cnq3/code/renderer/crp_dof_accum.cpp

366 lines
11 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 - accumulation depth of field
#include "crp_local.h"
namespace dof_accum
{
#include "compshaders/crp/accumdof_accum_vs.h"
#include "compshaders/crp/accumdof_accum_ps.h"
}
namespace dof_norm
{
#include "compshaders/crp/accumdof_norm_vs.h"
#include "compshaders/crp/accumdof_norm_ps.h"
}
namespace dof_debug
{
#include "compshaders/crp/accumdof_debug_vs.h"
#include "compshaders/crp/accumdof_debug_ps.h"
}
#pragma pack(push, 4)
struct DOFAccumRC
{
uint32_t textureIndex;
};
struct DOFNormRC
{
uint32_t textureIndex;
};
struct DOFDebugRC
{
float mvp[16]; // displaced view, to project to CS
float invMvp[16]; // main view, to unproject to WS
uint32_t colorTextureIndex;
uint32_t depthTextureIndex;
uint32_t debugMode; // 1: colorized coc, 2: constant intensity far field
uint32_t tcScale;
float focusDist;
float linearDepthA; // main view, to unproject to WS
float linearDepthB;
float maxNearCocCS;
float maxFarCocCS;
};
#pragma pack(pop)
// the input is in [0,1]^2, the output polygon is centered at the origin
static void MapUnitSquareToPolygon(const vec2_t square01, float apertureBladeCount, float apertureAngleRad, vec2_t polygon)
{
// needed to avoid inf/nan propagation through theta for samples
// that are exactly in the middle of the quad on either axis
// (i.e. square.x|y == 0.5f gets remapped to 0.0f)
const float epsilon = 0.000001f;
// morph into a square in [-1,1]^2
vec2_t square;
square[0] = square01[0] * 2.0f - 1.0f;
square[1] = square01[1] * 2.0f - 1.0f;
// morph the square into a disk
// "A Low Distortion Map Between Disk and Square" by Peter Shirley and Kenneth Chiu
float radius, angle;
vec2_t square2;
square2[0] = square[0] * square[0];
square2[1] = square[1] * square[1];
if(square2[0] > square2[1])
{
// left and right quadrants
radius = square[0];
angle = (square[1] * M_PI_D4) / (square[0] + epsilon);
}
else
{
// top and bottom quadrants
radius = square[1];
angle = M_PI_D2 - (square[0] * M_PI_D4) / (square[1] + epsilon);
}
if(radius < 0.0f)
{
radius = -radius;
angle += M_PI;
}
// morph the disk into a polygon
// "Graphics Gems from CryENGINE 3" by Tiago Sousa
const float edgeCount = apertureBladeCount;
if(edgeCount >= 3.0f)
{
const float num = cosf(M_PI / edgeCount);
const float den0 = M_PI_M2 / edgeCount;
const float den1 = (angle * edgeCount + M_PI) / M_PI_M2;
const float den = angle - (den0 * floorf(den1));
radius *= num / cosf(den);
angle += apertureAngleRad;
}
polygon[0] = cosf(angle) * radius;
polygon[1] = sinf(angle) * radius;
}
static int GetResolutionScale()
{
switch(crp_accumDof_preview->integer)
{
case 0: return 1;
case 1: return 2;
case 2: return 4;
default: Q_assert(0); return 1;
}
}
void AccumDepthOfField::Init()
{
{
GraphicsPipelineDesc desc("DOF Accumulate");
desc.shortLifeTime = true;
desc.vertexShader = ShaderByteCode(dof_accum::g_vs);
desc.pixelShader = ShaderByteCode(dof_accum::g_ps);
desc.depthStencil.DisableDepth();
desc.rasterizer.cullMode = CT_TWO_SIDED;
desc.AddRenderTarget(GLS_SRCBLEND_ONE | GLS_DSTBLEND_ONE, crp.renderTargetFormat);
accumPipeline = CreateGraphicsPipeline(desc);
}
{
GraphicsPipelineDesc desc("DOF Normalize");
desc.shortLifeTime = true;
desc.vertexShader = ShaderByteCode(dof_norm::g_vs);
desc.pixelShader = ShaderByteCode(dof_norm::g_ps);
