mirror of
https://bitbucket.org/CPMADevs/cnq3
synced 2024-11-22 03:51:22 +00:00
draw Dear ImGUI after tone mapping
This commit is contained in:
parent
8063962ed6
commit
ca3d15282b
16 changed files with 284 additions and 108 deletions
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@ -471,6 +471,19 @@ static void ImGUI_ApplyTheme()
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colors[ImGuiCol_SeparatorHovered] = hover;
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colors[ImGuiCol_SeparatorHovered] = hover;
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colors[ImGuiCol_SeparatorActive] = hover;
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colors[ImGuiCol_SeparatorActive] = hover;
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const float brightness = 2.0f;
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const float gamma = 1.3f;
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for(int i = 0; i < ImGuiCol_COUNT; i++)
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{
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colors[i].x = min(powf(colors[i].x * brightness, gamma), 1.0f);
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colors[i].y = min(powf(colors[i].y * brightness, gamma), 1.0f);
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colors[i].z = min(powf(colors[i].z * brightness, gamma), 1.0f);
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Q_assert(colors[i].x >= 0.0f && colors[i].x <= 1.0f);
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Q_assert(colors[i].y >= 0.0f && colors[i].y <= 1.0f);
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Q_assert(colors[i].z >= 0.0f && colors[i].z <= 1.0f);
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Q_assert(colors[i].w >= 0.0f && colors[i].w <= 1.0f);
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}
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ImGuiStyle& style = ImGui::GetStyle();
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ImGuiStyle& style = ImGui::GetStyle();
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style.WindowPadding = ImVec2(8.00f, 8.00f);
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style.WindowPadding = ImVec2(8.00f, 8.00f);
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style.FramePadding = ImVec2(5.00f, 2.00f);
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style.FramePadding = ImVec2(5.00f, 2.00f);
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@ -687,8 +687,8 @@ void CRP::EndFrame()
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volumetricLight.DrawGUI();
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volumetricLight.DrawGUI();
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vdbManager.DrawGUI();
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vdbManager.DrawGUI();
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im3d.DrawGUI();
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im3d.DrawGUI();
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imgui.Draw(renderTarget);
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toneMap.DrawToneMap();
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toneMap.DrawToneMap();
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imgui.Draw(renderTarget);
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magnifier.Draw();
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magnifier.Draw();
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BlitRenderTarget(GetSwapChainTexture(), "Blit to Swap Chain");
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BlitRenderTarget(GetSwapChainTexture(), "Blit to Swap Chain");
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BlitRenderTarget(readbackRenderTarget, "Blit to Readback Texture");
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BlitRenderTarget(readbackRenderTarget, "Blit to Readback Texture");
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147
code/renderer/grp_blit.cpp
Normal file
147
code/renderer/grp_blit.cpp
Normal file
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@ -0,0 +1,147 @@
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/*
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===========================================================================
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Copyright (C) 2024 Gian 'myT' Schellenbaum
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This file is part of Challenge Quake 3 (CNQ3).
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Challenge Quake 3 is free software; you can redistribute it
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and/or modify it under the terms of the GNU General Public License as
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published by the Free Software Foundation; either version 2 of the License,
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or (at your option) any later version.
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Challenge Quake 3 is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Challenge Quake 3. If not, see <https://www.gnu.org/licenses/>.
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===========================================================================
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*/
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// Gameplay Rendering Pipeline - blitting
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#include "grp_local.h"
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#include "compshaders/grp/blit.h"
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#pragma pack(push, 4)
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struct BlitVertexRC
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{
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float scaleX;
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float scaleY;
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};
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#pragma pack(pop)
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void Blitter::Init()
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{
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if(!srp.firstInit)
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{
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return;
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}
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{
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RootSignatureDesc desc("blitter");
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desc.usingVertexBuffers = false;
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desc.constants[ShaderStage::Vertex].byteCount = sizeof(BlitVertexRC);
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desc.samplerCount = 1;
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desc.samplerVisibility = ShaderStages::PixelBit;
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desc.AddRange(DescriptorType::Texture, 0, 1);
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desc.genericVisibility = ShaderStages::PixelBit;
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rootSignature = CreateRootSignature(desc);
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}
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{
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DescriptorTableDesc desc("blitter", rootSignature);
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descriptorTable = CreateDescriptorTable(desc);
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DescriptorTableUpdate update;
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update.SetSamplers(1, &grp.samplers[GetSamplerIndex(TW_CLAMP_TO_EDGE, TextureFilter::Linear)]);
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UpdateDescriptorTable(descriptorTable, update);
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}
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{
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GraphicsPipelineDesc desc("blitter", rootSignature);
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desc.vertexShader = ShaderByteCode(g_blit_vs);
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desc.pixelShader = ShaderByteCode(g_blit_ps);
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desc.depthStencil.DisableDepth();
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desc.rasterizer.cullMode = CT_TWO_SIDED;
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desc.AddRenderTarget(0, TextureFormat::R8G8B8A8_UNorm);
