/* =========================================================================== Copyright (C) 2023-2024 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 - OIT geometry pass #include "crp_local.h" #include "compshaders/crp/transp_draw.h" #pragma pack(push, 4) struct TranspDrawVertexRC : WorldVertexRC { }; struct TranspDrawPixelRC { uint32_t textureIndex; uint32_t samplerIndex; uint32_t alphaTest; uint32_t counterBuffer; uint32_t indexTexture; uint32_t fragmentBuffer; float greyscale; uint32_t stateBits; uint32_t shaderTrace; uint16_t hFadeDistance; uint16_t hFadeOffset; uint32_t depthFadeScaleBias; // color bias: 4 - color scale: 4 }; #pragma pack(pop) static uint32_t GetFixedStageBits(uint32_t stateBits, uint32_t stageIndex) { // makes sure we're not overwriting anything useful assert((stateBits & GLS_STAGEINDEX_BITS) == 0); // transform "no blend" into a "replace" blend mode if((stateBits & (GLS_SRCBLEND_BITS | GLS_DSTBLEND_BITS)) == 0) { stateBits |= GLS_SRCBLEND_ONE | GLS_DSTBLEND_ZERO; } stateBits |= stageIndex << GLS_STAGEINDEX_SHIFT; return stateBits; } void WorldTransp::Init() { psoCache.Init(psoCacheEntries, ARRAY_LEN(psoCacheEntries)); } void WorldTransp::Draw(const drawSceneViewCommand_t& cmd) { if(cmd.numTranspSurfs <= 0) { return; } srp.renderMode = RenderMode::World; backEnd.refdef = cmd.refdef; backEnd.viewParms = cmd.viewParms; RB_CreateClipPlane(clipPlane); SCOPED_RENDER_PASS("Transparent", 1.0f, 0.5f, 0.5f); CmdSetViewportAndScissor(backEnd.viewParms); batchOldDepthHack = false; batchDepthHack = false; CmdBeginBarrier(); CmdTextureBarrier(crp.depthTexture, ResourceStates::DepthWriteBit); CmdTextureBarrier(crp.oitIndexTexture, ResourceStates::UnorderedAccessBit); CmdBufferBarrier(crp.oitFragmentBuffer, ResourceStates::UnorderedAccessBit); CmdBufferBarrier(crp.oitCounterBuffer, ResourceStates::CopyDestinationBit); CmdEndBarrier(); GeoBuffers& db = crp.dynBuffers[GetFrameIndex()]; db.BeginUpload(); CmdBindRenderTargets(0, NULL, &crp.depthTexture); CmdBindVertexBuffers(ARRAY_LEN(db.vertexBuffers), db.vertexBuffers, db.vertexBufferStrides, NULL); CmdBindIndexBuffer(db.indexBuffer.buffer, IndexType::UInt32, 0); // reset the fragment counter CmdCopyBuffer(crp.oitCounterBuffer, crp.oitCounterStagingBuffer); // clear the index texture const uint32_t zeroes[4] = {}; CmdClearTextureUAV(crp.oitIndexTexture, 0, zeroes); CmdBeginBarrier(); CmdBufferBarrier(crp.oitCounterBuffer, ResourceStates::UnorderedAccessBit); CmdTextureBarrier(crp.oitIndexTexture, ResourceStates::UnorderedAccessBit); CmdEndBarrier(); const drawSurf_t* drawSurfs = cmd.drawSurfs; const int opaqueSurfCount = cmd.numDrawSurfs - cmd.numTranspSurfs; const int transpSurfCount = 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; const drawSurf_t* drawSurf = drawSurfs + opaqueSurfCount; for(int ds = 0; ds < transpSurfCount; ++ds, ++drawSurf) { int entityNum; R_DecomposeSort(drawSurf->sort, &entityNum, &shader); Q_assert(shader != NULL); Q_assert(!shader->isOpaque); 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 WorldTransp::ProcessShader(shader_t& shader) { Q_assert(!shader.isOpaque); if(shader.numStages < 1) { shader.numTranspPipelines = 0; return; } const bool clampDepth = r_depthClamp->integer != 0 || shader.isSky; for(int s = 0; s < shader.numStages; ++s) { int a = 0; // @NOTE: we 0-init the struct so that padding bytes don't mess up comparisons in the PSO cache GraphicsPipelineDesc desc = {}; desc.name = "transp"; desc.rootSignature = RHI_MAKE_NULL_HANDLE(); desc.shortLifeTime = true; // the PSO cache is only valid for this map! desc.vertexShader.Set(g_transp_draw_vs); desc.pixelShader.Set(g_transp_draw_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 = false; desc.rasterizer.cullMode = shader.cullType; desc.rasterizer.polygonOffset = shader.polygonOffset != 0; desc.rasterizer.clampDepth = clampDepth; pipeline_t& p = shader.transpPipelines[s]; p.firstStage = s; p.numStages = 1; p.pipeline = psoCache.AddPipeline(desc, va("transp %d %d", psoCache.entryCount, s + 1)); desc.rasterizer.cullMode = GetMirrorredCullType(desc.rasterizer.cullMode); p.mirrorPipeline = psoCache.AddPipeline(desc, va("transp %d %d mirrored", psoCache.entryCount, s + 1)); } shader.numTranspPipelines = shader.numStages; } void WorldTransp::TessellationOverflow() { EndBatch(); BeginBatch(tess.shader); } void WorldTransp::BeginBatch(const shader_t* shader) { tess.tessellator = Tessellator::Transp; 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 WorldTransp::EndBatch() { const int vertexCount = tess.numVertexes; const int indexCount = tess.numIndexes; if(vertexCount <= 0 || indexCount <= 0 || tess.shader->numStages == 0 || tess.shader->numTranspPipelines <= 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; } TranspDrawVertexRC vertexRC = {}; memcpy(vertexRC.modelViewMatrix, backEnd.orient.modelMatrix, sizeof(vertexRC.modelViewMatrix)); memcpy(vertexRC.projectionMatrix, backEnd.viewParms.projectionMatrix, sizeof(vertexRC.projectionMatrix)); memcpy(vertexRC.clipPlane, clipPlane, sizeof(vertexRC.clipPlane)); CmdSetGraphicsRootConstants(0, sizeof(vertexRC), &vertexRC); for(int s = 0; s < shader->numStages; ++s) { const shaderStage_t* const stage = shader->stages[s]; 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->transpPipelines[s]; 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); const uint32_t enableShaderTrace = tr.traceWorldShader && s == 0 ? 1 : 0; const uint32_t enableDepthFade = shader->dfType != DFT_NONE ? 1 : 0; Q_assert(sampIdx < ARRAY_LEN(crp.samplers)); TranspDrawPixelRC pixelRC = {}; pixelRC.alphaTest = alphaTest; pixelRC.counterBuffer = GetBufferIndexUAV(crp.oitCounterBuffer); pixelRC.fragmentBuffer = GetBufferIndexUAV(crp.oitFragmentBuffer); pixelRC.greyscale = tess.greyscale; pixelRC.indexTexture = GetTextureIndexUAV(crp.oitIndexTexture, 0); pixelRC.samplerIndex = sampIdx; pixelRC.stateBits = GetFixedStageBits(stage->stateBits, s); pixelRC.textureIndex = texIdx; pixelRC.shaderTrace = ((uint32_t)shader->index << 1) | enableShaderTrace; pixelRC.hFadeDistance = f32tof16(shader->dfInvDist); pixelRC.hFadeOffset = f32tof16(shader->dfBias); pixelRC.depthFadeScaleBias = (enableDepthFade << 8) | (uint32_t)r_depthFadeScaleAndBias[shader->dfType]; CmdSetGraphicsRootConstants(sizeof(vertexRC), sizeof(pixelRC), &pixelRC); db.DrawStage(vertexCount, indexCount); } db.EndBaseBatch(vertexCount); clean_up: tess.tessellator = Tessellator::None; tess.numVertexes = 0; tess.numIndexes = 0; }