cnq3/code/renderer/shaders/crp/opaque.hlsl
myT a76dba5cfb raytracing soft shadows, normal smoothing, G-buffer viz
- brightness-corrected ImGUI drawing
- upgraded shader code to HLSL 2021
- vertex normals drawing
2024-02-06 23:15:31 +01:00

117 lines
3 KiB
HLSL

/*
===========================================================================
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 <https://www.gnu.org/licenses/>.
===========================================================================
*/
// generic shader for opaque surfaces
#include "common.hlsli"
#include "alpha_test.h.hlsli"
#include "scene_view.h.hlsli"
cbuffer RootConstants
{
// geometry
matrix modelViewMatrix;
// general
uint textureIndex;
uint samplerIndex;
uint shaderIndexBufferIndex;
uint alphaTest;
uint lightTextureIndex;
uint lightmapPass;
float greyscale;
// shader trace
uint shaderTrace; // shader index: 14 - enable: 1
uint centerPixel; // y: 16 - x: 16
};
struct VIn
{
float3 position : POSITION;
float3 normal : NORMAL;
float2 texCoords : TEXCOORD0;
float4 color : COLOR0;
};
struct VOut
{
float4 position : SV_Position;
float3 normal : NORMAL;
float2 texCoords : TEXCOORD0;
float4 color : COLOR0;
float clipDist : SV_ClipDistance0;
};
VOut vs(VIn input)
{
SceneView scene = GetSceneView();
float4 positionVS = mul(modelViewMatrix, float4(input.position.xyz, 1));
VOut output;
output.position = mul(scene.projectionMatrix, positionVS);
output.normal = input.normal;
output.texCoords = input.texCoords;
output.color = input.color;
output.clipDist = dot(positionVS, scene.clipPlane);
return output;
}
[earlydepthstencil]
float4 ps(VOut input) : SV_Target
{
// @TODO: Voronoi tiling
Texture2D texture0 = ResourceDescriptorHeap[textureIndex];
SamplerState sampler0 = ResourceDescriptorHeap[samplerIndex];
float4 dst = texture0.Sample(sampler0, input.texCoords) * input.color;
if(FailsAlphaTest(dst.a, alphaTest))
{
discard;
}
if(lightmapPass)
{
Texture2D lightTexture = ResourceDescriptorHeap[lightTextureIndex];
float3 directLight = lightTexture.Load(uint3(input.position.xy, 0)).rgb;
dst.rgb += directLight;
}
dst = MakeGreyscale(dst, greyscale);
// @TODO: dithering (need to figure out the tone mapping function first)
if(shaderTrace & 1)
{
// we only store the shader index of 1 pixel
uint2 fragmentCoords = uint2(input.position.xy);
uint2 centerCoords = uint2(centerPixel & 0xFFFF, centerPixel >> 16);
if(all(fragmentCoords == centerCoords))
{
RWByteAddressBuffer shaderIndexBuffer = ResourceDescriptorHeap[shaderIndexBufferIndex];
uint shaderIndex = shaderTrace >> 1;
shaderIndexBuffer.Store(0, shaderIndex);
}
}
return dst;
}