fun with dots

This commit is contained in:
Asuro
2025-02-10 17:57:21 +01:00
parent 16fcfa8af9
commit cbe21bfd78
6 changed files with 68 additions and 22 deletions

View File

@@ -13,14 +13,6 @@ namespace Game
Cubes.Setup(data.EntityStorage); Cubes.Setup(data.EntityStorage);
if (Cubes.Count == 0) if (Cubes.Count == 0)
{ {
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;
for (uint32_t yy = 0; yy < 11; ++yy) for (uint32_t yy = 0; yy < 11; ++yy)
{ {
for (uint32_t xx = 0; xx < 11; ++xx) for (uint32_t xx = 0; xx < 11; ++xx)
@@ -48,10 +40,23 @@ namespace Game
void Cube::Update() void Cube::Update()
{ {
double time = GetInstance().Now; double globalTime = GetInstance().Now;
bx::mtxRotateXY(Transform.M, time + TestX * 0.1f, time * 2 + TestY * .37f); double time = TestY <= 5 ? globalTime * 0.1f : 0.0f;
Transform.M[12] = -15.0f + float(TestX) * 3.0f; if (TestX == 4 && TestY == 4)
Transform.M[13] = -15.0f + float(TestY) * 3.0f; {
Transform.M[14] = 0.0f; bx::mtxTranslate(Transform.M, 0, 0, bx::lerp(2.0f, -30.0f, bx::sin(globalTime* 0.5f) * 0.5 + 0.5));
}
else
{
float rot[16]{0};
bx::mtxRotateXY(rot, time + TestX * 0.1f, time * 2 + TestY * .37f);
float scale[16]{0};
bx::mtxScale(scale, 1.0f + TestX * 0.4f);
float pos[16]{0};
bx::mtxTranslate(pos, TestX * 10.0f - 40.0f, TestY * 10.0f - 40.0f, TestX);
float buf[16]{0};
bx::mtxMul(buf, scale, rot);
bx::mtxMul(Transform.M, buf, pos);
}
} }
} }

View File

@@ -124,7 +124,7 @@ namespace Game
| BGFX_STATE_WRITE_A | BGFX_STATE_WRITE_A
| BGFX_STATE_WRITE_Z | BGFX_STATE_WRITE_Z
| BGFX_STATE_DEPTH_TEST_LESS | BGFX_STATE_DEPTH_TEST_LESS
| BGFX_STATE_CULL_CW | BGFX_STATE_CULL_CCW
| BGFX_STATE_MSAA; | BGFX_STATE_MSAA;
if (!GetInstance().IsInitialized) if (!GetInstance().IsInitialized)
@@ -172,7 +172,7 @@ namespace Game
bx::mtxLookAt(view, eye, at); bx::mtxLookAt(view, eye, at);
float proj[16]; float proj[16];
bx::mtxProj(proj, 60.0f, float(shared.Window.WindowWidth) / float(shared.Window.WindowHeight), 0.1f, 100.0f, bgfx::getCaps()->homogeneousDepth); bx::mtxProj(proj, 75.0f, float(shared.Window.WindowWidth) / float(shared.Window.WindowHeight), 0.1f, 100.0f, bgfx::getCaps()->homogeneousDepth);
bgfx::setViewTransform(0, view, proj); bgfx::setViewTransform(0, view, proj);
// Set view 0 default viewport. // Set view 0 default viewport.

View File

@@ -3,16 +3,57 @@ $input v_uv0
#include "common.sh" #include "common.sh"
float circle(vec2 uv, vec2 center, float size) float circle(vec2 uv, float radius)
{ {
vec2 relPos = uv - center; radius *= 0.8;
float distSq = relPos.x * relPos.x + relPos.y * relPos.y; float distSq = uv.x * uv.x + uv.y * uv.y;
return sqrt(distSq) <= size ? 1.0 : 0.0; float result = distSq > radius * radius;
return 1.0 - result;
}
float circles(vec2 uv, float level, float subLevel)
{
vec2 offsetUv = uv + (0.5 + level * 0.5);
vec2 bigUv = (offsetUv % 1.0) - 0.5;
float base = 0.0;
if (subLevel > 0.25)
{
vec2 smallUv = (((offsetUv + 0.25) % 2.0) * 2.0) - 0.5;
base += circle(smallUv, 0.5);
}
if (subLevel > 0.5)
{
vec2 smallUv = (((offsetUv - 0.75) % 2.0) * 2.0) - 0.5;
base += circle(smallUv, 0.5);
}
if (subLevel > 0.75)
{
vec2 smallUv = (((offsetUv + 1.25) % 2.0) * 2.0) - 0.5;
base += circle(smallUv, 0.5);
}
base += circle(bigUv, lerp(0.25, 0.5, 1.0 - subLevel));
return base;
} }
void main() void main()
{ {
// gl_FragColor = circle(v_uv0, vec2(0.5, 0.5), 1.0); float2 dx = ddx(v_uv0);
float color = v_uv0.x < 0.5 && v_uv0.y < 0.5; float2 dy = ddy(v_uv0);
gl_FragColor = vec4(color, color, color, 1.0); float2x2 mat = float2x2(dx, dy);
float4 vectorized = float4(dx, dy);
float qq = dot(vectorized, vectorized);
float rr = determinant(mat);
float discriminantSqr = max(0.0, qq*qq - 4.0*rr*rr);
float discriminant = sqrt(discriminantSqr);
float2 freq = sqrt(float2(qq + discriminant, qq - discriminant) / 2.0);
float spacing = freq.y * exp2(2.0);
spacing *= 128.0; // TODO: check reference to see how to calculate this!
float spacingLog = log2(spacing);
int patternScaleLevel = floor(spacingLog);
float patternFractional = spacingLog - patternScaleLevel;
vec2 uv = v_uv0 * exp2(patternScaleLevel);
gl_FragColor = circles(uv, patternScaleLevel, patternFractional);
} }