mirror of
https://bitbucket.org/CPMADevs/cnq3
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366 lines
11 KiB
C++
366 lines
11 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 - accumulation depth of field
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#include "crp_local.h"
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namespace dof_accum
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{
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#include "compshaders/crp/accumdof_accum_vs.h"
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#include "compshaders/crp/accumdof_accum_ps.h"
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}
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namespace dof_norm
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{
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#include "compshaders/crp/accumdof_norm_vs.h"
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#include "compshaders/crp/accumdof_norm_ps.h"
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}
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namespace dof_debug
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{
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#include "compshaders/crp/accumdof_debug_vs.h"
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#include "compshaders/crp/accumdof_debug_ps.h"
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}
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#pragma pack(push, 4)
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struct DOFAccumRC
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{
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uint32_t textureIndex;
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};
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struct DOFNormRC
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{
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uint32_t textureIndex;
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};
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struct DOFDebugRC
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{
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float mvp[16]; // displaced view, to project to CS
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float invMvp[16]; // main view, to unproject to WS
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uint32_t colorTextureIndex;
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uint32_t depthTextureIndex;
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uint32_t debugMode; // 1: colorized coc, 2: constant intensity far field
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uint32_t tcScale;
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float focusDist;
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float linearDepthA; // main view, to unproject to WS
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float linearDepthB;
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float maxNearCocCS;
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float maxFarCocCS;
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};
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#pragma pack(pop)
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// the input is in [0,1]^2, the output polygon is centered at the origin
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static void MapUnitSquareToPolygon(const vec2_t square01, float apertureBladeCount, float apertureAngleRad, vec2_t polygon)
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{
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// needed to avoid inf/nan propagation through theta for samples
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// that are exactly in the middle of the quad on either axis
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// (i.e. square.x|y == 0.5f gets remapped to 0.0f)
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const float epsilon = 0.000001f;
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// morph into a square in [-1,1]^2
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vec2_t square;
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square[0] = square01[0] * 2.0f - 1.0f;
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square[1] = square01[1] * 2.0f - 1.0f;
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// morph the square into a disk
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// "A Low Distortion Map Between Disk and Square" by Peter Shirley and Kenneth Chiu
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float radius, angle;
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vec2_t square2;
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square2[0] = square[0] * square[0];
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square2[1] = square[1] * square[1];
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if(square2[0] > square2[1])
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{
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// left and right quadrants
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radius = square[0];
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angle = (square[1] * M_PI_D4) / (square[0] + epsilon);
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}
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else
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{
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// top and bottom quadrants
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radius = square[1];
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angle = M_PI_D2 - (square[0] * M_PI_D4) / (square[1] + epsilon);
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}
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if(radius < 0.0f)
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{
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radius = -radius;
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angle += M_PI;
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}
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// morph the disk into a polygon
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// "Graphics Gems from CryENGINE 3" by Tiago Sousa
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const float edgeCount = apertureBladeCount;
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if(edgeCount >= 3.0f)
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{
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const float num = cosf(M_PI / edgeCount);
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const float den0 = M_PI_M2 / edgeCount;
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const float den1 = (angle * edgeCount + M_PI) / M_PI_M2;
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const float den = angle - (den0 * floorf(den1));
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radius *= num / cosf(den);
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angle += apertureAngleRad;
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}
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polygon[0] = cosf(angle) * radius;
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polygon[1] = sinf(angle) * radius;
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}
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static int GetResolutionScale()
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{
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switch(crp_accumDof_preview->integer)
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{
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case 0: return 1;
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case 1: return 2;
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case 2: return 4;
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default: Q_assert(0); return 1;
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}
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}
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void AccumDepthOfField::Init()
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{
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{
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GraphicsPipelineDesc desc("DOF Accumulate");