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pipeline = CreateGraphicsPipeline(desc);
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}
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}
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void Blitter::Blit(HTexture renderTarget)
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{
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SCOPED_RENDER_PASS("Blit to Swap Chain", 0.125f, 0.125f, 0.5f);
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CmdBeginBarrier();
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CmdTextureBarrier(grp.renderTarget, ResourceStates::PixelShaderAccessBit);
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CmdTextureBarrier(renderTarget, ResourceStates::RenderTargetBit);
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CmdEndBarrier();
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float vsX = 1.0f; // vertex shader scale factors
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float vsY = 1.0f;
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float srX = 1.0f; // scissor rectangle scale factors
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float srY = 1.0f;
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if(r_fullscreen->integer == 1 && r_mode->integer == VIDEOMODE_UPSCALE)
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{
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if(r_blitMode->integer == BLITMODE_CENTERED)
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{
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vsX = (float)glConfig.vidWidth / (float)glInfo.winWidth;
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vsY = (float)glConfig.vidHeight / (float)glInfo.winHeight;
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}
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else if(r_blitMode->integer == BLITMODE_ASPECT)
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{
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const float ars = (float)glConfig.vidWidth / (float)glConfig.vidHeight;
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const float ard = (float)glInfo.winWidth / (float)glInfo.winHeight;
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if(ard > ars)
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{
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vsX = ars / ard;
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vsY = 1.0f;
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srX = (float)glInfo.winHeight / (float)glConfig.vidHeight;
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srY = srX;
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}
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else
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{
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vsX = 1.0f;
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vsY = ard / ars;
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srX = (float)glInfo.winWidth / (float)glConfig.vidWidth;
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srY = srX;
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}
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}
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}
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if(vsX != 1.0f || vsY != 1.0f)
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{
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CmdClearColorTarget(renderTarget, colorBlack);
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const int x = (glInfo.winWidth - glInfo.winWidth * vsX) / 2.0f;
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const int y = (glInfo.winHeight - glInfo.winHeight * vsY) / 2.0f;
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CmdSetViewport(0, 0, glInfo.winWidth, glInfo.winHeight);
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CmdSetScissor(x, y, glConfig.vidWidth * srX, glConfig.vidHeight * srY);
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}
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else
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{
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CmdSetViewportAndScissor(0, 0, glInfo.winWidth, glInfo.winHeight);
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}
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BlitVertexRC vertexRC = {};
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vertexRC.scaleX = vsX;
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vertexRC.scaleY = vsY;
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CmdBindRenderTargets(1, &renderTarget, NULL);
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CmdBindPipeline(pipeline);
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CmdBindRootSignature(rootSignature);
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CmdBindDescriptorTable(rootSignature, descriptorTable);
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CmdSetRootConstants(rootSignature, ShaderStage::Vertex, &vertexRC);
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CmdDraw(3, 0);
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}
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void Blitter::SetInputTexture(HTexture source)
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{
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DescriptorTableUpdate update;
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update.SetTextures(1, &source);
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UpdateDescriptorTable(descriptorTable, update);
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}
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@ -256,6 +256,18 @@ private:
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HDescriptorTable inverseToneMapDescriptorTable;
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HDescriptorTable inverseToneMapDescriptorTable;
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};
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};
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struct Blitter
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{
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void Init();
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void SetInputTexture(HTexture source);
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void Blit(HTexture renderTarget);
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private:
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HPipeline pipeline;
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HRootSignature rootSignature;
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HDescriptorTable descriptorTable;
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};
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struct SMAA
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struct SMAA
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{
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{
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void Init();
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void Init();
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@ -333,8 +345,6 @@ struct GRP : IRenderPipeline
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uint32_t CreatePSO(CachedPSO& cache, const char* name);
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uint32_t CreatePSO(CachedPSO& cache, const char* name);
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void UpdateReadbackTexture();
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UI ui;
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UI ui;
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World world;
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World world;
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MipMapGenerator mipMapGen;
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MipMapGenerator mipMapGen;
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@ -343,8 +353,8 @@ struct GRP : IRenderPipeline
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PostProcess post;
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PostProcess post;
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SMAA smaa;
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SMAA smaa;
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Nuklear nuklear;
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Nuklear nuklear;
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Blitter blitter;
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float frameSeed;
