mirror of
https://bitbucket.org/CPMADevs/cnq3
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261 lines
7.2 KiB
C++
261 lines
7.2 KiB
C++
/*
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===========================================================================
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Copyright (C) 2022-2023 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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// Gameplay Rendering Pipeline - UI/2D rendering
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#include "grp_local.h"
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#include "hlsl/ui_vs.h"
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#include "hlsl/ui_ps.h"
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#pragma pack(push, 4)
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struct VertexRC
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{
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float scale[2];
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};
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struct PixelRC
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{
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uint32_t texture;
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uint32_t sampler;
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};
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#pragma pack(pop)
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void UI::Init()
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{
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if(grp.firstInit)
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{
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{
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RootSignatureDesc desc = grp.rootSignatureDesc;
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desc.name = "UI";
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desc.constants[ShaderStage::Vertex].byteCount = 8;
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desc.constants[ShaderStage::Pixel].byteCount = 8;
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rootSignature = CreateRootSignature(desc);
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}
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maxVertexCount = 640 << 10;
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maxIndexCount = 8 * maxVertexCount;
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{
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BufferDesc desc("UI index", sizeof(UI::Index) * maxIndexCount * FrameCount, ResourceStates::IndexBufferBit);
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desc.memoryUsage = MemoryUsage::Upload;
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indexBuffer = CreateBuffer(desc);
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indices = (UI::Index*)MapBuffer(indexBuffer);
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}
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{
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BufferDesc desc("UI vertex", sizeof(UI::Vertex) * maxVertexCount * FrameCount, ResourceStates::VertexBufferBit);
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desc.memoryUsage = MemoryUsage::Upload;
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vertexBuffer = CreateBuffer(desc);
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vertices = (UI::Vertex*)MapBuffer(vertexBuffer);
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}
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}
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{
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GraphicsPipelineDesc desc("UI", rootSignature);
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desc.shortLifeTime = true;
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desc.vertexShader = ShaderByteCode(g_vs);
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desc.pixelShader = ShaderByteCode(g_ps);
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desc.vertexLayout.bindingStrides[0] = sizeof(UI::Vertex);
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desc.vertexLayout.AddAttribute(0, ShaderSemantic::Position,
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DataType::Float32, 2, offsetof(UI::Vertex, position));
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desc.vertexLayout.AddAttribute(0, ShaderSemantic::TexCoord,
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DataType::Float32, 2, offsetof(UI::Vertex, texCoords));
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desc.vertexLayout.AddAttribute(0, ShaderSemantic::Color,
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DataType::UNorm8, 4, offsetof(UI::Vertex, color));
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desc.depthStencil.depthComparison = ComparisonFunction::Always;
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desc.depthStencil.depthStencilFormat = TextureFormat::Depth32_Float;
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desc.depthStencil.enableDepthTest = false;
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desc.depthStencil.enableDepthWrites = false;
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desc.rasterizer.cullMode = CT_TWO_SIDED;
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desc.AddRenderTarget(GLS_SRCBLEND_SRC_ALPHA | GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA, grp.renderTargetFormat);
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pipeline = CreateGraphicsPipeline(desc);
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}
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}
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void UI::BeginFrame()
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{
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// move to this frame's dedicated buffer section
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const uint32_t frameIndex = GetFrameIndex();
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firstIndex = frameIndex * maxIndexCount;
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firstVertex = frameIndex * maxVertexCount;
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renderPassIndex = UINT32_MAX;
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}
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void UI::Begin()
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{
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grp.renderMode = RenderMode::UI;
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renderPassIndex = grp.BeginRenderPass("UI", 0.0f, 0.85f, 1.0f);
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CmdBindRenderTargets(1, &grp.renderTarget, NULL);
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// UI always uses the entire render surface
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CmdSetViewportAndScissor(0, 0, glConfig.vidWidth, glConfig.vidHeight);
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CmdBindRootSignature(rootSignature);
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CmdBindPipeline(pipeline);
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CmdBindDescriptorTable(rootSignature, grp.descriptorTable);
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const uint32_t stride = sizeof(UI::Vertex);
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CmdBindVertexBuffers(1, &vertexBuffer, &stride, NULL);
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CmdBindIndexBuffer(indexBuffer, indexType, 0);
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VertexRC vertexRC = {};
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vertexRC.scale[0] = 2.0f / glConfig.vidWidth;
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vertexRC.scale[1] = 2.0f / glConfig.vidHeight;
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CmdSetRootConstants(rootSignature, ShaderStage::Vertex, &vertexRC);
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}
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void UI::End()
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{
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DrawBatch();
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grp.EndRenderPass(renderPassIndex);
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grp.renderMode = RenderMode::None;
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}
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void UI::DrawBatch()
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{
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if(indexCount <= 0)
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{
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return;
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}
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// @TODO: support for custom shaders?
