mirror of
https://bitbucket.org/CPMADevs/cnq3
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198 lines
5.6 KiB
HLSL
198 lines
5.6 KiB
HLSL
/*
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===========================================================================
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Copyright (C) 2023 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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// reads per-pixel fragment linked lists into arrays, sorts them and composites them
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#include "common.hlsli"
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#include "oit.h.hlsli"
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#include "fullscreen.hlsli"
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#include "../common/state_bits.h.hlsli"
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cbuffer RootConstants
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{
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uint renderTargetTexture;
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uint shaderIndexBuffer;
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uint indexTexture;
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uint fragmentBuffer;
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uint centerPixel; // y: 16 - x: 16
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uint depthTexture;
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float linearDepthA;
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float linearDepthB;
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float2 scissorRectMin;
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float2 scissorRectMax;
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};
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uint GetShaderStage(uint stateBits)
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{
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return (stateBits & GLS_STAGEINDEX_BITS) >> GLS_STAGEINDEX_SHIFT;
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}
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bool IsBehind(float depthA, float depthB, uint stageA, uint stageB)
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{
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if(depthA > depthB)
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{
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return true;
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}
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if(depthA == depthB && stageA < stageB)
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{
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return true;
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}
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return false;
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}
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// from NVIDIA's 2007 "Soft Particles" whitepaper by Tristan Lorach
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float Contrast(float d, float power)
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{
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bool aboveHalf = d > 0.5;
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float base = saturate(2.0 * (aboveHalf ? (1.0 - d) : d));
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float r = 0.5 * pow(base, power);
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return aboveHalf ? (1.0 - r) : r;
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}
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float GetBitAsFloat(uint bits, uint bitIndex)
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{
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return (bits & (1u << bitIndex)) ? 1.0 : 0.0;
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}
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float2 UnpackHalf2(uint data)
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{
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return float2(f16tof32(data), f16tof32(data >> 16));
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}
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float4 DepthFadeFragmentColor(float4 color, OIT_Fragment fragment, float storedDepthZW)
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{
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if(((fragment.depthFadeScaleBias >> 8) & 1) == 0)
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{
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return color;
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}
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#define BIT(Index) GetBitAsFloat(fragment.depthFadeScaleBias, Index)
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float4 dst = color;
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float2 distOffset = UnpackHalf2(fragment.depthFadeDistOffset);
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float4 fadeColorScale = float4(BIT(0), BIT(1), BIT(2), BIT(3));
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float4 fadeColorBias = float4(BIT(4), BIT(5), BIT(6), BIT(7));
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float zwDepth = storedDepthZW; // stored depth, z/w
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float depthS = LinearDepth(zwDepth, linearDepthA, linearDepthB); // stored depth, linear
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float depthP = fragment.depth - distOffset.y; // fragment depth, linear
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float fadeScale = Contrast((depthS - depthP) * distOffset.x, 2.0);
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dst = lerp(dst * fadeColorScale + fadeColorBias, dst, fadeScale);
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#undef BIT
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return dst;
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}
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float4 ps(VOut input) : SV_Target
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{
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Texture2D renderTarget = ResourceDescriptorHeap[renderTargetTexture];
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int2 tc = int2(input.position.x, input.position.y);
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float4 color = renderTarget.Load(int3(tc.x, tc.y, 0));
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if(any(input.position.xy < scissorRectMin) ||
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any(input.position.xy > scissorRectMax))
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{
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return color;
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}
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RWTexture2D<uint> index = ResourceDescriptorHeap[indexTexture];
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RWStructuredBuffer<OIT_Fragment> fragments = ResourceDescriptorHeap[fragmentBuffer];
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Texture2D depthTex = ResourceDescriptorHeap[depthTexture];
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uint fragmentIndex = index[tc];
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uint i;
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OIT_Fragment sorted[OIT_MAX_FRAGMENTS_PER_PIXEL];
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uint fragmentCount = 0;
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// grab this pixel's fragments
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while(fragmentIndex != 0 && fragmentCount < OIT_MAX_FRAGMENTS_PER_PIXEL)
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{
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sorted[fragmentCount] = fragments[fragmentIndex];
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fragmentIndex = sorted[fragmentCount].next;
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++fragmentCount;
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}
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// sort the fragments using an insertion sort
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for(i = 1; i < fragmentCount; ++i)
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{
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OIT_Fragment insert = sorted[i];
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uint stage = GetShaderStage(insert.stateBits);
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uint j = i;
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while(j > 0 && IsBehind(insert.depth, sorted[j - 1].depth, stage, GetShaderStage(sorted[j - 1].stateBits)))
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{
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sorted[j] = sorted[j - 1];
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--j;
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}
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sorted[j] = insert;
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}
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// blend the results
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int lastFragmentIndex = -1;
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float storedDepthZW = depthTex.Load(int3(input.position.xy, 0)).x; // stored depth, z/w
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float dstDepth = 1.0;
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for(i = 0; i < fragmentCount; ++i)
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{
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OIT_Fragment frag = sorted[i];
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uint stateBits = frag.stateBits;
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float fragDepth = frag.depth;
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if((stateBits & (GLS_DEPTHFUNC_EQUAL | GLS_DEPTHTEST_DISABLE)) == GLS_DEPTHFUNC_EQUAL &&
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fragDepth != dstDepth)
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{
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continue;
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}
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float4 fragColor = UnpackColor(frag.color);
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float4 prevColor = color;
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fragColor = DepthFadeFragmentColor(fragColor, frag, storedDepthZW);
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color = Blend(fragColor, color, frag.stateBits);
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if((stateBits & GLS_DEPTHMASK_TRUE) != 0u &&
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fragDepth < dstDepth)
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{
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dstDepth = fragDepth;
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}
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// we have to not include the alpha channel in this test for it to be correct
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if(any(color.rgb != prevColor.rgb))
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{
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lastFragmentIndex = (int)i;
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}
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}
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// write out the fragment shader ID of the closest visible fragment of the center pixel
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if(lastFragmentIndex >= 0)
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{
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OIT_Fragment closest = sorted[lastFragmentIndex];
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uint shaderTrace = closest.shaderTrace;
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if(shaderTrace & 1)
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{
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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 shaderIdBuf = ResourceDescriptorHeap[shaderIndexBuffer];
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uint shaderIndex = shaderTrace >> 1;
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shaderIdBuf.Store(0, shaderIndex);
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}
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}
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}
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return color;
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}
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