Some work on GPU Skinning and Vulkan debugging

This commit is contained in:
Robert Beckebans 2022-03-22 20:46:44 +01:00
parent fe80d08eb0
commit d4f1d99bd7
18 changed files with 230 additions and 538 deletions

View file

@ -239,7 +239,6 @@ void idRenderBackend::DrawElementsWithCounters( const drawSurf_t* surf )
changeState = true;
}
// RB: for debugging
int bindingLayoutType = renderProgManager.BindingLayoutType();
idStaticList<nvrhi::BindingLayoutHandle, nvrhi::c_MaxBindingLayouts>* layouts
@ -297,7 +296,6 @@ void idRenderBackend::DrawElementsWithCounters( const drawSurf_t* surf )
}
nvrhi::DrawArguments args;
// FIXME idDrawShadowVert
args.startVertexLocation = currentVertexOffset / sizeof( idDrawVert );
args.startIndexLocation = currentIndexOffset / sizeof( triIndex_t );
args.vertexCount = surf->numIndexes;
@ -306,8 +304,6 @@ void idRenderBackend::DrawElementsWithCounters( const drawSurf_t* surf )
// RB: added stats
pc.c_drawElements++;
pc.c_drawIndexes += surf->numIndexes;
//renderLog.CloseBlock();
}
void idRenderBackend::GetCurrentBindingLayout( int type )
@ -453,13 +449,13 @@ void idRenderBackend::GetCurrentBindingLayout( int type )
desc[1].bindings[0] = nvrhi::BindingSetItem::Sampler( 0, commonPasses.m_PointWrapSampler );
}
}
else if( type == BINDING_LAYOUT_DRAW_SHADOW )
else if( type == BINDING_LAYOUT_DRAW_SHADOWVOLUME )
{
if( desc[0].bindings.empty() )
{
desc[0].bindings =
{
nvrhi::BindingSetItem::ConstantBuffer( 0, renderProgManager.ConstantBuffer() ), // blue noise
nvrhi::BindingSetItem::ConstantBuffer( 0, renderProgManager.ConstantBuffer() ),
};
}
else
@ -1148,7 +1144,7 @@ extern idCVar r_useStencilShadowPreload;
void idRenderBackend::DrawStencilShadowPass( const drawSurf_t* drawSurf, const bool renderZPass )
{
#if 0
#if 1
if( renderZPass )
{
// Z-pass
@ -1238,24 +1234,25 @@ void idRenderBackend::DrawStencilShadowPass( const drawSurf_t* drawSurf, const b
changeState = true;
}
GetCurrentBindingLayout();
// RB: for debugging
int program = renderProgManager.CurrentProgram();
int bindingLayoutType = renderProgManager.BindingLayoutType();
auto& info = renderProgManager.GetProgramInfo( program );
for( int i = 0; i < info.bindingLayouts->Num(); i++ )
idStaticList<nvrhi::BindingLayoutHandle, nvrhi::c_MaxBindingLayouts>* layouts
= renderProgManager.GetBindingLayout( bindingLayoutType );
GetCurrentBindingLayout( bindingLayoutType );
for( int i = 0; i < layouts->Num(); i++ )
{
if( !currentBindingSets[i] || *currentBindingSets[i]->getDesc() != pendingBindingSetDescs[i] )
if( !currentBindingSets[i] || *currentBindingSets[i]->getDesc() != pendingBindingSetDescs[bindingLayoutType][i] )
{
currentBindingSets[i] = bindingCache.GetOrCreateBindingSet( pendingBindingSetDescs[i], ( *info.bindingLayouts )[i] );
currentBindingSets[i] = bindingCache.GetOrCreateBindingSet( pendingBindingSetDescs[bindingLayoutType][i], ( *layouts )[i] );
changeState = true;
}
}
renderProgManager.CommitConstantBuffer( commandList );
int program = renderProgManager.CurrentProgram();
PipelineKey key{ glStateBits, program, depthBias, slopeScaleBias, currentFrameBuffer };
auto pipeline = pipelineCache.GetOrCreatePipeline( key );
@ -1269,7 +1266,7 @@ void idRenderBackend::DrawStencilShadowPass( const drawSurf_t* drawSurf, const b
{
nvrhi::GraphicsState state;
for( int i = 0; i < info.bindingLayouts->Num(); i++ )
for( int i = 0; i < layouts->Num(); i++ )
{
state.bindings.push_back( currentBindingSets[i] );
}
@ -1304,7 +1301,7 @@ void idRenderBackend::DrawStencilShadowPass( const drawSurf_t* drawSurf, const b
{
args.startVertexLocation = currentVertexOffset / sizeof( idShadowVert );
}
args.startIndexLocation = currentIndexOffset / sizeof( uint16 );
args.startIndexLocation = currentIndexOffset / sizeof( triIndex_t );
args.vertexCount = drawSurf->numIndexes;
commandList->drawIndexed( args );
@ -1323,6 +1320,10 @@ idRenderBackend::idRenderBackend()
{
hiZGenPass = nullptr;
ssaoPass = nullptr;
memset( &glConfig, 0, sizeof( glConfig ) );
//glConfig.gpuSkinningAvailable = true;
}
/*

