cnq3/code/renderer/grp_ui.cpp

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