mirror of
https://bitbucket.org/CPMADevs/cnq3
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a76dba5cfb
- brightness-corrected ImGUI drawing - upgraded shader code to HLSL 2021 - vertex normals drawing
117 lines
3 KiB
HLSL
117 lines
3 KiB
HLSL
/*
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===========================================================================
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Copyright (C) 2023-2024 Gian 'myT' Schellenbaum
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This file is part of Challenge Quake 3 (CNQ3).
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Challenge Quake 3 is free software; you can redistribute it
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and/or modify it under the terms of the GNU General Public License as
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published by the Free Software Foundation; either version 2 of the License,
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or (at your option) any later version.
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Challenge Quake 3 is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Challenge Quake 3. If not, see <https://www.gnu.org/licenses/>.
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===========================================================================
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*/
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// generic shader for opaque surfaces
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#include "common.hlsli"
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#include "alpha_test.h.hlsli"
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#include "scene_view.h.hlsli"
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cbuffer RootConstants
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{
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// geometry
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matrix modelViewMatrix;
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// general
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uint textureIndex;
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uint samplerIndex;
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uint shaderIndexBufferIndex;
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uint alphaTest;
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uint lightTextureIndex;
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uint lightmapPass;
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float greyscale;
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// shader trace
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uint shaderTrace; // shader index: 14 - enable: 1
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uint centerPixel; // y: 16 - x: 16
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};
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struct VIn
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{
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float3 position : POSITION;
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float3 normal : NORMAL;
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float2 texCoords : TEXCOORD0;
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float4 color : COLOR0;
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};
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struct VOut
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{
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float4 position : SV_Position;
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float3 normal : NORMAL;
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float2 texCoords : TEXCOORD0;
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float4 color : COLOR0;
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float clipDist : SV_ClipDistance0;
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};
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VOut vs(VIn input)
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{
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SceneView scene = GetSceneView();
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float4 positionVS = mul(modelViewMatrix, float4(input.position.xyz, 1));
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VOut output;
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output.position = mul(scene.projectionMatrix, positionVS);
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output.normal = input.normal;
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output.texCoords = input.texCoords;
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output.color = input.color;
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output.clipDist = dot(positionVS, scene.clipPlane);
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return output;
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}
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[earlydepthstencil]
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float4 ps(VOut input) : SV_Target
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{
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// @TODO: Voronoi tiling
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Texture2D texture0 = ResourceDescriptorHeap[textureIndex];
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SamplerState sampler0 = ResourceDescriptorHeap[samplerIndex];
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float4 dst = texture0.Sample(sampler0, input.texCoords) * input.color;
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if(FailsAlphaTest(dst.a, alphaTest))
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{
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discard;
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}
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if(lightmapPass)
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{
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Texture2D lightTexture = ResourceDescriptorHeap[lightTextureIndex];
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float3 directLight = lightTexture.Load(uint3(input.position.xy, 0)).rgb;
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dst.rgb += directLight;
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}
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dst = MakeGreyscale(dst, greyscale);
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// @TODO: dithering (need to figure out the tone mapping function first)
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if(shaderTrace & 1)
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{
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// we only store the shader index of 1 pixel
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uint2 fragmentCoords = uint2(input.position.xy);
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uint2 centerCoords = uint2(centerPixel & 0xFFFF, centerPixel >> 16);
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if(all(fragmentCoords == centerCoords))
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{
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RWByteAddressBuffer shaderIndexBuffer = ResourceDescriptorHeap[shaderIndexBufferIndex];
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uint shaderIndex = shaderTrace >> 1;
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shaderIndexBuffer.Store(0, shaderIndex);
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}
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}
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return dst;
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}
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