader?
// bgfx::destroy(Shader); // TODO: only reload changed shaders
bgfx::ShaderHandle vertexShader = loadShader("vert"); bgfx::ShaderHandle vertexShader = loadShader("vert");
bgfx::ShaderHandle fragmentShader = loadShader("frag"); bgfx::ShaderHandle fragmentShader = loadShader("frag");
if (isValid(vertexShader) && isValid(fragmentShader)) if (isValid(vertexShader) && isValid(fragmentShader))
@@ -178,7 +173,7 @@ namespace Game
float delta = GetInstance().Delta; float delta = GetInstance().Delta;
constexpr float moveSpeed = 10.0f; 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 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); 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 camForward = Cam.Transform.Forward();
bx::Vec3 camRight = Cam.Transform.Right(); 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.FreelookXRot += rotInput.x;
Cam.FreelookYRot += rotInput.y; Cam.FreelookYRot += rotInput.y;
bx::mtxRotateY(Cam.Transform.Rotation.M, Cam.FreelookYRot); bx::mtxRotateY(Cam.Transform.Rotation.M, Cam.FreelookYRot);
Cam.Transform.RotateLocal({Cam.FreelookXRot, 0.0f, 0.0f}); Cam.Transform.RotateLocal({Cam.FreelookXRot, 0.0f, 0.0f});
Cam.Transform.TranslateLocal({0.0f, 0.0f, -forwardInput}); Cam.Transform.TranslateLocal({0.0f, 0.0f, -inputVec.z});
Cam.Transform.TranslateLocal({-rightInput, 0.0f, 0.0f}); 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); 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); bgfx::setViewRect(0, 0, 0, shared.Window.WindowWidth, shared.Window.WindowHeight);
} }
float TimeValues[4]{0.0f}; GetInstance().GameLevel.Cubes.Render(Models, Materials);
TimeValues[0] = GetInstance().Now; GetInstance().GameLevel.Tests.Render(Models, Materials);
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);
}
}
bgfx::dbgTextPrintf(1, 1, 0x0F, "Time: %.1f", GetInstance().Now); bgfx::dbgTextPrintf(1, 1, 0x0F, "Time: %.1f", GetInstance().Now);
bgfx::dbgTextPrintf(1, 2, 0x0F, "Frame: %u", GetInstance().FrameCounter); bgfx::dbgTextPrintf(1, 2, 0x0F, "Frame: %u", GetInstance().FrameCounter);
@@ -249,4 +226,18 @@ namespace Game
{ {
bgfx::shutdown(); 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 } // namespace Game

