82 lines
7.0 KiB
Plaintext
82 lines
7.0 KiB
Plaintext
[video member=cmuratori stream_platform=twitch stream_username=handmade_hero project=code title="Adding Distance-based Fog" vod_platform=youtube id=RvEOtCTDWf0 annotator=Miblo]
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[0:09][Recap and set the stage for the day]
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[2:51][Run the game and show where we left off]
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[3:18][handmade_world_mode.cpp: Make PlayWorld() stack up 10 rooms and run the game to view them]
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[4:57][handmade_world_mode.cpp: Make AddStandardRoom() create holes on every floor]
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[5:18][Run the game to view the entities each floor comprises, and determine to reintroduce fog]
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[11:57][handmade_opengl.cpp: Try to introduce a GlobalFrameBufferDepth for OpenGLRenderCommands() to output a bitmap[ref
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site="docs.GL"
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page="glBlitFramebuffer"
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url="http://docs.gl/gl3/glBlitFramebuffer"]]
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[14:51][Run the game to find that glFramebufferTexture2D() failed, and undo our changes]
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[17:47][handmade_opengl.cpp: Begin to reintroduce fog]
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[20:13][Blackboard: "Fog" darkening based on distance]
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[25:30][handmade_opengl.cpp: Enable the VertexCode to linearly interpolate between the FragColor and FogColor, using GLSL's mix()[ref
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site="OpenGL Registry"
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page="The OpenGL Shading Language 1.50 Quick Reference Card"
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url="https://www.khronos.org/files/opengl-quick-reference-card.pdf"]]
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[36:16][Run the game to see the blending between the two colours]
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[36:53][handmade_opengl.cpp: Investigate why the bitmaps are not getting fogged]
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[41:42][handmade_opengl.cpp: Enable the FragmentCode to perform the fogging lerp]
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[44:09][Run the game to see what we'd expect to see]
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[44:33][handmade_opengl.cpp: Enable the VertexCode to compute the FogAmount based on the distance from camera]
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[49:14][handmade_opengl.cpp: Introduce Clamp01MapToRange() in the shader]
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[51:14][handmade_opengl.cpp: Make the VertexCode call that Clamp01MapToRange()]
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[52:32][Run the game and assume that nothing is incorrect there]
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[52:45][handmade_opengl.cpp: Make OpenGLInit() and OpenGLRenderCommands() setup our fog data]
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[56:18][A few words on threading cables through conduits]
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[58:18][handmade_render_group.h: Consider removing render_entry_cliprect in favour of render_entry_textured_quads]
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[1:01:03][handmade_render_group.h: Remove render_entry_bitmap, render_entry_rectangle, render_entry_clear and render_entry_saturation]
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[1:02:38][Note that this simplification provides us with the ability to view the fog from a different direction]
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[1:03:34][handmade_render_group.h: Add fog data to render_entry_cliprect]
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[1:03:54][handmade_opengl.cpp: Make the render_entry_textured_quads case in OpenGLRenderCommands() set the fog data]
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[1:05:08][win32_handmade.cpp: Pull in glUniform1f, glUniform2fv, glUniform3fv and glUniform4fv from corearb.h[ref
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site="Khronos"
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page="glcorearb.h"
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url="https://www.khronos.org/registry/OpenGL/api/GL/glcorearb.h"]]
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[1:08:06][Run the game to determine that we are passing everything through correctly]
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[1:08:16][handmade_render_group.h: Add a render_entry_cliprect LastSetup to render_group and propagate that change]
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[1:13:36][handmade_render_group.cpp: Clean up how the render_entry_cliprect NewSetup gets used]
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[1:19:58][handmade_math.h: Introduce versions of RectMinMax() and RectMinDim() that return a rentangle2i]
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[1:21:32][handmade_render_group.cpp: Continue cleaning up the use of NewSetup]
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[1:22:42][Run the game to see nothing yet]
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[1:23:01][handmade_render_group.cpp: Make BeginRenderGroup() initialise the fog distances]
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[1:23:45][Run the game to see our game drawing correctly, and note why]
