textures almost work?

This commit is contained in:
Asuro
2025-02-15 04:13:03 +01:00
parent ab326d3624
commit f93c40f3b6
19 changed files with 643 additions and 456 deletions

View File

@@ -1,15 +1,18 @@
#include "../../engine/Shared.h"
#include "../Global.h"
#include "../Input.h"
#include "../Instance.h"
#include "../Log.h"
#include "../Mesh.h"
#include "Rendering.h"
#include "bgfx/defines.h"
#include "bx/filepath.h"
#include "bx/math.h"
#include "bx/timer.h"
#include <bgfx/bgfx.h>
#include <bimg/bimg.h>
#include <bx/file.h>
#include <cstdio>
#include <thread>
using namespace std::chrono_literals;
@@ -18,20 +21,34 @@ namespace Game
{
namespace
{
static const bgfx::Memory* loadMem(bx::FileReaderI* _reader, const bx::FilePath& _filePath)
const bgfx::Memory* loadFile(const char* path, bool appendZero = false, int32_t retryCount = 1)
{
if (bx::open(_reader, _filePath))
FILE* file;
for (int32_t i = 0; i < retryCount; ++i)
{
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';
file = fopen(path, "rb");
if (file == nullptr && i < retryCount - 1)
{
std::this_thread::sleep_for(100ms);
break;
}
fseek(file, 0, SEEK_END);
long fileSize = ftell(file);
fseek(file, 0, SEEK_SET);
const bgfx::Memory* mem = bgfx::alloc(fileSize + 1);
fread(mem->data, 1, fileSize, file);
if (appendZero)
{
mem->data[mem->size - 1] = '\0';
}
fclose(file);
return mem;
}
Log("Failed to load %s.", _filePath.getCPtr());
return NULL;
return nullptr;
}
bgfx::ShaderHandle loadShader(const char* FILENAME)
@@ -72,31 +89,98 @@ namespace Game
bx::strCat(buffer, sizeof(buffer), ".bin");
Log("Loading shader at %s", buffer);
const bgfx::Memory* mem = loadFile(buffer, true, 3);
FILE* file;
for (int32_t i = 0; i < 3; ++i)
if (mem == nullptr)
{
file = fopen(buffer, "rb");
if (file == nullptr)
{
std::this_thread::sleep_for(100ms);
break;
}
Log("Failed to load shader %s", FILENAME);
return {};
}
return bgfx::createShader(mem);
}
fseek(file, 0, SEEK_END);
long fileSize = ftell(file);
fseek(file, 0, SEEK_SET);
bgfx::TextureHandle loadTexture(const bx::FilePath& _filePath,
uint64_t _flags,
uint8_t _skip,
bgfx::TextureInfo* _info,
bimg::Orientation::Enum* _orientation)
{
BX_UNUSED(_skip);
bgfx::TextureHandle handle = BGFX_INVALID_HANDLE;
bx::Error err;
const bgfx::Memory* mem = bgfx::alloc(fileSize + 1);
fread(mem->data, 1, fileSize, file);
mem->data[mem->size - 1] = '\0';
fclose(file);
return bgfx::createShader(mem);
const bgfx::Memory* data = loadFile(_filePath.getCPtr());
if (data == nullptr)
{
Log("Failed to find image %s", _filePath.getCPtr());
return handle;
}
bimg::ImageContainer imageContainer;
if (!bimg::imageParse(imageContainer, data->data, data->size, &err))
{
Log("Failed to load image %s", _filePath.getCPtr());
return handle;
}
if (NULL != _orientation)
{
*_orientation = imageContainer.m_orientation;
}
Log("Failed to load shader %s", FILENAME);
return {};
const bgfx::Memory* mem = bgfx::makeRef(imageContainer.m_data, imageContainer.m_size);
if (NULL != _info)
{
bgfx::calcTextureSize(*_info,
uint16_t(imageContainer.m_width),
uint16_t(imageContainer.m_height),
uint16_t(imageContainer.m_depth),
imageContainer.m_cubeMap,
1 < imageContainer.m_numMips,
imageContainer.m_numLayers,
bgfx::TextureFormat::Enum(imageContainer.m_format));
}
if (imageContainer.m_cubeMap)
{
handle = bgfx::createTextureCube(uint16_t(imageContainer.m_width),
1 < imageContainer.m_numMips,
imageContainer.m_numLayers,
bgfx::TextureFormat::Enum(imageContainer.m_format),
_flags,
mem);
}
else if (1 < imageContainer.m_depth)
{
handle = bgfx::createTexture3D(uint16_t(imageContainer.m_width),
uint16_t(imageContainer.m_height),
uint16_t(imageContainer.m_depth),
1 < imageContainer.m_numMips,
bgfx::TextureFormat::Enum(imageContainer.m_format),
_flags,
mem);
}
else if (bgfx::isTextureValid(0,
false,
imageContainer.m_numLayers,
bgfx::TextureFormat::Enum(imageContainer.m_format),
_flags))
{
handle = bgfx::createTexture2D(uint16_t(imageContainer.m_width),
uint16_t(imageContainer.m_height),
1 < imageContainer.m_numMips,
imageContainer.m_numLayers,
bgfx::TextureFormat::Enum(imageContainer.m_format),
_flags,
mem);
}
if (bgfx::isValid(handle))
{
const bx::StringView name(_filePath);
