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3b6a3a5019
don't track .user files except for cnq3 and cnq3-server disabled FPS hack disabled FPS hack, part 2
267 lines
8.3 KiB
C++
267 lines
8.3 KiB
C++
/*
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===========================================================================
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Copyright (C) 2022-2023 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 - Dear ImGUI integration
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#include "grp_local.h"
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#include "../imgui/imgui.h"
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#include "hlsl/imgui_vs.h"
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#include "hlsl/imgui_ps.h"
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#define MAX_VERTEX_COUNT (64 << 10)
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#define MAX_INDEX_COUNT (MAX_VERTEX_COUNT << 3)
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#pragma pack(push, 4)
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struct VertexRC
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{
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float mvp[16];
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};
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struct PixelRC
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{
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uint32_t texture;
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uint32_t sampler;
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float mip;
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};
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#pragma pack(pop)
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void ImGUI::Init()
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{
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ImGuiIO& io = ImGui::GetIO();
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io.DisplaySize.x = glConfig.vidWidth;
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io.DisplaySize.y = glConfig.vidHeight;
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if(grp.firstInit)
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{
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io.BackendRendererUserData = this;
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io.BackendRendererName = "CNQ3 Direct3D 12";
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io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
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for(int i = 0; i < FrameCount; i++)
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{
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FrameResources* fr = &frameResources[i];
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BufferDesc vtx("Dear ImGUI index", MAX_INDEX_COUNT * sizeof(ImDrawIdx), ResourceStates::IndexBufferBit);
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vtx.memoryUsage = MemoryUsage::Upload;
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fr->indexBuffer = CreateBuffer(vtx);
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BufferDesc idx("Dear ImGUI vertex", MAX_VERTEX_COUNT * sizeof(ImDrawData), ResourceStates::VertexBufferBit);
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idx.memoryUsage = MemoryUsage::Upload;
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fr->vertexBuffer = CreateBuffer(idx);
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}
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{
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RootSignatureDesc desc = grp.rootSignatureDesc;
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desc.name = "Dear ImGUI";
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desc.constants[ShaderStage::Vertex].byteCount = sizeof(VertexRC);
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desc.constants[ShaderStage::Pixel].byteCount = sizeof(PixelRC);
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rootSignature = CreateRootSignature(desc);
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}
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{
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unsigned char* pixels;
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int width, height;
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io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);
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TextureDesc desc("Dear ImGUI font atlas", width, height, 1);
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fontAtlas = CreateTexture(desc);
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MappedTexture update;
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BeginTextureUpload(update, fontAtlas);
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for(uint32_t r = 0; r < update.rowCount; ++r)
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{
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memcpy(update.mappedData + r * update.dstRowByteCount, pixels + r * update.srcRowByteCount, update.srcRowByteCount);
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}
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EndTextureUpload();
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}
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}
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{
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GraphicsPipelineDesc desc("Dear ImGUI", rootSignature);
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desc.shortLifeTime = true;
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desc.vertexShader = ShaderByteCode(g_vs);
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desc.pixelShader = ShaderByteCode(g_ps);
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desc.vertexLayout.bindingStrides[0] = sizeof(ImDrawVert);
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desc.vertexLayout.AddAttribute(0, ShaderSemantic::Position,
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DataType::Float32, 2, offsetof(ImDrawVert, pos));
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desc.vertexLayout.AddAttribute(0, ShaderSemantic::TexCoord,
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DataType::Float32, 2, offsetof(ImDrawVert, uv));
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desc.vertexLayout.AddAttribute(0, ShaderSemantic::Color,
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DataType::UNorm8, 4, offsetof(ImDrawVert, col));
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desc.depthStencil.depthComparison = ComparisonFunction::Always;
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desc.depthStencil.depthStencilFormat = TextureFormat::Depth32_Float;
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desc.depthStencil.enableDepthTest = false;
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desc.depthStencil.enableDepthWrites = false;
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desc.rasterizer.cullMode = CT_TWO_SIDED;
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desc.AddRenderTarget(GLS_SRCBLEND_SRC_ALPHA | GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA, grp.renderTargetFormat);
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pipeline = CreateGraphicsPipeline(desc);
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}
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RegisterFontAtlas();
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}
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void ImGUI::RegisterFontAtlas()
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{
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ImGuiIO& io = ImGui::GetIO();
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const uint32_t fontIndex = grp.RegisterTexture(fontAtlas);
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io.Fonts->SetTexID((ImTextureID)fontIndex);
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}
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void ImGUI::Draw()
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{
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if(r_debugUI->integer == 0)
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{
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SafeEndFrame();
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return;
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}
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grp.renderMode = RenderMode::ImGui;
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ImGuiIO& io = ImGui::GetIO();
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io.DisplaySize.x = glConfig.vidWidth;
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io.DisplaySize.y = glConfig.vidHeight;
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SafeEndFrame();
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ImGui::Render();
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const ImDrawData* drawData = ImGui::GetDrawData();
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// avoid rendering when minimized
