cnq3/code/renderer/crp_opaque.cpp

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/*
===========================================================================
Copyright (C) 2023-2024 Gian 'myT' Schellenbaum
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This file is part of Challenge Quake 3 (CNQ3).
Challenge Quake 3 is free software; you can redistribute it
and/or modify it under the terms of the GNU General Public License as
published by the Free Software Foundation; either version 2 of the License,
or (at your option) any later version.
Challenge Quake 3 is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Challenge Quake 3. If not, see <https://www.gnu.org/licenses/>.
===========================================================================
*/
// Cinematic Rendering Pipeline - opaque surfaces
#include "crp_local.h"
#include "compshaders/crp/opaque.h"
#include "compshaders/crp/wireframe_normals.h"
#include "compshaders/crp/add_light.h"
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#pragma pack(push, 4)
struct OpaqueVertexRC : WorldVertexRC
{
};
struct OpaquePixelRC
{
// general
uint32_t textureIndex;
uint32_t samplerIndex;
uint32_t shaderIndexBufferIndex;
uint32_t alphaTest;
uint32_t lightTextureIndex;
uint32_t lightmapPass;
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float greyscale;
// shader trace
uint32_t shaderTrace; // shader index: 14 - enable: 1
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uint16_t centerPixelX;
uint16_t centerPixelY;
};
struct AddLightVertexRC : WorldVertexRC
{
};
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#pragma pack(pop)
void WorldOpaque::Init()
{
psoCache.Init(psoCacheEntries, ARRAY_LEN(psoCacheEntries));
{
GraphicsPipelineDesc desc("Debug Normals");
desc.shortLifeTime = true;
desc.vertexShader.Set(g_wireframe_normals_vs);
desc.pixelShader.Set(g_wireframe_normals_ps);
desc.vertexLayout.AddAttribute(0, ShaderSemantic::Position, DataType::Float32, 3, 0);
desc.vertexLayout.AddAttribute(1, ShaderSemantic::Color, DataType::UNorm8, 4, 0);
desc.depthStencil.depthStencilFormat = TextureFormat::Depth32_Float;
desc.depthStencil.depthComparison = ComparisonFunction::GreaterEqual;
desc.depthStencil.enableDepthTest = true;
desc.depthStencil.enableDepthWrites = false;
desc.rasterizer.cullMode = CT_TWO_SIDED;
desc.rasterizer.polygonOffset = false;
desc.rasterizer.clampDepth = false;
desc.rasterizer.wireFrame = true;
desc.AddRenderTarget(0, crp.renderTargetFormat);
wireframeNormalsPipeline = CreateGraphicsPipeline(desc);
}
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}
void WorldOpaque::Draw(const drawSceneViewCommand_t& cmd)
{
if(cmd.numDrawSurfs - cmd.numTranspSurfs <= 0)
{
return;
}
srp.renderMode = RenderMode::World;
backEnd.refdef = cmd.refdef;
backEnd.viewParms = cmd.viewParms;
CmdSetViewportAndScissor(backEnd.viewParms);
batchOldDepthHack = false;
batchDepthHack = false;