View file

@ -195,7 +195,7 @@ void idRenderProgManager::LoadProgram( const int programIndex, const int vertexS
renderProg_t& prog = renderProgs[programIndex];
prog.fragmentShaderIndex = fragmentShaderIndex;
prog.vertexShaderIndex = vertexShaderIndex;
if( prog.vertexLayout > 0 )
if( prog.vertexLayout != LAYOUT_UNKNOWN )
{
prog.inputLayout = device->createInputLayout(
&vertexLayoutDescs[prog.vertexLayout][0],

View file

@ -845,7 +845,7 @@ enum bindingLayoutType_t
BINDING_LAYOUT_BLIT,
BINDING_LAYOUT_DRAW_AO,
BINDING_LAYOUT_DRAW_AO1,
BINDING_LAYOUT_DRAW_SHADOW,
BINDING_LAYOUT_DRAW_SHADOWVOLUME,
BINDING_LAYOUT_DRAW_INTERACTION,
BINDING_LAYOUT_DRAW_INTERACTION_SM,
BINDING_LAYOUT_DRAW_FOG,
@ -1066,9 +1066,10 @@ extern idCVar r_windowHeight;
extern idCVar r_debugContext; // enable various levels of context debug
extern idCVar r_glDriver; // "opengl32", etc
// SRS - Added cvar to control workarounds for AMD OSX driver bugs when shadow mapping enabled
#if defined(USE_NVRHI)
extern idCVar r_useValidationLayers;
#endif
extern idCVar r_skipAMDWorkarounds; // skip work arounds for AMD driver bugs
// SRS end
extern idCVar r_skipIntelWorkarounds; // skip work arounds for Intel driver bugs
extern idCVar r_vidMode; // video mode number
extern idCVar r_displayRefresh; // optional display refresh rate option for vid mode