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float frameSeed;
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bool updateReadbackTexture;
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HTexture renderTarget;
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HTexture renderTarget;
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TextureFormat::Id renderTargetFormat;
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TextureFormat::Id renderTargetFormat;
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@ -216,7 +216,7 @@ void GRP::Init()
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ui.Init(false, ShaderByteCode(g_ui_vs), ShaderByteCode(g_ui_ps), renderTargetFormat, descriptorTable, &rootSignatureDesc);
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ui.Init(false, ShaderByteCode(g_ui_vs), ShaderByteCode(g_ui_ps), renderTargetFormat, descriptorTable, &rootSignatureDesc);
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world.Init();
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world.Init();
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mipMapGen.Init(false, ShaderByteCode(g_mip_1_cs), ShaderByteCode(g_mip_2_cs), ShaderByteCode(g_mip_3_cs));
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mipMapGen.Init(false, ShaderByteCode(g_mip_1_cs), ShaderByteCode(g_mip_2_cs), ShaderByteCode(g_mip_3_cs));
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const HTexture fontAtlas = imgui.Init(false, ShaderByteCode(g_imgui_vs), ShaderByteCode(g_imgui_ps), renderTargetFormat, descriptorTable, &rootSignatureDesc);
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const HTexture fontAtlas = imgui.Init(false, ShaderByteCode(g_imgui_vs), ShaderByteCode(g_imgui_ps), TextureFormat::R8G8B8A8_UNorm, descriptorTable, &rootSignatureDesc);
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const uint32_t fontAtlasSRV = RegisterTexture(fontAtlas);
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const uint32_t fontAtlasSRV = RegisterTexture(fontAtlas);
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imgui.RegisterFontAtlas(fontAtlasSRV);
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imgui.RegisterFontAtlas(fontAtlasSRV);
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im3d.Init(false, im3dShaders, renderTargetFormat);
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im3d.Init(false, im3dShaders, renderTargetFormat);
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@ -224,6 +224,8 @@ void GRP::Init()
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post.Init();
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post.Init();
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post.SetToneMapInput(renderTarget);
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post.SetToneMapInput(renderTarget);
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smaa.Init(); // must be after post
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smaa.Init(); // must be after post
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blitter.Init();
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blitter.SetInputTexture(readbackRenderTarget);
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srp.firstInit = false;
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srp.firstInit = false;
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}
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}
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@ -266,25 +268,19 @@ void GRP::BeginFrame()
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void GRP::EndFrame()
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void GRP::EndFrame()
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{
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{
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// issue ImGUI calls
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srp.DrawGUI();
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srp.DrawGUI();
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im3d.DrawGUI();
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im3d.DrawGUI();
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imgui.Draw(renderTarget);
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post.Draw("Post-process", GetSwapChainTexture());
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// now using a R8G8B8A8 UNorm render target
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post.Draw("Post-process", readbackRenderTarget);
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imgui.Draw(readbackRenderTarget);
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blitter.Blit(GetSwapChainTexture());
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world.EndFrame();
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world.EndFrame();
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UpdateReadbackTexture();
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srp.EndFrame();
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srp.EndFrame();
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}
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}
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void GRP::UpdateReadbackTexture()
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{
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if(!updateReadbackTexture)
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{
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return;
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}
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post.Draw("Readback post-process", readbackRenderTarget);
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}
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void GRP::CreateTexture(image_t* image, int mipCount, int width, int height)
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void GRP::CreateTexture(image_t* image, int mipCount, int width, int height)
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{
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{
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TextureDesc desc(image->name, width, height, mipCount);
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TextureDesc desc(image->name, width, height, mipCount);
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@ -603,10 +599,8 @@ uint32_t GRP::CreatePSO(CachedPSO& cache, const char* name)
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return index;
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return index;
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}
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}
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void GRP::ExecuteRenderCommands(const byte* data, bool readbackRequested)
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void GRP::ExecuteRenderCommands(const byte* data, bool /*readbackRequested*/)
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{
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{
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updateReadbackTexture = readbackRequested;
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for(;;)
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for(;;)
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{
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{
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const int commandId = ((const renderCommandBase_t*)data)->commandId;
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const int commandId = ((const renderCommandBase_t*)data)->commandId;
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@ -28,12 +28,6 @@ along with Challenge Quake 3. If not, see <https://www.gnu.org/licenses/>.
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#pragma pack(push, 4)
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#pragma pack(push, 4)
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struct GammaVertexRC
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{
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float scaleX;
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float scaleY;
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};
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struct GammaPixelRC
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struct GammaPixelRC
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{
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{
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float invGamma;
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float invGamma;
