it works?

This commit is contained in:
Asuro
2025-02-08 01:46:25 +01:00
parent 60640a708f
commit b263c3aa82
19 changed files with 801 additions and 18 deletions

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@@ -22,8 +22,9 @@ file(GLOB_RECURSE sources_game game/*.cpp game/*.h)
add_library(PuzGame SHARED ${sources_game})
set_property(TARGET PuzGame PROPERTY CXX_STANDARD 17)
SET(BGFX_BUILD_TOOLS OFF)
SET(BGFX_BUILD_TOOLS ON)
SET(BGFX_BUILD_EXAMPLES OFF)
SET(BGFX_CONFIG_MULTITHREADED OFF)
add_subdirectory("${CMAKE_SOURCE_DIR}/dependency/bgfx.cmake")
target_link_libraries(PuzGame bx bimg bgfx)

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@@ -1 +1 @@
cmake --build cmake-build && start ./cmake-build/PuzGameEngine.exe
cmake --build cmake-build

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@@ -11,6 +11,7 @@
typedef void (*Startup)(void*);
typedef void (*Update)();
typedef void (*Shutdown)();
constexpr UINT WM_CUSTOM_DLL_CHANGE = WM_USER + 1;
@@ -38,6 +39,7 @@ namespace
DevelopmentData DevData;
Startup StartupFunc;
Update UpdateFunc;
Shutdown ShutdownFunc;
}
LRESULT CALLBACK WndProc(HWND hwnd, UINT message, WPARAM wparam, LPARAM lparam)
@@ -163,8 +165,20 @@ bool ReloadDLL()
return false;
}
#ifdef VISUAL_STUDIO
Shutdown ShutdownReloaded = (Shutdown)GetProcAddress(DevData.GameLib, "_ZN4Game8ShutdownEv");
#else
Shutdown ShutdownReloaded = (Shutdown)GetProcAddress(DevData.GameLib, "_ZN4Game8ShutdownEv");
#endif
if (ShutdownReloaded == NULL)
{
printf("Failed to load shutdown function from game DLL\n");
return false;
}
StartupFunc = StartupReloaded;
UpdateFunc = UpdateReloaded;
ShutdownFunc = ShutdownReloaded;
printf("Loaded Game DLL successfully!\n");
return true;
@@ -177,19 +191,10 @@ int main()
if (!ReloadDLL()) return 1;
bgfx::Init init;
init.platformData.nwh = (void*)window;
init.platformData.ndt = nullptr;
init.platformData.type = bgfx::NativeWindowHandleType::Default;
init.resolution.width = 1920;
init.resolution.height = 1080;
init.resolution.reset = BGFX_RESET_VSYNC;
bgfx::init(init);
StartupFunc(window);
DWORD fileWatcherThreadId = 0;
CreateThread(NULL, 0, FileWatcherThread, NULL, 0, &fileWatcherThreadId);
StartupFunc(window);
bool isRunning = true;
while (isRunning)
{
@@ -198,7 +203,7 @@ int main()
{
if (msg.message == WM_QUIT)
{
isRunning = false;
}
TranslateMessage(&msg);
@@ -208,7 +213,9 @@ int main()
if (DevData.FileWatcher.Change)
{
DevData.FileWatcher.Change = false;
ShutdownFunc();
ReloadDLL();
StartupFunc(window);
}
UpdateFunc();

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@@ -1,22 +1,42 @@
#include "Setup.h"
#include "Log.h"
#include <bgfx/bgfx.h>
#include "rendering/Rendering.h"
#include <cstdint>
namespace Game
{
class GameSetup
{
public:
GameRendering Rendering;
int32_t FrameCounter = 0;
};
namespace
{
GameSetup Instance;
}
void Setup(void* window)
{
Log("Game Setup Start!");
Instance.Rendering.Setup(window);
}
void Update()