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CmdBeginBarrier();
CmdTextureBarrier(crp.depthTexture, ResourceStates::DepthReadBit);
CmdTextureBarrier(crp.lightTexture, ResourceStates::PixelShaderAccessBit);
CmdTextureBarrier(crp.sunlightTexture, ResourceStates::PixelShaderAccessBit);
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CmdBufferBarrier(srp.traceRenderBuffer, ResourceStates::UnorderedAccessBit);
CmdEndBarrier();
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GeoBuffers& db = crp.dynBuffers[GetFrameIndex()];
db.BeginUpload();
SCOPED_RENDER_PASS("Opaque", 1.0f, 0.5f, 0.5f);
CmdBindRenderTargets(1, &crp.renderTarget, &crp.depthTexture);
CmdBindVertexBuffers(ARRAY_LEN(db.vertexBuffers), db.vertexBuffers, db.vertexBufferStrides, NULL);
CmdBindIndexBuffer(db.indexBuffer.buffer, IndexType::UInt32, 0);
const drawSurf_t* drawSurfs = cmd.drawSurfs;
const int surfCount = cmd.numDrawSurfs - cmd.numTranspSurfs;
const double originalTime = backEnd.refdef.floatTime;
const shader_t* shader = NULL;
const shader_t* oldShader = NULL;
int oldEntityNum = -1;
backEnd.currentEntity = &tr.worldEntity;
tess.numVertexes = 0;
tess.numIndexes = 0;
int ds;
const drawSurf_t* drawSurf;
for(ds = 0, drawSurf = drawSurfs; ds < surfCount; ++ds, ++drawSurf)
{
int entityNum;
R_DecomposeSort(drawSurf->sort, &entityNum, &shader);
Q_assert(shader != NULL);
Q_assert(shader->isOpaque);
// sky shaders can have no stages and be valid (box drawn with no clouds)
if(!shader->isSky)
{
if(shader->numPipelines == 0 ||
shader->pipelines[0].pipeline <= 0 ||
shader->pipelines[0].numStages <= 0)
{
continue;
}
}
const bool shaderChanged = shader != oldShader;
const bool entityChanged = entityNum != oldEntityNum;
if(shaderChanged || entityChanged)
{
oldShader = shader;
oldEntityNum = entityNum;
EndSkyBatch();
EndBatch();
BeginBatch(shader);
tess.greyscale = drawSurf->greyscale;
}
if(entityChanged)
{
UpdateEntityData(batchDepthHack, entityNum, originalTime);
}
R_TessellateSurface(drawSurf->surface);
}
backEnd.refdef.floatTime = originalTime;
EndSkyBatch();
EndBatch();
db.EndUpload();
// restores the potentially "hacked" depth range as well
CmdSetViewportAndScissor(backEnd.viewParms);
batchOldDepthHack = false;
batchDepthHack = false;
}
void WorldOpaque::ProcessShader(shader_t& shader)
{
Q_assert(shader.isOpaque || shader.isSky);
if(shader.numStages < 1)
{
shader.numPipelines = 0;
return;
}
const bool clampDepth = r_depthClamp->integer != 0 || shader.isSky;
for(int s = 0; s < shader.numStages; ++s)
{
const shaderStage_t& stage = *shader.stages[s];
const unsigned int stateBits = stage.stateBits & (~GLS_POLYMODE_LINE);
int a = 0;
// @NOTE: we 0-init the struct so that padding bytes don't mess up comparisons in the PSO cache
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GraphicsPipelineDesc desc = {};
desc.name = "opaque";
desc.rootSignature = RHI_MAKE_NULL_HANDLE();
desc.shortLifeTime = true; // the PSO cache is only valid for this map!
