/* =========================================================================== 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 "compshaders/crp/fullscreen.h" #include "compshaders/crp/dl_draw.h" #include "compshaders/crp/dl_denoising.h" #pragma pack(push, 4) struct DynamicLightsRC { uint32_t blueNoiseTextureIndex; }; struct DenoiseRC { uint32_t textureIndex; }; #pragma pack(pop) void DynamicLights::Init() { { GraphicsPipelineDesc desc("Dynamic Lights"); desc.shortLifeTime = true; desc.vertexShader = ShaderByteCode(g_fullscreen_vs); desc.pixelShader = ShaderByteCode(g_dl_draw_ps); desc.depthStencil.DisableDepth(); desc.rasterizer.cullMode = CT_TWO_SIDED; desc.AddRenderTarget(0, crp.renderTargetFormat); pipeline = CreateGraphicsPipeline(desc); } { GraphicsPipelineDesc desc("Dynamic Lights Denoising"); desc.shortLifeTime = true; desc.vertexShader = ShaderByteCode(g_fullscreen_vs); desc.pixelShader = ShaderByteCode(g_dl_denoising_ps); desc.depthStencil.DisableDepth(); desc.rasterizer.cullMode = CT_TWO_SIDED; desc.AddRenderTarget(0, crp.renderTargetFormat); denoisingPipeline = CreateGraphicsPipeline(desc); } } void DynamicLights::Draw() { if(r_dynamiclight->integer == 0 || (backEnd.refdef.rdflags & RDF_NOWORLDMODEL) != 0 || !IsViewportFullscreen(backEnd.viewParms)) { return; } const HBuffer tlasBuffer = crp.raytracing.GetTLAS(); if(IsNullHandle(tlasBuffer) || backEnd.refdef.num_dlights <= 0) { CmdBeginBarrier(); CmdTextureBarrier(crp.lightTexture, ResourceStates::RenderTargetBit); CmdEndBarrier(); CmdClearColorTarget(crp.lightTexture, colorBlack); return; } srp.renderMode = RenderMode::None; { SCOPED_RENDER_PASS("Dynamic Lights", 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.noisyLightTexture, ResourceStates::RenderTargetBit); CmdEndBarrier(); DynamicLightsRC rc = {}; rc.blueNoiseTextureIndex = GetTextureIndexSRV(crp.blueNoise2D); CmdBindRenderTargets(1, &crp.noisyLightTexture, NULL); CmdBindPipeline(pipeline); CmdSetGraphicsRootConstants(0, sizeof(rc), &rc); CmdDraw(3, 0); } { SCOPED_RENDER_PASS("DL Denoising", 1.0f, 1.0f, 1.0f); CmdSetViewportAndScissor(0, 0, glConfig.vidWidth, glConfig.vidHeight); CmdBeginBarrier(); CmdTextureBarrier(crp.shadingPositionTexture, ResourceStates::PixelShaderAccessBit); CmdTextureBarrier(crp.noisyLightTexture, ResourceStates::PixelShaderAccessBit); CmdTextureBarrier(crp.lightTexture, ResourceStates::RenderTargetBit); CmdEndBarrier(); DenoiseRC rc = {}; rc.textureIndex = GetTextureIndexSRV(crp.noisyLightTexture); CmdBindRenderTargets(1, &crp.lightTexture, NULL); CmdBindPipeline(denoisingPipeline); CmdSetGraphicsRootConstants(0, sizeof(rc), &rc); CmdDraw(3, 0); } }