bgfx::setName(handle, name.getPtr(), name.getLength());
}
return handle;
}
} // namespace
@@ -108,7 +192,6 @@ namespace Game
bgfx::Init init;
init.type = bgfx::RendererType::Direct3D12;
init.debug = true;
init.callback = &Callback;
init.platformData.nwh = shared.Window.Handle;
init.platformData.ndt = nullptr;
init.platformData.type = bgfx::NativeWindowHandleType::Default;
@@ -129,14 +212,18 @@ namespace Game
bgfx::setDebug(BGFX_DEBUG_TEXT);
bgfx::setViewClear(0, BGFX_CLEAR_COLOR | BGFX_CLEAR_DEPTH, 0x303030ff, 1.0f, 0);
DefaultSampler = bgfx::createUniform("s_texColor", bgfx::UniformType::Sampler);
Textures[0].Handle =
loadTexture(bx::FilePath{"models/body.dds"}, BGFX_TEXTURE_NONE | BGFX_SAMPLER_NONE, 0, nullptr, nullptr);
Textures[0].SamplerHandle = DefaultSampler;
LoadMesh(Models[0], "models/cube.gltf");
LoadMesh(Models[1], "models/zurg.gltf");
Materials[0] = Material::LoadFromShader("vert", "frag");
Materials[0] = Material::LoadFromShader("vert", "frag", Textures[0].Handle, Textures[0].SamplerHandle);
if (!GetInstance().IsInitialized)
{
GetInstance().StartTime = bx::getHPCounter();
GetInstance().Time.StartTime = bx::getHPCounter();
}
}
@@ -170,30 +257,6 @@ namespace Game
{
GetInstance().GameLevel.Update();
float delta = GetInstance().Delta;
constexpr float moveSpeed = 10.0f;
constexpr float rotSpeed = 0.6f;
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);
bx::Vec3 moveInput = bx::Vec3{rightInput, forwardInput, 0.0f};
moveInput = bx::normalize(moveInput);
bx::Vec3 inputVec = {moveInput.x * delta * moveSpeed, 0.0f, moveInput.y * delta * moveSpeed};
bx::Vec3 camForward = Cam.Transform.Forward();
bx::Vec3 camRight = Cam.Transform.Right();
bx::Vec3 rotInput = {
shared.Window.MouseDeltaY * delta * rotSpeed, shared.Window.MouseDeltaX * delta * rotSpeed, 0.0f};
Cam.FreelookXRot += rotInput.x;
Cam.FreelookYRot += rotInput.y;
bx::mtxRotateY(Cam.Transform.Rotation.M, Cam.FreelookYRot);
Cam.Transform.RotateLocal({Cam.FreelookXRot, 0.0f, 0.0f});
Cam.Transform.TranslateLocal({0.0f, 0.0f, -inputVec.z});
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);
}
// Set view and projection matrix for view 0.
@@ -205,8 +268,17 @@ namespace Game
0.1f,
1000.0f,
bgfx::getCaps()->homogeneousDepth);
Cam.Transform.UpdateMatrix();
bgfx::setViewTransform(0, Cam.Transform.M.M, proj);
auto& player = GetInstance().Player;
if (player.Mode == PlayerMode::Freefly)
{
player.FreeflyCamTransform.UpdateMatrix();
bgfx::setViewTransform(0, player.FreeflyCamTransform.M.M, proj);
}
else
{
// TODO
}
// Set view 0 default viewport.
bgfx::setViewRect(0, 0, 0, shared.Window.WindowWidth, shared.Window.WindowHeight);
@@ -215,9 +287,10 @@ namespace Game
GetInstance().GameLevel.Cubes.Render(Models, Materials);
GetInstance().GameLevel.Tests.Render(Models, Materials);
bgfx::dbgTextPrintf(1, 1, 0x0F, "Time: %.1f", GetInstance().Now);
bgfx::dbgTextPrintf(1, 2, 0x0F, "Frame: %u", GetInstance().FrameCounter);
bgfx::dbgTextPrintf(1, 3, 0x0F, "Delta: %.3fms / %.0ffps", GetInstance().Delta, 1.0 / GetInstance().Delta);
bgfx::dbgTextPrintf(1, 1, 0x0F, "Time: %.1f", GetInstance().Time.Now);
bgfx::dbgTextPrintf(1, 2, 0x0F, "Frame: %u", GetInstance().Time.FrameCounter);
bgfx::dbgTextPrintf(
1, 3, 0x0F, "Delta: %.3fms / %.0ffps", GetInstance().Time.Delta, 1.0 / GetInstance().Time.Delta);
bgfx::frame();
}
@@ -227,10 +300,14 @@ namespace Game
bgfx::shutdown();
}
Material Material::LoadFromShader(const char* vertPath, const char* fragPath)
Material Material::LoadFromShader(const char* vertPath,
const char* fragPath,
bgfx::TextureHandle tex,
bgfx::UniformHandle sampler)
{
bgfx::ShaderHandle vertexShader = loadShader("vert");
bgfx::ShaderHandle fragmentShader = loadShader("frag");
BX_ASSERT(vertPath != nullptr && fragPath != nullptr, "Invalid shader path!");
bgfx::ShaderHandle vertexShader = loadShader(vertPath);
bgfx::ShaderHandle fragmentShader = loadShader(fragPath);
Material mat;
mat.Shader = bgfx::createProgram(vertexShader, fragmentShader, true);
@@ -238,6 +315,8 @@ namespace Game
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);
mat.Textures[0].Handle = tex;
mat.Textures[0].SamplerHandle = sampler;
return mat;
}
} // namespace Game