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@ -69,7 +63,6 @@ void PostProcess::Init()
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{
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{
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RootSignatureDesc desc("tone map");
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RootSignatureDesc desc("tone map");
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desc.usingVertexBuffers = false;
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desc.usingVertexBuffers = false;
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desc.constants[ShaderStage::Vertex].byteCount = sizeof(GammaVertexRC);
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desc.constants[ShaderStage::Pixel].byteCount = sizeof(GammaPixelRC);
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desc.constants[ShaderStage::Pixel].byteCount = sizeof(GammaPixelRC);
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desc.samplerCount = 1;
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desc.samplerCount = 1;
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desc.samplerVisibility = ShaderStages::PixelBit;
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desc.samplerVisibility = ShaderStages::PixelBit;
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@ -135,76 +128,22 @@ void PostProcess::Draw(const char* renderPassName, HTexture renderTarget)
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CmdTextureBarrier(renderTarget, ResourceStates::RenderTargetBit);
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CmdTextureBarrier(renderTarget, ResourceStates::RenderTargetBit);
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CmdEndBarrier();
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CmdEndBarrier();
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float vsX = 1.0f; // vertex shader scale factors
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float vsY = 1.0f;
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float srX = 1.0f; // scissor rectangle scale factors
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float srY = 1.0f;
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if(r_fullscreen->integer == 1 && r_mode->integer == VIDEOMODE_UPSCALE)
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{
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if(r_blitMode->integer == BLITMODE_CENTERED)
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{
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vsX = (float)glConfig.vidWidth / (float)glInfo.winWidth;
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vsY = (float)glConfig.vidHeight / (float)glInfo.winHeight;
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}
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else if(r_blitMode->integer == BLITMODE_ASPECT)
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{
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const float ars = (float)glConfig.vidWidth / (float)glConfig.vidHeight;
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const float ard = (float)glInfo.winWidth / (float)glInfo.winHeight;
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if(ard > ars)
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{
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vsX = ars / ard;
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vsY = 1.0f;
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srX = (float)glInfo.winHeight / (float)glConfig.vidHeight;
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srY = srX;
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}
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else
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{
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vsX = 1.0f;
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vsY = ard / ars;
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srX = (float)glInfo.winWidth / (float)glConfig.vidWidth;
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srY = srX;
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}
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}
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}
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if(vsX != 1.0f || vsY != 1.0f)
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{
|
|
||||||
CmdClearColorTarget(renderTarget, colorBlack);
|
|
||||||
|
|
||||||
const int x = (glInfo.winWidth - glInfo.winWidth * vsX) / 2.0f;
|
|
||||||
const int y = (glInfo.winHeight - glInfo.winHeight * vsY) / 2.0f;
|
|
||||||
CmdSetViewport(0, 0, glInfo.winWidth, glInfo.winHeight);
|
|
||||||
CmdSetScissor(x, y, glConfig.vidWidth * srX, glConfig.vidHeight * srY);
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
CmdSetViewportAndScissor(0, 0, glInfo.winWidth, glInfo.winHeight);
|
|
||||||
}
|
|
||||||
|
|
||||||
GammaVertexRC vertexRC = {};
|
|
||||||
vertexRC.scaleX = vsX;
|
|
||||||
vertexRC.scaleY = vsY;
|
|
||||||
|
|
||||||
GammaPixelRC pixelRC = {};
|
GammaPixelRC pixelRC = {};
|
||||||
pixelRC.invGamma = 1.0f / r_gamma->value;
|
pixelRC.invGamma = 1.0f / r_gamma->value;
|
||||||
pixelRC.brightness = r_brightness->value;
|
pixelRC.brightness = r_brightness->value;
|
||||||
pixelRC.greyscale = r_greyscale->value;
|
pixelRC.greyscale = r_greyscale->value;
|
||||||
|
|
||||||
|
CmdSetViewportAndScissor(0, 0, glConfig.vidWidth, glConfig.vidHeight);
|
||||||
CmdBindRenderTargets(1, &renderTarget, NULL);
|
CmdBindRenderTargets(1, &renderTarget, NULL);
|
||||||
CmdBindPipeline(toneMapPipeline);
|
CmdBindPipeline(toneMapPipeline);
|
||||||
CmdBindRootSignature(toneMapRootSignature);
|
CmdBindRootSignature(toneMapRootSignature);
|
||||||
CmdBindDescriptorTable(toneMapRootSignature, toneMapDescriptorTable);
|
CmdBindDescriptorTable(toneMapRootSignature, toneMapDescriptorTable);
|
||||||
CmdSetRootConstants(toneMapRootSignature, ShaderStage::Vertex, &vertexRC);
|
|
||||||
CmdSetRootConstants(toneMapRootSignature, ShaderStage::Pixel, &pixelRC);
|
CmdSetRootConstants(toneMapRootSignature, ShaderStage::Pixel, &pixelRC);
|
||||||
CmdDraw(3, 0);
|
CmdDraw(3, 0);
|
||||||
}
|
}
|
||||||
|
|
||||||
void PostProcess::ToneMap()
|
void PostProcess::ToneMap()
|
||||||
{
|
{
|
||||||
GammaVertexRC vertexRC = {};
|
|
||||||
vertexRC.scaleX = 1.0f;
|
|
||||||
vertexRC.scaleY = 1.0f;
|
|
||||||
|
|
||||||
GammaPixelRC pixelRC = {};
|
GammaPixelRC pixelRC = {};
|
||||||
pixelRC.invGamma = 1.0f / r_gamma->value;
|
pixelRC.invGamma = 1.0f / r_gamma->value;
|
||||||
pixelRC.brightness = r_brightness->value;
|
pixelRC.brightness = r_brightness->value;
|
||||||
|
@ -213,7 +152,6 @@ void PostProcess::ToneMap()
|
||||||
CmdBindPipeline(toneMapPipeline);
|
CmdBindPipeline(toneMapPipeline);
|
||||||
CmdBindRootSignature(toneMapRootSignature);
|
CmdBindRootSignature(toneMapRootSignature);
|
||||||
CmdBindDescriptorTable(toneMapRootSignature, toneMapDescriptorTable);
|
CmdBindDescriptorTable(toneMapRootSignature, toneMapDescriptorTable);
|
||||||
CmdSetRootConstants(toneMapRootSignature, ShaderStage::Vertex, &vertexRC);
|
|
||||||
CmdSetRootConstants(toneMapRootSignature, ShaderStage::Pixel, &pixelRC);
|
CmdSetRootConstants(toneMapRootSignature, ShaderStage::Pixel, &pixelRC);
|
||||||
CmdDraw(3, 0);
|
CmdDraw(3, 0);
|
||||||
}
|
}
|
||||||
|
|
|
@ -27,7 +27,6 @@ cbuffer RootConstants : register(b0)
|
||||||
uint textureIndex;
|
uint textureIndex;
|
||||||
uint samplerIndex;
|
uint samplerIndex;
|
||||||
float mipIndex;
|
float mipIndex;
|
||||||
float colorScale;
|
|
||||||
};
|
};
|
||||||
|
|
||||||
struct VIn
|
struct VIn
|
||||||
|
@ -58,8 +57,7 @@ float4 ps(VOut input) : SV_Target
|
||||||
{
|
{
|
||||||
Texture2D texture0 = ResourceDescriptorHeap[textureIndex];
|
Texture2D texture0 = ResourceDescriptorHeap[textureIndex];
|
||||||
SamplerState sampler0 = SamplerDescriptorHeap[samplerIndex];
|
SamplerState sampler0 = SamplerDescriptorHeap[samplerIndex];
|
||||||
float4 color = float4(colorScale.xxx, 1);
|
float4 result = input.col * texture0.SampleLevel(sampler0, input.uv, mipIndex);
|
||||||
float4 result = input.col * color * texture0.SampleLevel(sampler0, input.uv, mipIndex);
|
|
||||||
|
|
||||||
return result;
|
return result;
|
||||||
}
|
}
|
||||||
|
|
71
code/renderer/shaders/grp/blit.hlsl
Normal file
71
code/renderer/shaders/grp/blit.hlsl
Normal file
|
@ -0,0 +1,71 @@
|
||||||
|
/*
|
||||||
|
===========================================================================
|
||||||
|
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/>.