{
++FrameCounter;
if (FrameCounter % 1000000 == 0)
++Instance.FrameCounter;
if (Instance.FrameCounter % 100 == 0)
{
Log("Frame!");
}
Instance.Rendering.Update();
}
void Shutdown()
{
Log("Shutdown");
Instance.Rendering.Shutdown();
}
}

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@@ -6,4 +6,5 @@ namespace Game
{
DLLEXPORT void Setup(void* window);
DLLEXPORT void Update();
DLLEXPORT void Shutdown();
}

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@@ -0,0 +1,187 @@
#include "Rendering.h"
#include "../Log.h"
#include "bgfx/defines.h"
#include "bx/timer.h"
#include <bx/file.h>
#include <bgfx/bgfx.h>
#include <bx/filepath.h>
#include <bx/readerwriter.h>
namespace Game
{
static VertexData CubeVertices[] =
{
{-1.0f, 1.0f, 1.0f, 0xff000000 },
{ 1.0f, 1.0f, 1.0f, 0xff0000ff },
{-1.0f, -1.0f, 1.0f, 0xff00ff00 },
{ 1.0f, -1.0f, 1.0f, 0xff00ffff },
{-1.0f, 1.0f, -1.0f, 0xffff0000 },
{ 1.0f, 1.0f, -1.0f, 0xffff00ff },
{-1.0f, -1.0f, -1.0f, 0xffffff00 },
{ 1.0f, -1.0f, -1.0f, 0xffffffff },
};
const uint16_t CubeIndices[] =
{
0, 1, 2, // 0
1, 3, 2,
4, 6, 5, // 2
5, 6, 7,
0, 2, 4, // 4
4, 2, 6,
1, 5, 3, // 6
5, 7, 3,
0, 4, 1, // 8
4, 5, 1,
2, 3, 6, // 10
6, 3, 7,
};
namespace
{
static const bgfx::Memory* loadMem(bx::FileReaderI* _reader, const bx::FilePath& _filePath)
{
if (bx::open(_reader, _filePath) )
{
uint32_t size = (uint32_t)bx::getSize(_reader);
const bgfx::Memory* mem = bgfx::alloc(size+1);
bx::read(_reader, mem->data, size, bx::ErrorAssert{});
bx::close(_reader);
mem->data[mem->size-1] = '\0';
return mem;
}
Log("Failed to load %s.", _filePath.getCPtr() );
return NULL;
}
bgfx::ShaderHandle LoadShader(const char* name)
{
bx::FilePath filePath{"game/compiled-shaders/"};
switch (bgfx::getRendererType())
{
case bgfx::RendererType::Noop:
case bgfx::RendererType::Direct3D11:
case bgfx::RendererType::Direct3D12: filePath.join("dx11"); break;
case bgfx::RendererType::Agc:
case bgfx::RendererType::Gnm: filePath.join("pssl"); break;
case bgfx::RendererType::Metal: filePath.join("metal"); break;
case bgfx::RendererType::Nvn: filePath.join("nvn"); break;
case bgfx::RendererType::OpenGL: filePath.join("glsl"); break;
case bgfx::RendererType::OpenGLES: filePath.join("essl"); break;
case bgfx::RendererType::Vulkan: filePath.join("spirv"); break;
case bgfx::RendererType::Count:
BX_ASSERT(false, "You should not be here!");
break;
}
char fileName[512]{0};
bx::strCopy(fileName, sizeof(fileName), name);
bx::strCat(fileName, sizeof(fileName), ".bin");
filePath.join(fileName);
bx::FileReader fileReader;
bgfx::ShaderHandle result = bgfx::createShader(loadMem(&fileReader, filePath.getCPtr()));
return result;
}
}
void GameRendering::Setup(void* window)
{
bgfx::Init init;
init.type = bgfx::RendererType::OpenGL;
init.debug = true;
init.callback = &Callback;
init.platformData.nwh = (void*)window;
init.platformData.ndt = nullptr;
init.platformData.type = bgfx::NativeWindowHandleType::Default;
