cnq3/code/renderer/grp_imgui.cpp
myT 3b6a3a5019 added D3D12 rendering and removed D3D11, GL2, GL3
don't track .user files except for cnq3 and cnq3-server

disabled FPS hack

disabled FPS hack, part 2
2023-11-12 01:32:58 +01:00

267 lines
8.3 KiB
C++

/*
===========================================================================
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 <https://www.gnu.org/licenses/>.
===========================================================================
*/
// Gameplay Rendering Pipeline - Dear ImGUI integration
#include "grp_local.h"
#include "../imgui/imgui.h"
#include "hlsl/imgui_vs.h"
#include "hlsl/imgui_ps.h"
#define MAX_VERTEX_COUNT (64 << 10)
#define MAX_INDEX_COUNT (MAX_VERTEX_COUNT << 3)
#pragma pack(push, 4)
struct VertexRC
{
float mvp[16];
};
struct PixelRC
{
uint32_t texture;
uint32_t sampler;
float mip;
};
#pragma pack(pop)
void ImGUI::Init()
{
ImGuiIO& io = ImGui::GetIO();
io.DisplaySize.x = glConfig.vidWidth;
io.DisplaySize.y = glConfig.vidHeight;
if(grp.firstInit)
{
io.BackendRendererUserData = this;
io.BackendRendererName = "CNQ3 Direct3D 12";
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
for(int i = 0; i < FrameCount; i++)
{
FrameResources* fr = &frameResources[i];
BufferDesc vtx("Dear ImGUI index", MAX_INDEX_COUNT * sizeof(ImDrawIdx), ResourceStates::IndexBufferBit);
vtx.memoryUsage = MemoryUsage::Upload;
fr->indexBuffer = CreateBuffer(vtx);
BufferDesc idx("Dear ImGUI vertex", MAX_VERTEX_COUNT * sizeof(ImDrawData), ResourceStates::VertexBufferBit);
idx.memoryUsage = MemoryUsage::Upload;
fr->vertexBuffer = CreateBuffer(idx);
}
{
RootSignatureDesc desc = grp.rootSignatureDesc;
desc.name = "Dear ImGUI";
desc.constants[ShaderStage::Vertex].byteCount = sizeof(VertexRC);
desc.constants[ShaderStage::Pixel].byteCount = sizeof(PixelRC);
rootSignature = CreateRootSignature(desc);
}
{
unsigned char* pixels;
int width, height;
io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);
TextureDesc desc("Dear ImGUI font atlas", width, height, 1);
fontAtlas = CreateTexture(desc);
MappedTexture update;
BeginTextureUpload(update, fontAtlas);
for(uint32_t r = 0; r < update.rowCount; ++r)
{
memcpy(update.mappedData + r * update.dstRowByteCount, pixels + r * update.srcRowByteCount, update.srcRowByteCount);
}
EndTextureUpload();
}
}
{
GraphicsPipelineDesc desc("Dear ImGUI", rootSignature);
desc.shortLifeTime = true;
desc.vertexShader = ShaderByteCode(g_vs);
desc.pixelShader = ShaderByteCode(g_ps);
desc.vertexLayout.bindingStrides[0] = sizeof(ImDrawVert);
desc.vertexLayout.AddAttribute(0, ShaderSemantic::Position,
DataType::Float32, 2, offsetof(ImDrawVert, pos));
desc.vertexLayout.AddAttribute(0, ShaderSemantic::TexCoord,
DataType::Float32, 2, offsetof(ImDrawVert, uv));
desc.vertexLayout.AddAttribute(0, ShaderSemantic::Color,
DataType::UNorm8, 4, offsetof(ImDrawVert, col));
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);
}
RegisterFontAtlas();
}
void ImGUI::RegisterFontAtlas()
{
ImGuiIO& io = ImGui::GetIO();
const uint32_t fontIndex = grp.RegisterTexture(fontAtlas);
io.Fonts->SetTexID((ImTextureID)fontIndex);
}
void ImGUI::Draw()
{
if(r_debugUI->integer == 0)
{
SafeEndFrame();
return;
}
grp.renderMode = RenderMode::ImGui;
ImGuiIO& io = ImGui::GetIO();
io.DisplaySize.x = glConfig.vidWidth;
io.DisplaySize.y = glConfig.vidHeight;
SafeEndFrame();
ImGui::Render();
const ImDrawData* drawData = ImGui::GetDrawData();
// avoid rendering when minimized
if(drawData->DisplaySize.x <= 0.0f || drawData->DisplaySize.y <= 0.0f)
{
grp.renderMode = RenderMode::None;
return;
}
SCOPED_RENDER_PASS("Dear ImGUI", 0.5f, 0.5f, 1.0f);
