shader changes & screen quads

This commit is contained in:
Asuro
2025-03-28 00:11:56 +01:00
parent 26ba03b7fe
commit f56ffdaa13
20 changed files with 193 additions and 43 deletions

View File

@@ -98,6 +98,10 @@ void FileChangeCheck(HANDLE dirHandle, FileChangeType changeType, const wchar_t*
{
if (compName == nullptr || compName[0] == 0 || wcscmp(notifyData->FileName, compName) == 0)
{
char buf[1024]{0};
wcstombs(buf, notifyData->FileName, sizeof(buf));
printf("file change of type %u: %s\n", changeType, buf);
FileChangeNotification notif;
wcscpy(notif.FileName, notifyData->FileName);
if (changeType == FileChangeType::DLL)
@@ -106,23 +110,25 @@ void FileChangeCheck(HANDLE dirHandle, FileChangeType changeType, const wchar_t*
}
else if (changeType == FileChangeType::Shader)
{
std::system("shadercompile.bat > shadercompile.log");
printf("shader source change!\n");
std::system("powershell.exe .\\shadercompile.ps1 > shadercompile.log");
Sleep(1000);
std::ifstream shaderLogFile("shadercompile.log");
if (shaderLogFile.is_open())
{
shaderLogFile.seekg(0, std::ios::end);
uint32_t size = bx::min(BX_COUNTOF(Shared.Dev.ShaderLog), shaderLogFile.tellg());
uint32_t size = bx::min(BX_COUNTOF(Shared.Dev.ShaderLog) - 1, shaderLogFile.tellg());
shaderLogFile.seekg(0);
shaderLogFile.read(Shared.Dev.ShaderLog, size);
shaderLogFile.close();
Shared.Dev.ShaderLog[size] = 0;
}
}
else if (changeType == FileChangeType::CompiledShader)
{
printf("compiled shader change!\n");
DevData.FileWatcher.ShaderQueue.push(&notif);
}
printf("detected file change of type %u!\n", changeType);
}
}

View File

@@ -325,7 +325,7 @@ namespace Game
UIPlacedCards[i] = level.UIQuads.New();
auto& quad = level.UIQuads.Get(UIPlacedCards[i]);
quad.EData.ModelH = GameRendering::Get().GetModelHandleFromPath("models/plane.glb");
quad.EData.MaterialHandle = EMaterial::Default;
quad.EData.MaterialHandle = EMaterial::UI;
quad.EData.Visible = false;
}
IsSetup = true;
@@ -349,7 +349,7 @@ namespace Game
bool IsValid = Puzzle::IsValid(card.RefCard);
tile.EData.Visible = true;
quad.EData.Visible = true;
quad.EData.Visible = IsValid;
tile.EData.ModelH = IsValid ? staticCards[card.RefCard.Idx].ModelHandle : staticCards[0].ModelHandle;
Vec3 cardPos = {
@@ -368,7 +368,9 @@ namespace Game
Vec3 fw = {camTransform.M.M[2], camTransform.M.M[6], camTransform.M.M[10]};
Vec3 pos = camTransform.GetPosition() * -1;
pos += fw;
pos += Vec3{cardPos.x, cardPos.z, 0.0f} * 0.025f;
quad.EData.Transform.SetPosition(pos);
quad.EData.Transform.Scale = {0.1f, 0.1f, 0.1f};
quad.EData.Transform.Rotation = camTransform.Rotation.Inverse();
quad.EData.Transform.Rotate(Vec3{bx::kPi * 0.5f, 0.0f, 0.0f});
}