init.resolution.width = 1920;
init.resolution.height = 1080;
init.resolution.reset = BGFX_RESET_VSYNC;
if (!bgfx::init(init))
{
Log("BGFX setup failed!");
}
else
{
Log("BGFX setup succeded!");
}
bgfx::setDebug(BGFX_DEBUG_TEXT);
bgfx::setViewClear(0, BGFX_CLEAR_COLOR | BGFX_CLEAR_DEPTH, 0x303030ff, 1.0f, 0);
VertLayout.begin()
.add(bgfx::Attrib::Position, 3, bgfx::AttribType::Float)
.add(bgfx::Attrib::Color0, 4, bgfx::AttribType::Uint8, true)
.end();
VertexBuffer = bgfx::createVertexBuffer(bgfx::makeRef(CubeVertices, sizeof(CubeVertices)), VertLayout);
IndexBuffer = bgfx::createIndexBuffer(bgfx::makeRef(CubeIndices, sizeof(CubeIndices)));
bgfx::ShaderHandle vertexShader = LoadShader("vert");
bgfx::ShaderHandle fragmentShader = LoadShader("frag");
bgfx::createProgram(vertexShader, fragmentShader, true);
State.StartTime = bx::getHPCounter();
}
void GameRendering::Update()
{
bgfx::setViewRect(0, 0, 0, State.WindowWidth, State.WindowHeight);
const bx::Vec3 at = { 0.0f, 0.0f, 0.0f };
const bx::Vec3 eye = { 0.0f, 0.0f, -35.0f };
// Set view and projection matrix for view 0.
{
float view[16];
bx::mtxLookAt(view, eye, at);
float proj[16];
bx::mtxProj(proj, 60.0f, float(State.WindowWidth)/float(State.WindowHeight), 0.1f, 100.0f, bgfx::getCaps()->homogeneousDepth);
bgfx::setViewTransform(0, view, proj);
// Set view 0 default viewport.
bgfx::setViewRect(0, 0, 0, State.WindowWidth, State.WindowHeight);
}
// Set render states.
uint64_t state = 0
| BGFX_STATE_WRITE_RGB
| BGFX_STATE_WRITE_A
| BGFX_STATE_WRITE_Z
| BGFX_STATE_DEPTH_TEST_LESS
| BGFX_STATE_CULL_CW
| BGFX_STATE_MSAA
;
float time = (bx::getHPCounter() - State.StartTime) / (float)bx::getHPFrequency();
for (int32_t i = 0; i < 11 * 11; ++i)
{
uint32_t xx = i % 11;
uint32_t yy = i / 11;
float mtx[16];
bx::mtxRotateXY(mtx, time + xx*0.21f, time + yy*0.37f);
mtx[12] = -15.0f + float(xx)*3.0f;
mtx[13] = -15.0f + float(yy)*3.0f;
mtx[14] = 0.0f;
// Set model matrix for rendering.
bgfx::setTransform(mtx);
// Set vertex and index buffer.
bgfx::setVertexBuffer(0, VertexBuffer);
bgfx::setIndexBuffer(IndexBuffer);
bgfx::setState(state);
// Submit primitive for rendering to view 0.
bgfx::submit(0, Shader);
}
bgfx::dbgTextPrintf(1, 1, 0x0F, "Time: %f", time);
bgfx::frame();
}
void GameRendering::Shutdown()
{
bgfx::shutdown();
}
}

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@@ -0,0 +1,102 @@
#pragma once
#include "bimg/bimg.h"
#include <bgfx/bgfx.h>
#include <cstdio>
#include <bx/string.h>
namespace Game
{
struct VertexData
{
float X;
float Y;
float Z;
uint32_t VertCol;
};
struct BgfxCallback : public bgfx::CallbackI
{
virtual ~BgfxCallback()
{
}
virtual void fatal(const char* _filePath, uint16_t _line, bgfx::Fatal::Enum _code, const char* _str) override
{
// Something unexpected happened, inform user and bail out.
printf("Fatal error: 0x%08x: %s", _code, _str);
// Must terminate, continuing will cause crash anyway.
