This commit is contained in:
Till Wübbers
2025-03-29 05:10:13 +01:00
parent 365805537c
commit fc67ff62be
8 changed files with 443 additions and 422 deletions

View File

@@ -0,0 +1,120 @@
#include "../Log.h"
#include "Dither.h"
void DitherGen(DitherData& data, int32_t recursion)
{
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 < recursion; ++recursionLevel)
{
int32_t startCount = data.PointCount;
float offset = bx::pow(0.5f, recursionLevel + 1);
for (int32_t i = 0; i < 4; ++i)
{
for (int32_t j = 0; j < startCount; ++j)
{
data.Points[data.PointCount] = data.Points[j] + data.Points[i] * offset;
data.PointCount++;
}
}
}
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;
if (BX_COUNTOF(DitherData::DitherTex) < texPixelCount)
{
LOG_ERROR("Too many pixels: %llu", texPixelCount);
return;
}
float invRes = 1.0f / data.DitherTexWH;
for (int32_t z = 0; z < data.DitherTexDepth; ++z)
{
int32_t dotCount = z + 1;
float dotArea = 0.5f / dotCount;
float dotRadius = bx::sqrt(dotArea / bx::kPi);
int zOffset = z * data.DitherTexWH * data.DitherTexWH;
for (int32_t y = 0; y < data.DitherTexWH; ++y)
{
int32_t yOffset = y * data.DitherTexWH;
for (int32_t x = 0; x < data.DitherTexWH; ++x)
{
Vec2 point{(x + 0.5f) * invRes, (y + 0.5f) * invRes};
float dist = bx::kFloatInfinity;
for (int32_t i = 0; i < dotCount; ++i)
{
Vec2 vec = point - data.Points[i];
Vec2 wrappedVec{bx::mod(vec.x + 0.5f, 1.0f) - 0.5f, bx::mod(vec.y + 0.5f, 1.0f) - 0.5f};
float curDist = wrappedVec.Magnitude();
dist = bx::min(dist, curDist);
}
dist = dist / (dotRadius * 2.4f);
float val = bx::clamp(1.0f - dist, 0.0f, 1.0f);
data.DitherTex[x + yOffset + zOffset] = Vec4{val, val, val, 1.0f};
// data.DitherTex[x + yOffset + zOffset] = Vec4{1.0, 0.0f, 0.0f, 1.0f};
int32_t bucket = bx::clamp(
uint32_t(val * DitherData::BrightnessBucketCount), 0, DitherData::BrightnessBucketCount - 1);
data.BrightnessBuckets[bucket] += 1;
}
}
}
// 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);
data.PreviewTex = BGFX_INVALID_HANDLE;
}
if (isValid(data.FinalTex))
{
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,
false,
bgfx::TextureFormat::RGBA32F,
0,
memPreview);
data.FinalTex = bgfx::createTexture3D(
data.DitherTexWH, data.DitherTexWH, data.DitherTexDepth, false, bgfx::TextureFormat::RGBA32F, 0, memFinal);
data.RampTex =
bgfx::createTexture2D(BX_COUNTOF(data.BrightnessRamp), 1, false, 1, bgfx::TextureFormat::R32F, 0, memRamp);
if (!isValid(data.DitherSampler))
{
data.DitherSampler = bgfx::createUniform("s_ditherSampler", bgfx::UniformType::Sampler);
}
if (!isValid(data.RampSampler))
{
data.RampSampler = bgfx::createUniform("s_rampSampler", bgfx::UniformType::Sampler);
}
}

View File

@@ -0,0 +1,26 @@
#pragma once
#include "../Global.h"
#include <bgfx/bgfx.h>
#include <imgui.h>
struct DitherData
{
static constexpr uint32_t BrightnessBucketCount = 256;
Vec2 Points[4096];
uint32_t PointCount = 0;
