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https://bitbucket.org/CPMADevs/cnq3
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a76dba5cfb
- brightness-corrected ImGUI drawing - upgraded shader code to HLSL 2021 - vertex normals drawing
130 lines
3.8 KiB
C++
130 lines
3.8 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 - direct lighting from dynamic lights
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#include "crp_local.h"
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#include "compshaders/crp/fullscreen.h"
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#include "compshaders/crp/dl_draw.h"
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#include "compshaders/crp/dl_denoising.h"
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#pragma pack(push, 4)
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struct DynamicLightsRC
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{
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uint32_t blueNoiseTextureIndex;
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};
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struct DenoiseRC
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{
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uint32_t textureIndex;
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};
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#pragma pack(pop)
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void DynamicLights::Init()
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{
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{
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GraphicsPipelineDesc desc("Dynamic Lights");
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desc.shortLifeTime = true;
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desc.vertexShader = ShaderByteCode(g_fullscreen_vs);
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desc.pixelShader = ShaderByteCode(g_dl_draw_ps);
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desc.depthStencil.DisableDepth();
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desc.rasterizer.cullMode = CT_TWO_SIDED;
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desc.AddRenderTarget(0, crp.renderTargetFormat);
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pipeline = CreateGraphicsPipeline(desc);
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}
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{
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GraphicsPipelineDesc desc("Dynamic Lights Denoising");
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desc.shortLifeTime = true;
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desc.vertexShader = ShaderByteCode(g_fullscreen_vs);
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desc.pixelShader = ShaderByteCode(g_dl_denoising_ps);
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desc.depthStencil.DisableDepth();
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desc.rasterizer.cullMode = CT_TWO_SIDED;
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desc.AddRenderTarget(0, crp.renderTargetFormat);
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denoisingPipeline = CreateGraphicsPipeline(desc);
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}
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}
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void DynamicLights::Draw()
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{
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if(r_dynamiclight->integer == 0 ||
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(backEnd.refdef.rdflags & RDF_NOWORLDMODEL) != 0 ||
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!IsViewportFullscreen(backEnd.viewParms))
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{
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return;
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}
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const HBuffer tlasBuffer = crp.raytracing.GetTLAS();
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if(IsNullHandle(tlasBuffer) ||
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backEnd.refdef.num_dlights <= 0)
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{
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CmdBeginBarrier();
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CmdTextureBarrier(crp.lightTexture, ResourceStates::RenderTargetBit);
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CmdEndBarrier();
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CmdClearColorTarget(crp.lightTexture, colorBlack);
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return;
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}
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srp.renderMode = RenderMode::None;
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{
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SCOPED_RENDER_PASS("Dynamic Lights", 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.shadingPositionTexture, ResourceStates::PixelShaderAccessBit);
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CmdTextureBarrier(crp.normalTexture, ResourceStates::PixelShaderAccessBit);
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CmdTextureBarrier(crp.noisyLightTexture, ResourceStates::RenderTargetBit);
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CmdEndBarrier();
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DynamicLightsRC rc = {};
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rc.blueNoiseTextureIndex = GetTextureIndexSRV(crp.blueNoise2D);
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CmdBindRenderTargets(1, &crp.noisyLightTexture, 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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{
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SCOPED_RENDER_PASS("DL Denoising", 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.shadingPositionTexture, ResourceStates::PixelShaderAccessBit);
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CmdTextureBarrier(crp.noisyLightTexture, ResourceStates::PixelShaderAccessBit);
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CmdTextureBarrier(crp.lightTexture, ResourceStates::RenderTargetBit);
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CmdEndBarrier();
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DenoiseRC rc = {};
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rc.textureIndex = GetTextureIndexSRV(crp.noisyLightTexture);
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CmdBindRenderTargets(1, &crp.lightTexture, NULL);
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CmdBindPipeline(denoisingPipeline);
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CmdSetGraphicsRootConstants(0, sizeof(rc), &rc);
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CmdDraw(3, 0);
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}
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}
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