desc.vertexShader.Set(g_opaque_vs);
desc.pixelShader.Set(g_opaque_ps);
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desc.vertexLayout.AddAttribute(a++, ShaderSemantic::Position, DataType::Float32, 3, 0);
desc.vertexLayout.AddAttribute(a++, ShaderSemantic::Normal, DataType::Float32, 3, 0);
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desc.vertexLayout.AddAttribute(a++, ShaderSemantic::TexCoord, DataType::Float32, 2, 0);
desc.vertexLayout.AddAttribute(a++, ShaderSemantic::Color, DataType::UNorm8, 4, 0);
desc.depthStencil.depthStencilFormat = TextureFormat::Depth32_Float;
desc.depthStencil.depthComparison = shader.isSky ? ComparisonFunction::GreaterEqual : ComparisonFunction::Equal;
desc.depthStencil.enableDepthTest = true;
desc.depthStencil.enableDepthWrites = false;
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desc.rasterizer.cullMode = shader.cullType;
desc.rasterizer.polygonOffset = shader.polygonOffset != 0;
desc.rasterizer.clampDepth = clampDepth;
desc.AddRenderTarget(stateBits & GLS_BLEND_BITS, crp.renderTargetFormat);
pipeline_t& p = shader.pipelines[s];
p.firstStage = s;
p.numStages = 1;
p.pipeline = psoCache.AddPipeline(desc, va("opaque %d %d", psoCache.entryCount, s + 1));
desc.rasterizer.cullMode = GetMirrorredCullType(desc.rasterizer.cullMode);
p.mirrorPipeline = psoCache.AddPipeline(desc, va("opaque %d %d mirrored", psoCache.entryCount, s + 1));
}
if(!shader.hasLightmapStage)
{
static int counter = 0;
GraphicsPipelineDesc desc = {};
desc.name = "Add Light";
desc.rootSignature = RHI_MAKE_NULL_HANDLE();
desc.shortLifeTime = true;
desc.vertexShader.Set(g_add_light_vs);
desc.pixelShader.Set(g_add_light_ps);
desc.vertexLayout.AddAttribute(0, ShaderSemantic::Position, DataType::Float32, 3, 0);
desc.depthStencil.depthStencilFormat = TextureFormat::Depth32_Float;
desc.depthStencil.depthComparison = shader.isSky ? ComparisonFunction::GreaterEqual : ComparisonFunction::Equal;
desc.depthStencil.enableDepthTest = true;
desc.depthStencil.enableDepthWrites = false;
desc.rasterizer.cullMode = shader.cullType;
desc.rasterizer.polygonOffset = shader.polygonOffset != 0;
desc.rasterizer.clampDepth = clampDepth;
desc.AddRenderTarget(GLS_SRCBLEND_DST_COLOR | GLS_DSTBLEND_ONE, crp.renderTargetFormat);
shader.addLightPipeline = psoCache.AddPipeline(desc, va("Add Light #%d", counter++ + 1));
}
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shader.numPipelines = shader.numStages;
}
void WorldOpaque::TessellationOverflow()
{
EndBatch();
BeginBatch(tess.shader);
}
void WorldOpaque::BeginBatch(const shader_t* shader)
{
tess.tessellator = Tessellator::Opaque;
tess.numVertexes = 0;
tess.numIndexes = 0;
tess.depthFade = DFT_NONE;
tess.deformsPreApplied = qfalse;
tess.xstages = (const shaderStage_t**)shader->stages;
tess.shader = shader;
tess.shaderTime = backEnd.refdef.floatTime - tess.shader->timeOffset;
if(tess.shader->clampTime && tess.shaderTime >= tess.shader->clampTime)
{
tess.shaderTime = tess.shader->clampTime;
}
}
void WorldOpaque::EndBatch()
{
const int vertexCount = tess.numVertexes;
const int indexCount = tess.numIndexes;
if(vertexCount <= 0 ||
indexCount <= 0 ||
tess.shader->numStages == 0 ||
tess.shader->numPipelines <= 0)
{
goto clean_up;
}
const shader_t* const shader = tess.shader;
GeoBuffers& db = crp.dynBuffers[GetFrameIndex()];
if(!db.CanAdd(vertexCount, indexCount, shader->numStages))
{
Q_assert(!"World surface geometry buffer too small!");
goto clean_up;
}
RB_DeformTessGeometry(0, vertexCount, 0, indexCount);