Vec4 DitherTex[256 * 256 * 64];
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::TextureHandle RampTex = BGFX_INVALID_HANDLE;
bgfx::UniformHandle DitherSampler = BGFX_INVALID_HANDLE;
bgfx::UniformHandle RampSampler = BGFX_INVALID_HANDLE;
ImTextureID PreviewID = 0;
};
void DitherGen(DitherData& data, int32_t recursion);

View File

@@ -206,130 +206,6 @@ namespace Game
return handle;
}
void DitherGen(DitherData& data, int32_t recursion)
{
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 < recursion; ++recursionLevel)
{
int32_t startCount = data.PointCount;
float offset = bx::pow(0.5f, recursionLevel + 1);
for (int32_t i = 0; i < 4; ++i)
{
for (int32_t j = 0; j < startCount; ++j)
{
data.Points[data.PointCount] = data.Points[j] + data.Points[i] * offset;
data.PointCount++;
}
}
}
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;
if (BX_COUNTOF(DitherData::DitherTex) < texPixelCount)
{
LOG_ERROR("Too many pixels: %llu", texPixelCount);
return;
}
float invRes = 1.0f / data.DitherTexWH;
for (int32_t z = 0; z < data.DitherTexDepth; ++z)
{
int32_t dotCount = z + 1;
float dotArea = 0.5f / dotCount;
float dotRadius = bx::sqrt(dotArea / bx::kPi);
int zOffset = z * data.DitherTexWH * data.DitherTexWH;
for (int32_t y = 0; y < data.DitherTexWH; ++y)
{
int32_t yOffset = y * data.DitherTexWH;
for (int32_t x = 0; x < data.DitherTexWH; ++x)
{
Vec2 point{(x + 0.5f) * invRes, (y + 0.5f) * invRes};
float dist = bx::kFloatInfinity;
for (int32_t i = 0; i < dotCount; ++i)
{
Vec2 vec = point - data.Points[i];
Vec2 wrappedVec{bx::mod(vec.x + 0.5f, 1.0f) - 0.5f, bx::mod(vec.y + 0.5f, 1.0f) - 0.5f};
float curDist = wrappedVec.Magnitude();
dist = bx::min(dist, curDist);
}
dist = dist / (dotRadius * 2.4f);
float val = bx::clamp(1.0f - dist, 0.0f, 1.0f);
data.DitherTex[x + yOffset + zOffset] = Vec4{val, val, val, 1.0f};
// data.DitherTex[x + yOffset + zOffset] = Vec4{1.0, 0.0f, 0.0f, 1.0f};
int32_t bucket = bx::clamp(uint32_t(val * DitherData::BrightnessBucketCount),
0,
DitherData::BrightnessBucketCount - 1);
data.BrightnessBuckets[bucket] += 1;
}
}
}
// 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);
data.PreviewTex = BGFX_INVALID_HANDLE;
}
if (isValid(data.FinalTex))
{
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,
false,
bgfx::TextureFormat::RGBA32F,
0,
memPreview);
data.FinalTex = bgfx::createTexture3D(data.DitherTexWH,
data.DitherTexWH,
data.DitherTexDepth,
false,
bgfx::TextureFormat::RGBA32F,
0,
memFinal);
data.RampTex = bgfx::createTexture2D(
BX_COUNTOF(data.BrightnessRamp), 1, false, 1, bgfx::TextureFormat::R32F, 0, memRamp);
if (!isValid(data.DitherSampler))
{
data.DitherSampler = bgfx::createUniform("s_ditherSampler", bgfx::UniformType::Sampler);
}
if (!isValid(data.RampSampler))
{
data.RampSampler = bgfx::createUniform("s_rampSampler", bgfx::UniformType::Sampler);
}
}
GameRendering* Instance = nullptr;
} // namespace
@@ -351,7 +227,7 @@ namespace Game
