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3af10d120b
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3af10d120b | ||
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6c8bead6ab |
BIN
assets/blender/landscape.blend
LFS
BIN
assets/blender/landscape.blend
LFS
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2
src/debug.ps1
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2
src/debug.ps1
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@@ -0,0 +1,2 @@
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.\build.ps1
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& raddbg.exe --ipc run
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@@ -402,6 +402,7 @@ namespace Game
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// World Tile
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tile.EData.Visible = IsActive;
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tile.EData.ModelH = staticCard.BaseModelHandle;
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tile.EData.TextureHandle = staticCard.ModelTextureHandle;
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tile.EData.DotColor = visuals.TileDotColor;
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tile.EData.BaseColor = visuals.TileBaseColor;
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@@ -289,14 +289,15 @@ namespace Tools
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ImGui::Separator();
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ImGui::Text("Entity Groups");
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ImGui::Checkbox("Cubes", &level.Cubes.IsEnabled);
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ImGui::Checkbox("Tests", &level.Tests.IsEnabled);
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ImGui::Checkbox("PuzzleTiles", &level.PuzzleTiles.IsEnabled);
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ImGui::Checkbox("UIQuads", &level.UIQuads.IsEnabled);
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ImGui::Checkbox("Level", &level.LevelEntities.IsEnabled);
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ImGui::Separator();
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if (ImGui::TreeNodeEx("Entity Groups"))
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{
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ImGui::Checkbox("Cubes", &level.Cubes.IsEnabled);
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ImGui::Checkbox("Tests", &level.Tests.IsEnabled);
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ImGui::Checkbox("PuzzleTiles", &level.PuzzleTiles.IsEnabled);
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ImGui::Checkbox("UIQuads", &level.UIQuads.IsEnabled);
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ImGui::Checkbox("Level", &level.LevelEntities.IsEnabled);
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ImGui::TreePop();
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}
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bool uiconfigChanged = false;
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if (ImGui::TreeNodeEx("Game Tablet"))
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@@ -334,38 +335,42 @@ namespace Tools
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level.ReloadLevelEntities();
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}
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ImGui::Separator();
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if (ImGui::TreeNodeEx("Dithering"))
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{
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if (ImGui::Button("Dithergen"))
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{
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DitherGen(rendering.DitherTextures, rendering.DitherRecursion);
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}
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ImGui::SameLine();
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ImGui::SliderInt("Recursion", &rendering.DitherRecursion, 1, 4);
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ImGui::Text("%ux%ux%u",
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rendering.DitherTextures.DitherTexWH,
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rendering.DitherTextures.DitherTexWH,
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rendering.DitherTextures.DitherTexDepth);
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if (!isValid(rendering.DitherTextures.PreviewTex))
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{
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ImGui::Text("Invalid Texture");
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}
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else
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{
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ImGui::Image(
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rendering.DitherTextures.PreviewTex.idx,
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{(float)rendering.DitherTextures.DitherTexWH,
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(float)rendering.DitherTextures.DitherTexWH * rendering.DitherTextures.DitherTexDepth});
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}
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if (isValid(rendering.DitherTextures.RampTex))
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{
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ImGui::Image(rendering.DitherTextures.RampTex.idx,
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{BX_COUNTOF(rendering.DitherTextures.BrightnessRamp), 8});
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}
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ImGui::TreePop();
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}
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if (ImGui::Button("Dithergen"))
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if (ImGui::TreeNodeEx("Shader log"))
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{
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DitherGen(rendering.DitherTextures, rendering.DitherRecursion);
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ImGui::TextWrapped("%s", Game::GetShared().Dev.ShaderLog);
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ImGui::TreePop();
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}
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ImGui::SameLine();
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ImGui::SliderInt("Recursion", &rendering.DitherRecursion, 1, 4);
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ImGui::Text("%ux%ux%u",
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rendering.DitherTextures.DitherTexWH,
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rendering.DitherTextures.DitherTexWH,
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rendering.DitherTextures.DitherTexDepth);
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if (!isValid(rendering.DitherTextures.PreviewTex))
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{
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ImGui::Text("Invalid Texture");
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}
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else
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{
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ImGui::Image(rendering.DitherTextures.PreviewTex.idx,
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{(float)rendering.DitherTextures.DitherTexWH,
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(float)rendering.DitherTextures.DitherTexWH * rendering.DitherTextures.DitherTexDepth});
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}
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if (isValid(rendering.DitherTextures.RampTex))
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{
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ImGui::Image(rendering.DitherTextures.RampTex.idx,
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{BX_COUNTOF(rendering.DitherTextures.BrightnessRamp), 8});
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}
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Vec3 quadPos = level.UIQuads.Get({0}).EData.Transform.Position;
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ImGui::Text("%f %f %f", quadPos.x, quadPos.y, quadPos.z);
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ImGui::Text("Shader log:");
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ImGui::TextWrapped("%s", Game::GetShared().Dev.ShaderLog);
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}
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ImGui::End();
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}
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@@ -464,7 +469,8 @@ namespace Tools
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}
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Tools::ModelDropdown(card.BaseModelHandle);
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Tools::TextureDropdown(card.BoardTextureHandle);
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Tools::TextureDropdown(card.ModelTextureHandle, "World Texture");
