cinera_handmade.network/cmuratori/hero/code/code317.hmml

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[video output=day317 member=cmuratori stream_platform=twitch stream_username=handmade_hero project=code title="Alpha Blending Multiple Render Targets" vod_platform=youtube id=Wv2IAKs7W0A annotator=Miblo]
[1:06][Run the game and show our current situation with render targets]
[2:56][handmade_entity.cpp: Make UpdateAndRenderEntities() create two different ClipRects for the alpha and normal floors]
[6:08][Run the game and see that the alpha stuff is gone]
[6:53][Consider ways of using multiple render targets]
[9:28][handmade_render.cpp: Add a RenderGroupEntryType_blend_render_target in RenderCommandsToBitmap() and introduce BlendRenderTarget()]
[14:36][handmade_render.cpp: Implement BlendRenderTarget() based on DrawRectangle()]
[24:44][handmade_render.cpp: Introduce Pack4x8()]
[26:00][handmade_render.cpp: Continue implementing BlendRenderTarget(), making it do gamma properly]
[27:27][handmade_render_group.h: Add RenderGroupEntryType_blend_render_target to the render_group_entry_type enum and introduce render_entry_blend_render_target struct]
[29:14][Run the game and see that it does nothing]
[29:33][handmade_render.cpp: Make RenderCommandsToBitmap() clear everyone]
[31:55][handmade_render_group.cpp: Introduce PushBlendRenderTarget() based on PushClipRect(), which will do the composite]
[39:39][handmade_entity.cpp: Make UpdateAndRenderEntities() call PushBlendRenderTarget()]
[41:30][Debugger: Run the game and crash in Win32CompleteAllWork()]
[41:51][build.bat: Switch to -Od, run the game and crash in BlendRenderTarget()]
[42:33][handmade_entity.cpp: Make UpdateAndRenderEntities() use AlphaFloorRenderTarget and pass it to BlendRenderTarget()]
[43:07][build.bat: Switch to -O2, run the game and see how slowly the game now runs]
[44:16][Debugger: Step through BlendRenderTarget() and investigate what's happening]
[44:51][handmade_render.cpp: Make BlendRenderTarget() correctly set the DestColor and Result]
[45:32][Run the game, see no alpha blending happening and investigate why]
[46:40][handmade_render.cpp: Try making BlendRenderTarget() hardcode the Alpha to 0.5f]
[46:57][Run the game and see that the Alpha is not taking effect]
[48:01][build.bat: Switch to -Od, step in to BlendRenderTarget() and see what happens when we have a source pixel with something in it]
[49:23][handmade_entity.cpp: Remove the transient_clip_rect from UpdateAndRenderEntities() and make it manually set the CurrentClipRect]
[50:12][Run the game and see the prettiness before switching to -O2]
[50:45][Run the game and marvel at the indescribable cacophony of epileptic color][quote 513]
[51:36][handmade_render.cpp: Make BlendRenderTarget() use SRGB255ToLinear1() and Linear1ToSRGB255()]
[53:51][Run the game and again see the sparkly]
[54:11][handmade_render.cpp: Prevent Pack4x8() from doing the multiply]
[54:31][Run the game and see that we're getting closer to being correct]
[54:47][handmade_render.cpp: Make BlendRenderTarget() use the correct Alpha]
[56:18][handmade_entity.cpp: Make UpdateAndRenderEntities() set TestAlpha as a single r32 rather than an array of them]
[58:40]["I love how it can't ever tell you any values in release mode"][quote 514]
[58:46][Debugger: Step into UpdateAndRenderEntities() and investigate how TestAlpha got to be set to 1.0f]
[1:01:42][handmade_entity.cpp: Make UpdateAndRenderEntities() pass FadeTopEndZ and FadeTopStartZ to TestAlpha() in the opposite order]
[1:01:58][build.bat: Switch to -O2, run the game and see the alpha blending working beautifully]
[1:03:12][handmade_render.cpp: Make RenderCommandsToBitmap() clear both the MaxRenderTargetIndex and the previous TargetIndex]
[1:03:41][Run the game and see that now it looks like we're good]
[1:04:00][Note that the clear is clearing at 1.0f alpha, and that it has to actually clear, not blend]
[1:04:46][Q&A][:speech]
[1:05:57][@Kknewkles][Giger / Lovecraft-themed Handmade Hero DLC confirmed?]
[1:06:08][@soysaucethekid][Are you writing to the second buffer all the time? If so, is it possible to only use when you need it (like during the transitions)?]
[1:06:37][handmade_entity.cpp: Make UpdateAndRenderEntities() only do the multiple buffers stuff if the alpha is enabled]
[1:09:25][@pseudonym73][How does a limbless child "limp along", exactly?]
[1:09:34][@inquarry][How many floors can this code support? I envision a tall tower or stairwell, peering down 20 or so floors and seeing NPCs acting as normal. Was that your intent?]
[1:10:56][@Kknewkles][How do you use trace files to debug? Someone trying my game prototype had a crash and sent me a (95MB) dump file, since you once said it's helpful. I don't doubt that, but what do you do with the damn thing?]
[1:13:39][Wrap it up][:speech]
[/video]