bgfx::Init init;
init.type = bgfx::RendererType::Direct3D12;
#ifdef _DEBUG
init.debug = true;
// init.debug = true;
#endif
init.platformData.nwh = shared.Window.Handle;
init.platformData.ndt = nullptr;
@@ -455,258 +331,6 @@ namespace Game
}
}
void GameRendering::RenderDebugUI()
{
ZoneScopedN("DebugUI");
auto& shared = GetShared();
auto& debug = GetInstance().DebugData;
auto& level = GetInstance().GameLevel;
auto& time = GetInstance().Time;
if (ImGui::IsMouseClicked(ImGuiMouseButton_Right))
{
debug.DebugCardRotation++;
if (debug.DebugCardRotation >= 4) debug.DebugCardRotation = 0;
}
if (ImGui::Begin("Log"))
{
ImGui::Checkbox("Shorten File Names", &GetInstance().DebugData.ShortenLogFileNames);
ImGui::BeginTable(
"tbl", 4, ImGuiTableFlags_Resizable | ImGuiTableFlags_Hideable | ImGuiTableFlags_SizingFixedFit);
ImGui::TableSetupColumn("Time", ImGuiTableColumnFlags_NoResize);
ImGui::TableSetupColumn("Log");
ImGui::TableSetupColumn("Line", ImGuiTableColumnFlags_NoResize);
ImGui::TableSetupColumn("File", ImGuiTableColumnFlags_NoResize);
ImGui::TableHeadersRow();
for (int32_t i = 0; i < bx::min(100, LogInternal::LogHistorySize); ++i)
{
int32_t idx = GetLogHistory().WriteIdx - i - 1;
if (idx < 0) idx += LogInternal::LogHistorySize;
const char* line = &GetLogHistory().LogBuffer[idx * LogInternal::MaxLineSize];
if (line[0] != 0)
{
int64_t timeOffset = GetLogHistory().WriteTime[idx] - GetInstance().Time.StartTime;
double writeTime = (double)timeOffset / bx::getHPFrequency();
uint32_t fileLine = GetLogHistory().LineBuffer[idx];
const char* filePath = &GetLogHistory().FileBuffer[idx * LogInternal::MaxLineSize];
const char* filePathRes = GetInstance().DebugData.ShortenLogFileNames
? bx::FilePath{filePath}.getFileName().getPtr()
: filePath;
ImGui::TableNextRow();
ImGui::TableNextColumn();
ImGui::Text("%.01f", writeTime);
ImGui::TableNextColumn();
ImGui::Text("%s", line);
ImGui::SetItemTooltip("%f\n%s%s:%u", writeTime, line, filePath, fileLine);
ImGui::TableNextColumn();
ImGui::Text("%u", fileLine);
ImGui::TableNextColumn();
ImGui::Text("%s", filePathRes);
}
}
ImGui::EndTable();
}
ImGui::End();
if (ImGui::Begin("Rendering"))
{
if (LastShaderLoadTime >= 0.0f)
{
ImGui::TextColored({0.2f, 0.9f, 0.2f, 1.0f},
"Shader loaded %.0f seconds ago",
GetInstance().Time.Now - LastShaderLoadTime);
}
else
{
ImGui::TextColored({0.9f, 0.2f, 0.2f, 1.0f}, "Shader load Failiure!");
}
if (ImGui::Button("Reload Meshes"))
{
LoadModels(Models, ModelCount);
}
ImGui::SameLine();
if (ImGui::Button("Reload Level"))
{
level = {};
level.Setup(shared.Game);
}
ImGui::Checkbox("Show ImGui Demo", &debug.ShowImguiDemo);
if (debug.ShowImguiDemo) ImGui::ShowDemoWindow(&debug.ShowImguiDemo);
ImGui::Separator();
ImGui::Checkbox("Cubes", &level.Cubes.IsEnabled);
ImGui::Checkbox("Tests", &level.Tests.IsEnabled);
ImGui::Checkbox("PuzzleTiles", &level.PuzzleTiles.IsEnabled);
ImGui::Checkbox("UIQuads", &level.UIQuads.IsEnabled);
