cnq3/code/renderer/crp_tone_map.cpp

139 lines
3.9 KiB
C++

/*
===========================================================================
Copyright (C) 2023 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/>.
===========================================================================
*/
// Cinematic Rendering Pipeline - tone mapping
#include "crp_local.h"
namespace tone_map
{
#include "compshaders/crp/tone_map_vs.h"
#include "compshaders/crp/tone_map_ps.h"
}
namespace inverse_tone_map
{
#include "compshaders/crp/tone_map_inverse_vs.h"
#include "compshaders/crp/tone_map_inverse_ps.h"
}
#pragma pack(push, 4)
struct ToneMapRC
{
uint32_t textureIndex;
uint32_t samplerIndex;
float invGamma;
float brightness;
float greyscale;
};
struct InverseToneMapRC
{
uint32_t textureIndex;
uint32_t samplerIndex;
float gamma;
float invBrightness;
};
#pragma pack(pop)
void ToneMap::Init()
{
{
GraphicsPipelineDesc desc("Tone Map");
desc.shortLifeTime = true;
desc.vertexShader = ShaderByteCode(tone_map::g_vs);
desc.pixelShader = ShaderByteCode(tone_map::g_ps);
desc.depthStencil.DisableDepth();
desc.rasterizer.cullMode = CT_TWO_SIDED;
desc.AddRenderTarget(0, crp.renderTargetFormat);
pipeline = CreateGraphicsPipeline(desc);
}
{
GraphicsPipelineDesc desc("Inverse Tone Map");
desc.shortLifeTime = true;
desc.vertexShader = ShaderByteCode(tone_map::g_vs);
desc.pixelShader = ShaderByteCode(tone_map::g_ps);
desc.depthStencil.DisableDepth();
desc.rasterizer.cullMode = CT_TWO_SIDED;
desc.AddRenderTarget(0, crp.renderTargetFormat);
pipeline = CreateGraphicsPipeline(desc);
}
}
void ToneMap::DrawToneMap()
{
srp.renderMode = RenderMode::None;
SCOPED_RENDER_PASS("Tone Map", 1.0f, 1.0f, 1.0f);
CmdSetViewportAndScissor(0, 0, glConfig.vidWidth, glConfig.vidHeight);
crp.SwapRenderTargets();
const TextureBarrier texBarriers[] =
{
TextureBarrier(crp.GetReadRenderTarget(), ResourceStates::PixelShaderAccessBit),
TextureBarrier(crp.GetWriteRenderTarget(), ResourceStates::RenderTargetBit)
};
CmdBarrier(ARRAY_LEN(texBarriers), texBarriers, 0, NULL);
ToneMapRC rc = {};
rc.textureIndex = GetTextureIndexSRV(crp.GetReadRenderTarget());
rc.samplerIndex = GetSamplerIndex(TW_CLAMP_TO_EDGE, TextureFilter::Linear);
rc.invGamma = 1.0f / r_gamma->value;
rc.brightness = r_brightness->value;
rc.greyscale = r_greyscale->value;
CmdBindRenderTargets(1, &crp.renderTarget, NULL);
CmdBindPipeline(pipeline);
CmdSetGraphicsRootConstants(0, sizeof(rc), &rc);
CmdDraw(3, 0);
}
void ToneMap::DrawInverseToneMap()
{
srp.renderMode = RenderMode::None;
SCOPED_RENDER_PASS("Inverse Tone Map", 1.0f, 1.0f, 1.0f);
CmdSetViewportAndScissor(0, 0, glConfig.vidWidth, glConfig.vidHeight);
crp.SwapRenderTargets();
const TextureBarrier texBarriers[] =
{
TextureBarrier(crp.GetReadRenderTarget(), ResourceStates::PixelShaderAccessBit),
TextureBarrier(crp.GetWriteRenderTarget(), ResourceStates::RenderTargetBit)
};
CmdBarrier(ARRAY_LEN(texBarriers), texBarriers, 0, NULL);
InverseToneMapRC rc = {};
rc.textureIndex = GetTextureIndexSRV(crp.GetReadRenderTarget());
rc.samplerIndex = GetSamplerIndex(TW_CLAMP_TO_EDGE, TextureFilter::Linear);
rc.gamma = r_gamma->value;
rc.invBrightness = 1.0f / r_brightness->value;
CmdBindRenderTargets(1, &crp.renderTarget, NULL);
CmdBindPipeline(inversePipeline);
CmdSetGraphicsRootConstants(0, sizeof(rc), &rc);
CmdDraw(3, 0);
}