fixed texture loading

This commit is contained in:
Asuro
2025-02-17 18:25:39 +01:00
parent f93c40f3b6
commit fb5851020f
14 changed files with 30 additions and 16 deletions

View File

@@ -109,14 +109,16 @@ namespace Game
GameInst = &instance;
}
void* AllocateScratch(size_t byteCount, size_t align = 16)
void* AllocateScratch(size_t byteCount, size_t align)
{
size_t offset = GetInstance().UsedScratchAmount;
uint8_t* base = static_cast<uint8_t*>(GetShared().Game.TransientStorage);
uint8_t* current = base + offset;
uintptr_t ptrAligned = ((reinterpret_cast<uintptr_t>(current) + align - 1) / align) * align;
uintptr_t newOffset = ptrAligned - reinterpret_cast<uintptr_t>(base) + byteCount;
size_t offsetAligned = ((offset + align - 1) / align) * align;
uint8_t* ptrAligned = base + offsetAligned;
size_t newOffset = offsetAligned + byteCount;
if (newOffset > GetShared().Game.TransientStorageSize) return nullptr;
GetInstance().UsedScratchAmount = newOffset;
return reinterpret_cast<void*>(ptrAligned);
}
} // namespace Game

View File

@@ -76,5 +76,5 @@ namespace Game
void SetShared(SharedData& instance);
GameInstance& GetInstance();
void SetInstance(GameInstance& instance);
void* AllocateScratch(size_t byteCount);
void* AllocateScratch(size_t byteCount, size_t align = 16);
} // namespace Game

View File

@@ -33,7 +33,7 @@ namespace Game
{
bool IsInitialized = false;
uint64_t Size = sizeof(GameInstance);
uint8_t UsedScratchAmount = 0;
uint64_t UsedScratchAmount = 0;
Time Time;
PlayerData Player;
Level GameLevel;

View File

@@ -141,8 +141,8 @@ namespace Game
void TestEntity::Update()
{
EData.TestColor[0] = 0.6f;
EData.TestColor[1] = 0.9f;
EData.TestColor[2] = 0.5f;
EData.TestColor[0] = 0.0f;
// EData.TestColor[1] = 0.9f;
// EData.TestColor[2] = 0.5f;
}
} // namespace Game

View File

@@ -37,7 +37,8 @@ namespace Game
long fileSize = ftell(file);
fseek(file, 0, SEEK_SET);
const bgfx::Memory* mem = bgfx::alloc(fileSize + 1);
void* rawMem = AllocateScratch(fileSize + 1);
const bgfx::Memory* mem = bgfx::makeRef(rawMem, fileSize + 1);
fread(mem->data, 1, fileSize, file);
if (appendZero)
{
@@ -126,7 +127,9 @@ namespace Game
*_orientation = imageContainer.m_orientation;
}
const bgfx::Memory* mem = bgfx::makeRef(imageContainer.m_data, imageContainer.m_size);
const bgfx::Memory* mem =
bgfx::makeRef(data->data + imageContainer.m_offset, data->size - imageContainer.m_offset);
// const bgfx::Memory* mem = bgfx::makeRef(imageContainer.m_data, imageContainer.m_size);
if (NULL != _info)
{

View File

@@ -24,6 +24,11 @@ float calcBrightness(vec3 lightPos, vec3 vertPos, vec3 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));
}
float circles(vec2 uv, float level, float subLevel, float brightness)
{
vec2 offsetUv = uv + 0.5;
@@ -57,7 +62,9 @@ void main()
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);
float brightness = calcBrightness(lightPos, v_wpos, v_normal);
// float brightness = calcBrightness(lightPos, v_wpos, v_normal);
float brightness = calcBrightnessDirectional(vec3(0.5, 0.3, 1.0), v_normal);
// brightness = 1.0;
// brightness = 0.1 + brightness * 0.9;
float baseScale = 2.0;
@@ -80,12 +87,15 @@ void main()
vec2 uv = v_uv0 * exp2(patternScaleLevel);
float dither = circles(uv, patternScaleLevel, patternFractional, brightness);
vec3 color = desaturate(u_testColor.xyz) * 0.01 + dither * u_testColor.xyz * 0.95;
vec3 texColor = u_testColor.x > 0.1 ? u_testColor.xyz : texture2D(s_texColor, v_uv0).xyz;
vec3 color = desaturate(texColor) * 0.01 + dither * texColor * 0.95;
vec3 smoothColor = brightness * u_testColor.xyz;
vec3 mixedColor = 0.1 * smoothColor + 0.9 * color;
gl_FragColor = vec4(mixedColor, 1.0);
// gl_FragColor = vec4(mixedColor, 1.0);
gl_FragColor = vec4(color, 1.0);
// gl_FragColor = brightness;
// gl_FragColor = dither;
// gl_FragColor = u_testColor;
gl_FragColor = texture2D(s_texColor, v_uv0);
// gl_FragColor = texture2D(s_texColor, v_uv0);
// gl_FragColor = vec4(v_normal, 1.0);
}

View File

@@ -9,6 +9,5 @@ void main()
v_color0 = a_color0;
v_uv0 = a_texcoord0;
v_wpos = mul(u_model[0], vec4(a_position, 1.0)).xyz;
v_normal = normalize(mul(mat3(u_model[0]), a_normal));
v_normal = normalize(mul(u_model[0], a_normal));
}