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@@ -377,8 +377,7 @@ namespace Game
Textures[0].SamplerHandle = DefaultSampler;
LoadModels(Models, ModelCount);
Materials[(uint16_t)EMaterial::Default] =
Material::LoadFromShader("vert", "frag", MainViewID, Textures[0].Handle, Textures[0].SamplerHandle);
ReloadShaders();
imguiCreate();
SetImguiStyle();
@@ -439,26 +438,17 @@ namespace Game
FileChangeNotification* shaderChange = nullptr;
if (shared.Dev.ChangedShaderCount > 0)
{
char buf[1024]{0};
for (int32_t i = 0; i < shared.Dev.ChangedShaderCount; ++i)
{
wcstombs(buf, shared.Dev.ChangedShaders[i].FileName, sizeof(buf));
LOG("Changed: %s", buf);
}
shared.Dev.ChangedShaderCount = 0;
// TODO: when to destroy shader?
// TODO: only reload changed shaders
bgfx::ShaderHandle vertexShader = loadShader("vert");
bgfx::ShaderHandle fragmentShader = loadShader("frag");
if (isValid(vertexShader) && isValid(fragmentShader))
{
bgfx::ProgramHandle newProgram = bgfx::createProgram(vertexShader, fragmentShader, true);
if (isValid(newProgram))
{
Materials[(uint16_t)EMaterial::Default].Shader = newProgram;
LastShaderLoadTime = GetInstance().Time.Now;
}
else
{
LOG_WARN("Failed to load shader!");
LastShaderLoadTime = -1.0f;
}
}
ReloadShaders();
}
}
@@ -697,6 +687,14 @@ namespace Game
ImGui::End();
}
void GameRendering::ReloadShaders()
{
Materials[(uint16_t)EMaterial::Default] = Material::LoadFromShader(
"dither/vert", "dither/frag", MainViewID, Textures[0].Handle, Textures[0].SamplerHandle);
Materials[(uint16_t)EMaterial::UI] = Material::LoadFromShader(
"normal/vert", "normal/frag", MainViewID, Textures[0].Handle, Textures[0].SamplerHandle);
}
void GameRendering::Update()
{
ZoneScopedN("Rendering");

View File

@@ -125,6 +125,7 @@ namespace Game
void Update();
void HandleEvents();
void RenderDebugUI();
void ReloadShaders();
void Shutdown();
Generated::ModelHandle GetModelHandleFromPath(const char* path);
};

View File

@@ -3,7 +3,7 @@ $input v_normal
$input v_uv0
$input v_wpos
#include "common.sh"
#include "../common.sh"
SAMPLER2D(s_texColor, 0);
SAMPLER3D(s_ditherSampler, 1);
@@ -107,4 +107,5 @@ void main()
float3 ditheredColor = dither(brightness, v_uv0);
float3 finalColor = mix(u_baseColor, texColor, ditheredColor);
gl_FragColor = vec4(finalColor, 1.0);
}

View File

@@ -1,7 +1,7 @@
$input a_position, a_normal, a_color0, a_texcoord0
$output v_color0, v_normal, v_uv0, v_wpos
#include "common.sh"
#include "../common.sh"
void main()
{

