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
285 lines
8.6 KiB
C++
285 lines
8.6 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 - full opaque pre-pass
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#include "crp_local.h"
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#include "compshaders/crp/prepass.h"
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#pragma pack(push, 4)
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struct PrepassRC
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{
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float modelViewMatrix[16];
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float modelMatrix[16];
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float normalMatrix[16];
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uint32_t textureIndex;
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uint32_t samplerIndex;
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uint32_t alphaTest;
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};
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#pragma pack(pop)
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void Prepass::Init()
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{
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psoCache.Init(psoCacheEntries, ARRAY_LEN(psoCacheEntries));
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}
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void Prepass::Draw(const drawSceneViewCommand_t& cmd)
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{
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if(cmd.numDrawSurfs - cmd.numTranspSurfs <= 0)
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{
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return;
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}
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srp.renderMode = RenderMode::World;
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SCOPED_RENDER_PASS("Pre-pass", 1.0f, 0.5f, 0.5f);
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backEnd.refdef = cmd.refdef;
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backEnd.viewParms = cmd.viewParms;
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CmdSetViewportAndScissor(backEnd.viewParms);
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batchOldDepthHack = false;
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batchDepthHack = false;
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CmdBeginBarrier();
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CmdTextureBarrier(crp.depthTexture, ResourceStates::DepthWriteBit);
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CmdTextureBarrier(crp.normalTexture, ResourceStates::RenderTargetBit);
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CmdTextureBarrier(crp.motionVectorTexture, ResourceStates::RenderTargetBit);
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CmdTextureBarrier(crp.shadingPositionTexture, ResourceStates::RenderTargetBit);
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CmdEndBarrier();
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CmdClearDepthStencilTarget(crp.depthTexture, true, 0.0f);
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CmdClearColorTarget(crp.normalTexture, vec4_zero, NULL);
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CmdClearColorTarget(crp.motionVectorTexture, vec4_zero, NULL);
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CmdClearColorTarget(crp.shadingPositionTexture, vec4_zero, NULL);
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GeoBuffers& db = crp.dynBuffers[GetFrameIndex()];
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db.BeginUpload();
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const HTexture renderTargets[] = { crp.normalTexture, crp.motionVectorTexture, crp.shadingPositionTexture };
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CmdBindRenderTargets(ARRAY_LEN(renderTargets), renderTargets, &crp.depthTexture);
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CmdBindVertexBuffers(ARRAY_LEN(db.vertexBuffers), db.vertexBuffers, db.vertexBufferStrides, NULL);
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CmdBindIndexBuffer(db.indexBuffer.buffer, IndexType::UInt32, 0);
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const drawSurf_t* drawSurfs = cmd.drawSurfs;
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const int surfCount = cmd.numDrawSurfs - cmd.numTranspSurfs;
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const double originalTime = backEnd.refdef.floatTime;
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const shader_t* shader = NULL;
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const shader_t* oldShader = NULL;
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int oldEntityNum = -1;
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backEnd.currentEntity = &tr.worldEntity;
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tess.numVertexes = 0;
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tess.numIndexes = 0;
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int ds;
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const drawSurf_t* drawSurf;
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for(ds = 0, drawSurf = drawSurfs; ds < surfCount; ++ds, ++drawSurf)
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{
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int entityNum;
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R_DecomposeSort(drawSurf->sort, &entityNum, &shader);
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Q_assert(shader != NULL);
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Q_assert(shader->isOpaque);
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if(shader->isSky || shader->numStages <= 0)
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{
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continue;
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}
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const bool shaderChanged = shader != oldShader;
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const bool entityChanged = entityNum != oldEntityNum;
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if(shaderChanged || entityChanged)
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{
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oldShader = shader;
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oldEntityNum = entityNum;
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EndBatch();
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BeginBatch(shader);
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tess.greyscale = drawSurf->greyscale;
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}
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if(entityChanged)
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{
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UpdateEntityData(batchDepthHack, entityNum, originalTime);
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}
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R_TessellateSurface(drawSurf->surface);
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}
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backEnd.refdef.floatTime = originalTime;
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EndBatch();
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db.EndUpload();
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// restores the potentially "hacked" depth range as well
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CmdSetViewportAndScissor(backEnd.viewParms);
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batchOldDepthHack = false;
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batchDepthHack = false;
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}
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void Prepass::ProcessShader(shader_t& shader)
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{
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if(shader.isSky)
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{
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return;
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}
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Q_assert(shader.isOpaque);
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if(shader.numStages < 1)
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{
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return;
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}
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const bool clampDepth = r_depthClamp->integer != 0 || shader.isSky;
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int a = 0;
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#if defined(DEBUG)
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const shaderStage_t& stage = *shader.stages[0];
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const unsigned int stateBits = stage.stateBits & (~GLS_POLYMODE_LINE);
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Q_assert((stateBits & GLS_DEPTHTEST_DISABLE) == 0); // depth test enabled
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Q_assert((stateBits & GLS_DEPTHMASK_TRUE) != 0); // depth write enabled
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Q_assert((stateBits & GLS_DEPTHFUNC_EQUAL) == 0); // depth comparison GE
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#endif
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// @NOTE: we 0-init the struct so that padding bytes don't mess up comparisons in the PSO cache
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GraphicsPipelineDesc desc = {};
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desc.name = "pre-pass";
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desc.rootSignature = RHI_MAKE_NULL_HANDLE();
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desc.shortLifeTime = true; // the PSO cache is only valid for this map!