|
||||||
|
===========================================================================
|
||||||
|
*/
|
||||||
|
// blit shader - unlike texture copies, it doesn't care about the specific formats used
|
||||||
|
|
||||||
|
|
||||||
|
#include "shared.hlsli"
|
||||||
|
|
||||||
|
|
||||||
|
struct VOut
|
||||||
|
{
|
||||||
|
float4 position : SV_Position;
|
||||||
|
float2 texCoords : TEXCOORD0;
|
||||||
|
};
|
||||||
|
|
||||||
|
|
||||||
|
#if VERTEX_SHADER
|
||||||
|
|
||||||
|
cbuffer RootConstants
|
||||||
|
{
|
||||||
|
float scaleX;
|
||||||
|
float scaleY;
|
||||||
|
};
|
||||||
|
|
||||||
|
VOut vs(uint id : SV_VertexID)
|
||||||
|
{
|
||||||
|
VOut output;
|
||||||
|
output.position.x = scaleX * ((float)(id / 2) * 4.0 - 1.0);
|
||||||
|
output.position.y = scaleY * ((float)(id % 2) * 4.0 - 1.0);
|
||||||
|
output.position.z = 0.0;
|
||||||
|
output.position.w = 1.0;
|
||||||
|
output.texCoords.x = (float)(id / 2) * 2.0;
|
||||||
|
output.texCoords.y = 1.0 - (float)(id % 2) * 2.0;
|
||||||
|
|
||||||
|
return output;
|
||||||
|
}
|
||||||
|
|
||||||
|
#endif
|
||||||
|
|
||||||
|
|
||||||
|
#if PIXEL_SHADER
|
||||||
|
|
||||||
|
Texture2D texture0 : register(t0);
|
||||||
|
SamplerState sampler0 : register(s0);
|
||||||
|
|
||||||
|
float4 ps(VOut input) : SV_Target
|
||||||
|
{
|
||||||
|
float3 color = texture0.Sample(sampler0, input.texCoords).rgb;
|
||||||
|
float4 result = float4(color, 1.0);
|
||||||
|
|
||||||
|
return result;
|
||||||
|
}
|
||||||
|
|
||||||
|
#endif
|
|
@ -1,6 +1,6 @@
|
||||||
/*
|
/*
|
||||||
===========================================================================
|
===========================================================================
|
||||||
Copyright (C) 2023 Gian 'myT' Schellenbaum
|
Copyright (C) 2023-2024 Gian 'myT' Schellenbaum
|
||||||
|
|
||||||
This file is part of Challenge Quake 3 (CNQ3).
|
This file is part of Challenge Quake 3 (CNQ3).
