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