/* =========================================================================== Copyright (C) 2022-2023 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 . =========================================================================== */ // Gameplay Rendering Pipeline - UI/2D rendering #include "grp_local.h" #include "hlsl/ui_vs.h" #include "hlsl/ui_ps.h" #pragma pack(push, 4) struct VertexRC { float scale[2]; }; struct PixelRC { uint32_t texture; uint32_t sampler; }; #pragma pack(pop) void UI::Init() { if(grp.firstInit) { { RootSignatureDesc desc = grp.rootSignatureDesc; desc.name = "UI"; desc.constants[ShaderStage::Vertex].byteCount = 8; desc.constants[ShaderStage::Pixel].byteCount = 8; rootSignature = CreateRootSignature(desc); } maxVertexCount = 640 << 10; maxIndexCount = 8 * maxVertexCount; { BufferDesc desc("UI index", sizeof(UI::Index) * maxIndexCount * FrameCount, ResourceStates::IndexBufferBit); desc.memoryUsage = MemoryUsage::Upload; indexBuffer = CreateBuffer(desc); indices = (UI::Index*)MapBuffer(indexBuffer); } { BufferDesc desc("UI vertex", sizeof(UI::Vertex) * maxVertexCount * FrameCount, ResourceStates::VertexBufferBit); desc.memoryUsage = MemoryUsage::Upload; vertexBuffer = CreateBuffer(desc); vertices = (UI::Vertex*)MapBuffer(vertexBuffer); } } { GraphicsPipelineDesc desc("UI", rootSignature); desc.shortLifeTime = true; desc.vertexShader = ShaderByteCode(g_vs); desc.pixelShader = ShaderByteCode(g_ps); desc.vertexLayout.bindingStrides[0] = sizeof(UI::Vertex); desc.vertexLayout.AddAttribute(0, ShaderSemantic::Position, DataType::Float32, 2, offsetof(UI::Vertex, position)); desc.vertexLayout.AddAttribute(0, ShaderSemantic::TexCoord, DataType::Float32, 2, offsetof(UI::Vertex, texCoords)); desc.vertexLayout.AddAttribute(0, ShaderSemantic::Color, DataType::UNorm8, 4, offsetof(UI::Vertex, color)); desc.depthStencil.depthComparison = ComparisonFunction::Always; desc.depthStencil.depthStencilFormat = TextureFormat::Depth32_Float; desc.depthStencil.enableDepthTest = false; desc.depthStencil.enableDepthWrites = false; desc.rasterizer.cullMode = CT_TWO_SIDED; desc.AddRenderTarget(GLS_SRCBLEND_SRC_ALPHA | GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA, grp.renderTargetFormat); pipeline = CreateGraphicsPipeline(desc); } } void UI::BeginFrame() { // move to this frame's dedicated buffer section const uint32_t frameIndex = GetFrameIndex(); firstIndex = frameIndex * maxIndexCount; firstVertex = frameIndex * maxVertexCount; renderPassIndex = UINT32_MAX; } void UI::Begin() { grp.renderMode = RenderMode::UI; renderPassIndex = grp.BeginRenderPass("UI", 0.0f, 0.85f, 1.0f); CmdBindRenderTargets(1, &grp.renderTarget, NULL); // UI always uses the entire render surface CmdSetViewportAndScissor(0, 0, glConfig.vidWidth, glConfig.vidHeight); CmdBindRootSignature(rootSignature); CmdBindPipeline(pipeline); CmdBindDescriptorTable(rootSignature, grp.descriptorTable); const uint32_t stride = sizeof(UI::Vertex); CmdBindVertexBuffers(1, &vertexBuffer, &stride, NULL); CmdBindIndexBuffer(indexBuffer, indexType, 0); VertexRC vertexRC = {}; vertexRC.scale[0] = 2.0f / glConfig.vidWidth; vertexRC.scale[1] = 2.0f / glConfig.vidHeight; CmdSetRootConstants(rootSignature, ShaderStage::Vertex, &vertexRC); } void UI::End() { DrawBatch(); grp.EndRenderPass(renderPassIndex); grp.renderMode = RenderMode::None; } void UI::DrawBatch() { if(indexCount <= 0) { return; } // @TODO: support for custom shaders? PixelRC pixelRC = {}; pixelRC.texture = GetBundleImage(shader->stages[0]->bundle)->textureIndex; pixelRC.sampler = GetSamplerIndex(TW_CLAMP_TO_EDGE, TextureFilter::Linear); CmdSetRootConstants(rootSignature, ShaderStage::Pixel, &pixelRC); CmdDrawIndexed(indexCount, firstIndex, 0); firstIndex += indexCount; firstVertex += vertexCount; indexCount = 0; vertexCount = 0; } void UI::UISetColor(const uiSetColorCommand_t& cmd) { const float rgbScale = tr.identityLight * 255.0f; byte* const colors = (byte*)&color; colors[0] = (byte)(cmd.color[0] * rgbScale); colors[1] = (byte)(cmd.color[1] * rgbScale); colors[2] = (byte)(cmd.color[2] * rgbScale); colors[3] = (byte)(cmd.color[3] * 255.0f); } void UI::UIDrawQuad(const uiDrawQuadCommand_t& cmd) { if(vertexCount + 4 > maxVertexCount || indexCount + 6 > maxIndexCount) { return; } if(shader != cmd.shader) { DrawBatch(); } shader = cmd.shader; const int v = firstVertex + vertexCount; const int i = firstIndex + indexCount; vertexCount += 4; indexCount += 6; indices[i + 0] = v + 3; indices[i + 1] = v + 0; indices[i + 2] = v + 2; indices[i + 3] = v + 2; indices[i + 4] = v + 0; indices[i + 5] = v + 1; vertices[v + 0].position[0] = cmd.x; vertices[v + 0].position[1] = cmd.y; vertices[v + 0].texCoords[0] = cmd.s1; vertices[v + 0].texCoords[1] = cmd.t1; vertices[v + 0].color = color; vertices[v + 1].position[0] = cmd.x + cmd.w; vertices[v + 1].position[1] = cmd.y; vertices[v + 1].texCoords[0] = cmd.s2; vertices[v + 1].texCoords[1] = cmd.t1; vertices[v + 1].color = color; vertices[v + 2].position[0] = cmd.x + cmd.w; vertices[v + 2].position[1] = cmd.y + cmd.h; vertices[v + 2].texCoords[0] = cmd.s2; vertices[v + 2].texCoords[1] = cmd.t2; vertices[v + 2].color = color; vertices[v + 3].position[0] = cmd.x; vertices[v + 3].position[1] = cmd.y + cmd.h; vertices[v + 3].texCoords[0] = cmd.s1; vertices[v + 3].texCoords[1] = cmd.t2; vertices[v + 3].color = color; } void UI::UIDrawTriangle(const uiDrawTriangleCommand_t& cmd) { if(vertexCount + 3 > maxVertexCount || indexCount + 3 > maxIndexCount) { return; } if(shader != cmd.shader) { DrawBatch(); } shader = cmd.shader; const int v = firstVertex + vertexCount; const int i = firstIndex + indexCount; vertexCount += 3; indexCount += 3; indices[i + 0] = v + 0; indices[i + 1] = v + 1; indices[i + 2] = v + 2; vertices[v + 0].position[0] = cmd.x0; vertices[v + 0].position[1] = cmd.y0; vertices[v + 0].texCoords[0] = cmd.s0; vertices[v + 0].texCoords[1] = cmd.t0; vertices[v + 0].color = color; vertices[v + 1].position[0] = cmd.x1; vertices[v + 1].position[1] = cmd.y1; vertices[v + 1].texCoords[0] = cmd.s1; vertices[v + 1].texCoords[1] = cmd.t1; vertices[v + 1].color = color; vertices[v + 2].position[0] = cmd.x2; vertices[v + 2].position[1] = cmd.y2; vertices[v + 2].texCoords[0] = cmd.s2; vertices[v + 2].texCoords[1] = cmd.t2; vertices[v + 2].color = color; }