cnq3/code/renderer/shaders/crp/opaque.hlsl

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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/>.
===========================================================================
*/
// generic shader for opaque surfaces
#include "common.hlsli"
#include "world.h.hlsli"
#include "world.hlsli"
cbuffer RootConstants
{
// geometry
matrix modelViewMatrix;
matrix projectionMatrix;
float4 clipPlane;
// general
uint textureIndex;
uint samplerIndex;
uint shaderIndexBufferIndex;
uint alphaTest;
float greyscale;
// shader trace
uint shaderTrace; // shader index: 14 - frame index: 2 - enable: 1
uint centerPixel; // y: 16 - x: 16
// @TODO: dither
// @TODO: Voronoi tiling
};
#if VERTEX_SHADER
struct VIn
{
float3 position : POSITION;
float3 normal : NORMAL;
float2 texCoords : TEXCOORD0;
float4 color : COLOR0;
};
#endif
struct VOut
{
float4 position : SV_Position;
float3 normal : NORMAL;
float2 texCoords : TEXCOORD0;
float4 color : COLOR0;
float clipDist : SV_ClipDistance0;
float2 proj2232 : PROJ;
float depthVS : DEPTHVS;
};
#if VERTEX_SHADER
VOut vs(VIn input)
{
float4 positionVS = mul(modelViewMatrix, float4(input.position.xyz, 1));
VOut output;
output.position = mul(projectionMatrix, positionVS);
output.normal = input.normal;
output.texCoords = input.texCoords;
output.color = input.color;
output.clipDist = dot(positionVS, clipPlane);
output.proj2232 = float2(-projectionMatrix[2][2], projectionMatrix[2][3]);
output.depthVS = -positionVS.z;
return output;
}
#endif
#if PIXEL_SHADER
float4 ps(VOut input) : SV_Target
{
// @TODO: Voronoi tiling
Texture2D texture0 = ResourceDescriptorHeap[textureIndex];
SamplerState sampler0 = ResourceDescriptorHeap[samplerIndex];
float4 dst = texture0.Sample(sampler0, input.texCoords) * input.color;
if(FailsAlphaTest(dst.a, alphaTest))
{
discard;
}
dst = MakeGreyscale(dst, greyscale);
// @TODO: dithering (need to figure out the tone mapping function first)
if(shaderTrace & 1)
{
// we only store the shader index of 1 pixel
uint2 fragmentCoords = uint2(input.position.xy);
uint2 centerCoords = uint2(centerPixel & 0xFFFF, centerPixel >> 16);
if(all(fragmentCoords == centerCoords))
{
RWByteAddressBuffer shaderIndexBuffer = ResourceDescriptorHeap[shaderIndexBufferIndex];
uint frameIndex = (shaderTrace >> 1) & 3;
uint shaderIndex = shaderTrace >> 3;
shaderIndexBuffer.Store(frameIndex * 4, shaderIndex);
}
}
return dst;
}
#endif