/* =========================================================================== 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 . =========================================================================== */ // Cinematic Rendering Pipeline - direct lighting from dynamic lights #include "crp_local.h" #include "shaders/crp/scene_view.h.hlsli" #include "compshaders/crp/fullscreen.h" #include "compshaders/crp/dl_draw.h" #include "compshaders/crp/dl_denoising.h" #pragma pack(push, 4) struct DynamicLightsRC { DynamicLight light; uint32_t blueNoiseTextureIndex; }; struct DenoiseRC { vec3_t lightPosition; uint32_t textureIndex; uint32_t vshadowTextureIndex; uint32_t vshadowSamplerIndex; float vshadowWorldScale; }; #pragma pack(pop) void DynamicLights::Init() { if(!rhiInfo.hasInlineRaytracing) { return; } { GraphicsPipelineDesc desc("Dynamic Lights"); MakeFullScreenPipeline(desc, ShaderByteCode(g_dl_draw_ps)); desc.AddRenderTarget(0, crp.renderTargetFormat); pipeline = CreateGraphicsPipeline(desc); } { GraphicsPipelineDesc desc("Dynamic Lights Denoising"); MakeFullScreenPipeline(desc, ShaderByteCode(g_dl_denoising_ps)); desc.AddRenderTarget(GLS_SRCBLEND_ONE | GLS_DSTBLEND_ONE, crp.renderTargetFormat); denoisingPipeline = CreateGraphicsPipeline(desc); } } void DynamicLights::DrawBegin() { CmdBeginBarrier(); CmdTextureBarrier(crp.lightTexture, ResourceStates::RenderTargetBit); CmdEndBarrier(); CmdClearColorTarget(crp.lightTexture, colorBlack); } void DynamicLights::DrawPointLight(const dlight_t& light) { if(r_dynamiclight->integer == 0 || (backEnd.refdef.rdflags & RDF_NOWORLDMODEL) != 0 || !IsViewportFullscreen(backEnd.viewParms) || !crp.raytracing.CanRaytrace() || backEnd.refdef.num_dlights <= 0) { return; } srp.renderMode = RenderMode::None; { SCOPED_DEBUG_LABEL("DL Draw", 1.0f, 1.0f, 1.0f); CmdSetViewportAndScissor(0, 0, glConfig.vidWidth, glConfig.vidHeight); CmdBeginBarrier(); CmdTextureBarrier(crp.shadingPositionTexture, ResourceStates::PixelShaderAccessBit); CmdTextureBarrier(crp.normalTexture, ResourceStates::PixelShaderAccessBit); CmdTextureBarrier(crp.sunlightTexture, ResourceStates::RenderTargetBit); CmdEndBarrier(); DynamicLightsRC rc = {}; VectorCopy(light.origin, rc.light.position); VectorCopy(light.color, rc.light.color); rc.light.radius = light.radius; rc.blueNoiseTextureIndex = GetTextureIndexSRV(crp.blueNoise2D); CmdBindRenderTargets(1, &crp.sunlightTexture, NULL); CmdBindPipeline(pipeline); CmdSetGraphicsRootConstants(0, sizeof(rc), &rc); CmdDraw(3, 0); } { SCOPED_DEBUG_LABEL("DL Denoise", 1.0f, 1.0f, 1.0f); CmdSetViewportAndScissor(0, 0, glConfig.vidWidth, glConfig.vidHeight); CmdBeginBarrier(); CmdTextureBarrier(crp.shadingPositionTexture, ResourceStates::PixelShaderAccessBit); CmdTextureBarrier(crp.sunlightTexture, ResourceStates::PixelShaderAccessBit); CmdTextureBarrier(crp.volumetricLight.pointShadowTexture, ResourceStates::PixelShaderAccessBit); CmdTextureBarrier(crp.lightTexture, ResourceStates::RenderTargetBit); CmdEndBarrier(); DenoiseRC rc = {}; VectorCopy(light.origin, rc.lightPosition); rc.textureIndex = GetTextureIndexSRV(crp.sunlightTexture); rc.vshadowTextureIndex = GetTextureIndexSRV(crp.volumetricLight.pointShadowTexture); rc.vshadowSamplerIndex = GetSamplerIndex(TW_CLAMP_TO_EDGE, TextureFilter::Linear); rc.vshadowWorldScale = crp.volumetricLight.pointShadowVolumeScale; CmdBindRenderTargets(1, &crp.lightTexture, NULL); CmdBindPipeline(denoisingPipeline); CmdSetGraphicsRootConstants(0, sizeof(rc), &rc); CmdDraw(3, 0); } } bool DynamicLights::WantRTASUpdate(const trRefdef_t& scene) { return scene.num_dlights > 0; }