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desc.shortLifeTime = true;
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desc.vertexShader = ShaderByteCode(dof_accum::g_vs);
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desc.pixelShader = ShaderByteCode(dof_accum::g_ps);
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desc.depthStencil.DisableDepth();
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desc.rasterizer.cullMode = CT_TWO_SIDED;
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desc.AddRenderTarget(GLS_SRCBLEND_ONE | GLS_DSTBLEND_ONE, crp.renderTargetFormat);
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accumPipeline = CreateGraphicsPipeline(desc);
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}
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{
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GraphicsPipelineDesc desc("DOF Normalize");
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desc.shortLifeTime = true;
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desc.vertexShader = ShaderByteCode(dof_norm::g_vs);
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desc.pixelShader = ShaderByteCode(dof_norm::g_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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normPipeline = CreateGraphicsPipeline(desc);
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}
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{
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GraphicsPipelineDesc desc("DOF Debug");
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desc.shortLifeTime = true;
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desc.vertexShader = ShaderByteCode(dof_debug::g_vs);
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desc.pixelShader = ShaderByteCode(dof_debug::g_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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debugPipeline = CreateGraphicsPipeline(desc);
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}
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{
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TextureDesc desc("DOF accumulation", glConfig.vidWidth, glConfig.vidHeight);
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desc.initialState = ResourceStates::RenderTargetBit;
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desc.allowedState = ResourceStates::RenderTargetBit | ResourceStates::PixelShaderAccessBit;
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Vector4Clear(desc.clearColor);
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desc.usePreferredClearValue = true;
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desc.committedResource = true;
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desc.format = crp.renderTargetFormat;
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desc.shortLifeTime = true;
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accumTexture = CreateTexture(desc);
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}
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}
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void AccumDepthOfField::Begin(const drawSceneViewCommand_t& cmd)
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{
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CmdSetViewportAndScissor(0, 0, glConfig.vidWidth, glConfig.vidHeight);
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const TextureBarrier texBarriers[] =
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{
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TextureBarrier(accumTexture, ResourceStates::RenderTargetBit)
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};
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CmdBarrier(ARRAY_LEN(texBarriers), texBarriers);
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CmdClearColorTarget(accumTexture, vec4_zero);
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// project a point a few units in front of the main view onto a viewpoint with maximum displacement
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// the distance to the clip space center (i.e. the 2D origin) is the maximum expected CoC
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vec3_t testPoint;
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VectorMA(cmd.viewParms.world.viewOrigin, 16.0f, cmd.viewParms.orient.axis[0], testPoint);
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drawSceneViewCommand_t newCmd;
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FixCommand(newCmd, cmd, 0, 0);
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vec4_t eye, clip;
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R_TransformModelToClip(testPoint, newCmd.viewParms.world.modelMatrix, newCmd.viewParms.projectionMatrix, eye, clip);
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Vector4Scale(clip, 1.0f / clip[3], clip);
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maxNearCocCS = sqrtf(clip[0] * clip[0] + clip[1] * clip[1]);
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// same thing for a point far away
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VectorMA(cmd.viewParms.world.viewOrigin, 69420.0f, cmd.viewParms.orient.axis[0], testPoint);
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FixCommand(newCmd, cmd, 0, 0);
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R_TransformModelToClip(testPoint, newCmd.viewParms.world.modelMatrix, newCmd.viewParms.projectionMatrix, eye, clip);
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Vector4Scale(clip, 1.0f / clip[3], clip);
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maxFarCocCS = sqrtf(clip[0] * clip[0] + clip[1] * clip[1]);
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}
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uint32_t AccumDepthOfField::GetSampleCount()
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{
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switch(crp_accumDof_preview->integer)
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{
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case 1: return 3;
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case 2: return 5;
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default: break;
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}
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return 2 * crp_accumDof_samples->integer + 1;
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}
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void AccumDepthOfField::FixCommand(drawSceneViewCommand_t& newCmd, const drawSceneViewCommand_t& cmd, uint32_t x, uint32_t y)
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{
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const float radius = crp_accumDof_radius->value;
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const float tcScale = 1.0f / (float)(GetSampleCount() - 1);
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vec2_t square01;
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square01[0] = x * tcScale;
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square01[1] = y * tcScale;
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vec2_t polygon;
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MapUnitSquareToPolygon(square01, crp_dof_blades->value, DEG2RAD(crp_dof_angle->value), polygon);
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// 0=forward, 1=left, 2=up
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vec3_t axis[3];
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VectorCopy(cmd.viewParms.orient.axis[0], axis[0]);
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VectorCopy(cmd.viewParms.orient.axis[1], axis[1]);
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VectorCopy(cmd.viewParms.orient.axis[2], axis[2]);
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vec3_t origin;
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VectorMA(cmd.viewParms.world.viewOrigin, radius * polygon[0], axis[1], origin);
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VectorMA(origin, radius * polygon[1], axis[2], origin);
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vec3_t focusPoint;
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VectorMA(cmd.viewParms.world.viewOrigin, crp_accumDof_focusDist->value, axis[0], focusPoint);
