cnq3/code/renderer/crp_dynamic_lights.cpp
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

130 lines
3.8 KiB
C++

/*
===========================================================================
Copyright (C) 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/>.
===========================================================================
*/
// Cinematic Rendering Pipeline - direct lighting from dynamic lights
#include "crp_local.h"
#include "compshaders/crp/fullscreen.h"
#include "compshaders/crp/dl_draw.h"
#include "compshaders/crp/dl_denoising.h"
#pragma pack(push, 4)
struct DynamicLightsRC
{
uint32_t blueNoiseTextureIndex;
};
struct DenoiseRC
{
uint32_t textureIndex;
};
#pragma pack(pop)
void DynamicLights::Init()
{
{
GraphicsPipelineDesc desc("Dynamic Lights");
desc.shortLifeTime = true;
desc.vertexShader = ShaderByteCode(g_fullscreen_vs);
desc.pixelShader = ShaderByteCode(g_dl_draw_ps);
desc.depthStencil.DisableDepth();
desc.rasterizer.cullMode = CT_TWO_SIDED;
desc.AddRenderTarget(0, crp.renderTargetFormat);
pipeline = CreateGraphicsPipeline(desc);
}
{
GraphicsPipelineDesc desc("Dynamic Lights Denoising");
desc.shortLifeTime = true;
desc.vertexShader = ShaderByteCode(g_fullscreen_vs);
desc.pixelShader = ShaderByteCode(g_dl_denoising_ps);
desc.depthStencil.DisableDepth();
desc.rasterizer.cullMode = CT_TWO_SIDED;
desc.AddRenderTarget(0, crp.renderTargetFormat);
denoisingPipeline = CreateGraphicsPipeline(desc);
}
}
void DynamicLights::Draw()
{
if(r_dynamiclight->integer == 0 ||
(backEnd.refdef.rdflags & RDF_NOWORLDMODEL) != 0 ||
!IsViewportFullscreen(backEnd.viewParms))
{
return;
}
const HBuffer tlasBuffer = crp.raytracing.GetTLAS();
if(IsNullHandle(tlasBuffer) ||
backEnd.refdef.num_dlights <= 0)
{
CmdBeginBarrier();
CmdTextureBarrier(crp.lightTexture, ResourceStates::RenderTargetBit);
CmdEndBarrier();
CmdClearColorTarget(crp.lightTexture, colorBlack);
return;
}
srp.renderMode = RenderMode::None;
{
SCOPED_RENDER_PASS("Dynamic Lights", 1.0f, 1.0f, 1.0f);
CmdSetViewportAndScissor(0, 0, glConfig.vidWidth, glConfig.vidHeight);
CmdBeginBarrier();
CmdTextureBarrier(crp.shadingPositionTexture, ResourceStates::PixelShaderAccessBit);
CmdTextureBarrier(crp.normalTexture, ResourceStates::PixelShaderAccessBit);
CmdTextureBarrier(crp.noisyLightTexture, ResourceStates::RenderTargetBit);
CmdEndBarrier();
DynamicLightsRC rc = {};
rc.blueNoiseTextureIndex = GetTextureIndexSRV(crp.blueNoise2D);
CmdBindRenderTargets(1, &crp.noisyLightTexture, NULL);
CmdBindPipeline(pipeline);
CmdSetGraphicsRootConstants(0, sizeof(rc), &rc);
CmdDraw(3, 0);
}
{
SCOPED_RENDER_PASS("DL Denoising", 1.0f, 1.0f, 1.0f);
CmdSetViewportAndScissor(0, 0, glConfig.vidWidth, glConfig.vidHeight);
CmdBeginBarrier();
CmdTextureBarrier(crp.shadingPositionTexture, ResourceStates::PixelShaderAccessBit);
CmdTextureBarrier(crp.noisyLightTexture, ResourceStates::PixelShaderAccessBit);
CmdTextureBarrier(crp.lightTexture, ResourceStates::RenderTargetBit);
CmdEndBarrier();
DenoiseRC rc = {};
rc.textureIndex = GetTextureIndexSRV(crp.noisyLightTexture);
CmdBindRenderTargets(1, &crp.lightTexture, NULL);
CmdBindPipeline(denoisingPipeline);
CmdSetGraphicsRootConstants(0, sizeof(rc), &rc);
CmdDraw(3, 0);
}
}