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@@ -0,0 +1,112 @@
$input v_color0
$input v_normal
$input v_uv0
$input v_wpos
#include "../common.sh"
SAMPLER2D(s_texColor, 0);
SAMPLER3D(s_ditherSampler, 1);
SAMPLER2D(s_rampSampler, 2);
uniform vec4 u_time;
uniform vec4 u_testColor;
uniform vec4 u_texInfo;
uniform vec4 u_baseColor;
float calcBrightness(vec3 lightPos, vec3 vertPos, vec3 normal)
{
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 calcBrightnessDirectional(vec3 sunDir, vec3 normal)
{
return max(0.0, dot(sunDir, normal));
}
vec3 desaturate(vec3 color)
{
return vec3_splat(dot(color, vec3(0.33, 0.34, 0.33)));
}
float dither(float brightness, vec2 inputUv)
{
float globalScale = 8;
// constants
float xRes = u_texInfo.z;
float dotsPerSide = xRes / 16;
float dotsTotal = dotsPerSide * dotsPerSide;
float invXRes = 1 / xRes;
float zRes = dotsTotal;
float invZRes = 1 / zRes;
float2 rampLookupUv = vec2((0.5 * invXRes + (1 - invXRes) * brightness), 0.5);
float brightnessCurve = texture2D(s_rampSampler, rampLookupUv).r;
// Magic dot frequency calculation
float2 dx = ddx(inputUv);
float2 dy = ddy(inputUv);
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);
// Figuring out how many dots we want
float scaleExp = exp2(globalScale);
float spacing = freq.y * scaleExp;
spacing *= dotsPerSide * 0.125;
float brightnessSpacingMultiplier = pow(brightnessCurve * 2 + 0.001, -(1 - 0.5));
// float brightnessSpacingMultiplier = 1;
spacing *= brightnessSpacingMultiplier;
float spacingLog = log2(spacing);
int patternScaleLevel = floor(spacingLog);
float patternFractional = spacingLog - patternScaleLevel;
vec2 uv = inputUv / exp2(patternScaleLevel);
// patternFractional *= patternFractional;
// patternFractional = smoothstep(0, 1, patternFractional);
float subLayer = lerp(0.25 * dotsTotal, dotsTotal, 1 - patternFractional);
subLayer = (subLayer - 0.5) * invZRes;
float pattern = texture3D(s_ditherSampler, vec3(uv, subLayer)).r;
float contrast = 2 * scaleExp * brightnessSpacingMultiplier * 0.1;
contrast *= pow(freq.y / freq.x, 1.0);
float baseVal = lerp(0.5, brightness, saturate(1.05 / (1 + contrast)));
float threshold = 1 - brightnessCurve + 0.6;
return saturate((pattern - threshold) * contrast + baseVal);
}
void main()
{
// setup
float testRadius = 30.0;
float testSpeed = 1.0;
vec3 testOffset = vec3(0.0, 0.0, 50.0);
float3 lightPos = vec3(sin(u_time.x * testSpeed) * testRadius, 5.0, cos(u_time.x * testSpeed) * testRadius);
vec3 texColor = u_testColor.x > 0.1 ? u_testColor.xyz : texture2D(s_texColor, v_uv0).xyz;
// lighting
// float brightness = calcBrightness(lightPos, v_wpos, v_normal);
float brightness = lerp(0.5, 0.9, calcBrightnessDirectional(vec3(0.5, 0.3, 1.0), v_normal));
// float brightness = 0.5;
// brightness = lerp(0.2, 1.0, sin(u_time.x) * 0.5 + 0.5);
float r = dither(brightness * texColor.r, v_uv0);
float g = dither(brightness * texColor.g, v_uv0);
float b = dither(brightness * texColor.b, v_uv0);
// float3 finalColor = vec3(r, g, b);
float3 ditheredColor = dither(brightness, v_uv0);
float3 finalColor = mix(u_baseColor, texColor, ditheredColor);
gl_FragColor = vec4(finalColor, 1.0);
gl_FragColor = vec4(texColor, 1.0);
}

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@@ -0,0 +1,9 @@
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);
vec3 v_wpos : TEXCOORD1 = vec3(0.0, 0.0, 0.0);
vec3 a_position : POSITION;
vec3 a_normal : NORMAL;
vec4 a_color0 : COLOR0;
vec2 a_texcoord0 : TEXCOORD0;

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@@ -0,0 +1,13 @@
$input a_position, a_normal, a_color0, a_texcoord0
$output v_color0, v_normal, v_uv0, v_wpos
#include "../common.sh"
void main()
{
gl_Position = mul(u_modelViewProj, vec4(a_position, 1.0));
v_color0 = a_color0;
v_uv0 = a_texcoord0;
v_wpos = mul(u_model[0], vec4(a_position, 1.0)).xyz;
v_normal = normalize(mul(u_model[0], a_normal));
}

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@@ -1,6 +0,0 @@
.\cmake-build\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\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\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\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\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\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

20
src/shadercompile.ps1 Normal file
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@@ -0,0 +1,20 @@
$shadercPath = ".\cmake-build\shaderc.exe"
$shadersDir = ".\game\shaders"
$outputBaseDir = ".\game\compiled-shaders"
$includeDir = ".\dependency\bgfx.cmake\bgfx\src"
function Process-Directory {
param ([string]$DirectoryFull, [string]$DirectoryName)
Write-Host "Dir: $DirectoryName"
$outDir = "$outputBaseDir\dx11\$DirectoryName"
New-Item -ItemType Directory -Path $outDir -Force -ErrorAction Stop | Out-Null
Write-Host "Frag"
& $shadercPath -f "$DirectoryFull\vert.sc" -o "$outDir\vert.bin" -i $includeDir --type v --platform windows --profile s_5_0
Write-Host "Vert"
& $shadercPath -f "$DirectoryFull\frag.sc" -o "$outDir\frag.bin" -i $includeDir --type f --platform windows --profile s_5_0
}
$subdirectories = Get-ChildItem -Path $shadersDir -Directory -Recurse -ErrorAction Stop
foreach ($subdirectory in $subdirectories) {
Process-Directory -DirectoryFull $subdirectory.FullName -DirectoryName $subdirectory.Name
}