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[1:24:47][handmade_render_group.cpp: Enable SetCameraTransform() to compute the fog by its distance]
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[1:26:36][Run the game to see the fog taking effect through the hole]
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[1:27:21][handmade_opengl.cpp: Enable the FragmentCode to take a FogColor and blend part of it]
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[1:30:19][handmade_render_group.h: Add FogColor to render_entry_cliprect]
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[1:30:28][handmade_opengl.cpp: Make OpenGLRenderCommands() set that FogColor]
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[1:31:40][Run the game to see our programatically set fog colour]
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[1:31:45][handmade_render_group.cpp: Tweak the FogColor in BeginRenderGroup()]
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[1:33:14][handmade_render_group.cpp: Investigate how Clear() is working]
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[1:35:57][handmade_math.h: Introduce LinearTosRGB()]
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[1:36:33][handmade_render_group.cpp: Make BeginRenderGroup() Square the FogColor, and run the game to determine that the Clear does not go through sRGB]
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[1:37:06][handmade_platform.h: Label the ClearColor in game_render_commands as not in linear space, but in sRGB space]
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[1:39:05][handmade_render_group.cpp: Make Clear() set the FogColor]
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[1:41:21][Run the game and consider that to be quite good]
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[1:42:30][Consider handling alpha fading of levels nearer to the camera than the hero's current level]
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[1:43:39][handmade_world_mode.cpp: Enable AddStandardRoom() to generate stairs]
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[1:49:23][Run the game and hop down the stairs]
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[1:51:25][handmade_render_group.h: Rename render_entry_cliprect to render_setup for render_entry_textured_quads to contain, and propagate this change, simplifying PushSetup() and OpenGLRenderCommands()]
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[2:13:17][handmade_render.cpp: Remove LinearizeClipRects() and PrepForRender()]
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[2:14:39][Run the game to see that that worked just great, with a few words on how much cleaner the render commands are now]
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[2:15:57][Q&A]
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[2:16:50][@nyeecola][Has the framerate tanked after implementing fog? Or was that a wrong impression of mine?]
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[2:17:02][Compile and run with various optimisation settings]
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[2:19:54][@Miblo][Now that we're full 3D, may it be worth extending the debug visualisation rectangles into the third dimension?]
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[2:20:19][@nyeecola][Why would you (in this case) compile without optimizations? I don't get how it changes your framerate that much (sorry if this is a dumb question)]
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[2:21:28][handmade_sim_region.cpp: Make a KillSwitch to disable GetClosestTraversable()]
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[2:23:42][Run the game and compare the framerate with and without GetClosestTraversable() running]
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[2:25:43][Step in to GetClosestTraversable() and calculate how many operations it performs, and the number of cycles in which it must execute]
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[2:30:12][Look at the disassembly for GetClosestTraversable() when compiled with -Od]
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[2:33:00][Switch to -O2 and look at the disassembly for GetClosestTraversable() again]
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[2:36:08][Compiling with optimisations on inhibits our ability to debug the code effectively]
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[2:39:55][@macielda][How do you feel about Uniform Buffer Objects? Am I right to assume the Render Setup struct could be passed to the shader as an UBO instead of separate Uniforms?]
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[2:40:24][@macielda][How does the hero know it should hop to the lower level instead of the upper level at the end of the stairs? Where is the code for that?]
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[2:41:10][@thesizik][What does the software renderer look like at the moment?]
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[2:41:33][@chrysos42][I assume the problems you solve in Handmade Hero are fairly representative of problems you face as a game dev. Can you comment about any social aspects of being a game dev, e.g. how collaborative or supportive the community is, or what it's like sharing a codebase with a number of others?]
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[2:44:18][@rocketbuny][How many lines of code does Handmade Hero have?]
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[2:47:42][Wind it on down with a glimpse into the future]
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[/video]
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