View File

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

View File

@@ -1,24 +1,26 @@
$input v_color0 $input v_color0
$input v_normal
$input v_uv0 $input v_uv0
$input v_wpos $input v_wpos
uniform vec4 u_time; uniform vec4 u_time;
uniform vec4 u_testColor;
#include "common.sh" #include "common.sh"
float circle(vec2 uv, float radius) float circle(vec2 uv, float radius)
{ {
float distSq = uv.x * uv.x + uv.y * uv.y; float distSq = uv.x * uv.x + uv.y * uv.y;
// float result = distSq / (radius * radius); float result = sqrt(distSq) / radius;
float result = sqrt(distSq) / radius / 2; // return result < 0.5;
// float result = sqrt(distSq) / radius;
return result < 0.4;
return clamp(1.0 - result, 0.0, 1.0); return clamp(1.0 - result, 0.0, 1.0);
} }
float calcBrightness(vec3 lightPos, vec3 vertPos) float calcBrightness(vec3 lightPos, vec3 vertPos, vec3 normal)
{ {
return clamp(1.0 - distance(lightPos, vertPos) * 0.01, 0.0, 1.0); vec3 lightDir = normalize(lightPos - vertPos);
float diffuse = max(0.0, dot(lightDir, normal));
return diffuse * clamp(1.0 - distance(lightPos, vertPos) * 0.01, 0.0, 1.0);
} }
float circles(vec2 uv, float level, float subLevel, float brightness) float circles(vec2 uv, float level, float subLevel, float brightness)
@@ -43,15 +45,21 @@ float circles(vec2 uv, float level, float subLevel, float brightness)
return min(sum, 1.0); return min(sum, 1.0);
} }
vec3 desaturate(vec3 color)
{
return vec3_splat(dot(color, vec3(0.33, 0.34, 0.33)));
}
void main() void main()
{ {
float testRadius = 50.0; float testRadius = 30.0;
float testSpeed = 1.0; float testSpeed = 1.0;
vec3 testOffset = vec3(0.0, 0.0, 50.0); vec3 testOffset = vec3(0.0, 0.0, 50.0);
float brightness = calcBrightness(testOffset + vec3(sin(u_time.x * testSpeed) * testRadius, 0.0, cos(u_time.x * testSpeed) * testRadius), v_wpos); float3 lightPos = vec3(sin(u_time.x * testSpeed) * testRadius, 5.0, cos(u_time.x * testSpeed) * testRadius);
brightness = 0.2 + brightness * 0.8; float brightness = calcBrightness(lightPos, v_wpos, v_normal);
// brightness = 0.1 + brightness * 0.9;
float baseScale = 10.0; float baseScale = 2.0;
float2 dx = ddx(v_uv0 * baseScale); float2 dx = ddx(v_uv0 * baseScale);
float2 dy = ddy(v_uv0 * baseScale); float2 dy = ddy(v_uv0 * baseScale);
float2x2 mat = float2x2(dx, dy); float2x2 mat = float2x2(dx, dy);
@@ -63,13 +71,19 @@ void main()
float2 freq = sqrt(float2(qq + discriminant, qq - discriminant) / 2.0); float2 freq = sqrt(float2(qq + discriminant, qq - discriminant) / 2.0);
float spacing = freq.y * exp2(2.0); float spacing = freq.y * exp2(2.0);
spacing = 4.0 / spacing; spacing = 1.0 / spacing;
spacing *= brightness; // TODO: check reference to see how to calculate this! spacing *= brightness; // TODO: check reference to see how to calculate this!
float spacingLog = max(log2(spacing), 1.0); float spacingLog = max(log2(spacing), 0.0);
int patternScaleLevel = floor(spacingLog); int patternScaleLevel = floor(spacingLog);
float patternFractional = spacingLog - patternScaleLevel; float patternFractional = spacingLog - patternScaleLevel;
vec2 uv = v_uv0 * exp2(patternScaleLevel); vec2 uv = v_uv0 * exp2(patternScaleLevel);
float dither = circles(uv, patternScaleLevel, patternFractional, brightness); float dither = circles(uv, patternScaleLevel, patternFractional, brightness);
gl_FragColor = lerp(dither, vec4(0.1, 0.1, 0.15, 1.0), vec4(0.9, 0.75, 0.3, 1.0)); vec3 color = desaturate(u_testColor.xyz) * 0.01 + dither * u_testColor.xyz * 0.95;
vec3 smoothColor = brightness * u_testColor.xyz;
vec3 mixedColor = 0.1 * smoothColor + 0.9 * color;
gl_FragColor = vec4(mixedColor, 1.0);
// gl_FragColor = brightness;
// gl_FragColor = dither;
// gl_FragColor = u_testColor;
} }

View File

@@ -1,7 +1,9 @@
vec4 v_color0 : COLOR0 = vec4(1.0, 1.0, 0.0, 1.0); vec4 v_color0 : COLOR0 = vec4(1.0, 1.0, 0.0, 1.0);
vec3 v_normal : NORMAL = vec3(0.0, 0.0, 1.0);
vec2 v_uv0 : TEXCOORD0 = vec2(0.0, 0.0); vec2 v_uv0 : TEXCOORD0 = vec2(0.0, 0.0);
vec3 v_wpos : TEXCOORD1 = vec3(0.0, 0.0, 0.0); vec3 v_wpos : TEXCOORD1 = vec3(0.0, 0.0, 0.0);
vec3 a_position : POSITION; vec3 a_position : POSITION;
vec3 a_normal : NORMAL;
vec4 a_color0 : COLOR0; vec4 a_color0 : COLOR0;
vec2 a_texcoord0 : TEXCOORD0; vec2 a_texcoord0 : TEXCOORD0;

View File

@@ -1,5 +1,5 @@
$input a_position, a_color0, a_texcoord0 $input a_position, a_normal, a_color0, a_texcoord0
$output v_color0, v_uv0, v_wpos $output v_color0, v_normal, v_uv0, v_wpos
#include "common.sh" #include "common.sh"
@@ -9,4 +9,6 @@ void main()
v_color0 = a_color0; v_color0 = a_color0;
v_uv0 = a_texcoord0; v_uv0 = a_texcoord0;
v_wpos = mul(u_model[0], vec4(a_position, 1.0)).xyz; v_wpos = mul(u_model[0], vec4(a_position, 1.0)).xyz;
v_normal = normalize(mul((mat3)u_model[0], a_normal));
} }