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desc.vertexShader.Set(g_prepass_vs);
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desc.pixelShader.Set(g_prepass_ps);
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desc.vertexLayout.AddAttribute(a++, ShaderSemantic::Position, DataType::Float32, 3, 0);
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desc.vertexLayout.AddAttribute(a++, ShaderSemantic::Normal, DataType::Float32, 3, 0);
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desc.vertexLayout.AddAttribute(a++, ShaderSemantic::TexCoord, DataType::Float32, 2, 0);
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desc.vertexLayout.AddAttribute(a++, ShaderSemantic::Color, DataType::UNorm8, 4, 0);
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desc.depthStencil.depthStencilFormat = TextureFormat::Depth32_Float;
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desc.depthStencil.depthComparison = ComparisonFunction::GreaterEqual;
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desc.depthStencil.enableDepthTest = true;
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desc.depthStencil.enableDepthWrites = true;
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desc.rasterizer.cullMode = shader.cullType;
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desc.rasterizer.polygonOffset = shader.polygonOffset != 0;
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desc.rasterizer.clampDepth = clampDepth;
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desc.AddRenderTarget(0, TextureFormat::RG32_SNorm);
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desc.AddRenderTarget(0, TextureFormat::RG32_Float);
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desc.AddRenderTarget(0, TextureFormat::RGBA128_Float);
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pipeline_t& p = shader.prepassPipeline;
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p.firstStage = 0;
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p.numStages = 1;
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p.pipeline = psoCache.AddPipeline(desc, va("pre-pass %d", psoCache.entryCount));
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desc.rasterizer.cullMode = GetMirrorredCullType(desc.rasterizer.cullMode);
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p.mirrorPipeline = psoCache.AddPipeline(desc, va("pre-pass %d mirrored", psoCache.entryCount));
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}
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void Prepass::TessellationOverflow()
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{
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EndBatch();
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BeginBatch(tess.shader);
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}
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void Prepass::BeginBatch(const shader_t* shader)
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{
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tess.tessellator = Tessellator::Prepass;
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tess.numVertexes = 0;
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tess.numIndexes = 0;
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tess.depthFade = DFT_NONE;
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tess.deformsPreApplied = qfalse;
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tess.xstages = (const shaderStage_t**)shader->stages;
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tess.shader = shader;
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tess.shaderTime = backEnd.refdef.floatTime - tess.shader->timeOffset;
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if(tess.shader->clampTime && tess.shaderTime >= tess.shader->clampTime)
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{
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tess.shaderTime = tess.shader->clampTime;
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}
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}
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void Prepass::EndBatch()
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{
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PrepassRC rc = {};
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float tempMatrix[16];
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const int vertexCount = tess.numVertexes;
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const int indexCount = tess.numIndexes;
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if(vertexCount <= 0 ||
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indexCount <= 0 ||
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tess.shader->numStages <= 0)
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{
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goto clean_up;
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}
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const shader_t* const shader = tess.shader;
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GeoBuffers& db = crp.dynBuffers[GetFrameIndex()];
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if(!db.CanAdd(vertexCount, indexCount, shader->numStages))
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{
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Q_assert(!"World surface geometry buffer too small!");
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goto clean_up;
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}
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RB_DeformTessGeometry(0, vertexCount, 0, indexCount);
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db.UploadBase();
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if(batchDepthHack != batchOldDepthHack)
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{
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const viewParms_t& vp = backEnd.viewParms;
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CmdSetViewport(vp.viewportX, vp.viewportY, vp.viewportWidth, vp.viewportHeight, batchDepthHack ? 0.7f : 0.0f, 1.0f);
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batchOldDepthHack = batchDepthHack;
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}
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const shaderStage_t* const stage = shader->stages[0];
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R_ComputeColors(stage, tess.svars[0], 0, vertexCount);
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R_ComputeTexCoords(stage, tess.svars[0], 0, vertexCount, qfalse);
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db.UploadStage(0);
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const pipeline_t& pipeline = shader->prepassPipeline;
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const int psoIndex = backEnd.viewParms.isMirror ? pipeline.mirrorPipeline : pipeline.pipeline;
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Q_assert(psoIndex > 0);
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CmdBindPipeline(psoCache.entries[psoIndex].handle);
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const image_t* image = GetBundleImage(stage->bundle);
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const uint32_t texIdx = image->textureIndex;
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const uint32_t sampIdx = GetSamplerIndex(image);
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const uint32_t alphaTest = AlphaTestShaderConstFromStateBits(stage->stateBits);
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Q_assert(sampIdx < ARRAY_LEN(crp.samplers));
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memcpy(rc.modelViewMatrix, backEnd.orient.modelMatrix, sizeof(rc.modelViewMatrix));
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memcpy(rc.modelMatrix, backEnd.modelMatrix, sizeof(rc.modelMatrix));
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R_InvMatrix(backEnd.modelMatrix, tempMatrix);
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R_TransposeMatrix(tempMatrix, rc.normalMatrix);
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rc.textureIndex = texIdx;
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rc.samplerIndex = sampIdx;
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rc.alphaTest = alphaTest;
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CmdSetGraphicsRootConstants(0, sizeof(rc), &rc);
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db.DrawStage(vertexCount, indexCount);
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db.EndBaseBatch(vertexCount);
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clean_up:
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tess.tessellator = Tessellator::None;
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tess.numVertexes = 0;
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tess.numIndexes = 0;
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}
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