cnq3/code/renderer/crp_magnifier.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

95 lines
2.7 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 - magnifier tool for pixel peeping
#include "crp_local.h"
#include "../client/cl_imgui.h"
#include "compshaders/crp/fullscreen.h"
#include "compshaders/crp/magnifier.h"
#pragma pack(push, 4)
struct MagnifierRC
{
uint32_t colorTextureIndex;
uint32_t cursorIndexX;
uint32_t cursorIndexY;
uint32_t magnifierWidth;
uint32_t magnifierScale;
uint32_t edgeWidth;
uint32_t edgeColor;
};
#pragma pack(pop)
void Magnifier::Init()
{
GraphicsPipelineDesc desc("Magnifier");
desc.shortLifeTime = true;
desc.vertexShader = ShaderByteCode(g_fullscreen_vs);
desc.pixelShader = ShaderByteCode(g_magnifier_ps);
desc.depthStencil.DisableDepth();
desc.rasterizer.cullMode = CT_TWO_SIDED;
desc.AddRenderTarget(0, crp.renderTargetFormat);
pipeline = CreateGraphicsPipeline(desc);
}
void Magnifier::Draw()
{
if(r_debugUI->integer == 0 || !magnifierActive)
{
return;
}
srp.renderMode = RenderMode::None;
SCOPED_RENDER_PASS("Magnifier", 1.0f, 1.0f, 1.0f);
CmdSetViewportAndScissor(0, 0, glConfig.vidWidth, glConfig.vidHeight);
crp.SwapRenderTargets();
CmdBeginBarrier();
CmdTextureBarrier(crp.GetReadRenderTarget(), ResourceStates::PixelShaderAccessBit);
CmdTextureBarrier(crp.GetWriteRenderTarget(), ResourceStates::RenderTargetBit);
CmdEndBarrier();
MagnifierRC rc = {};
rc.colorTextureIndex = GetTextureIndexSRV(crp.GetReadRenderTarget());
rc.cursorIndexX = ImGui::GetIO().MousePos.x;
rc.cursorIndexY = ImGui::GetIO().MousePos.y;
rc.magnifierWidth = 256;
rc.magnifierScale = 4;
rc.edgeWidth = 2;
rc.edgeColor = 0xFF00FFFF;
CmdBindRenderTargets(1, &crp.renderTarget, NULL);
CmdBindPipeline(pipeline);
CmdSetGraphicsRootConstants(0, sizeof(rc), &rc);
CmdDraw(3, 0);
}
void Magnifier::DrawGUI()
{
ToggleBooleanWithShortcut(magnifierActive, ImGuiKey_M);
GUI_AddMainMenuItem(GUI_MainMenu::Tools, "Magnifier", "Ctrl+M", &magnifierActive);
}