Files
PuzGame/src/game/rendering/Rendering.cpp
2025-03-07 00:37:44 +01:00

612 lines
24 KiB
C++

#include "../../engine/Shared.h"
#include "../Global.h"
#include "../Instance.h"
#include "../Log.h"
#include "../Mesh.h"
#include "Rendering.h"
#include "SDL3/SDL_events.h"
#include "backends/imgui_impl_sdl3.h"
#include "bgfx/defines.h"
#include "bx/bx.h"
#include "bx/constants.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>
#include "imgui-helper.h"
#include "imgui.h"
using namespace std::chrono_literals;
namespace Game
{
namespace
{
const bgfx::Memory* loadFile(const char* path, bool appendZero = false, int32_t retryCount = 1)
{
FILE* file;
for (int32_t i = 0; i < retryCount; ++i)
{
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);
void* rawMem = AllocateScratch(fileSize + 1);
const bgfx::Memory* mem = bgfx::makeRef(rawMem, fileSize + 1);
fread(mem->data, 1, fileSize, file);
if (appendZero)
{
mem->data[mem->size - 1] = '\0';
}
fclose(file);
return mem;
}
return nullptr;
}
bgfx::ShaderHandle loadShader(const char* FILENAME)
{
const char* shaderPath = "???";
switch (bgfx::getRendererType())
{
case bgfx::RendererType::Agc:
case bgfx::RendererType::Nvn:
case bgfx::RendererType::Count:
case bgfx::RendererType::Noop:
break;
case bgfx::RendererType::Direct3D11:
case bgfx::RendererType::Direct3D12:
shaderPath = "game/compiled-shaders/dx11/";
break;
case bgfx::RendererType::Gnm:
shaderPath = "game/compiled-shaders/pssl/";
break;
case bgfx::RendererType::Metal:
shaderPath = "game/compiled-shaders/metal/";
break;
case bgfx::RendererType::OpenGL:
shaderPath = "game/compiled-shaders/glsl/";
break;
case bgfx::RendererType::OpenGLES:
shaderPath = "game/compiled-shaders/essl/";
break;
case bgfx::RendererType::Vulkan:
shaderPath = "game/compiled-shaders/spirv/";
break;
}
char buffer[512]{0};
bx::strCopy(buffer, sizeof(buffer), shaderPath);
bx::strCat(buffer, sizeof(buffer), FILENAME);
bx::strCat(buffer, sizeof(buffer), ".bin");
LOG("Loading shader at %s", buffer);
const bgfx::Memory* mem = loadFile(buffer, true, 3);
if (mem == nullptr)
{
LOG_WARN("Failed to load shader %s", FILENAME);
return {};
}
return bgfx::createShader(mem);
}
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* data = loadFile(_filePath.getCPtr());
if (data == nullptr)
{
LOG_WARN("Failed to find image %s", _filePath.getCPtr());
return handle;
}
bimg::ImageContainer imageContainer;
if (!bimg::imageParse(imageContainer, data->data, data->size, &err))
{
LOG_WARN("Failed to load image %s", _filePath.getCPtr());
return handle;
}
if (NULL != _orientation)
{
*_orientation = imageContainer.m_orientation;
}
const bgfx::Memory* mem =
bgfx::makeRef(data->data + imageContainer.m_offset, data->size - imageContainer.m_offset);
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;
}
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
GameRendering& GameRendering::Get()
{
assert(Instance != nullptr);
return *Instance;
}
void GameRendering::Setup()
{
LOG("--- RENDERING STARTUP ---");
if (Instance != nullptr) LOG_WARN("old rendering wasn't destroyed!");
Instance = this;
SharedData& shared = GetShared();