db.UploadBase();
if(batchDepthHack != batchOldDepthHack)
{
const viewParms_t& vp = backEnd.viewParms;
CmdSetViewport(vp.viewportX, vp.viewportY, vp.viewportWidth, vp.viewportHeight, batchDepthHack ? 0.7f : 0.0f, 1.0f);
batchOldDepthHack = batchDepthHack;
}
OpaqueVertexRC vertexRC = {};
memcpy(vertexRC.modelViewMatrix, backEnd.orient.modelMatrix, sizeof(vertexRC.modelViewMatrix));
CmdSetGraphicsRootConstants(0, sizeof(vertexRC), &vertexRC);
for(int s = 0; s < shader->numStages; ++s)
{
const shaderStage_t* const stage = shader->stages[s];
R_ComputeColors(stage, tess.svars[0], 0, vertexCount);
R_ComputeTexCoords(stage, tess.svars[0], 0, vertexCount, qfalse);
db.UploadStage(0);
const pipeline_t& pipeline = shader->pipelines[s];
const int psoIndex = backEnd.viewParms.isMirror ? pipeline.mirrorPipeline : pipeline.pipeline;
Q_assert(psoIndex > 0);
CmdBindPipeline(psoCache.entries[psoIndex].handle);
const image_t* image = GetBundleImage(stage->bundle);
const uint32_t texIdx = image->textureIndex;
const uint32_t sampIdx = GetSamplerIndex(image);
const uint32_t alphaTest = AlphaTestShaderConstFromStateBits(stage->stateBits);
const uint32_t enableShaderTrace = tr.traceWorldShader && s == 0 ? 1 : 0;
const uint32_t bufferIndex = GetBufferIndexUAV(srp.traceRenderBuffer);
Q_assert(sampIdx < ARRAY_LEN(crp.samplers));
OpaquePixelRC pixelRC = {};
pixelRC.textureIndex = texIdx;
pixelRC.samplerIndex = sampIdx;
pixelRC.shaderIndexBufferIndex = bufferIndex;
pixelRC.alphaTest = alphaTest;
pixelRC.lightTextureIndex = GetTextureIndexSRV(crp.lightTexture);
pixelRC.lightmapPass = stage->type == ST_LIGHTMAP ? 1 : 0;
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pixelRC.greyscale = tess.greyscale;
pixelRC.shaderTrace = ((uint32_t)shader->index << 1) | enableShaderTrace;
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pixelRC.centerPixelX = glConfig.vidWidth / 2;
pixelRC.centerPixelY = glConfig.vidHeight / 2;
CmdSetGraphicsRootConstants(sizeof(vertexRC), sizeof(pixelRC), &pixelRC);
db.DrawStage(vertexCount, indexCount);
}
if(!shader->hasLightmapStage)
{
AddLightVertexRC rc = {};
memcpy(rc.modelViewMatrix, backEnd.orient.modelMatrix, sizeof(rc.modelViewMatrix));
CmdSetGraphicsRootConstants(0, sizeof(rc), &rc);
CmdBindPipeline(psoCache.entries[shader->addLightPipeline].handle);
db.DrawPositionOnly(vertexCount, indexCount);
}
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db.EndBaseBatch(vertexCount);
if(crp_drawNormals->integer)
{
CmdBindPipeline(wireframeNormalsPipeline);
db.UploadAndDrawDebugNormals();
}
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clean_up:
tess.tessellator = Tessellator::None;
tess.numVertexes = 0;
tess.numIndexes = 0;
}
void WorldOpaque::EndSkyBatch()
{
// this only exists as a separate function from EndBatch so that
// we don't have to deal with recursion (through the call to RB_DrawSky)
if(tess.shader == NULL ||
!tess.shader->isSky ||
tess.numVertexes <= 0 ||
tess.numIndexes <= 0)
{
return;
}
SCOPED_RENDER_PASS("Sky", 0.0, 0.5f, 1.0f);
const viewParms_t& vp = backEnd.viewParms;
CmdSetViewport(vp.viewportX, vp.viewportY, vp.viewportWidth, vp.viewportHeight, 0.0f, 0.0f);
RB_DrawSky();
CmdSetViewport(vp.viewportX, vp.viewportY, vp.viewportWidth, vp.viewportHeight, 0.0f, 1.0f);
tess.numVertexes = 0;
tess.numIndexes = 0;
}
void WorldOpaque::DrawSkyBox()
{
// force creation of a PSO for the temp shader
ProcessShader((shader_t&)*tess.shader);
tess.deformsPreApplied = qtrue;
EndBatch();
}
void WorldOpaque::DrawClouds()
{
EndBatch();
}