magical new dots

This commit is contained in:
Asuro
2025-02-26 22:52:55 +01:00
parent cde37a2289
commit ceb4f69efc
9 changed files with 97 additions and 61 deletions

View File

@@ -193,16 +193,17 @@ namespace Game
return handle;
}
void DitherGen(DitherData& data)
void DitherGen(DitherData& data, int32_t recursion)
{
constexpr int32_t MaxRecursion = 1;
data.Points[0] = {0.0f, 0.0f};
data.Points[1] = {0.5f, 0.5f};
data.Points[2] = {0.5f, 0.0f};
data.Points[3] = {0.0f, 0.5f};
data.PointCount = 4;
for (int32_t i = 0; i < data.BrightnessBucketCount; ++i)
data.BrightnessBuckets[i] = 0;
for (int32_t recursionLevel = 0; recursionLevel < MaxRecursion; ++recursionLevel)
for (int32_t recursionLevel = 0; recursionLevel < recursion; ++recursionLevel)
{
int32_t startCount = data.PointCount;
float offset = bx::pow(0.5f, recursionLevel + 1);
@@ -216,7 +217,7 @@ namespace Game
}
}
uint64_t dotsPerSide = bx::round(bx::pow(2, MaxRecursion));
uint64_t dotsPerSide = bx::round(bx::pow(2, recursion));
data.DitherTexDepth = dotsPerSide * dotsPerSide;
data.DitherTexWH = 16 * dotsPerSide;
uint64_t texPixelCount = data.DitherTexWH * data.DitherTexWH * data.DitherTexDepth;
@@ -257,12 +258,20 @@ namespace Game
int32_t bucket = bx::clamp(uint32_t(val * DitherData::BrightnessBucketCount),
0,
DitherData::BrightnessBucketCount - 1);
data.BrightnessBuckets[bucket] += 1;
}
}
}
// TODO: brightness ramp
// Brightness ramp
int32_t sum = 0;
for (int32_t i = 0; i < data.BrightnessBucketCount; ++i)
{
sum += data.BrightnessBuckets[data.BrightnessBucketCount - 1 - i];
data.BrightnessRamp[i + 1] = sum / (float)texPixelCount;
}
// Upload textures
if (isValid(data.PreviewTex))
{
bgfx::destroy(data.PreviewTex);
@@ -273,8 +282,14 @@ namespace Game
bgfx::destroy(data.FinalTex);
data.FinalTex = BGFX_INVALID_HANDLE;
}
if (isValid(data.RampTex))
{
bgfx::destroy(data.RampTex);
data.RampTex = BGFX_INVALID_HANDLE;
}
const bgfx::Memory* memPreview = bgfx::makeRef(data.DitherTex, texPixelCount * sizeof(Vec4));
const bgfx::Memory* memFinal = bgfx::makeRef(data.DitherTex, texPixelCount * sizeof(Vec4));
const bgfx::Memory* memRamp = bgfx::makeRef(data.BrightnessRamp, sizeof(data.BrightnessRamp));
data.PreviewTex = bgfx::createTexture2D(data.DitherTexWH,
data.DitherTexWH * data.DitherTexDepth,
false,
@@ -289,10 +304,16 @@ namespace Game
bgfx::TextureFormat::RGBA32F,
0,
memFinal);
data.RampTex = bgfx::createTexture2D(
BX_COUNTOF(data.BrightnessRamp), 1, false, 1, bgfx::TextureFormat::R32F, 0, memRamp);
if (!isValid(data.Sampler))
if (!isValid(data.DitherSampler))
{
data.Sampler = bgfx::createUniform("s_ditherSampler", bgfx::UniformType::Sampler);
data.DitherSampler = bgfx::createUniform("s_ditherSampler", bgfx::UniformType::Sampler);
}
if (!isValid(data.RampSampler))
{
data.RampSampler = bgfx::createUniform("s_rampSampler", bgfx::UniformType::Sampler);
}
}
@@ -378,7 +399,7 @@ namespace Game
{
ImGui::LoadIniSettingsFromDisk("imgui.ini");
}
DitherGen(DitherTextures);
DitherGen(DitherTextures, DitherRecursion);
}
void GameRendering::Update()
@@ -460,8 +481,10 @@ namespace Game
}
if (ImGui::Button("Dithergen"))
{
DitherGen(DitherTextures);
DitherGen(DitherTextures, DitherRecursion);
}
ImGui::SameLine();
ImGui::SliderInt("Recursion", &DitherRecursion, 1, 4);
ImGui::Text(
"%ux%ux%u", DitherTextures.DitherTexWH, DitherTextures.DitherTexWH, DitherTextures.DitherTexDepth);
if (!isValid(DitherTextures.PreviewTex))
@@ -474,10 +497,9 @@ namespace Game
{(float)DitherTextures.DitherTexWH,
(float)DitherTextures.DitherTexWH * DitherTextures.DitherTexDepth});
}
ImGui::Text("Brightness Buckets (TODO)");
for (int32_t i = 0; i < DitherTextures.BrightnessBucketCount; ++i)
if (isValid(DitherTextures.RampTex))
{
ImGui::Text("%u", DitherTextures.BrightnessBuckets[i]);
ImGui::Image(DitherTextures.RampTex.idx, {BX_COUNTOF(DitherTextures.BrightnessRamp), 1});
}
}
ImGui::End();

View File

@@ -74,9 +74,13 @@ namespace Game
uint32_t DitherTexWH = 0;
uint32_t DitherTexDepth = 0;
int32_t BrightnessBuckets[BrightnessBucketCount];
float BrightnessRamp[BrightnessBucketCount + 1];
bgfx::TextureHandle PreviewTex = BGFX_INVALID_HANDLE;
bgfx::TextureHandle FinalTex = BGFX_INVALID_HANDLE;
bgfx::UniformHandle Sampler = BGFX_INVALID_HANDLE;
bgfx::TextureHandle RampTex = BGFX_INVALID_HANDLE;
bgfx::UniformHandle DitherSampler = BGFX_INVALID_HANDLE;
bgfx::UniformHandle RampSampler = BGFX_INVALID_HANDLE;
ImTextureID PreviewID = 0;
};
@@ -101,6 +105,7 @@ namespace Game
uint32_t ResetFlags = BGFX_RESET_VSYNC;
uint16_t MainViewID = 10;
float LastShaderLoadTime = 0.0f;
int32_t DitherRecursion = 1;
public:
void Setup();