FrameResources* fr = &frameResources[GetFrameIndex()];
// Upload vertex/index data into a single contiguous GPU buffer
ImDrawVert* vtxDst = (ImDrawVert*)MapBuffer(fr->vertexBuffer);
ImDrawIdx* idxDst = (ImDrawIdx*)MapBuffer(fr->indexBuffer);
ImDrawVert* const vtxDstEnd = vtxDst + MAX_VERTEX_COUNT;
ImDrawIdx* const idxDstEnd = idxDst + MAX_INDEX_COUNT;
for(int cl = 0; cl < drawData->CmdListsCount; cl++)
{
const ImDrawList* cmdList = drawData->CmdLists[cl];
if(vtxDst + cmdList->VtxBuffer.Size > vtxDstEnd)
{
Q_assert(!"Dear ImGui vertex buffer too small");
break;
}
if(idxDst + cmdList->IdxBuffer.Size > idxDstEnd)
{
Q_assert(!"Dear ImGui index buffer too small");
break;
}
memcpy(vtxDst, cmdList->VtxBuffer.Data, cmdList->VtxBuffer.Size * sizeof(ImDrawVert));
memcpy(idxDst, cmdList->IdxBuffer.Data, cmdList->IdxBuffer.Size * sizeof(ImDrawIdx));
vtxDst += cmdList->VtxBuffer.Size;
idxDst += cmdList->IdxBuffer.Size;
}
UnmapBuffer(fr->vertexBuffer);
UnmapBuffer(fr->indexBuffer);
// Setup orthographic projection matrix into our constant buffer
// Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right).
const float L = drawData->DisplayPos.x;
const float R = drawData->DisplayPos.x + drawData->DisplaySize.x;
const float T = drawData->DisplayPos.y;
const float B = drawData->DisplayPos.y + drawData->DisplaySize.y;
const VertexRC vertexRC =
{
2.0f / (R - L), 0.0f, 0.0f, 0.0f,
0.0f, 2.0f / (T - B), 0.0f, 0.0f,
0.0f, 0.0f, 0.5f, 0.0f,
(R + L) / (L - R), (T + B) / (B - T), 0.5f, 1.0f
};
const uint32_t vertexStride = sizeof(ImDrawVert);
static_assert(sizeof(ImDrawIdx) == 4, "uint32 indices expected!");
CmdBindRenderTargets(1, &grp.renderTarget, NULL);
CmdBindRootSignature(rootSignature);
CmdBindPipeline(pipeline);
CmdBindDescriptorTable(rootSignature, grp.descriptorTable);
CmdBindVertexBuffers(1, &fr->vertexBuffer, &vertexStride, NULL);
CmdBindIndexBuffer(fr->indexBuffer, IndexType::UInt32, 0);
CmdSetViewport(0, 0, drawData->DisplaySize.x, drawData->DisplaySize.y);
CmdSetRootConstants(rootSignature, ShaderStage::Vertex, &vertexRC);
// Render command lists
// (Because we merged all buffers into a single one, we maintain our own offset into them)
int globalVtxOffset = 0;
int globalIdxOffset = 0;
ImVec2 clipOff = drawData->DisplayPos;
for(int cl = 0; cl < drawData->CmdListsCount; cl++)
{
const ImDrawList* cmdList = drawData->CmdLists[cl];
for(int c = 0; c < cmdList->CmdBuffer.Size; c++)
{
const ImDrawCmd* cmd = &cmdList->CmdBuffer[c];
// Project scissor/clipping rectangles into framebuffer space
ImVec2 clip_min(cmd->ClipRect.x - clipOff.x, cmd->ClipRect.y - clipOff.y);
ImVec2 clip_max(cmd->ClipRect.z - clipOff.x, cmd->ClipRect.w - clipOff.y);
if(clip_max.x <= clip_min.x || clip_max.y <= clip_min.y)
{
continue;
}
PixelRC pixelRC = {};
pixelRC.texture = (uint32_t)cmd->TextureId & 0xFFFF;
pixelRC.sampler = GetSamplerIndex(TW_CLAMP_TO_EDGE, TextureFilter::Linear);
pixelRC.mip = (float)(((uint32_t)cmd->TextureId >> 16) & 0xFFFF);
CmdSetRootConstants(rootSignature, ShaderStage::Pixel, &pixelRC);
// Apply Scissor/clipping rectangle, Draw
CmdSetScissor(clip_min.x, clip_min.y, clip_max.x - clip_min.x, clip_max.y - clip_min.y);
CmdDrawIndexed(cmd->ElemCount, cmd->IdxOffset + globalIdxOffset, cmd->VtxOffset + globalVtxOffset);
}
globalIdxOffset += cmdList->IdxBuffer.Size;
globalVtxOffset += cmdList->VtxBuffer.Size;
}
grp.renderMode = RenderMode::None;
}
void ImGUI::SafeBeginFrame()
{
if(!frameStarted)
{
ImGui::NewFrame();
frameStarted = true;
}
}
void ImGUI::SafeEndFrame()
{
if(frameStarted)
{
ImGui::EndFrame();
frameStarted = false;
}
}