desc.depthStencil.DisableDepth();
desc.rasterizer.cullMode = CT_TWO_SIDED;
desc.AddRenderTarget(0, crp.renderTargetFormat);
normPipeline = CreateGraphicsPipeline(desc);
}
{
GraphicsPipelineDesc desc("DOF Debug");
desc.shortLifeTime = true;
desc.vertexShader = ShaderByteCode(dof_debug::g_vs);
desc.pixelShader = ShaderByteCode(dof_debug::g_ps);
desc.depthStencil.DisableDepth();
desc.rasterizer.cullMode = CT_TWO_SIDED;
desc.AddRenderTarget(0, crp.renderTargetFormat);
debugPipeline = CreateGraphicsPipeline(desc);
}
{
TextureDesc desc("DOF accumulation", glConfig.vidWidth, glConfig.vidHeight);
desc.initialState = ResourceStates::RenderTargetBit;
desc.allowedState = ResourceStates::RenderTargetBit | ResourceStates::PixelShaderAccessBit;
Vector4Clear(desc.clearColor);
desc.usePreferredClearValue = true;
desc.committedResource = true;
desc.format = crp.renderTargetFormat;
desc.shortLifeTime = true;
accumTexture = CreateTexture(desc);
}
}
void AccumDepthOfField::Begin(const drawSceneViewCommand_t& cmd)
{
CmdSetViewportAndScissor(0, 0, glConfig.vidWidth, glConfig.vidHeight);
const TextureBarrier texBarriers[] =
{
TextureBarrier(accumTexture, ResourceStates::RenderTargetBit)
};
CmdBarrier(ARRAY_LEN(texBarriers), texBarriers);
CmdClearColorTarget(accumTexture, vec4_zero);
// project a point a few units in front of the main view onto a viewpoint with maximum displacement
// the distance to the clip space center (i.e. the 2D origin) is the maximum expected CoC
vec3_t testPoint;
VectorMA(cmd.viewParms.world.viewOrigin, 16.0f, cmd.viewParms.orient.axis[0], testPoint);
drawSceneViewCommand_t newCmd;
FixCommand(newCmd, cmd, 0, 0);
vec4_t eye, clip;
R_TransformModelToClip(testPoint, newCmd.viewParms.world.modelMatrix, newCmd.viewParms.projectionMatrix, eye, clip);
Vector4Scale(clip, 1.0f / clip[3], clip);
maxNearCocCS = sqrtf(clip[0] * clip[0] + clip[1] * clip[1]);
// same thing for a point far away
VectorMA(cmd.viewParms.world.viewOrigin, 69420.0f, cmd.viewParms.orient.axis[0], testPoint);
FixCommand(newCmd, cmd, 0, 0);
R_TransformModelToClip(testPoint, newCmd.viewParms.world.modelMatrix, newCmd.viewParms.projectionMatrix, eye, clip);
Vector4Scale(clip, 1.0f / clip[3], clip);
maxFarCocCS = sqrtf(clip[0] * clip[0] + clip[1] * clip[1]);
}
uint32_t AccumDepthOfField::GetSampleCount()
{
switch(crp_accumDof_preview->integer)
{
case 1: return 3;
case 2: return 5;
default: break;
}
return 2 * crp_accumDof_samples->integer + 1;
}
void AccumDepthOfField::FixCommand(drawSceneViewCommand_t& newCmd, const drawSceneViewCommand_t& cmd, uint32_t x, uint32_t y)
{
const float radius = crp_accumDof_radius->value;
const float tcScale = 1.0f / (float)(GetSampleCount() - 1);
vec2_t square01;
square01[0] = x * tcScale;
square01[1] = y * tcScale;
vec2_t polygon;
MapUnitSquareToPolygon(square01, crp_dof_blades->value, DEG2RAD(crp_dof_angle->value), polygon);
// 0=forward, 1=left, 2=up
vec3_t axis[3];
VectorCopy(cmd.viewParms.orient.axis[0], axis[0]);
VectorCopy(cmd.viewParms.orient.axis[1], axis[1]);
VectorCopy(cmd.viewParms.orient.axis[2], axis[2]);
vec3_t origin;
VectorMA(cmd.viewParms.world.viewOrigin, radius * polygon[0], axis[1], origin);
VectorMA(origin, radius * polygon[1], axis[2], origin);
vec3_t focusPoint;
VectorMA(cmd.viewParms.world.viewOrigin, crp_accumDof_focusDist->value, axis[0], focusPoint);
VectorSubtract(focusPoint, origin, axis[0]); // forward
