mirror of
https://bitbucket.org/CPMADevs/cnq3
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30150e889e
fixed depth linearization
137 lines
4.3 KiB
C++
137 lines
4.3 KiB
C++
/*
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===========================================================================
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Copyright (C) 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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// Cinematic Rendering Pipeline - sunlight on opaque surfaces
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#include "crp_local.h"
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#include "compshaders/crp/fullscreen.h"
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#include "compshaders/crp/sun_visibility.h"
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#include "compshaders/crp/sun_blur.h"
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#pragma pack(push, 4)
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struct SunBlurRC
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{
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uint32_t visibilityTextureIndex;
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uint32_t penumbraTextureIndex;
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};
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#pragma pack(pop)
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void Sunlight::Init()
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{
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if(!rhiInfo.hasInlineRaytracing)
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{
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return;
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}
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{
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GraphicsPipelineDesc desc("Sunlight Visibility");
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MakeFullScreenPipeline(desc, ShaderByteCode(g_sun_visibility_ps));
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desc.AddRenderTarget(0, TextureFormat::R8_UNorm);
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desc.AddRenderTarget(0, TextureFormat::R8_UNorm);
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visibilityPipeline = CreateGraphicsPipeline(desc);
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}
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{
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GraphicsPipelineDesc desc("Sunlight Blur");
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MakeFullScreenPipeline(desc, ShaderByteCode(g_sun_blur_ps));
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desc.AddRenderTarget(0, crp.renderTargetFormat);
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blurPipeline = CreateGraphicsPipeline(desc);
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}
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{
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TextureDesc desc("sunlight visibility", glConfig.vidWidth, glConfig.vidHeight);
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desc.shortLifeTime = true;
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desc.format = TextureFormat::R8_UNorm;
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desc.initialState = ResourceStates::RenderTargetBit;
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desc.allowedState = ResourceStates::RenderTargetBit | ResourceStates::PixelShaderAccessBit | ResourceStates::ComputeShaderAccessBit;
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visibilityTexture = CreateTexture(desc);
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desc.name = "sunlight penumbra";
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penumbraTexture = CreateTexture(desc);
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}
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}
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void Sunlight::Draw()
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{
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if(crp_sunlight->integer == 0 ||
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(backEnd.refdef.rdflags & RDF_NOWORLDMODEL) != 0 ||
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!crp.raytracing.CanRaytrace() ||
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!IsViewportFullscreen(backEnd.viewParms))
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{
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CmdBeginBarrier();
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CmdTextureBarrier(crp.sunlightTexture, ResourceStates::RenderTargetBit);
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CmdEndBarrier();
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CmdClearColorTarget(crp.sunlightTexture, colorBlack);
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return;
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}
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srp.renderMode = RenderMode::None;
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{
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SCOPED_RENDER_PASS("Sunlight Visibility", 1.0f, 1.0f, 1.0f);
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CmdSetViewportAndScissor(0, 0, glConfig.vidWidth, glConfig.vidHeight);
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CmdBeginBarrier();
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CmdTextureBarrier(crp.shadingPositionTexture, ResourceStates::PixelShaderAccessBit);
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CmdTextureBarrier(visibilityTexture, ResourceStates::RenderTargetBit);
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CmdTextureBarrier(penumbraTexture, ResourceStates::RenderTargetBit);
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CmdEndBarrier();
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const HTexture renderTargets[] = { visibilityTexture, penumbraTexture };
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CmdBindRenderTargets(ARRAY_LEN(renderTargets), renderTargets, NULL);
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CmdBindPipeline(visibilityPipeline);
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CmdDraw(3, 0);
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}
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{
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SCOPED_RENDER_PASS("Sunlight Blur", 1.0f, 1.0f, 1.0f);
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CmdSetViewportAndScissor(0, 0, glConfig.vidWidth, glConfig.vidHeight);
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CmdBeginBarrier();
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for(int c = 0; c < 4; c++)
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{
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CmdTextureBarrier(crp.volumetricLight.sunShadowTextures[c], ResourceStates::PixelShaderAccessBit);
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}
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CmdTextureBarrier(visibilityTexture, ResourceStates::PixelShaderAccessBit);
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CmdTextureBarrier(penumbraTexture, ResourceStates::PixelShaderAccessBit);
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CmdTextureBarrier(crp.shadingPositionTexture, ResourceStates::PixelShaderAccessBit);
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CmdTextureBarrier(crp.normalTexture, ResourceStates::PixelShaderAccessBit);
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CmdTextureBarrier(crp.sunlightTexture, ResourceStates::RenderTargetBit);
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CmdEndBarrier();
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SunBlurRC rc = {};
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rc.penumbraTextureIndex = GetTextureIndexSRV(penumbraTexture);
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rc.visibilityTextureIndex = GetTextureIndexSRV(visibilityTexture);
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CmdBindRenderTargets(1, &crp.sunlightTexture, NULL);
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CmdBindPipeline(blurPipeline);
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CmdSetGraphicsRootConstants(0, sizeof(rc), &rc);
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CmdDraw(3, 0);
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}
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}
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bool Sunlight::WantRTASUpdate(const trRefdef_t& scene)
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{
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return crp_sunlight->integer != 0;
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}
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