cnq3/code/renderer/grp_local.h
myT a76dba5cfb raytracing soft shadows, normal smoothing, G-buffer viz
- brightness-corrected ImGUI drawing
- upgraded shader code to HLSL 2021
- vertex normals drawing
2024-02-06 23:15:31 +01:00

362 lines
8.4 KiB
C++

/*
===========================================================================
Copyright (C) 2022-2024 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 - private declarations
#pragma once
#include "srp_local.h"
#pragma pack(push, 4)
struct WorldVertexRC
{
float modelViewMatrix[16];
float projectionMatrix[16];
float clipPlane[4];
};
struct WorldPixelRC
{
// general
uint32_t stageIndices[8]; // sampler: 16 - texture: 16
float greyscale;
// r_shaderTrace - dynamically enabled
uint32_t shaderTrace; // shader index: 14 - enable: 1
uint16_t centerPixelX;
uint16_t centerPixelY;
// r_depthFade - statically enabled
uint16_t hFadeDistance;
uint16_t hFadeOffset;
uint32_t depthFadeColorTex; // texture index: 12 - color bias: 4 - color scale: 4
// r_dither - statically enabled
uint16_t hFrameSeed;
uint16_t hNoiseScale;
uint16_t hInvGamma;
uint16_t hInvBrightness;
};
#pragma pack(pop)
struct VertexBuffers : BufferBase
{
enum BaseId
{
BasePosition,
BaseNormal,
BaseCount
};
enum StageId
{
StageTexCoords,
StageColors,
StageCount
};
void Create(const char* name, MemoryUsage::Id memoryUsage, uint32_t vertexCount);
void BeginUpload();
void EndUpload();
void Upload(uint32_t firstStage, uint32_t stageCount);
static const uint32_t BufferCount = BaseCount + StageCount * MAX_SHADER_STAGES;
HBuffer buffers[BufferCount] = {};
uint32_t strides[BufferCount] = {};
uint8_t* mapped[BufferCount] = {};
};
struct GeometryBuffers
{
void Rewind()
{
vertexBuffers.Rewind();
indexBuffer.Rewind();
}
VertexBuffers vertexBuffers;
IndexBuffer indexBuffer;
};
struct StaticGeometryChunk
{
uint32_t vertexCount;
uint32_t indexCount;
uint32_t firstGPUVertex;
uint32_t firstGPUIndex;
uint32_t firstCPUIndex;
};
struct BatchType
{
enum Id
{
Standard,
DynamicLight,
DepthFade,
Count
};
};
struct World
{
void Init();
void BeginFrame();
void EndFrame();
void Begin();
void End();
void DrawPrePass(const drawSceneViewCommand_t& cmd);
void BeginBatch(const shader_t* shader, bool hasStaticGeo, BatchType::Id batchType);
void EndBatch();
void EndSkyBatch();
void RestartBatch();
void DrawGUI();
void ProcessWorld(world_t& world);
void DrawSceneView(const drawSceneViewCommand_t& cmd);
void BindVertexBuffers(bool staticGeo, uint32_t firstStage, uint32_t stageCount);
void BindIndexBuffer(bool staticGeo);
void DrawFog();
void DrawLitSurfaces(dlight_t* dl, bool opaque);
void DrawDynamicLights(bool opaque);
void DrawSkyBox();
void DrawClouds();
typedef uint32_t Index;
const IndexType::Id indexType = IndexType::UInt32;
HTexture depthTexture;
uint32_t depthTextureIndex;
float clipPlane[4];
struct BufferFamily
{
enum Id
{
Invalid,
PrePass,
Static,
Dynamic
};
};
// Z pre-pass
HRootSignature zppRootSignature;
HDescriptorTable zppDescriptorTable;
HPipeline zppPipeline;
GeometryBuffer zppVertexBuffer;
// shared
BufferFamily::Id boundVertexBuffers;
BufferFamily::Id boundIndexBuffer;
uint32_t boundStaticVertexBuffersFirst;
uint32_t boundStaticVertexBuffersCount;
HPipeline batchPSO;
BatchType::Id batchType;
bool batchHasStaticGeo;
int psoChangeCount;
bool batchDepthHack;
bool batchOldDepthHack;
ShadingRate::Id batchShadingRate;
ShadingRate::Id batchOldShadingRate;
// dynamic
GeometryBuffers dynBuffers[FrameCount];
// static
GeometryBuffers statBuffers;
StaticGeometryChunk statChunks[32768];
uint32_t statChunkCount;
uint32_t statIndices[1 << 20];
uint32_t statIndexCount;
// fog
HRootSignature fogRootSignature;
HDescriptorTable fogDescriptorTable;
HPipeline fogOutsidePipeline;
HPipeline fogInsidePipeline;
HBuffer boxVertexBuffer;
HBuffer boxIndexBuffer;
// dynamic lights
HRootSignature dlRootSignature;
HPipeline dlPipelines[CT_COUNT * 2 * 2]; // { cull type, polygon offset, depth test }
bool dlOpaque;
float dlIntensity; // 1 for most surfaces, but can be scaled down for liquids etc.