abort();
}
virtual void traceVargs(const char* _filePath, uint16_t _line, const char* _format, va_list _argList) override
{
printf("%s (%d): ", _filePath, _line);
printf(_format, _argList);
}
virtual void profilerBegin(const char* /*_name*/, uint32_t /*_abgr*/, const char* /*_filePath*/, uint16_t /*_line*/) override
{
}
virtual void profilerBeginLiteral(const char* /*_name*/, uint32_t /*_abgr*/, const char* /*_filePath*/, uint16_t /*_line*/) override
{
}
virtual void profilerEnd() override
{
}
virtual uint32_t cacheReadSize(uint64_t _id) override
{
return 0;
}
virtual bool cacheRead(uint64_t _id, void* _data, uint32_t _size) override
{
return false;
}
virtual void cacheWrite(uint64_t _id, const void* _data, uint32_t _size) override
{
}
virtual void screenShot(const char* _filePath, uint32_t _width, uint32_t _height, uint32_t _pitch, const void* _data, uint32_t /*_size*/, bool _yflip) override
{
}
virtual void captureBegin(uint32_t _width, uint32_t _height, uint32_t /*_pitch*/, bgfx::TextureFormat::Enum /*_format*/, bool _yflip) override
{
}
virtual void captureEnd() override
{
}
virtual void captureFrame(const void* _data, uint32_t /*_size*/) override
{
}
};
struct RenderState
{
int64_t StartTime = 0;
uint32_t WindowWidth = 1920;
uint32_t WindowHeight = 1080;
};
class GameRendering
{
private:
bgfx::VertexLayout VertLayout;
bgfx::VertexBufferHandle VertexBuffer;
bgfx::IndexBufferHandle IndexBuffer;
bgfx::ProgramHandle Shader;
BgfxCallback Callback;
RenderState State;
public:
void Setup(void* window);
void Update();
void Shutdown();
};
}

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@@ -0,0 +1,7 @@
/*
* Copyright 2011-2025 Branimir Karadzic. All rights reserved.
* License: https://github.com/bkaradzic/bgfx/blob/master/LICENSE
*/
#include <bgfx_shader.sh>
#include "shaderlib.sh"

7
src/game/shaders/frag.sc Normal file
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@@ -0,0 +1,7 @@
$input v_color0
#include "common.sh"
void main()
{
gl_FragColor = vec4(1.0, 1.0, 1.0, 1.0);
}

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@@ -0,0 +1,431 @@
/*
* Copyright 2011-2025 Branimir Karadzic. All rights reserved.
* License: https://github.com/bkaradzic/bgfx/blob/master/LICENSE
*/
#ifndef __SHADERLIB_SH__
#define __SHADERLIB_SH__
vec4 encodeRE8(float _r)
{
float exponent = ceil(log2(_r) );
return vec4(_r / exp2(exponent)
, 0.0
, 0.0
, (exponent + 128.0) / 255.0
);
}
float decodeRE8(vec4 _re8)
{
float exponent = _re8.w * 255.0 - 128.0;
return _re8.x * exp2(exponent);
}
vec4 encodeRGBE8(vec3 _rgb)
{
vec4 rgbe8;
float maxComponent = max(max(_rgb.x, _rgb.y), _rgb.z);
float exponent = ceil(log2(maxComponent) );
rgbe8.xyz = _rgb / exp2(exponent);
rgbe8.w = (exponent + 128.0) / 255.0;
return rgbe8;
}
vec3 decodeRGBE8(vec4 _rgbe8)
