cnq3/code/renderer/crp_transp_resolve.cpp

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2024-01-13 21:40:13 +00:00
/*
===========================================================================
Copyright (C) 2023 Gian 'myT' Schellenbaum
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 - OIT resolve pass
#include "crp_local.h"
namespace transp_resolve
{
#include "compshaders/crp/transp_resolve_vs.h"
#include "compshaders/crp/transp_resolve_ps.h"
}
#pragma pack(push, 4)
struct TranspResolveRC
{
uint32_t renderTargetTexture;
uint32_t shaderIndexBuffer;
uint32_t indexTexture;
uint32_t fragmentBuffer;
uint16_t centerPixelX;
uint16_t centerPixelY;
uint32_t depthTexture;
float proj22;
float proj32;
float scissorMinX;
float scissorMinY;
float scissorMaxX;
float scissorMaxY;
};
#pragma pack(pop)
void TranspResolve::Init()
{
GraphicsPipelineDesc desc("OIT Resolve");
desc.shortLifeTime = true;
desc.vertexShader = ShaderByteCode(transp_resolve::g_vs);
desc.pixelShader = ShaderByteCode(transp_resolve::g_ps);
desc.depthStencil.DisableDepth();
desc.rasterizer.cullMode = CT_TWO_SIDED;
desc.AddRenderTarget(0, crp.renderTargetFormat);
pipeline = CreateGraphicsPipeline(desc);
}
void TranspResolve::Draw(const drawSceneViewCommand_t& cmd)
{
if(cmd.numTranspSurfs <= 0)
{
return;
}
srp.renderMode = RenderMode::World;
SCOPED_RENDER_PASS("OIT Resolve", 1.0f, 0.5f, 0.5f);
CmdSetViewportAndScissor(0, 0, glConfig.vidWidth, glConfig.vidHeight);
crp.SwapRenderTargets();
const TextureBarrier texBarriers[] =
{
TextureBarrier(crp.GetReadRenderTarget(), ResourceStates::PixelShaderAccessBit),
TextureBarrier(crp.GetWriteRenderTarget(), ResourceStates::RenderTargetBit),
TextureBarrier(crp.oitIndexTexture, ResourceStates::UnorderedAccessBit),
TextureBarrier(crp.depthTexture, ResourceStates::PixelShaderAccessBit)
};
const BufferBarrier bufBarriers[] =
{
BufferBarrier(crp.oitFragmentBuffer, ResourceStates::UnorderedAccessBit),
BufferBarrier(srp.traceRenderBuffer, ResourceStates::UnorderedAccessBit)
};
CmdBarrier(ARRAY_LEN(texBarriers), texBarriers, ARRAY_LEN(bufBarriers), bufBarriers);
TranspResolveRC rc = {};
rc.fragmentBuffer = GetBufferIndexUAV(crp.oitFragmentBuffer);
rc.indexTexture = GetTextureIndexUAV(crp.oitIndexTexture, 0);
rc.renderTargetTexture = GetTextureIndexSRV(crp.GetReadRenderTarget());
rc.shaderIndexBuffer = GetBufferIndexUAV(srp.traceRenderBuffer);
rc.centerPixelX = glConfig.vidWidth / 2;
rc.centerPixelY = glConfig.vidHeight / 2;
rc.depthTexture = GetTextureIndexSRV(crp.depthTexture);
rc.proj22 = -backEnd.viewParms.projectionMatrix[2 * 4 + 2];
rc.proj32 = backEnd.viewParms.projectionMatrix[3 * 4 + 2];
rc.scissorMinX = backEnd.viewParms.viewportX;
rc.scissorMinY = backEnd.viewParms.viewportY;
rc.scissorMaxX = rc.scissorMinX + backEnd.viewParms.viewportWidth - 1;
rc.scissorMaxY = rc.scissorMinY + backEnd.viewParms.viewportHeight - 1;
CmdBindRenderTargets(1, &crp.renderTarget, NULL);
CmdBindPipeline(pipeline);
CmdSetGraphicsRootConstants(0, sizeof(rc), &rc);
CmdDraw(3, 0);
}