mirror of
https://bitbucket.org/CPMADevs/cnq3
synced 2024-11-23 04:12:42 +00:00
30150e889e
fixed depth linearization
210 lines
5 KiB
C++
210 lines
5 KiB
C++
/*
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===========================================================================
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Copyright (C) 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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// Cinematic Rendering Pipeline - sunlight editor
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#include "crp_local.h"
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#include "../client/cl_imgui.h"
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#include "compshaders/crp/fullscreen.h"
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#include "compshaders/crp/sun_overlay.h"
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#pragma pack(push, 4)
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struct SunOverlayRC
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{
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vec3_t direction;
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float angle;
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vec3_t color;
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float padding;
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float textureWidth;
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float textureHeight;
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};
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#pragma pack(pop)
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static bool LoadSunFile(const char* filePath)
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{
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bool success = false;
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void* data = NULL;
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if(ri.FS_ReadFile(filePath, &data) == sizeof(crp.sunlightData) &&
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data != NULL)
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{
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memcpy(&crp.sunlightData, data, sizeof(crp.sunlightData));
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success = true;
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}
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if(data != NULL)
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{
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ri.FS_FreeFile(data);
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}
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return success;
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}
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static void SaveSunFile(const char* filePath)
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{
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FS_EnableCNQ3FolderWrites(qtrue);
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ri.FS_WriteFile(filePath, &crp.sunlightData, sizeof(crp.sunlightData));
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FS_EnableCNQ3FolderWrites(qfalse);
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}
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static void LoadSunFromShader(const shader_t* skyShader)
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{
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vec2_t angles;
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angles[0] = DEG2RAD(skyShader->sunAzimuth);
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angles[1] = DEG2RAD(skyShader->sunInclination);
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VectorCopy(skyShader->sunColor, crp.sunlightData.color);
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crp.sunlightData.intensity = 1.0f;
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AzimuthInclinationToDirection(crp.sunlightData.direction, angles);
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}
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void DirectionToAzimuthInclination(float* sc, const float* dir)
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{
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// 0=azimuth/phi, 1=inclination/theta
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sc[0] = atan2f(dir[1], dir[0]);
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sc[1] = atan2f(sqrtf(dir[0] * dir[0] + dir[1] * dir[1]), dir[2]);
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}
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void AzimuthInclinationToDirection(float* dir, const float* sc)
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{
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// 0=azimuth/phi, 1=inclination/theta
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dir[0] = sinf(sc[1]) * cosf(sc[0]);
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dir[1] = sinf(sc[1]) * sinf(sc[0]);
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dir[2] = cosf(sc[1]);
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}
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void SunlightEditor::Init()
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{
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{
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GraphicsPipelineDesc desc("G-Buffer Depth");
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MakeFullScreenPipeline(desc, ShaderByteCode(g_sun_overlay_ps));
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desc.AddRenderTarget(GLS_SRCBLEND_SRC_ALPHA | GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA, crp.renderTargetFormat);
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pipeline = CreateGraphicsPipeline(desc);
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}
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}
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void SunlightEditor::ProcessWorld(world_t& world)
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{
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skyShader = NULL;
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for(int i = 0; i < tr.numShaders; i++)
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{
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if(tr.shaders[i]->isSunDataValid)
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{
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skyShader = tr.shaders[i];
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break;
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}
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}
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if(!LoadSunFile(va("sun/%s.sun", world.baseName)) &&
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skyShader != NULL)
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{
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LoadSunFromShader(skyShader);
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}
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}
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void SunlightEditor::DrawOverlay()
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{
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if(!drawOverlay || !IsViewportFullscreen(backEnd.viewParms))
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{
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return;
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}
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srp.renderMode = RenderMode::None;
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SCOPED_RENDER_PASS("Sun Overlay", 1.0f, 1.0f, 1.0f);
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CmdSetViewportAndScissor(0, 0, glConfig.vidWidth, glConfig.vidHeight);
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CmdBeginBarrier();
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CmdTextureBarrier(crp.renderTarget, ResourceStates::RenderTargetBit);
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CmdEndBarrier();
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SunOverlayRC rc = {};
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rc.angle = 0.0f;
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VectorCopy(crp.sunlightData.color, rc.color);
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VectorCopy(crp.sunlightData.direction, rc.direction);
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rc.textureWidth = glConfig.vidWidth;
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rc.textureHeight = glConfig.vidHeight;
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CmdBindRenderTargets(1, &crp.renderTarget, NULL);
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CmdBindPipeline(pipeline);
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CmdSetGraphicsRootConstants(0, sizeof(rc), &rc);
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CmdDraw(3, 0);
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}
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void SunlightEditor::DrawGUI()
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{
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if(tr.world == NULL)
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{
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return;
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}
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GUI_AddMainMenuItem(GUI_MainMenu::Tools, "Edit Sunlight", "", &windowActive);
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if(!windowActive)
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{
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return;
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}
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if(ImGui::Begin("Sunlight", &windowActive, ImGuiWindowFlags_AlwaysAutoResize))
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{
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ImGui::Checkbox("Draw Sun", &drawOverlay);
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float angles[2];
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DirectionToAzimuthInclination(angles, crp.sunlightData.direction);
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ImGui::NewLine();
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ImGui::SliderAngle("Azimuth", &angles[0], 0.0f, 360.0f);
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ImGui::SliderAngle("Inclination", &angles[1], 0.0f, 180.0f);
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AzimuthInclinationToDirection(crp.sunlightData.direction, angles);
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ImGui::ColorEdit3("Color", crp.sunlightData.color);
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ImGui::SliderFloat("Light intensity", &crp.sunlightData.intensity, 0.0f, 10.0f);
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ImGui::NewLine();
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if(ImGui::Button("Save Config..."))
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{
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OpenSaveFileDialog("sun", ".sun");
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}
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ImGui::SameLine();
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if(ImGui::Button("Open Config..."))
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{
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OpenOpenFileDialog("sun", ".sun");
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}
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if(skyShader != NULL)
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{
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ImGui::SameLine();
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if(ImGui::Button("Import from Sky Shader"))
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{
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LoadSunFromShader(skyShader);
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}
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}
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if(SaveFileDialog())
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{
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SaveSunFile(GetSaveFileDialogPath());
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}
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if(OpenFileDialog())
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{
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LoadSunFile(GetOpenFileDialogPath());
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}
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}
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ImGui::End();
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}
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