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VectorSubtract(focusPoint, origin, axis[0]); // forward
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VectorNormalize(axis[0]);
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CrossProduct(axis[2], axis[0], axis[1]); // left
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VectorNormalize(axis[1]);
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CrossProduct(axis[0], axis[1], axis[2]); // up
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VectorNormalize(axis[2]);
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newCmd = cmd;
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VectorCopy(origin, newCmd.viewParms.orient.origin);
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VectorCopy(origin, newCmd.viewParms.world.viewOrigin);
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R_CreateWorldModelMatrix(origin, axis, newCmd.viewParms.world.modelMatrix);
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newCmd.viewParms.viewportWidth /= GetResolutionScale();
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newCmd.viewParms.viewportHeight /= GetResolutionScale();
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if(x == 0 && y == 0)
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{
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memcpy(modelViewMatrix, newCmd.viewParms.world.modelMatrix, sizeof(modelViewMatrix));
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memcpy(projMatrix, newCmd.viewParms.projectionMatrix, sizeof(projMatrix));
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}
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}
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void AccumDepthOfField::Accumulate()
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{
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srp.renderMode = RenderMode::None;
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SCOPED_RENDER_PASS("DOF Accum", 0.5f, 1.0f, 0.5f);
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const TextureBarrier texBarriers[] =
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{
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TextureBarrier(crp.renderTarget, ResourceStates::PixelShaderAccessBit),
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TextureBarrier(accumTexture, ResourceStates::RenderTargetBit)
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};
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CmdBarrier(ARRAY_LEN(texBarriers), texBarriers);
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DOFAccumRC rc = {};
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rc.textureIndex = GetTextureIndexSRV(crp.renderTarget);
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CmdBindRenderTargets(1, &accumTexture, NULL);
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CmdBindPipeline(accumPipeline);
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CmdSetGraphicsRootConstants(0, sizeof(rc), &rc);
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CmdDraw(3, 0);
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}
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void AccumDepthOfField::Normalize()
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{
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srp.renderMode = RenderMode::None;
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{
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SCOPED_RENDER_PASS("DOF Norm", 0.5f, 1.0f, 0.5f);
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const TextureBarrier texBarriers[] =
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{
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TextureBarrier(accumTexture, ResourceStates::PixelShaderAccessBit),
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TextureBarrier(crp.renderTarget, ResourceStates::RenderTargetBit)
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};
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CmdBarrier(ARRAY_LEN(texBarriers), texBarriers);
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DOFNormRC rc = {};
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rc.textureIndex = GetTextureIndexSRV(accumTexture);
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CmdBindRenderTargets(1, &crp.renderTarget, NULL);
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CmdBindPipeline(normPipeline);
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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(crp_accumDof_preview->integer)
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{
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crp.SwapRenderTargets();
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const float scale = 1.0f / (float)GetResolutionScale();
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const vec2_t tcScale = { scale, scale };
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crp.Blit(crp.GetWriteRenderTarget(), crp.GetReadRenderTarget(), "DOF Upscale", true, tcScale, vec2_zero);
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}
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}
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void AccumDepthOfField::DrawDebug()
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{
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if(crp_dof_overlay->integer == 0)
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{
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return;
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}
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srp.renderMode = RenderMode::None;
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SCOPED_RENDER_PASS("DOF Debug", 0.5f, 1.0f, 0.5f);
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crp.SwapRenderTargets();
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const TextureBarrier texBarriers[] =
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{
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TextureBarrier(crp.GetReadRenderTarget(), ResourceStates::PixelShaderAccessBit),
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TextureBarrier(crp.depthTexture, ResourceStates::PixelShaderAccessBit),
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TextureBarrier(crp.GetWriteRenderTarget(), ResourceStates::RenderTargetBit)
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};
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CmdBarrier(ARRAY_LEN(texBarriers), texBarriers);
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float mvp[16];
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DOFDebugRC rc = {};
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rc.colorTextureIndex = GetTextureIndexSRV(crp.GetReadRenderTarget());
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rc.depthTextureIndex = GetTextureIndexSRV(crp.depthTexture);
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rc.debugMode = crp_dof_overlay->integer;
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rc.focusDist = crp_accumDof_focusDist->value;
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rc.maxNearCocCS = maxNearCocCS;
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rc.maxFarCocCS = maxFarCocCS;
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rc.tcScale = GetResolutionScale();
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R_MultMatrix(modelViewMatrix, projMatrix, rc.mvp);
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RB_LinearDepthConstants(&rc.linearDepthA, &rc.linearDepthB);
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R_MultMatrix(backEnd.viewParms.world.modelMatrix, backEnd.viewParms.projectionMatrix, mvp);
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R_InvMatrix(mvp, rc.invMvp);
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CmdBindRenderTargets(1, &crp.renderTarget, NULL);
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CmdBindPipeline(debugPipeline);
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CmdSetGraphicsRootConstants(0, sizeof(rc), &rc);
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CmdDraw(3, 0);
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}
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