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if(drawData->DisplaySize.x <= 0.0f || drawData->DisplaySize.y <= 0.0f)
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{
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grp.renderMode = RenderMode::None;
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return;
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}
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SCOPED_RENDER_PASS("Dear ImGUI", 0.5f, 0.5f, 1.0f);
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FrameResources* fr = &frameResources[GetFrameIndex()];
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// Upload vertex/index data into a single contiguous GPU buffer
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ImDrawVert* vtxDst = (ImDrawVert*)MapBuffer(fr->vertexBuffer);
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ImDrawIdx* idxDst = (ImDrawIdx*)MapBuffer(fr->indexBuffer);
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ImDrawVert* const vtxDstEnd = vtxDst + MAX_VERTEX_COUNT;
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ImDrawIdx* const idxDstEnd = idxDst + MAX_INDEX_COUNT;
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for(int cl = 0; cl < drawData->CmdListsCount; cl++)
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{
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const ImDrawList* cmdList = drawData->CmdLists[cl];
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if(vtxDst + cmdList->VtxBuffer.Size > vtxDstEnd)
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{
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Q_assert(!"Dear ImGui vertex buffer too small");
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break;
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}
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if(idxDst + cmdList->IdxBuffer.Size > idxDstEnd)
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{
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Q_assert(!"Dear ImGui index buffer too small");
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break;
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}
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memcpy(vtxDst, cmdList->VtxBuffer.Data, cmdList->VtxBuffer.Size * sizeof(ImDrawVert));
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memcpy(idxDst, cmdList->IdxBuffer.Data, cmdList->IdxBuffer.Size * sizeof(ImDrawIdx));
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vtxDst += cmdList->VtxBuffer.Size;
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idxDst += cmdList->IdxBuffer.Size;
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}
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UnmapBuffer(fr->vertexBuffer);
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UnmapBuffer(fr->indexBuffer);
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// Setup orthographic projection matrix into our constant buffer
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// Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right).
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const float L = drawData->DisplayPos.x;
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const float R = drawData->DisplayPos.x + drawData->DisplaySize.x;
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const float T = drawData->DisplayPos.y;
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const float B = drawData->DisplayPos.y + drawData->DisplaySize.y;
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const VertexRC vertexRC =
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{
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2.0f / (R - L), 0.0f, 0.0f, 0.0f,
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0.0f, 2.0f / (T - B), 0.0f, 0.0f,
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0.0f, 0.0f, 0.5f, 0.0f,
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(R + L) / (L - R), (T + B) / (B - T), 0.5f, 1.0f
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};
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const uint32_t vertexStride = sizeof(ImDrawVert);
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static_assert(sizeof(ImDrawIdx) == 4, "uint32 indices expected!");
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CmdBindRenderTargets(1, &grp.renderTarget, NULL);
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CmdBindRootSignature(rootSignature);
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CmdBindPipeline(pipeline);
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CmdBindDescriptorTable(rootSignature, grp.descriptorTable);
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CmdBindVertexBuffers(1, &fr->vertexBuffer, &vertexStride, NULL);
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CmdBindIndexBuffer(fr->indexBuffer, IndexType::UInt32, 0);
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CmdSetViewport(0, 0, drawData->DisplaySize.x, drawData->DisplaySize.y);
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CmdSetRootConstants(rootSignature, ShaderStage::Vertex, &vertexRC);
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// Render command lists
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// (Because we merged all buffers into a single one, we maintain our own offset into them)
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int globalVtxOffset = 0;
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int globalIdxOffset = 0;
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ImVec2 clipOff = drawData->DisplayPos;
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for(int cl = 0; cl < drawData->CmdListsCount; cl++)
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{
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const ImDrawList* cmdList = drawData->CmdLists[cl];
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for(int c = 0; c < cmdList->CmdBuffer.Size; c++)
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{
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const ImDrawCmd* cmd = &cmdList->CmdBuffer[c];
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// Project scissor/clipping rectangles into framebuffer space
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ImVec2 clip_min(cmd->ClipRect.x - clipOff.x, cmd->ClipRect.y - clipOff.y);
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ImVec2 clip_max(cmd->ClipRect.z - clipOff.x, cmd->ClipRect.w - clipOff.y);
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if(clip_max.x <= clip_min.x || clip_max.y <= clip_min.y)
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{
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continue;
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}
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PixelRC pixelRC = {};
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pixelRC.texture = (uint32_t)cmd->TextureId & 0xFFFF;
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pixelRC.sampler = GetSamplerIndex(TW_CLAMP_TO_EDGE, TextureFilter::Linear);
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pixelRC.mip = (float)(((uint32_t)cmd->TextureId >> 16) & 0xFFFF);
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CmdSetRootConstants(rootSignature, ShaderStage::Pixel, &pixelRC);
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// Apply Scissor/clipping rectangle, Draw
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CmdSetScissor(clip_min.x, clip_min.y, clip_max.x - clip_min.x, clip_max.y - clip_min.y);
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CmdDrawIndexed(cmd->ElemCount, cmd->IdxOffset + globalIdxOffset, cmd->VtxOffset + globalVtxOffset);
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}
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globalIdxOffset += cmdList->IdxBuffer.Size;
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globalVtxOffset += cmdList->VtxBuffer.Size;
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}
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grp.renderMode = RenderMode::None;
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}
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void ImGUI::SafeBeginFrame()
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{
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if(!frameStarted)
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{
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ImGui::NewFrame();
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frameStarted = true;
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}
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}
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void ImGUI::SafeEndFrame()
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{
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if(frameStarted)
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{
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ImGui::EndFrame();
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frameStarted = false;
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}
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}
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