|
||||||
|
|
||||||
|
@ -34,17 +34,11 @@ struct VOut
|
||||||
|
|
||||||
#if VERTEX_SHADER
|
#if VERTEX_SHADER
|
||||||
|
|
||||||
cbuffer RootConstants
|
|
||||||
{
|
|
||||||
float scaleX;
|
|
||||||
float scaleY;
|
|
||||||
};
|
|
||||||
|
|
||||||
VOut vs(uint id : SV_VertexID)
|
VOut vs(uint id : SV_VertexID)
|
||||||
{
|
{
|
||||||
VOut output;
|
VOut output;
|
||||||
output.position.x = scaleX * ((float)(id / 2) * 4.0 - 1.0);
|
output.position.x = (float)(id / 2) * 4.0 - 1.0;
|
||||||
output.position.y = scaleY * ((float)(id % 2) * 4.0 - 1.0);
|
output.position.y = (float)(id % 2) * 4.0 - 1.0;
|
||||||
output.position.z = 0.0;
|
output.position.z = 0.0;
|
||||||
output.position.w = 1.0;
|
output.position.w = 1.0;
|
||||||
output.texCoords.x = (float)(id / 2) * 2.0;
|
output.texCoords.x = (float)(id / 2) * 2.0;
|
||||||
|
|
|
@ -41,7 +41,6 @@ struct ImGUIPixelRC
|
||||||
uint32_t texture;
|
uint32_t texture;
|
||||||
uint32_t sampler;
|
uint32_t sampler;
|
||||||
float mip;
|
float mip;
|
||||||
float colorScale;
|
|
||||||
};
|
};
|
||||||
|
|
||||||
#pragma pack(pop)
|
#pragma pack(pop)
|
||||||
|
@ -59,7 +58,7 @@ HTexture ImGUI::Init(bool ddhi_, const ShaderByteCode& vs, const ShaderByteCode&
|
||||||
if(srp.firstInit)
|
if(srp.firstInit)
|
||||||
{
|
{
|
||||||
io.BackendRendererUserData = this;
|
io.BackendRendererUserData = this;
|
||||||
io.BackendRendererName = "CNQ3 Direct3D 12";
|
io.BackendRendererName = "CNQ3";
|
||||||
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
|
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
|
||||||
|
|
||||||
for(int i = 0; i < FrameCount; i++)
|
for(int i = 0; i < FrameCount; i++)
|
||||||
|
@ -213,6 +212,10 @@ void ImGUI::Draw(HTexture renderTarget)
|
||||||
const uint32_t vertexStride = sizeof(ImDrawVert);
|
const uint32_t vertexStride = sizeof(ImDrawVert);
|
||||||
static_assert(sizeof(ImDrawIdx) == 4, "uint32 indices expected!");
|
static_assert(sizeof(ImDrawIdx) == 4, "uint32 indices expected!");
|
||||||
|
|
||||||
|
CmdBeginBarrier();
|
||||||
|
CmdTextureBarrier(renderTarget, ResourceStates::RenderTargetBit);
|
||||||
|
CmdEndBarrier();
|
||||||
|
|
||||||
CmdBindRenderTargets(1, &renderTarget, NULL);
|
CmdBindRenderTargets(1, &renderTarget, NULL);
|
||||||
if(!ddhi)
|
if(!ddhi)
|
||||||
{
|
{
|
||||||
|
@ -259,7 +262,6 @@ void ImGUI::Draw(HTexture renderTarget)
|
||||||
pixelRC.texture = (uint32_t)cmd->TextureId & 0xFFFF;
|
pixelRC.texture = (uint32_t)cmd->TextureId & 0xFFFF;
|
||||||
pixelRC.sampler = GetSamplerIndex(TW_CLAMP_TO_EDGE, TextureFilter::Linear);
|
pixelRC.sampler = GetSamplerIndex(TW_CLAMP_TO_EDGE, TextureFilter::Linear);
|
||||||
pixelRC.mip = (float)(((uint32_t)cmd->TextureId >> 16) & 0xFFFF);
|
pixelRC.mip = (float)(((uint32_t)cmd->TextureId >> 16) & 0xFFFF);
|
||||||
pixelRC.colorScale = tr.identityLight;
|
|
||||||
if(ddhi)
|
if(ddhi)
|
||||||
{
|
{
|
||||||
CmdSetGraphicsRootConstants(sizeof(vertexRC), sizeof(pixelRC), &pixelRC);
|
CmdSetGraphicsRootConstants(sizeof(vertexRC), sizeof(pixelRC), &pixelRC);
|
||||||
|
|
|
@ -231,11 +231,6 @@ static ImVec4 GetColorFromCPMACode(char colorCode)
|
||||||
return color;
|
return color;
|
||||||
}
|
}
|
||||||
|
|
||||||
static float InverseToneMap(float x)
|
|
||||||
{
|
|
||||||
return powf(x / r_brightness->value, r_gamma->value);
|
|
||||||
}
|
|
||||||
|
|
||||||
static bool CPMAColorCodeButton(const char* title, const char* id, char& currentColor)
|
static bool CPMAColorCodeButton(const char* title, const char* id, char& currentColor)
|
||||||
{
|
{
|
||||||
const char* const popupId = va("##color_popup_%s", id);
|
const char* const popupId = va("##color_popup_%s", id);
|
||||||
|
@ -278,10 +273,7 @@ static bool CPMAColorCodeButton(const char* title, const char* id, char& current
|
||||||
|
|
||||||
const char colorCode = row[x];
|
const char colorCode = row[x];
|
||||||
const ImGuiColorEditFlags buttonFlags = ImGuiColorEditFlags_InputRGB | ImGuiColorEditFlags_NoAlpha;
|
const ImGuiColorEditFlags buttonFlags = ImGuiColorEditFlags_InputRGB | ImGuiColorEditFlags_NoAlpha;