VectorNormalize(axis[0]);
CrossProduct(axis[2], axis[0], axis[1]); // left
VectorNormalize(axis[1]);
CrossProduct(axis[0], axis[1], axis[2]); // up
VectorNormalize(axis[2]);
newCmd = cmd;
VectorCopy(origin, newCmd.viewParms.orient.origin);
VectorCopy(origin, newCmd.viewParms.world.viewOrigin);
R_CreateWorldModelMatrix(origin, axis, newCmd.viewParms.world.modelMatrix);
newCmd.viewParms.viewportWidth /= GetResolutionScale();
newCmd.viewParms.viewportHeight /= GetResolutionScale();
if(x == 0 && y == 0)
{
memcpy(modelViewMatrix, newCmd.viewParms.world.modelMatrix, sizeof(modelViewMatrix));
memcpy(projMatrix, newCmd.viewParms.projectionMatrix, sizeof(projMatrix));
}
}
void AccumDepthOfField::Accumulate()
{
srp.renderMode = RenderMode::None;
SCOPED_RENDER_PASS("DOF Accum", 0.5f, 1.0f, 0.5f);
const TextureBarrier texBarriers[] =
{
TextureBarrier(crp.renderTarget, ResourceStates::PixelShaderAccessBit),
TextureBarrier(accumTexture, ResourceStates::RenderTargetBit)
};
CmdBarrier(ARRAY_LEN(texBarriers), texBarriers);
DOFAccumRC rc = {};
rc.textureIndex = GetTextureIndexSRV(crp.renderTarget);
CmdBindRenderTargets(1, &accumTexture, NULL);
CmdBindPipeline(accumPipeline);
CmdSetGraphicsRootConstants(0, sizeof(rc), &rc);
CmdDraw(3, 0);
}
void AccumDepthOfField::Normalize()
{
srp.renderMode = RenderMode::None;
{
SCOPED_RENDER_PASS("DOF Norm", 0.5f, 1.0f, 0.5f);
const TextureBarrier texBarriers[] =
{
TextureBarrier(accumTexture, ResourceStates::PixelShaderAccessBit),
TextureBarrier(crp.renderTarget, ResourceStates::RenderTargetBit)
};
CmdBarrier(ARRAY_LEN(texBarriers), texBarriers);
DOFNormRC rc = {};
rc.textureIndex = GetTextureIndexSRV(accumTexture);
CmdBindRenderTargets(1, &crp.renderTarget, NULL);
CmdBindPipeline(normPipeline);
CmdSetGraphicsRootConstants(0, sizeof(rc), &rc);
CmdDraw(3, 0);
}
if(crp_accumDof_preview->integer)
{
crp.SwapRenderTargets();
const float scale = 1.0f / (float)GetResolutionScale();
const vec2_t tcScale = { scale, scale };
crp.Blit(crp.GetWriteRenderTarget(), crp.GetReadRenderTarget(), "DOF Upscale", true, tcScale, vec2_zero);
}
}
void AccumDepthOfField::DrawDebug()
{
if(crp_dof_overlay->integer == 0)
{
return;
}
srp.renderMode = RenderMode::None;
SCOPED_RENDER_PASS("DOF Debug", 0.5f, 1.0f, 0.5f);
crp.SwapRenderTargets();
const TextureBarrier texBarriers[] =
{
TextureBarrier(crp.GetReadRenderTarget(), ResourceStates::PixelShaderAccessBit),
TextureBarrier(crp.depthTexture, ResourceStates::PixelShaderAccessBit),
TextureBarrier(crp.GetWriteRenderTarget(), ResourceStates::RenderTargetBit)
};
CmdBarrier(ARRAY_LEN(texBarriers), texBarriers);
float mvp[16];
DOFDebugRC rc = {};
rc.colorTextureIndex = GetTextureIndexSRV(crp.GetReadRenderTarget());
rc.depthTextureIndex = GetTextureIndexSRV(crp.depthTexture);
rc.debugMode = crp_dof_overlay->integer;
rc.focusDist = crp_accumDof_focusDist->value;
rc.maxNearCocCS = maxNearCocCS;
rc.maxFarCocCS = maxFarCocCS;
rc.tcScale = GetResolutionScale();
R_MultMatrix(modelViewMatrix, projMatrix, rc.mvp);
RB_LinearDepthConstants(&rc.linearDepthA, &rc.linearDepthB);
R_MultMatrix(backEnd.viewParms.world.modelMatrix, backEnd.viewParms.projectionMatrix, mvp);
R_InvMatrix(mvp, rc.invMvp);
CmdBindRenderTargets(1, &crp.renderTarget, NULL);
CmdBindPipeline(debugPipeline);
CmdSetGraphicsRootConstants(0, sizeof(rc), &rc);
CmdDraw(3, 0);
}