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Q_assert(shader->stages[0] != NULL);
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const textureBundle_t& bundle = shader->stages[0]->bundle;
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const textureWrap_t wrapMode = bundle.image[0] != NULL ? bundle.image[0]->wrapClampMode : TW_REPEAT;
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PixelRC pixelRC = {};
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pixelRC.texture = GetBundleImage(bundle)->textureIndex;
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pixelRC.sampler = GetSamplerIndex(wrapMode, TextureFilter::Linear);
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CmdSetRootConstants(rootSignature, ShaderStage::Pixel, &pixelRC);
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CmdDrawIndexed(indexCount, firstIndex, 0);
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firstIndex += indexCount;
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firstVertex += vertexCount;
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indexCount = 0;
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vertexCount = 0;
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}
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void UI::UISetColor(const uiSetColorCommand_t& cmd)
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{
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const float rgbScale = tr.identityLight * 255.0f;
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byte* const colors = (byte*)&color;
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colors[0] = (byte)(cmd.color[0] * rgbScale);
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colors[1] = (byte)(cmd.color[1] * rgbScale);
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colors[2] = (byte)(cmd.color[2] * rgbScale);
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colors[3] = (byte)(cmd.color[3] * 255.0f);
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}
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void UI::UIDrawQuad(const uiDrawQuadCommand_t& cmd)
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{
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if(vertexCount + 4 > maxVertexCount ||
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indexCount + 6 > maxIndexCount)
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{
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return;
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}
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if(shader != cmd.shader)
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{
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DrawBatch();
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}
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shader = cmd.shader;
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const int v = firstVertex + vertexCount;
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const int i = firstIndex + indexCount;
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vertexCount += 4;
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indexCount += 6;
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indices[i + 0] = v + 3;
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indices[i + 1] = v + 0;
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indices[i + 2] = v + 2;
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indices[i + 3] = v + 2;
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indices[i + 4] = v + 0;
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indices[i + 5] = v + 1;
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vertices[v + 0].position[0] = cmd.x;
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vertices[v + 0].position[1] = cmd.y;
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vertices[v + 0].texCoords[0] = cmd.s1;
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vertices[v + 0].texCoords[1] = cmd.t1;
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vertices[v + 0].color = color;
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vertices[v + 1].position[0] = cmd.x + cmd.w;
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vertices[v + 1].position[1] = cmd.y;
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vertices[v + 1].texCoords[0] = cmd.s2;
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vertices[v + 1].texCoords[1] = cmd.t1;
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vertices[v + 1].color = color;
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vertices[v + 2].position[0] = cmd.x + cmd.w;
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vertices[v + 2].position[1] = cmd.y + cmd.h;
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vertices[v + 2].texCoords[0] = cmd.s2;
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vertices[v + 2].texCoords[1] = cmd.t2;
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vertices[v + 2].color = color;
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vertices[v + 3].position[0] = cmd.x;
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vertices[v + 3].position[1] = cmd.y + cmd.h;
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vertices[v + 3].texCoords[0] = cmd.s1;
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vertices[v + 3].texCoords[1] = cmd.t2;
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vertices[v + 3].color = color;
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}
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void UI::UIDrawTriangle(const uiDrawTriangleCommand_t& cmd)
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{
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if(vertexCount + 3 > maxVertexCount ||
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indexCount + 3 > maxIndexCount)
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{
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return;
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}
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if(shader != cmd.shader)
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{
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DrawBatch();
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}
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shader = cmd.shader;
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const int v = firstVertex + vertexCount;
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const int i = firstIndex + indexCount;
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vertexCount += 3;
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indexCount += 3;
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indices[i + 0] = v + 0;
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indices[i + 1] = v + 1;
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indices[i + 2] = v + 2;
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vertices[v + 0].position[0] = cmd.x0;
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vertices[v + 0].position[1] = cmd.y0;
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vertices[v + 0].texCoords[0] = cmd.s0;
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vertices[v + 0].texCoords[1] = cmd.t0;
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vertices[v + 0].color = color;
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vertices[v + 1].position[0] = cmd.x1;
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vertices[v + 1].position[1] = cmd.y1;
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vertices[v + 1].texCoords[0] = cmd.s1;
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vertices[v + 1].texCoords[1] = cmd.t1;
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vertices[v + 1].color = color;
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vertices[v + 2].position[0] = cmd.x2;
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vertices[v + 2].position[1] = cmd.y2;
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vertices[v + 2].texCoords[0] = cmd.s2;
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vertices[v + 2].texCoords[1] = cmd.t2;
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vertices[v + 2].color = color;
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}
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