bool dlDepthTestEqual;
// quick explanation on why dlOpaque is useful in the first place:
// - opaque surfaces can have a diffuse texture whose alpha isn't 255 everywhere
// - when that happens and we multiply the color by the the alpha (DL uses additive blending),
// we get "light holes" in opaque surfaces, which is not what we want
};
#pragma pack(push, 1)
struct PSODesc
{
cullType_t cullType;
bool polygonOffset;
bool clampDepth;
bool depthFade;
};
#pragma pack(pop)
struct CachedPSO
{
#if defined(_DEBUG)
// lets us know which Q3 shader
// triggered the creation of this PSO
char name[MAX_QPATH];
#endif
PSODesc desc;
uint32_t stageStateBits[MAX_SHADER_STAGES];
uint32_t stageCount;
HPipeline pipeline;
};
struct PostProcess
{
void Init();
void Draw(const char* renderPassName, HTexture renderTarget);
void ToneMap();
void InverseToneMap(int colorFormat);
void SetToneMapInput(HTexture toneMapInput);
void SetInverseToneMapInput(HTexture inverseToneMapInput);
private:
HPipeline toneMapPipeline;
HRootSignature toneMapRootSignature;
HDescriptorTable toneMapDescriptorTable;
HPipeline inverseToneMapPipelines[RTCF_COUNT];
HRootSignature inverseToneMapRootSignature;
HDescriptorTable inverseToneMapDescriptorTable;
};
struct SMAA
{
void Init();
void Update();
void Draw(const viewParms_t& parms);
// matches r_smaa
struct Mode
{
enum Id
{
Disabled,
Low,
Medium,
High,
Ultra,
Count
};
};
private:
// fixed
HTexture areaTexture;
HTexture searchTexture;
HRootSignature rootSignature;
HDescriptorTable descriptorTable;
// depends on render target resolution
HTexture edgeTexture;
HTexture blendTexture;
HTexture stencilTexture;
HTexture inputTexture; // tone mapped
HTexture outputTexture; // tone mapped
// depends on selected preset/mode
// SMAA has 3 passes:
// 1. edge detection
// 2. blend weight computation
// 3. neighborhood blending
HPipeline firstPassPipeline;
HPipeline secondPassPipeline;
HPipeline thirdPassPipeline;
Mode::Id mode = Mode::Disabled;
int width = -1;
int height = -1;
bool fixedLoaded = false;
};
struct GRP : IRenderPipeline
{
void Init() override;
void LoadResources() override {}
void ShutDown(bool fullShutDown) override;
void CreateTexture(image_t* image, int mipCount, int width, int height) override;
void UpoadTextureAndGenerateMipMaps(image_t* image, const byte* data) override;
void BeginTextureUpload(MappedTexture& mappedTexture, image_t* image) override;
void EndTextureUpload() override;
void ProcessWorld(world_t& world) override;
void ProcessModel(model_t& model) override;
void ProcessShader(shader_t& shader) override;
void ExecuteRenderCommands(const byte* data, bool readbackRequested) override;
void TessellationOverflow() override { world.RestartBatch(); }
void DrawSkyBox() override { world.DrawSkyBox(); }
void DrawClouds() override { world.DrawClouds(); }
void ReadPixels(int w, int h, int alignment, colorSpace_t colorSpace, void* out) override;
uint32_t GetSamplerDescriptorIndexFromBaseIndex(uint32_t baseIndex) override { return baseIndex; }
void BeginFrame();
void EndFrame();
uint32_t RegisterTexture(HTexture htexture);
uint32_t CreatePSO(CachedPSO& cache, const char* name);
void UpdateReadbackTexture();
UI ui;
World world;
MipMapGenerator mipMapGen;
ImGUI imgui;
PostProcess post;
SMAA smaa;
Nuklear nuklear;
float frameSeed;
bool updateReadbackTexture;
HTexture renderTarget;
TextureFormat::Id renderTargetFormat;
HTexture readbackRenderTarget;
RootSignatureDesc rootSignatureDesc;
HRootSignature rootSignature;
HDescriptorTable descriptorTable;
uint32_t textureIndex;
HSampler samplers[BASE_SAMPLER_COUNT]; // all base samplers
CachedPSO psos[1024];
uint32_t psoCount;
HRootSignature uberRootSignature;
};
extern GRP grp;