bgfx::Init init;
init.type = bgfx::RendererType::Direct3D12;
init.debug = true;
init.platformData.nwh = shared.Window.Handle;
init.platformData.ndt = nullptr;
init.platformData.type = bgfx::NativeWindowHandleType::Default;
init.resolution.width = shared.Window.WindowWidth;
init.resolution.height = shared.Window.WindowHeight;
init.resolution.reset = ResetFlags;
LastWidth = shared.Window.WindowWidth;
LastHeight = shared.Window.WindowHeight;
LOG("%i by %i", init.resolution.width, init.resolution.height);
if (!bgfx::init(init))
{
LOG_ERROR("BGFX setup failed!");
}
else
{
LOG("BGFX setup succeded!");
}
// bgfx::setDebug(BGFX_DEBUG_TEXT);
bgfx::setViewClear(MainViewID, BGFX_CLEAR_COLOR | BGFX_CLEAR_DEPTH, 0x3399FFff, 1.0f, 0);
bgfx::setViewRect(MainViewID, 0, 0, shared.Window.WindowWidth, shared.Window.WindowHeight);
DefaultSampler = bgfx::createUniform("s_texColor", bgfx::UniformType::Sampler);
Textures[0].Handle = loadTexture(
bx::FilePath{"models/body.dds"}, BGFX_TEXTURE_NONE | BGFX_SAMPLER_NONE, 0, &Textures[0].Info, nullptr);
Textures[0].SamplerHandle = DefaultSampler;
LoadModels(Models, ModelCount);
Materials[0] =
Material::LoadFromShader("vert", "frag", MainViewID, Textures[0].Handle, Textures[0].SamplerHandle);
imguiCreate();
if (!ImGui_ImplSDL3_InitForOther(shared.Window.SDLWindow))
{
LOG_ERROR("Failed to set up imgui implementation!");
return;
}
// ImGui::GetIO().BackendFlags |= ImGuiBackendFlags_RendererHasViewports;
ImGui::GetIO().ConfigFlags |= ImGuiConfigFlags_DockingEnable;
// ImGui::GetIO().ConfigFlags |= ImGuiConfigFlags_ViewportsEnable;
// auto& platIO = ImGui::GetPlatformIO();
// platIO.Renderer_CreateWindow = TODO;
// platIO.Platform_DestroyWindow = TODO;
// platIO.Platform_SetWindowSize = TODO;
// platIO.Platform_RenderWindow = TODO;
GameInstance& inst = GetInstance();
if (!inst.IsInitialized)
{
inst.Time.StartTime = bx::getHPCounter();
}
if (inst.DebugData.ImguiIniSize > 0)
{
ImGui::LoadIniSettingsFromMemory(inst.DebugData.ImguiIni, inst.DebugData.ImguiIniSize);
}
else
{
ImGui::LoadIniSettingsFromDisk("imgui.ini");
}
DitherGen(DitherTextures, DitherRecursion);
}
void GameRendering::Update()
{
SharedData& shared = GetShared();
// Handle events
for (uint16_t i = 0; i < shared.Window.SDLEventCount; ++i)
{
ImGui_ImplSDL3_ProcessEvent(&shared.Window.SDLEvents[i]);
}
shared.Window.SDLEventCount = 0;
// Resize if necessary
if (shared.Window.WindowWidth != LastWidth || shared.Window.WindowHeight != LastHeight)
{
bgfx::reset(shared.Window.WindowWidth, shared.Window.WindowHeight, ResetFlags);
bgfx::setViewRect(MainViewID, 0, 0, shared.Window.WindowWidth, shared.Window.WindowHeight);
LastWidth = shared.Window.WindowWidth;
LastHeight = shared.Window.WindowHeight;
}
// Reload shaders if necessary
FileChangeNotification* shaderChange = nullptr;
if (shared.Dev.ChangedShaderCount > 0)
{
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[0].Shader = newProgram;
LastShaderLoadTime = GetInstance().Time.Now;
}
else
{
LOG_WARN("Failed to load shader!");
LastShaderLoadTime = -1.0f;
}
}
}
// Start Rendering
imguiBeginFrame(20);
