cnq3/code/renderer/crp_prepass.cpp

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/*
===========================================================================
Copyright (C) 2024 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 - full opaque pre-pass
#include "crp_local.h"
#include "compshaders/crp/prepass.h"
#pragma pack(push, 4)
struct PrepassRC
{
float modelViewMatrix[16];
float modelMatrix[16];
float normalMatrix[16];
uint32_t textureIndex;
uint32_t samplerIndex;
uint32_t alphaTest;
};
#pragma pack(pop)
void Prepass::Init()
{
psoCache.Init(psoCacheEntries, ARRAY_LEN(psoCacheEntries));
}
void Prepass::Draw(const drawSceneViewCommand_t& cmd)
{
if(cmd.numDrawSurfs - cmd.numTranspSurfs <= 0)
{
return;
}
srp.renderMode = RenderMode::World;
SCOPED_RENDER_PASS("Pre-pass", 1.0f, 0.5f, 0.5f);
backEnd.refdef = cmd.refdef;
backEnd.viewParms = cmd.viewParms;
CmdSetViewportAndScissor(backEnd.viewParms);
batchOldDepthHack = false;
batchDepthHack = false;
CmdBeginBarrier();
CmdTextureBarrier(crp.depthTexture, ResourceStates::DepthWriteBit);
CmdTextureBarrier(crp.normalTexture, ResourceStates::RenderTargetBit);
CmdTextureBarrier(crp.motionVectorTexture, ResourceStates::RenderTargetBit);
CmdTextureBarrier(crp.shadingPositionTexture, ResourceStates::RenderTargetBit);
CmdEndBarrier();
CmdClearDepthStencilTarget(crp.depthTexture, true, 0.0f);
CmdClearColorTarget(crp.normalTexture, vec4_zero, NULL);
CmdClearColorTarget(crp.motionVectorTexture, vec4_zero, NULL);
CmdClearColorTarget(crp.shadingPositionTexture, vec4_zero, NULL);
GeoBuffers& db = crp.dynBuffers[GetFrameIndex()];
db.BeginUpload();
const HTexture renderTargets[] = { crp.normalTexture, crp.motionVectorTexture, crp.shadingPositionTexture };
CmdBindRenderTargets(ARRAY_LEN(renderTargets), renderTargets, &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);
if(shader->isSky || shader->numStages <= 0)
{
continue;
}
const bool shaderChanged = shader != oldShader;
const bool entityChanged = entityNum != oldEntityNum;
if(shaderChanged || entityChanged)
{
oldShader = shader;
oldEntityNum = entityNum;
EndBatch();
BeginBatch(shader);
tess.greyscale = drawSurf->greyscale;
}
if(entityChanged)
{
UpdateEntityData(batchDepthHack, entityNum, originalTime);
}
R_TessellateSurface(drawSurf->surface);
}
backEnd.refdef.floatTime = originalTime;
EndBatch();
db.EndUpload();
// restores the potentially "hacked" depth range as well
CmdSetViewportAndScissor(backEnd.viewParms);
batchOldDepthHack = false;
batchDepthHack = false;
}
void Prepass::ProcessShader(shader_t& shader)
{
if(shader.isSky)
{
return;
}
Q_assert(shader.isOpaque);
if(shader.numStages < 1)
{
return;
}
const bool clampDepth = r_depthClamp->integer != 0 || shader.isSky;
int a = 0;
#if defined(DEBUG)
const shaderStage_t& stage = *shader.stages[0];
const unsigned int stateBits = stage.stateBits & (~GLS_POLYMODE_LINE);
Q_assert((stateBits & GLS_DEPTHTEST_DISABLE) == 0); // depth test enabled
Q_assert((stateBits & GLS_DEPTHMASK_TRUE) != 0); // depth write enabled
Q_assert((stateBits & GLS_DEPTHFUNC_EQUAL) == 0); // depth comparison GE
#endif
// @NOTE: we 0-init the struct so that padding bytes don't mess up comparisons in the PSO cache
GraphicsPipelineDesc desc = {};
desc.name = "pre-pass";
desc.rootSignature = RHI_MAKE_NULL_HANDLE();
desc.shortLifeTime = true; // the PSO cache is only valid for this map!
desc.vertexShader.Set(g_prepass_vs);
desc.pixelShader.Set(g_prepass_ps);
desc.vertexLayout.AddAttribute(a++, ShaderSemantic::Position, DataType::Float32, 3, 0);
desc.vertexLayout.AddAttribute(a++, ShaderSemantic::Normal, DataType::Float32, 3, 0);
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 = ComparisonFunction::GreaterEqual;
desc.depthStencil.enableDepthTest = true;
desc.depthStencil.enableDepthWrites = true;
desc.rasterizer.cullMode = shader.cullType;
desc.rasterizer.polygonOffset = shader.polygonOffset != 0;
desc.rasterizer.clampDepth = clampDepth;
desc.AddRenderTarget(0, TextureFormat::RG32_SNorm);
desc.AddRenderTarget(0, TextureFormat::RG32_Float);
desc.AddRenderTarget(0, TextureFormat::RGBA128_Float);
pipeline_t& p = shader.prepassPipeline;
p.firstStage = 0;
p.numStages = 1;
p.pipeline = psoCache.AddPipeline(desc, va("pre-pass %d", psoCache.entryCount));
desc.rasterizer.cullMode = GetMirrorredCullType(desc.rasterizer.cullMode);
p.mirrorPipeline = psoCache.AddPipeline(desc, va("pre-pass %d mirrored", psoCache.entryCount));
}
void Prepass::TessellationOverflow()
{
EndBatch();
BeginBatch(tess.shader);
}
void Prepass::BeginBatch(const shader_t* shader)
{
tess.tessellator = Tessellator::Prepass;
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 Prepass::EndBatch()
{
PrepassRC rc = {};
float tempMatrix[16];
const int vertexCount = tess.numVertexes;
const int indexCount = tess.numIndexes;
if(vertexCount <= 0 ||
indexCount <= 0 ||
tess.shader->numStages <= 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;
}
const shaderStage_t* const stage = shader->stages[0];
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->prepassPipeline;
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);
Q_assert(sampIdx < ARRAY_LEN(crp.samplers));
memcpy(rc.modelViewMatrix, backEnd.orient.modelMatrix, sizeof(rc.modelViewMatrix));
memcpy(rc.modelMatrix, backEnd.modelMatrix, sizeof(rc.modelMatrix));
R_InvMatrix(backEnd.modelMatrix, tempMatrix);
R_TransposeMatrix(tempMatrix, rc.normalMatrix);
rc.textureIndex = texIdx;
rc.samplerIndex = sampIdx;
rc.alphaTest = alphaTest;
CmdSetGraphicsRootConstants(0, sizeof(rc), &rc);
db.DrawStage(vertexCount, indexCount);
db.EndBaseBatch(vertexCount);
clean_up:
tess.tessellator = Tessellator::None;
tess.numVertexes = 0;
tess.numIndexes = 0;
}