{
float exponent = _rgbe8.w * 255.0 - 128.0;
vec3 rgb = _rgbe8.xyz * exp2(exponent);
return rgb;
}
vec3 encodeNormalUint(vec3 _normal)
{
return _normal * 0.5 + 0.5;
}
vec3 decodeNormalUint(vec3 _encodedNormal)
{
return _encodedNormal * 2.0 - 1.0;
}
vec2 encodeNormalSphereMap(vec3 _normal)
{
return normalize(_normal.xy) * sqrt(_normal.z * 0.5 + 0.5);
}
vec3 decodeNormalSphereMap(vec2 _encodedNormal)
{
float zz = dot(_encodedNormal, _encodedNormal) * 2.0 - 1.0;
return vec3(normalize(_encodedNormal.xy) * sqrt(1.0 - zz*zz), zz);
}
vec2 octahedronWrap(vec2 _val)
{
// Reference(s):
// - Octahedron normal vector encoding
// https://web.archive.org/web/20191027010600/https://knarkowicz.wordpress.com/2014/04/16/octahedron-normal-vector-encoding/comment-page-1/
return (1.0 - abs(_val.yx) )
* mix(vec2_splat(-1.0), vec2_splat(1.0), vec2(greaterThanEqual(_val.xy, vec2_splat(0.0) ) ) );
}
vec2 encodeNormalOctahedron(vec3 _normal)
{
_normal /= abs(_normal.x) + abs(_normal.y) + abs(_normal.z);
_normal.xy = _normal.z >= 0.0 ? _normal.xy : octahedronWrap(_normal.xy);
_normal.xy = _normal.xy * 0.5 + 0.5;
return _normal.xy;
}
vec3 decodeNormalOctahedron(vec2 _encodedNormal)
{
_encodedNormal = _encodedNormal * 2.0 - 1.0;
vec3 normal;
normal.z = 1.0 - abs(_encodedNormal.x) - abs(_encodedNormal.y);
normal.xy = normal.z >= 0.0 ? _encodedNormal.xy : octahedronWrap(_encodedNormal.xy);
return normalize(normal);
}
vec3 convertRGB2XYZ(vec3 _rgb)
{
// Reference(s):
// - RGB/XYZ Matrices
// https://web.archive.org/web/20191027010220/http://www.brucelindbloom.com/index.html?Eqn_RGB_XYZ_Matrix.html
vec3 xyz;
xyz.x = dot(vec3(0.4124564, 0.3575761, 0.1804375), _rgb);
xyz.y = dot(vec3(0.2126729, 0.7151522, 0.0721750), _rgb);
xyz.z = dot(vec3(0.0193339, 0.1191920, 0.9503041), _rgb);
return xyz;
}
vec3 convertXYZ2RGB(vec3 _xyz)
{
vec3 rgb;
rgb.x = dot(vec3( 3.2404542, -1.5371385, -0.4985314), _xyz);
rgb.y = dot(vec3(-0.9692660, 1.8760108, 0.0415560), _xyz);
rgb.z = dot(vec3( 0.0556434, -0.2040259, 1.0572252), _xyz);
return rgb;
}
vec3 convertXYZ2Yxy(vec3 _xyz)
{
// Reference(s):
// - XYZ to xyY
// https://web.archive.org/web/20191027010144/http://www.brucelindbloom.com/index.html?Eqn_XYZ_to_xyY.html
float inv = 1.0/dot(_xyz, vec3(1.0, 1.0, 1.0) );
return vec3(_xyz.y, _xyz.x*inv, _xyz.y*inv);
}
vec3 convertYxy2XYZ(vec3 _Yxy)
{
// Reference(s):
// - xyY to XYZ
// https://web.archive.org/web/20191027010036/http://www.brucelindbloom.com/index.html?Eqn_xyY_to_XYZ.html
vec3 xyz;
xyz.x = _Yxy.x*_Yxy.y/_Yxy.z;
xyz.y = _Yxy.x;
xyz.z = _Yxy.x*(1.0 - _Yxy.y - _Yxy.z)/_Yxy.z;
return xyz;
}
vec3 convertRGB2Yxy(vec3 _rgb)
{
return convertXYZ2Yxy(convertRGB2XYZ(_rgb) );
}
vec3 convertYxy2RGB(vec3 _Yxy)
{
return convertXYZ2RGB(convertYxy2XYZ(_Yxy) );
}
vec3 convertRGB2Yuv(vec3 _rgb)