ImGui_ImplSDL3_NewFrame();
ImGui::DockSpaceOverViewport(0, 0, ImGuiDockNodeFlags_PassthruCentralNode);
auto& level = GetInstance().GameLevel;
auto& debug = GetInstance().DebugData;
if (UIVisible == UIVisibilityState::Debug)
{
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"))
{
auto& lvl = GetInstance().GameLevel;
lvl = {};
lvl.Setup(shared.Game);
}
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);
ImGui::Text("Shader log:");
ImGui::TextWrapped("%s", GetShared().Dev.ShaderLog);
}
ImGui::End();
if (ImGui::Begin("Puzzles"))
{
ImGui::Text("List");
for (int32_t i = 0; i < BX_COUNTOF(level.Puzzles); ++i)
{
auto& puzzleData = level.Puzzles[i].Data;
bool isSelected = debug.SelectedDebugLevel == i;
ImGui::PushID("selectable");
if (ImGui::Selectable(puzzleData.PuzzleName, isSelected))
{
debug.SelectedDebugLevel = isSelected ? UINT16_MAX : i;
}
ImGui::PopID();
if (isSelected)
{
ImGui::PushID("edit field");
ImGui::InputText("", puzzleData.PuzzleName, sizeof(Puzzle::PuzzleData::PuzzleName));
ImGui::PopID();
if (!puzzleData.RenderDebugUI())
{
debug.SelectedDebugLevel = UINT16_MAX;
}
}
}
}
ImGui::End();
}
GetInstance().GameLevel.Update();
GetInstance().GameLevel.Render(MainViewID, Models, Materials);
// bgfx::dbgTextPrintf(1, 1, 0x0F, "Time: %.1fs", GetInstance().Time.Now);
// for (int32_t i = 0; i < (int32_t)PerfCounterType::COUNT; ++i)
// {
// bgfx::dbgTextPrintf(
// 1, 2 + i, 0x0F, "%s Max: %.3fs", PerfCounterNames[i], shared.Window.PerfCounters[i].GetMax());
// }
// Finish Frame
imguiEndFrame();
if (ImGui::GetIO().ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
{
ImGui::UpdatePlatformWindows();
ImGui::RenderPlatformWindowsDefault();
}
START_PERF();
bgfx::frame();
END_PERF(shared.Window.PerfCounters, PerfCounterType::Submit, shared.Window.FrameCounter);
}
void GameRendering::Shutdown()
{
LOG("--- RENDERING_SHUTDOWN ---");
ImGui::SaveIniSettingsToDisk("imgui.ini");
auto& debug = GetInstance().DebugData;
const char* iniData = ImGui::SaveIniSettingsToMemory(reinterpret_cast<uint64_t*>(&debug.ImguiIniSize));
assert(debug.ImguiIniSize <= BX_COUNTOF(InstanceDebugData::ImguiIni));
bx::memCopy(debug.ImguiIni, iniData, bx::min(debug.ImguiIniSize, BX_COUNTOF(InstanceDebugData::ImguiIni)));
ImGui_ImplSDL3_Shutdown();
imguiDestroy();
bgfx::shutdown();
Instance = nullptr;
}
Material Material::LoadFromShader(
const char* vertPath, const char* fragPath, uint16_t view, bgfx::TextureHandle tex, bgfx::UniformHandle sampler)
{
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);
mat.State = 0 | BGFX_STATE_WRITE_RGB | BGFX_STATE_WRITE_A | BGFX_STATE_WRITE_Z | BGFX_STATE_DEPTH_TEST_LESS |
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.Uniforms[Material::UTexInfo] = bgfx::createUniform("u_texInfo", bgfx::UniformType::Vec4);
mat.Textures[0].Handle = tex;
mat.Textures[0].SamplerHandle = sampler;
mat.ViewID = view;
return mat;
}
uint16_t GameRendering::GetModelHandleFromPath(const char* path)
{
uint32_t AssetHandle = CrcPath(path);
for (int32_t i = 0; i < ModelCount; ++i)
{
if (Models[i].AssetHandle == AssetHandle)
{
return i;
}
}
return 0;
}
} // namespace Game