|
||||||
ImVec4 color = GetColorFromCPMACode(colorCode);
|
const ImVec4 color = GetColorFromCPMACode(colorCode);
|
||||||
color.x = InverseToneMap(color.x);
|
|
||||||
color.y = InverseToneMap(color.y);
|
|
||||||
color.z = InverseToneMap(color.z);
|
|
||||||
if(ImGui::ColorButton(va("%c", colorCode), color, buttonFlags))
|
if(ImGui::ColorButton(va("%c", colorCode), color, buttonFlags))
|
||||||
{
|
{
|
||||||
currentColor = colorCode;
|
currentColor = colorCode;
|
||||||
|
|
|
@ -384,6 +384,7 @@ void ProcessGRP()
|
||||||
CompileGraphics("ui.h", "ui.hlsl", "ui");
|
CompileGraphics("ui.h", "ui.hlsl", "ui");
|
||||||
CompileGraphics("depth_pre_pass.h", "depth_pre_pass.hlsl", "zpp");
|
CompileGraphics("depth_pre_pass.h", "depth_pre_pass.hlsl", "zpp");
|
||||||
CompileGraphics("dynamic_light.h", "dynamic_light.hlsl", "dl");
|
CompileGraphics("dynamic_light.h", "dynamic_light.hlsl", "dl");
|
||||||
|
CompileGraphics("blit.h", "blit.hlsl", "blit");
|
||||||
CompileVertexShader("fog.h", "fog_inside.hlsl", "fog");
|
CompileVertexShader("fog.h", "fog_inside.hlsl", "fog");
|
||||||
CompilePixelShader("fog_inside.h", "fog_inside.hlsl", "fog_inside");
|
CompilePixelShader("fog_inside.h", "fog_inside.hlsl", "fog_inside");
|
||||||
CompilePixelShader("fog_outside.h", "fog_outside.hlsl", "fog_outside");
|
CompilePixelShader("fog_outside.h", "fog_outside.hlsl", "fog_outside");
|
||||||
|
|
|
@ -147,6 +147,7 @@
|
||||||
<ClCompile Include="..\..\code\renderer\crp_transp_draw.cpp" />
|
<ClCompile Include="..\..\code\renderer\crp_transp_draw.cpp" />
|
||||||
<ClCompile Include="..\..\code\renderer\crp_transp_resolve.cpp" />
|
<ClCompile Include="..\..\code\renderer\crp_transp_resolve.cpp" />
|
||||||
<ClCompile Include="..\..\code\renderer\crp_volumetric_light.cpp" />
|
<ClCompile Include="..\..\code\renderer\crp_volumetric_light.cpp" />
|
||||||
|
<ClCompile Include="..\..\code\renderer\grp_blit.cpp" />
|
||||||
<ClCompile Include="..\..\code\renderer\grp_geometry.cpp" />
|
<ClCompile Include="..\..\code\renderer\grp_geometry.cpp" />
|
||||||
<ClCompile Include="..\..\code\renderer\grp_main.cpp" />
|
<ClCompile Include="..\..\code\renderer\grp_main.cpp" />
|
||||||
<ClCompile Include="..\..\code\renderer\grp_post.cpp" />
|
<ClCompile Include="..\..\code\renderer\grp_post.cpp" />
|
||||||
|
@ -394,6 +395,9 @@
|
||||||
<FxCompile Include="..\..\code\renderer\shaders\crp\wireframe_normals.hlsl">
|
<FxCompile Include="..\..\code\renderer\shaders\crp\wireframe_normals.hlsl">
|
||||||
<ExcludedFromBuild>true</ExcludedFromBuild>
|
<ExcludedFromBuild>true</ExcludedFromBuild>
|
||||||
</FxCompile>
|
</FxCompile>
|
||||||
|
<FxCompile Include="..\..\code\renderer\shaders\grp\blit.hlsl">
|
||||||
|
<ExcludedFromBuild>true</ExcludedFromBuild>
|
||||||
|
</FxCompile>
|
||||||
<FxCompile Include="..\..\code\renderer\shaders\grp\depth_pre_pass.hlsl">
|
<FxCompile Include="..\..\code\renderer\shaders\grp\depth_pre_pass.hlsl">
|
||||||
<ExcludedFromBuild>true</ExcludedFromBuild>
|
<ExcludedFromBuild>true</ExcludedFromBuild>
|
||||||
</FxCompile>
|
</FxCompile>
|
||||||
|
|
|
@ -53,6 +53,7 @@
|
||||||
<ClCompile Include="..\..\code\renderer\crp_transp_draw.cpp" />
|
<ClCompile Include="..\..\code\renderer\crp_transp_draw.cpp" />
|
||||||
<ClCompile Include="..\..\code\renderer\crp_transp_resolve.cpp" />
|
<ClCompile Include="..\..\code\renderer\crp_transp_resolve.cpp" />
|
||||||
<ClCompile Include="..\..\code\renderer\crp_volumetric_light.cpp" />
|
<ClCompile Include="..\..\code\renderer\crp_volumetric_light.cpp" />
|
||||||
|
<ClCompile Include="..\..\code\renderer\grp_blit.cpp" />
|
||||||
<ClCompile Include="..\..\code\renderer\grp_geometry.cpp" />
|
<ClCompile Include="..\..\code\renderer\grp_geometry.cpp" />
|
||||||
<ClCompile Include="..\..\code\renderer\grp_main.cpp" />
|
<ClCompile Include="..\..\code\renderer\grp_main.cpp" />
|
||||||
<ClCompile Include="..\..\code\renderer\grp_post.cpp" />
|
<ClCompile Include="..\..\code\renderer\grp_post.cpp" />
|
||||||
|
@ -300,6 +301,9 @@
