mirror of
https://bitbucket.org/CPMADevs/cnq3
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256 lines
7.7 KiB
C++
256 lines
7.7 KiB
C++
/*
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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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// Gameplay Rendering Pipeline - post-process pass
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#include "grp_local.h"
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namespace tone_map
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{
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#include "compshaders/grp/post_gamma_vs.h"
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#include "compshaders/grp/post_gamma_ps.h"
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}
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namespace inverse_tone_map
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{
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#include "compshaders/grp/post_inverse_gamma_vs.h"
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#include "compshaders/grp/post_inverse_gamma_ps.h"
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}
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#pragma pack(push, 4)
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struct GammaVertexRC
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{
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float scaleX;
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float scaleY;
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};
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struct GammaPixelRC
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{
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float invGamma;
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float brightness;
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float greyscale;
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};
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struct InverseGammaPixelRC
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{
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float gamma;
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float invBrightness;
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};
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#pragma pack(pop)
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void PostProcess::Init()
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{
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if(!srp.firstInit)
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{
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return;
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}
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TextureFormat::Id rtFormats[RTCF_COUNT] = {};
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rtFormats[RTCF_R8G8B8A8] = TextureFormat::RGBA32_UNorm;
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rtFormats[RTCF_R10G10B10A2] = TextureFormat::R10G10B10A2_UNorm;
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rtFormats[RTCF_R16G16B16A16] = TextureFormat::RGBA64_UNorm;
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for(int i = 0; i < RTCF_COUNT; ++i)
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{
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Q_assert((int)rtFormats[i] > 0 && (int)rtFormats[i] < TextureFormat::Count);
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}
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{
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RootSignatureDesc desc("tone map");
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desc.usingVertexBuffers = false;
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desc.constants[ShaderStage::Vertex].byteCount = sizeof(GammaVertexRC);
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desc.constants[ShaderStage::Pixel].byteCount = sizeof(GammaPixelRC);
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desc.samplerCount = 1;
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desc.samplerVisibility = ShaderStages::PixelBit;
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desc.AddRange(DescriptorType::Texture, 0, 1);
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desc.genericVisibility = ShaderStages::PixelBit;
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toneMapRootSignature = CreateRootSignature(desc);
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}
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{
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DescriptorTableDesc desc("tone map", toneMapRootSignature);
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toneMapDescriptorTable = CreateDescriptorTable(desc);
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DescriptorTableUpdate update;
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update.SetSamplers(1, &grp.samplers[GetSamplerIndex(TW_CLAMP_TO_EDGE, TextureFilter::Linear)]);
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UpdateDescriptorTable(toneMapDescriptorTable, update);
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}
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{
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GraphicsPipelineDesc desc("tone map", toneMapRootSignature);
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desc.vertexShader = ShaderByteCode(tone_map::g_vs);
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desc.pixelShader = ShaderByteCode(tone_map::g_ps);
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desc.depthStencil.DisableDepth();
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desc.rasterizer.cullMode = CT_TWO_SIDED;
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desc.AddRenderTarget(0, TextureFormat::RGBA32_UNorm);
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toneMapPipeline = CreateGraphicsPipeline(desc);
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}
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{
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RootSignatureDesc desc("inverse tone map");
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desc.usingVertexBuffers = false;
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desc.constants[ShaderStage::Vertex].byteCount = 0;
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desc.constants[ShaderStage::Pixel].byteCount = sizeof(InverseGammaPixelRC);
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desc.samplerCount = 1;
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desc.samplerVisibility = ShaderStages::PixelBit;
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desc.AddRange(DescriptorType::Texture, 0, 1);
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desc.genericVisibility = ShaderStages::PixelBit;
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inverseToneMapRootSignature = CreateRootSignature(desc);
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}
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{
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DescriptorTableDesc desc("inverse tone map", inverseToneMapRootSignature);
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inverseToneMapDescriptorTable = CreateDescriptorTable(desc);
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DescriptorTableUpdate update;
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update.SetSamplers(1, &grp.samplers[GetSamplerIndex(TW_CLAMP_TO_EDGE, TextureFilter::Linear)]);
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UpdateDescriptorTable(inverseToneMapDescriptorTable, update);
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}
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for(int i = 0; i < RTCF_COUNT; ++i)
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{
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GraphicsPipelineDesc desc("inverse tone map", inverseToneMapRootSignature);
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desc.vertexShader = ShaderByteCode(inverse_tone_map::g_vs);
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desc.pixelShader = ShaderByteCode(inverse_tone_map::g_ps);
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desc.depthStencil.DisableDepth();
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desc.rasterizer.cullMode = CT_TWO_SIDED;
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desc.AddRenderTarget(0, rtFormats[i]);
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inverseToneMapPipelines[i] = CreateGraphicsPipeline(desc);
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}
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}
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void PostProcess::Draw(const char* renderPassName, HTexture renderTarget)
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{
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SCOPED_RENDER_PASS(renderPassName, 0.125f, 0.125f, 0.5f);
