mirror of
https://bitbucket.org/CPMADevs/cnq3
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a76dba5cfb
- brightness-corrected ImGUI drawing - upgraded shader code to HLSL 2021 - vertex normals drawing
124 lines
3.5 KiB
HLSL
124 lines
3.5 KiB
HLSL
/*
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===========================================================================
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Copyright (C) 2023-2024 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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// add fragments of transparent surfaces to per-pixel linked lists
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#include "common.hlsli"
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#include "alpha_test.h.hlsli"
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#include "oit.h.hlsli"
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#include "scene_view.h.hlsli"
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cbuffer RootConstants
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{
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// geometry
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matrix modelViewMatrix;
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// general
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uint textureIndex;
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uint samplerIndex;
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uint alphaTest;
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uint counterBuffer;
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uint indexTexture;
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uint fragmentBuffer;
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float greyscale;
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uint stateBits;
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uint shaderTrace;
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uint depthFadeDistOffset; // offset: fp16 - distance: fp16
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uint depthFadeScaleBias; // enable: 1 - color bias: 4 - color scale: 4
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};
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struct VIn
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{
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float3 position : POSITION;
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float3 normal : NORMAL;
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float2 texCoords : TEXCOORD0;
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float4 color : COLOR0;
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};
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struct VOut
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{
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float4 position : SV_Position;
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float3 normal : NORMAL;
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float2 texCoords : TEXCOORD0;
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float4 color : COLOR0;
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float clipDist : SV_ClipDistance0;
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float2 proj2232 : PROJ;
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float depthVS : DEPTHVS;
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};
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VOut vs(VIn input)
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{
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SceneView scene = GetSceneView();
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float4 positionVS = mul(modelViewMatrix, float4(input.position.xyz, 1));
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matrix projectionMatrix = scene.projectionMatrix;
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VOut output;
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output.position = mul(projectionMatrix, positionVS);
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output.normal = input.normal;
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output.texCoords = input.texCoords;
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output.color = input.color;
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output.clipDist = dot(positionVS, scene.clipPlane);
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output.proj2232 = float2(-projectionMatrix[2][2], projectionMatrix[2][3]);
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output.depthVS = -positionVS.z;
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return output;
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}
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[earlydepthstencil]
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void ps(VOut input)
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{
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Texture2D texture0 = ResourceDescriptorHeap[textureIndex];
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SamplerState sampler0 = SamplerDescriptorHeap[samplerIndex];
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float4 dst = texture0.Sample(sampler0, input.texCoords) * input.color;
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if(FailsAlphaTest(dst.a, alphaTest))
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{
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return;
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}
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dst = MakeGreyscale(dst, greyscale);
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RWStructuredBuffer<OIT_Counter> counter = ResourceDescriptorHeap[counterBuffer];
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uint fragmentIndex;
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InterlockedAdd(counter[0].fragmentCount, 1, fragmentIndex);
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if(fragmentIndex < counter[0].maxFragmentCount)
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{
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RWTexture2D<uint> indexTex = ResourceDescriptorHeap[indexTexture];
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RWStructuredBuffer<OIT_Fragment> fragments = ResourceDescriptorHeap[fragmentBuffer];
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uint prevFragmentIndex;
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InterlockedExchange(indexTex[int2(input.position.xy)], fragmentIndex, prevFragmentIndex);
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OIT_Fragment fragment;
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fragment.color = PackColor(dst);
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fragment.depth = input.depthVS;
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fragment.stateBits = stateBits;
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fragment.next = prevFragmentIndex;
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fragment.shaderTrace = shaderTrace;
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fragment.depthFadeDistOffset = depthFadeDistOffset;
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fragment.depthFadeScaleBias = depthFadeScaleBias;
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fragments[fragmentIndex] = fragment;
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}
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else
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{
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uint garbage;
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InterlockedAdd(counter[0].overflowCount, 1, garbage);
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InterlockedAdd(counter[0].fragmentCount, -1, garbage);
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}
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}
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