|
||||||
<FxCompile Include="..\..\code\renderer\shaders\crp\wireframe_normals.hlsl">
|
<FxCompile Include="..\..\code\renderer\shaders\crp\wireframe_normals.hlsl">
|
||||||
<Filter>shaders\crp</Filter>
|
<Filter>shaders\crp</Filter>
|
||||||
</FxCompile>
|
</FxCompile>
|
||||||
|
<FxCompile Include="..\..\code\renderer\shaders\grp\blit.hlsl">
|
||||||
|
<Filter>shaders\grp</Filter>
|
||||||
|
</FxCompile>
|
||||||
<FxCompile Include="..\..\code\renderer\shaders\grp\depth_pre_pass.hlsl">
|
<FxCompile Include="..\..\code\renderer\shaders\grp\depth_pre_pass.hlsl">
|
||||||
<Filter>shaders\grp</Filter>
|
<Filter>shaders\grp</Filter>
|
||||||
</FxCompile>
|
</FxCompile>
|
||||||
|
|
|
@ -149,6 +149,7 @@
|
||||||
<ClCompile Include="..\..\code\renderer\crp_transp_draw.cpp" />
|
<ClCompile Include="..\..\code\renderer\crp_transp_draw.cpp" />
|
||||||
<ClCompile Include="..\..\code\renderer\crp_transp_resolve.cpp" />
|
<ClCompile Include="..\..\code\renderer\crp_transp_resolve.cpp" />
|
||||||
<ClCompile Include="..\..\code\renderer\crp_volumetric_light.cpp" />
|
<ClCompile Include="..\..\code\renderer\crp_volumetric_light.cpp" />
|
||||||
|
<ClCompile Include="..\..\code\renderer\grp_blit.cpp" />
|
||||||
<ClCompile Include="..\..\code\renderer\grp_geometry.cpp" />
|
<ClCompile Include="..\..\code\renderer\grp_geometry.cpp" />
|
||||||
<ClCompile Include="..\..\code\renderer\grp_main.cpp" />
|
<ClCompile Include="..\..\code\renderer\grp_main.cpp" />
|
||||||
<ClCompile Include="..\..\code\renderer\grp_post.cpp" />
|
<ClCompile Include="..\..\code\renderer\grp_post.cpp" />
|
||||||
|
@ -396,6 +397,9 @@
|
||||||
<FxCompile Include="..\..\code\renderer\shaders\crp\wireframe_normals.hlsl">
|
<FxCompile Include="..\..\code\renderer\shaders\crp\wireframe_normals.hlsl">
|
||||||
<ExcludedFromBuild>true</ExcludedFromBuild>
|
<ExcludedFromBuild>true</ExcludedFromBuild>
|
||||||
</FxCompile>
|
</FxCompile>
|
||||||
|
<FxCompile Include="..\..\code\renderer\shaders\grp\blit.hlsl">
|
||||||
|
<ExcludedFromBuild>true</ExcludedFromBuild>
|
||||||
|
</FxCompile>
|
||||||
<FxCompile Include="..\..\code\renderer\shaders\grp\depth_pre_pass.hlsl">
|
<FxCompile Include="..\..\code\renderer\shaders\grp\depth_pre_pass.hlsl">
|
||||||
<ExcludedFromBuild>true</ExcludedFromBuild>
|
<ExcludedFromBuild>true</ExcludedFromBuild>
|
||||||
</FxCompile>
|
</FxCompile>
|
||||||
|
|
|
@ -53,6 +53,7 @@
|
||||||
<ClCompile Include="..\..\code\renderer\crp_transp_draw.cpp" />
|
<ClCompile Include="..\..\code\renderer\crp_transp_draw.cpp" />
|
||||||
<ClCompile Include="..\..\code\renderer\crp_transp_resolve.cpp" />
|
<ClCompile Include="..\..\code\renderer\crp_transp_resolve.cpp" />
|
||||||
<ClCompile Include="..\..\code\renderer\crp_volumetric_light.cpp" />
|
<ClCompile Include="..\..\code\renderer\crp_volumetric_light.cpp" />
|
||||||
|
<ClCompile Include="..\..\code\renderer\grp_blit.cpp" />
|
||||||
<ClCompile Include="..\..\code\renderer\grp_geometry.cpp" />
|
<ClCompile Include="..\..\code\renderer\grp_geometry.cpp" />
|
||||||
<ClCompile Include="..\..\code\renderer\grp_main.cpp" />
|
<ClCompile Include="..\..\code\renderer\grp_main.cpp" />
|
||||||
<ClCompile Include="..\..\code\renderer\grp_post.cpp" />
|
<ClCompile Include="..\..\code\renderer\grp_post.cpp" />
|
||||||
|
@ -300,6 +301,9 @@
|
||||||
<FxCompile Include="..\..\code\renderer\shaders\crp\wireframe_normals.hlsl">
|
<FxCompile Include="..\..\code\renderer\shaders\crp\wireframe_normals.hlsl">
|
||||||
<Filter>shaders\crp</Filter>
|
<Filter>shaders\crp</Filter>
|
||||||
</FxCompile>
|
</FxCompile>
|
||||||
|
<FxCompile Include="..\..\code\renderer\shaders\grp\blit.hlsl">
|
||||||
|
<Filter>shaders\grp</Filter>
|
||||||
|
</FxCompile>
|
||||||
<FxCompile Include="..\..\code\renderer\shaders\grp\depth_pre_pass.hlsl">
|
<FxCompile Include="..\..\code\renderer\shaders\grp\depth_pre_pass.hlsl">
|
||||||
<Filter>shaders\grp</Filter>
|
<Filter>shaders\grp</Filter>
|
||||||
</FxCompile>
|
</FxCompile>
|
||||||
|
|
Loading…
Reference in a new issue