{
vec3 yuv;
yuv.x = dot(_rgb, vec3(0.299, 0.587, 0.114) );
yuv.y = (_rgb.x - yuv.x)*0.713 + 0.5;
yuv.z = (_rgb.z - yuv.x)*0.564 + 0.5;
return yuv;
}
vec3 convertYuv2RGB(vec3 _yuv)
{
vec3 rgb;
rgb.x = _yuv.x + 1.403*(_yuv.y-0.5);
rgb.y = _yuv.x - 0.344*(_yuv.y-0.5) - 0.714*(_yuv.z-0.5);
rgb.z = _yuv.x + 1.773*(_yuv.z-0.5);
return rgb;
}
vec3 convertRGB2YIQ(vec3 _rgb)
{
vec3 yiq;
yiq.x = dot(vec3(0.299, 0.587, 0.114 ), _rgb);
yiq.y = dot(vec3(0.595716, -0.274453, -0.321263), _rgb);
yiq.z = dot(vec3(0.211456, -0.522591, 0.311135), _rgb);
return yiq;
}
vec3 convertYIQ2RGB(vec3 _yiq)
{
vec3 rgb;
rgb.x = dot(vec3(1.0, 0.9563, 0.6210), _yiq);
rgb.y = dot(vec3(1.0, -0.2721, -0.6474), _yiq);
rgb.z = dot(vec3(1.0, -1.1070, 1.7046), _yiq);
return rgb;
}
vec3 toLinear(vec3 _rgb)
{
return pow(abs(_rgb), vec3_splat(2.2) );
}
vec4 toLinear(vec4 _rgba)
{
return vec4(toLinear(_rgba.xyz), _rgba.w);
}
vec3 toLinearAccurate(vec3 _rgb)
{
vec3 lo = _rgb / 12.92;
vec3 hi = pow( (_rgb + 0.055) / 1.055, vec3_splat(2.4) );
vec3 rgb = mix(hi, lo, vec3(lessThanEqual(_rgb, vec3_splat(0.04045) ) ) );
return rgb;
}
vec4 toLinearAccurate(vec4 _rgba)
{
return vec4(toLinearAccurate(_rgba.xyz), _rgba.w);
}
float toGamma(float _r)
{
return pow(abs(_r), 1.0/2.2);
}
vec3 toGamma(vec3 _rgb)
{
return pow(abs(_rgb), vec3_splat(1.0/2.2) );
}
vec4 toGamma(vec4 _rgba)
{
return vec4(toGamma(_rgba.xyz), _rgba.w);
}
vec3 toGammaAccurate(vec3 _rgb)
{
vec3 lo = _rgb * 12.92;
vec3 hi = pow(abs(_rgb), vec3_splat(1.0/2.4) ) * 1.055 - 0.055;
vec3 rgb = mix(hi, lo, vec3(lessThanEqual(_rgb, vec3_splat(0.0031308) ) ) );
return rgb;
}
vec4 toGammaAccurate(vec4 _rgba)
{
return vec4(toGammaAccurate(_rgba.xyz), _rgba.w);
}
vec3 toReinhard(vec3 _rgb)
{
return toGamma(_rgb/(_rgb+vec3_splat(1.0) ) );
}
vec4 toReinhard(vec4 _rgba)
{
return vec4(toReinhard(_rgba.xyz), _rgba.w);
}
vec3 toFilmic(vec3 _rgb)
{
_rgb = max(vec3_splat(0.0), _rgb - 0.004);
_rgb = (_rgb*(6.2*_rgb + 0.5) ) / (_rgb*(6.2*_rgb + 1.7) + 0.06);
return _rgb;
}
vec4 toFilmic(vec4 _rgba)
{
return vec4(toFilmic(_rgba.xyz), _rgba.w);
}
vec3 toAcesFilmic(vec3 _rgb)
{
// Reference(s):
// - ACES Filmic Tone Mapping Curve
// https://web.archive.org/web/20191027010704/https://knarkowicz.wordpress.com/2016/01/06/aces-filmic-tone-mapping-curve/
float aa = 2.51f;
float bb = 0.03f;
float cc = 2.43f;
float dd = 0.59f;
float ee = 0.14f;
return saturate( (_rgb*(aa*_rgb + bb) )/(_rgb*(cc*_rgb + dd) + ee) );
}
vec4 toAcesFilmic(vec4 _rgba)
{
return vec4(toAcesFilmic(_rgba.xyz), _rgba.w);
}
vec3 luma(vec3 _rgb)
{
float yy = dot(vec3(0.2126729, 0.7151522, 0.0721750), _rgb);
return vec3_splat(yy);
}
vec4 luma(vec4 _rgba)
{
return vec4(luma(_rgba.xyz), _rgba.w);
}
vec3 conSatBri(vec3 _rgb, vec3 _csb)
{
vec3 rgb = _rgb * _csb.z;
