mirror of
https://bitbucket.org/CPMADevs/cnq3
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a76dba5cfb
- brightness-corrected ImGUI drawing - upgraded shader code to HLSL 2021 - vertex normals drawing
202 lines
6.2 KiB
C++
202 lines
6.2 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 - G-Buffer texture visualization
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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/gbufferviz_depth.h"
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#include "compshaders/crp/gbufferviz_normal.h"
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#include "compshaders/crp/gbufferviz_position.h"
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#pragma pack(push, 4)
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struct LinearizeDepthRC
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{
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uint32_t depthTextureIndex;
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float linearDepthA;
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float linearDepthB;
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float zFarInv;
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};
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struct DecodeNormalsRC
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{
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uint32_t normalTextureIndex;
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};
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struct DecodePositionRC
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{
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uint32_t textureIndex;
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uint32_t coloredDelta;
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};
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#pragma pack(pop)
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void GBufferViz::Init()
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{
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{
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GraphicsPipelineDesc desc("G-Buffer Depth");
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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_gbufferviz_depth_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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linearizeDepthPipeline = CreateGraphicsPipeline(desc);
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}
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{
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GraphicsPipelineDesc desc("G-Buffer Normal");
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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_gbufferviz_normal_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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decodeNormalsPipeline = CreateGraphicsPipeline(desc);
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}
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{
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GraphicsPipelineDesc desc("G-Buffer Position");
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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_gbufferviz_position_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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decodeShadingPositionPipeline = CreateGraphicsPipeline(desc);
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}
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}
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void GBufferViz::DrawGUI()
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{
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GUI_AddMainMenuItem(GUI_MainMenu::Tools, "Show G-Buffer", "", &windowActive);
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if(!windowActive)
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{
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return;
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}
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const HTexture renderTarget = crp.GetReadRenderTarget();
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if(textureIndex == GBufferTexture::Depth)
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{
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srp.renderMode = RenderMode::None;
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SCOPED_RENDER_PASS("Debug Depth", 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.depthTexture, ResourceStates::PixelShaderAccessBit);
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CmdTextureBarrier(renderTarget, ResourceStates::RenderTargetBit);
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CmdEndBarrier();
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LinearizeDepthRC rc = {};
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rc.depthTextureIndex = GetTextureIndexSRV(crp.depthTexture);
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RB_LinearDepthConstants(&rc.linearDepthA, &rc.linearDepthB);
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rc.zFarInv = 1.0f / backEnd.viewParms.zFar;
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CmdBindRenderTargets(1, &renderTarget, NULL);
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CmdBindPipeline(linearizeDepthPipeline);
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CmdSetGraphicsRootConstants(0, sizeof(rc), &rc);
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CmdDraw(3, 0);
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}
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else if(textureIndex == GBufferTexture::Normal)
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{
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srp.renderMode = RenderMode::None;
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SCOPED_RENDER_PASS("Debug Normal", 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.normalTexture, ResourceStates::PixelShaderAccessBit);
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CmdTextureBarrier(renderTarget, ResourceStates::RenderTargetBit);
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CmdEndBarrier();
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DecodeNormalsRC rc = {};
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rc.normalTextureIndex = GetTextureIndexSRV(crp.normalTexture);
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CmdBindRenderTargets(1, &renderTarget, NULL);
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CmdBindPipeline(decodeNormalsPipeline);
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CmdSetGraphicsRootConstants(0, sizeof(rc), &rc);
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CmdDraw(3, 0);
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}
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else if(textureIndex == GBufferTexture::ShadingPositionDelta)
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{
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srp.renderMode = RenderMode::None;
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SCOPED_RENDER_PASS("Debug Position", 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(renderTarget, ResourceStates::RenderTargetBit);
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CmdEndBarrier();
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DecodePositionRC rc = {};
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rc.textureIndex = GetTextureIndexSRV(crp.shadingPositionTexture);
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rc.coloredDelta = coloredPositionDelta ? 1 : 0;
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CmdBindRenderTargets(1, &renderTarget, NULL);
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CmdBindPipeline(decodeShadingPositionPipeline);
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CmdSetGraphicsRootConstants(0, sizeof(rc), &rc);
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CmdDraw(3, 0);
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}
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if(ImGui::Begin("G-Buffer", &windowActive, ImGuiWindowFlags_AlwaysAutoResize))
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{
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ImGui::RadioButton("Depth", &textureIndex, GBufferTexture::Depth);
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ImGui::SameLine();
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ImGui::RadioButton("Normal", &textureIndex, GBufferTexture::Normal);
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ImGui::SameLine();
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ImGui::RadioButton("Light", &textureIndex, GBufferTexture::Light);
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ImGui::SameLine();
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ImGui::RadioButton("Shading Position Delta", &textureIndex, GBufferTexture::ShadingPositionDelta);
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if(textureIndex == GBufferTexture::ShadingPositionDelta)
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{
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ImGui::SameLine();
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ImGui::Checkbox("Per-axis delta", &coloredPositionDelta);
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}
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const ImVec2 resolution = ImVec2(glConfig.vidWidth / 2, glConfig.vidHeight / 2);
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HTexture texture;
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switch(textureIndex)
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{
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case GBufferTexture::Depth: texture = renderTarget; break;
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case GBufferTexture::Normal: texture = renderTarget; break;
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case GBufferTexture::Light: texture = crp.lightTexture; break;
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case GBufferTexture::ShadingPositionDelta: texture = renderTarget; break;
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default: Q_assert(!"Invalid G-Buffer texture index"); texture = crp.lightTexture; break;
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}
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ImGui::Image((ImTextureID)GetTextureIndexSRV(texture), resolution);
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CmdBeginBarrier();
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CmdTextureBarrier(texture, ResourceStates::PixelShaderAccessBit);
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CmdEndBarrier();
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}
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ImGui::End();
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}
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