if (ImGui::Button("Dithergen"))
{
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))
{
ImGui::Text("Invalid Texture");
}
else
{
ImGui::Image(DitherTextures.PreviewTex.idx,
{(float)DitherTextures.DitherTexWH,
(float)DitherTextures.DitherTexWH * DitherTextures.DitherTexDepth});
}
if (isValid(DitherTextures.RampTex))
{
ImGui::Image(DitherTextures.RampTex.idx, {BX_COUNTOF(DitherTextures.BrightnessRamp), 8});
}
Vec3 quadPos = level.UIQuads.Get({0}).EData.Transform.GetPosition();
ImGui::Text("%f %f %f", quadPos.x, quadPos.y, quadPos.z);
if (ImGui::ColorEdit3("Base Color", &DefaultBaseColor.x))
{
auto& tiles = GetInstance().GameLevel.PuzzleTiles;
for (int32_t i = 0; i < tiles.Count; ++i)
{
tiles.Data[i].EData.BaseColor = DefaultBaseColor;
}
}
if (ImGui::ColorEdit3("Dot Color", &DefaultTileColor.x))
{
auto& tiles = GetInstance().GameLevel.PuzzleTiles;
for (int32_t i = 0; i < tiles.Count; ++i)
{
tiles.Data[i].EData.TestColor = DefaultTileColor;
}
}
ImGui::Text("Shader log:");
ImGui::TextWrapped("%s", GetShared().Dev.ShaderLog);
}
ImGui::End();
if (ImGui::Begin("Textures"))
{
if (ImGui::Button("Reload"))
{
LoadTextures();
}
for (int32_t i = 0; i < MaxTextures; ++i)
{
if (!isValid(Textures[i].RenderHandle)) continue;
ImGui::Text("%i", i);
float width = bx::min<float>(ImGui::GetContentRegionAvail().x, Textures[i].Info.width);
float height = bx::min<float>(ImGui::GetContentRegionAvail().x, Textures[i].Info.height);
ImGui::Image(Textures[i].RenderHandle.idx, {width, height});
}
}
ImGui::End();
if (ImGui::Begin("Puzzles"))
{
if (ImGui::Button("Add"))
{
bool found = false;
for (int32_t i = 0; i < BX_COUNTOF(level.Puzzles); ++i)
{
auto& puz = level.Puzzles[i].Data;
if (puz.ID == UINT16_MAX)
{
bx::strCopy(puz.PuzzleName, sizeof(puz.PuzzleName), "Unnamed Puzzle");
puz.ID = i;
found = true;
break;
}
}
if (!found)
{
LOG_ERROR("Too many puzzles!");
}
}
ImGui::Separator();
for (int32_t i = 0; i < BX_COUNTOF(level.Puzzles); ++i)
{
auto& puzzleData = level.Puzzles[i].Data;
if (puzzleData.ID == UINT16_MAX) continue;
bool isSelected = debug.SelectedDebugLevel == i;
ImGui::PushID("selectable");
if (ImGui::Selectable(puzzleData.PuzzleName, isSelected))
{
debug.SelectedDebugLevel = isSelected ? UINT16_MAX : i;
}
ImGui::PopID();
}
}
ImGui::End();
if (debug.SelectedDebugLevel < BX_COUNTOF(level.Puzzles))
{
if (!Puzzle::RenderDebugUI(level.Puzzles[debug.SelectedDebugLevel].Data))
{
debug.SelectedDebugLevel = UINT16_MAX;
}
}
if (ImGui::Begin("Cards"))
{
Generated::StaticPuzzleData& staticData = Puzzle::GetStaticPuzzleData();
if (ImGui::Button("Save"))
{
Puzzle::SaveStaticPuzzleData();
}
ImGui::SameLine();
if (ImGui::Button("Reload"))
{
Puzzle::LoadStaticPuzzleData();
}
for (int32_t i = 0; i < BX_COUNTOF(staticData.Cards); ++i)
{
ImGui::Separator();
Generated::StaticPuzzleCard& card = staticData.Cards[i];
ImGui::PushID(i);
char cardName[64]{0};
bx::snprintf(cardName, sizeof(cardName), "%i", i);