rgb = mix(luma(rgb), rgb, _csb.y);
rgb = mix(vec3_splat(0.5), rgb, _csb.x);
return rgb;
}
vec4 conSatBri(vec4 _rgba, vec3 _csb)
{
return vec4(conSatBri(_rgba.xyz, _csb), _rgba.w);
}
vec3 posterize(vec3 _rgb, float _numColors)
{
return floor(_rgb*_numColors) / _numColors;
}
vec4 posterize(vec4 _rgba, float _numColors)
{
return vec4(posterize(_rgba.xyz, _numColors), _rgba.w);
}
vec3 sepia(vec3 _rgb)
{
vec3 color;
color.x = dot(_rgb, vec3(0.393, 0.769, 0.189) );
color.y = dot(_rgb, vec3(0.349, 0.686, 0.168) );
color.z = dot(_rgb, vec3(0.272, 0.534, 0.131) );
return color;
}
vec4 sepia(vec4 _rgba)
{
return vec4(sepia(_rgba.xyz), _rgba.w);
}
vec3 blendOverlay(vec3 _base, vec3 _blend)
{
vec3 lt = 2.0 * _base * _blend;
vec3 gte = 1.0 - 2.0 * (1.0 - _base) * (1.0 - _blend);
return mix(lt, gte, step(vec3_splat(0.5), _base) );
}
vec4 blendOverlay(vec4 _base, vec4 _blend)
{
return vec4(blendOverlay(_base.xyz, _blend.xyz), _base.w);
}
vec3 adjustHue(vec3 _rgb, float _hue)
{
vec3 yiq = convertRGB2YIQ(_rgb);
float angle = _hue + atan2(yiq.z, yiq.y);
float len = length(yiq.yz);
return convertYIQ2RGB(vec3(yiq.x, len*cos(angle), len*sin(angle) ) );
}
vec4 packFloatToRgba(float _value)
{
const vec4 shift = vec4(256 * 256 * 256, 256 * 256, 256, 1.0);
const vec4 mask = vec4(0, 1.0 / 256.0, 1.0 / 256.0, 1.0 / 256.0);
vec4 comp = fract(_value * shift);
comp -= comp.xxyz * mask;
return comp;
}
float unpackRgbaToFloat(vec4 _rgba)
{
const vec4 shift = vec4(1.0 / (256.0 * 256.0 * 256.0), 1.0 / (256.0 * 256.0), 1.0 / 256.0, 1.0);
return dot(_rgba, shift);
}
vec2 packHalfFloat(float _value)
{
const vec2 shift = vec2(256, 1.0);
const vec2 mask = vec2(0, 1.0 / 256.0);
vec2 comp = fract(_value * shift);
comp -= comp.xx * mask;
return comp;
}
float unpackHalfFloat(vec2 _rg)
{
const vec2 shift = vec2(1.0 / 256.0, 1.0);
return dot(_rg, shift);
}
float random(vec2 _uv)
{
return fract(sin(dot(_uv.xy, vec2(12.9898, 78.233) ) ) * 43758.5453);
}
vec3 fixCubeLookup(vec3 _v, float _lod, float _topLevelCubeSize)
{
// Reference(s):
// - Seamless cube-map filtering
// https://web.archive.org/web/20190411181934/http://the-witness.net/news/2012/02/seamless-cube-map-filtering/
float ax = abs(_v.x);
float ay = abs(_v.y);
float az = abs(_v.z);
float vmax = max(max(ax, ay), az);
float scale = 1.0 - exp2(_lod) / _topLevelCubeSize;
if (ax != vmax) { _v.x *= scale; }
if (ay != vmax) { _v.y *= scale; }
if (az != vmax) { _v.z *= scale; }
return _v;
}
vec2 texture2DBc5(sampler2D _sampler, vec2 _uv)
{
#if BGFX_SHADER_LANGUAGE_HLSL && BGFX_SHADER_LANGUAGE_HLSL <= 300
return texture2D(_sampler, _uv).yx;
#else
return texture2D(_sampler, _uv).xy;
#endif
}
mat3 cofactor(mat4 _m)
{
// Reference:
// Cofactor of matrix. Use to transform normals. The code assumes the last column of _m is [0,0,0,1].