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Tools::TextureDropdown(card.BoardTextureHandle, "UI Texture");
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if (IsValid(card.BaseModelHandle))
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{
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auto& mdl = rendering.Models[card.BaseModelHandle.ModelIdx];
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@@ -32,7 +32,7 @@ vec3 desaturate(vec3 color)
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float dither(float brightness, vec2 inputUv)
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{
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float globalScale = 8;
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float globalScale = 6;
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// constants
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float xRes = u_texInfo.z;
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@@ -59,10 +59,9 @@ float dither(float brightness, vec2 inputUv)
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// Figuring out how many dots we want
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float scaleExp = exp2(globalScale);
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float spacing = freq.y * scaleExp;
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spacing *= dotsPerSide * 0.125;
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spacing *= dotsPerSide * (1 / globalScale); // todo: just guessed that globalScale is the right variable here
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float brightnessSpacingMultiplier = pow(brightnessCurve * 2 + 0.001, -(1 - 0.5));
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// float brightnessSpacingMultiplier = 1;
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spacing *= brightnessSpacingMultiplier;
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float spacingLog = log2(spacing);
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@@ -77,35 +76,58 @@ float dither(float brightness, vec2 inputUv)
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float pattern = texture3D(s_ditherSampler, vec3(uv, subLayer)).r;
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float contrast = 2 * scaleExp * brightnessSpacingMultiplier * 0.1;
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float contrast = 0.5 * scaleExp * brightnessSpacingMultiplier * 0.1;
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contrast *= pow(freq.y / freq.x, 1.0);
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float baseVal = lerp(0.5, brightness, saturate(1.05 / (1 + contrast)));
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float threshold = 1 - brightnessCurve + 0.6;
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float threshold = 1 - brightnessCurve;
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return saturate((pattern - threshold) * contrast + baseVal);
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}
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vec4 rgbToCmyk(vec3 rgb)
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{
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return vec4(1.0, 1.0, 1.0, 1.0);
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}
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vec3 cmykToRgb(vec4 cmyk)
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{
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return vec3(1.0, 1.0, 1.0);
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}
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vec2 rotateUV(vec2 uv, vec2 angle)
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{
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return uv;
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}
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void main()
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{
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// setup
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bool isTextured = u_dotColor.x < 0.02;
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float testRadius = 30.0;
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float testSpeed = 1.0;
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vec3 testOffset = vec3(0.0, 0.0, 50.0);
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vec3 lightPos = vec3(sin(u_time.x * testSpeed) * testRadius, 5.0, cos(u_time.x * testSpeed) * testRadius);
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vec3 texColor = u_dotColor.x > 0.1 ? u_dotColor.xyz : texture2D(s_texColor, v_uv0).xyz;
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vec3 baseColor = u_baseColor.xyz;
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vec3 texColor = isTextured ? texture2D(s_texColor, v_uv0).xyz : u_dotColor.xyz;
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// lighting
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// float brightness = calcBrightness(lightPos, v_wpos, v_normal);
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float brightness = lerp(0.5, 0.9, calcBrightnessDirectional(vec3(0.5, 0.3, 1.0), v_normal));
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// float brightness = 0.5;
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// brightness = lerp(0.2, 1.0, sin(u_time.x) * 0.5 + 0.5);
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float brightness = lerp(0.2, 0.8, calcBrightnessDirectional(vec3(0.5, 0.3, 1.0), v_normal));
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float r = dither(brightness * texColor.r, v_uv0);
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float g = dither(brightness * texColor.g, v_uv0);
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float b = dither(brightness * texColor.b, v_uv0);
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// vec3 finalColor = vec3(r, g, b);
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vec3 ditheredColor = dither(brightness, v_uv0);
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vec3 finalColor = mix(u_baseColor, texColor, ditheredColor);
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gl_FragColor = vec4(finalColor, 1.0);
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// dither
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float r = dither(texColor.r * brightness, v_uv0);
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float g = dither(texColor.g * brightness, v_uv0);
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float b = dither(texColor.b * brightness, v_uv0);
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vec3 ditheredColor = vec3(r,g,b);
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vec4 cmyk = rgbToCmyk(texColor * brightness);
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cmyk.x = dither(cmyk.x, rotateUV(v_uv0, float2(0.966, 0.259)));
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cmyk.y = dither(cmyk.y, rotateUV(v_uv0, float2(0.259, 0.966)));
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cmyk.z = dither(cmyk.z, rotateUV(v_uv0, float2(1.000, 0.000)));
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cmyk.w = dither(cmyk.w, rotateUV(v_uv0, float2(0.707, 0.707)));
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// vec3 ditheredColor = cmykToRgb(cmyk);
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// finalize
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vec3 finalColor = mix(baseColor, ditheredColor, ditheredColor);
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gl_FragColor = vec4(finalColor, 1.0);
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// gl_FragColor = vec4(texColor * brightness, 1.0);
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}
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@@ -1,12 +1,13 @@
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// raddbg 0.9.19 project file
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recent_file: path: "../src/game/rendering/dither.cpp"
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recent_file: path: "../src/game/rendering/rendering.cpp"
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recent_file: path: "../src/game/entity.h"
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recent_file: path: "../src/game/level.cpp"
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recent_file: path: "../src/game/ui.cpp"
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recent_file: path: "../src/gen/generated.cpp"
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recent_file: path: "../src/engine/main.cpp"
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recent_file: path: "../src/game/setup.cpp"
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recent_file: path: "../src/game/rendering/rendering.cpp"
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recent_file: path: "../src/dependency/imgui/imgui_widgets.cpp"
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recent_file: path: "../src/game/tools.cpp"
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recent_file: path: "../src/dependency/bgfx.cmake/bx/src/debug.cpp"
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