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const TextureBarrier barriers[2] =
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{
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TextureBarrier(grp.renderTarget, ResourceStates::PixelShaderAccessBit),
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TextureBarrier(renderTarget, ResourceStates::RenderTargetBit)
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};
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CmdBarrier(ARRAY_LEN(barriers), barriers);
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float vsX = 1.0f; // vertex shader scale factors
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float vsY = 1.0f;
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float srX = 1.0f; // scissor rectangle scale factors
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float srY = 1.0f;
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if(r_fullscreen->integer == 1 && r_mode->integer == VIDEOMODE_UPSCALE)
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{
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if(r_blitMode->integer == BLITMODE_CENTERED)
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{
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vsX = (float)glConfig.vidWidth / (float)glInfo.winWidth;
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vsY = (float)glConfig.vidHeight / (float)glInfo.winHeight;
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}
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else if(r_blitMode->integer == BLITMODE_ASPECT)
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{
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const float ars = (float)glConfig.vidWidth / (float)glConfig.vidHeight;
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const float ard = (float)glInfo.winWidth / (float)glInfo.winHeight;
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if(ard > ars)
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{
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vsX = ars / ard;
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vsY = 1.0f;
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srX = (float)glInfo.winHeight / (float)glConfig.vidHeight;
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srY = srX;
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}
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else
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{
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vsX = 1.0f;
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vsY = ard / ars;
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srX = (float)glInfo.winWidth / (float)glConfig.vidWidth;
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srY = srX;
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}
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}
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}
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if(vsX != 1.0f || vsY != 1.0f)
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{
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CmdClearColorTarget(renderTarget, colorBlack);
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const int x = (glInfo.winWidth - glInfo.winWidth * vsX) / 2.0f;
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const int y = (glInfo.winHeight - glInfo.winHeight * vsY) / 2.0f;
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CmdSetViewport(0, 0, glInfo.winWidth, glInfo.winHeight);
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CmdSetScissor(x, y, glConfig.vidWidth * srX, glConfig.vidHeight * srY);
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}
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else
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{
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CmdSetViewportAndScissor(0, 0, glInfo.winWidth, glInfo.winHeight);
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}
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GammaVertexRC vertexRC = {};
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vertexRC.scaleX = vsX;
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vertexRC.scaleY = vsY;
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GammaPixelRC pixelRC = {};
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pixelRC.invGamma = 1.0f / r_gamma->value;
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pixelRC.brightness = r_brightness->value;
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pixelRC.greyscale = r_greyscale->value;
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CmdBindRenderTargets(1, &renderTarget, NULL);
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CmdBindPipeline(toneMapPipeline);
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CmdBindRootSignature(toneMapRootSignature);
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CmdBindDescriptorTable(toneMapRootSignature, toneMapDescriptorTable);
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CmdSetRootConstants(toneMapRootSignature, ShaderStage::Vertex, &vertexRC);
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CmdSetRootConstants(toneMapRootSignature, ShaderStage::Pixel, &pixelRC);
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CmdDraw(3, 0);
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}
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void PostProcess::ToneMap()
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{
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GammaVertexRC vertexRC = {};
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vertexRC.scaleX = 1.0f;
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vertexRC.scaleY = 1.0f;
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GammaPixelRC pixelRC = {};
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pixelRC.invGamma = 1.0f / r_gamma->value;
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pixelRC.brightness = r_brightness->value;
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pixelRC.greyscale = 0.0f;
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CmdBindPipeline(toneMapPipeline);
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CmdBindRootSignature(toneMapRootSignature);
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CmdBindDescriptorTable(toneMapRootSignature, toneMapDescriptorTable);
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CmdSetRootConstants(toneMapRootSignature, ShaderStage::Vertex, &vertexRC);
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CmdSetRootConstants(toneMapRootSignature, ShaderStage::Pixel, &pixelRC);
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CmdDraw(3, 0);
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}
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void PostProcess::InverseToneMap(int colorFormat)
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{
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InverseGammaPixelRC pixelRC = {};
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pixelRC.gamma = r_gamma->value;
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pixelRC.invBrightness = 1.0f / r_brightness->value;
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CmdBindPipeline(inverseToneMapPipelines[colorFormat]);
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CmdBindRootSignature(inverseToneMapRootSignature);
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CmdBindDescriptorTable(inverseToneMapRootSignature, inverseToneMapDescriptorTable);
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CmdSetRootConstants(inverseToneMapRootSignature, ShaderStage::Pixel, &pixelRC);
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CmdDraw(3, 0);
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}
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void PostProcess::SetToneMapInput(HTexture toneMapInput)
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{
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DescriptorTableUpdate update;
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update.SetTextures(1, &toneMapInput);
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UpdateDescriptorTable(toneMapDescriptorTable, update);
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}
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void PostProcess::SetInverseToneMapInput(HTexture inverseToneMapInput)
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{
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DescriptorTableUpdate update;
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update.SetTextures(1, &inverseToneMapInput);
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UpdateDescriptorTable(inverseToneMapDescriptorTable, update);
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}
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