// https://www.shadertoy.com/view/3s33zj
// https://github.com/graphitemaster/normals_revisited
return mat3(
_m[1][1]*_m[2][2]-_m[1][2]*_m[2][1],
_m[1][2]*_m[2][0]-_m[1][0]*_m[2][2],
_m[1][0]*_m[2][1]-_m[1][1]*_m[2][0],
_m[0][2]*_m[2][1]-_m[0][1]*_m[2][2],
_m[0][0]*_m[2][2]-_m[0][2]*_m[2][0],
_m[0][1]*_m[2][0]-_m[0][0]*_m[2][1],
_m[0][1]*_m[1][2]-_m[0][2]*_m[1][1],
_m[0][2]*_m[1][0]-_m[0][0]*_m[1][2],
_m[0][0]*_m[1][1]-_m[0][1]*_m[1][0]
);
}
float toClipSpaceDepth(float _depthTextureZ)
{
#if BGFX_SHADER_LANGUAGE_GLSL
return _depthTextureZ * 2.0 - 1.0;
#else
return _depthTextureZ;
#endif // BGFX_SHADER_LANGUAGE_GLSL
}
vec3 clipToWorld(mat4 _invViewProj, vec3 _clipPos)
{
vec4 wpos = mul(_invViewProj, vec4(_clipPos, 1.0) );
return wpos.xyz / wpos.w;
}
#endif // __SHADERLIB_SH__

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vec4 v_color0 : COLOR0 = vec4(1.0, 0.0, 0.0, 1.0);
vec3 a_position : POSITION;
vec4 a_color0 : COLOR0;

10
src/game/shaders/vert.sc Normal file
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$input a_position, a_color0
$output v_color0
#include "common.sh"
void main()
{
gl_Position = mul(u_modelViewProj, vec4(a_position, 1.0) );
v_color0 = a_color0;
}

6
src/shadercompile.bat Normal file
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.\cmake-build\dependency\bgfx.cmake\cmake\bgfx\shaderc.exe -f .\game\shaders\vert.sc -o .\game\compiled-shaders\dx11\vert.bin -i .\dependency\bgfx.cmake\bgfx\src\ --type v --platform windows --profile s_5_0
.\cmake-build\dependency\bgfx.cmake\cmake\bgfx\shaderc.exe -f .\game\shaders\frag.sc -o .\game\compiled-shaders\dx11\frag.bin -i .\dependency\bgfx.cmake\bgfx\src\ --type f --platform windows --profile s_5_0
.\cmake-build\dependency\bgfx.cmake\cmake\bgfx\shaderc.exe -f .\game\shaders\vert.sc -o .\game\compiled-shaders\glsl\vert.bin -i .\dependency\bgfx.cmake\bgfx\src\ --type v --platform windows --profile 430
.\cmake-build\dependency\bgfx.cmake\cmake\bgfx\shaderc.exe -f .\game\shaders\frag.sc -o .\game\compiled-shaders\glsl\frag.bin -i .\dependency\bgfx.cmake\bgfx\src\ --type f --platform windows --profile 430
.\cmake-build\dependency\bgfx.cmake\cmake\bgfx\shaderc.exe -f .\game\shaders\vert.sc -o .\game\compiled-shaders\spirv\vert.bin -i .\dependency\bgfx.cmake\bgfx\src\ --type v --platform windows --profile spirv16-13
.\cmake-build\dependency\bgfx.cmake\cmake\bgfx\shaderc.exe -f .\game\shaders\frag.sc -o .\game\compiled-shaders\spirv\frag.bin -i .\dependency\bgfx.cmake\bgfx\src\ --type f --platform windows --profile spirv16-13