ImGui::Selectable(cardName);
if (ImGui::BeginDragDropSource())
{
Puzzle::DrawCard(card, debug.DebugCardRotation, ImGui::GetCursorScreenPos());
ImGui::SetDragDropPayload("cardtype", &i, sizeof(i));
ImGui::EndDragDropSource();
}
Tools::ModelDropdown(card.ModelHandle);
Tools::TextureDropdown(card.BoardTextureHandle);
for (int8_t y = 0; y < Puzzle::Config::CardSize; ++y)
{
ImGui::PushID(y);
for (int8_t x = 0; x < Puzzle::Config::CardSize; ++x)
{
if (x > 0) ImGui::SameLine();
ImGui::PushID(x);
auto& node = Puzzle::EditCardNodeAt(card, 0, x, y);
if (ImGui::Button(Generated::PuzzleElementType::ShortName[node], {26, 24}))
{
int32_t newVal = int32_t(node) + 1;
if (newVal >= Generated::PuzzleElementType::EntryCount)
{
newVal = 0;
}
node = Generated::PuzzleElementType::Enum(newVal);
}
ImGui::PopID();
}
ImGui::PopID();
}
ImGui::PopID();
}
}
ImGui::End();
}
void GameRendering::LoadTextures()
{
for (int32_t i = 0; i < MaxTextures; ++i)
@@ -791,26 +415,7 @@ namespace Game
ImGui::DockSpaceOverViewport(0, 0, ImGuiDockNodeFlags_PassthruCentralNode);
}
if (UIVisible == UIVisibilityState::Debug)
{
RenderDebugUI();
}
ImGui::SetNextWindowPos({0, 0});
if (ImGui::Begin("Stats",
nullptr,
ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoBackground | ImGuiWindowFlags_NoInputs |
ImGuiWindowFlags_AlwaysAutoResize))
{
if (GetInstance().Player.CameraM == CameraMode::Freefly)
{
ImGui::PushStyleColor(ImGuiCol_Text, {0.8f, 0.1f, 0.1f, 1.0f});
ImGui::Text("NOCLIP");
ImGui::PopStyleColor();
}
ImGui::Text("Delta: %.01fms", time.Delta * 1000);
ImGui::Text("FPS: %.0f", 1.0 / time.Delta);
}
ImGui::End();
Tools::RenderDebugUI(*this);
GetInstance().GameLevel.Update();
GetInstance().GameLevel.Render(MainViewID, Models, Materials, Textures);

View File

@@ -1,12 +1,12 @@
#pragma once
#include "bgfx/defines.h"
#include "imgui.h"
#include <bgfx/bgfx.h>
#include <bx/string.h>
#include <cstdint>
#include "../Gen.h"
#include "../Global.h"
#include "Dither.h"
union SDL_Event;
@@ -65,25 +65,6 @@ namespace Game
Debug,
};
struct DitherData
{
static constexpr uint32_t BrightnessBucketCount = 256;
Vec2 Points[4096];
uint32_t PointCount = 0;
Vec4 DitherTex[256 * 256 * 64];
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::TextureHandle RampTex = BGFX_INVALID_HANDLE;
bgfx::UniformHandle DitherSampler = BGFX_INVALID_HANDLE;
bgfx::UniformHandle RampSampler = BGFX_INVALID_HANDLE;
ImTextureID PreviewID = 0;
};
enum class EMaterial : uint16_t
{
Default = 0,
@@ -110,7 +91,7 @@ namespace Game
Model Models[MaxModels];
int32_t LastWidth = 0;
int32_t LastHeight = 0;
uint32_t ResetFlags = BGFX_RESET_NONE;
uint32_t ResetFlags = BGFX_RESET_VSYNC;
uint16_t MainViewID = 10;
float LastShaderLoadTime = 0.0f;
int32_t DitherRecursion = 1;
@@ -121,7 +102,6 @@ namespace Game
void Setup();
void Update();
void HandleEvents();
void RenderDebugUI();
void LoadTextures();
void ReloadShaders();
void Shutdown();