View file

@ -240,7 +240,7 @@ void idRenderProgManager::Init( nvrhi::IDevice* _device )
{
nvrhi::BindingLayoutItem::VolatileConstantBuffer( 0 )
};
bindingLayouts[BINDING_LAYOUT_DRAW_SHADOW] = { device->createBindingLayout( shadowLayout ) };
bindingLayouts[BINDING_LAYOUT_DRAW_SHADOWVOLUME] = { device->createBindingLayout( shadowLayout ) };
auto interactionBindingLayout = nvrhi::BindingLayoutDesc()
.setVisibility( nvrhi::ShaderType::All )
@ -342,7 +342,7 @@ void idRenderProgManager::Init( nvrhi::IDevice* _device )
rpStage_t stages;
vertexLayoutType_t layout;
bindingLayoutType_t bindingLayout;
bindingLayoutType_t bindingLayout2;
//bindingLayoutType_t bindingLayout2;
} builtins[] =
{
{ BUILTIN_GUI, "builtin/gui", "", {}, false, SHADER_STAGE_DEFAULT, LAYOUT_DRAW_VERT, BINDING_LAYOUT_DEFAULT },
@ -378,10 +378,10 @@ void idRenderProgManager::Init( nvrhi::IDevice* _device )
{ BUILTIN_INTERACTION_AMBIENT_SKINNED, "builtin/lighting/interactionAmbient", "_skinned", { {"USE_GPU_SKINNING", "1" }, { "USE_PBR", "0" } }, true, SHADER_STAGE_DEFAULT, LAYOUT_DRAW_VERT, BINDING_LAYOUT_DRAW_INTERACTION },
{ BUILTIN_INTERACTION_SHADOW_MAPPING_SPOT, "builtin/lighting/interactionSM", "_spot", { {"USE_GPU_SKINNING", "0" }, { "LIGHT_POINT", "0" }, { "LIGHT_PARALLEL", "0" }, { "USE_PBR", "0" }, { "USE_NORMAL_FMT_RGB8", "0" } }, false, SHADER_STAGE_DEFAULT, LAYOUT_DRAW_VERT, BINDING_LAYOUT_DRAW_INTERACTION_SM },
{ BUILTIN_INTERACTION_SHADOW_MAPPING_SPOT_SKINNED, "builtin/lighting/interactionSM", "_spot_skinned", { {"USE_GPU_SKINNING", "1" }, { "LIGHT_POINT", "0" }, { "LIGHT_PARALLEL", 0 }, { "USE_PBR", "0" }, { "USE_NORMAL_FMT_RGB8", "0" } }, true, SHADER_STAGE_DEFAULT, LAYOUT_DRAW_VERT, BINDING_LAYOUT_DRAW_INTERACTION_SM },
{ BUILTIN_INTERACTION_SHADOW_MAPPING_SPOT_SKINNED, "builtin/lighting/interactionSM", "_spot_skinned", { {"USE_GPU_SKINNING", "1" }, { "LIGHT_POINT", "0" }, { "LIGHT_PARALLEL", "0" }, { "USE_PBR", "0" }, { "USE_NORMAL_FMT_RGB8", "0" } }, true, SHADER_STAGE_DEFAULT, LAYOUT_DRAW_VERT, BINDING_LAYOUT_DRAW_INTERACTION_SM },
{ BUILTIN_INTERACTION_SHADOW_MAPPING_POINT, "builtin/lighting/interactionSM", "_point", { {"USE_GPU_SKINNING", "0" }, { "LIGHT_POINT", "1" }, { "LIGHT_PARALLEL", "0" }, { "USE_PBR", "0" }, { "USE_NORMAL_FMT_RGB8", "0" } }, false, SHADER_STAGE_DEFAULT, LAYOUT_DRAW_VERT, BINDING_LAYOUT_DRAW_INTERACTION_SM },
{ BUILTIN_INTERACTION_SHADOW_MAPPING_POINT_SKINNED, "builtin/lighting/interactionSM", "_point_skinned", { {"USE_GPU_SKINNING", "1" }, { "LIGHT_POINT", "1" }, { "LIGHT_PARALLEL", 0 }, { "USE_PBR", "0" }, { "USE_NORMAL_FMT_RGB8", "0" } }, true, SHADER_STAGE_DEFAULT, LAYOUT_DRAW_VERT, BINDING_LAYOUT_DRAW_INTERACTION_SM },
{ BUILTIN_INTERACTION_SHADOW_MAPPING_POINT_SKINNED, "builtin/lighting/interactionSM", "_point_skinned", { {"USE_GPU_SKINNING", "1" }, { "LIGHT_POINT", "1" }, { "LIGHT_PARALLEL", "0" }, { "USE_PBR", "0" }, { "USE_NORMAL_FMT_RGB8", "0" } }, true, SHADER_STAGE_DEFAULT, LAYOUT_DRAW_VERT, BINDING_LAYOUT_DRAW_INTERACTION_SM },
{ BUILTIN_INTERACTION_SHADOW_MAPPING_PARALLEL, "builtin/lighting/interactionSM", "_parallel", { {"USE_GPU_SKINNING", "0" }, { "LIGHT_POINT", "0" }, { "LIGHT_PARALLEL", "1" }, { "USE_PBR", "0" }, { "USE_NORMAL_FMT_RGB8", "0" } }, false, SHADER_STAGE_DEFAULT, LAYOUT_DRAW_VERT, BINDING_LAYOUT_DRAW_INTERACTION_SM },
{ BUILTIN_INTERACTION_SHADOW_MAPPING_PARALLEL_SKINNED, "builtin/lighting/interactionSM", "_parallel_skinned", { {"USE_GPU_SKINNING", "1" }, { "LIGHT_POINT", "0" }, { "LIGHT_PARALLEL", "1" }, { "USE_PBR", "0" }, { "USE_NORMAL_FMT_RGB8", "0" } }, true, SHADER_STAGE_DEFAULT, LAYOUT_DRAW_VERT, BINDING_LAYOUT_DRAW_INTERACTION_SM },
@ -391,7 +391,7 @@ void idRenderProgManager::Init( nvrhi::IDevice* _device )
{ BUILTIN_PBR_INTERACTION_SKINNED, "builtin/lighting/interaction", "_skinned_PBR", { {"USE_GPU_SKINNING", "1" }, { "USE_PBR", "1" } }, true, SHADER_STAGE_DEFAULT, LAYOUT_DRAW_VERT, BINDING_LAYOUT_DRAW_INTERACTION },
{ BUILTIN_PBR_INTERACTION_AMBIENT, "builtin/lighting/interactionAmbient", "_PBR", { {"USE_GPU_SKINNING", "0" }, { "USE_PBR", "1" } }, false, SHADER_STAGE_DEFAULT, LAYOUT_DRAW_VERT, BINDING_LAYOUT_DRAW_INTERACTION },
{ BUILTIN_PBR_INTERACTION_AMBIENT_SKINNED, "builtin/lighting/interactionAmbient_skinned", "_PBR", { {"USE_GPU_SKINNING", "1" }, { "USE_PBR", "1" } }, true, SHADER_STAGE_DEFAULT, LAYOUT_DRAW_VERT, BINDING_LAYOUT_DRAW_INTERACTION },
{ BUILTIN_PBR_INTERACTION_AMBIENT_SKINNED, "builtin/lighting/interactionAmbient", "_skinned_PBR", { {"USE_GPU_SKINNING", "1" }, { "USE_PBR", "1" } }, true, SHADER_STAGE_DEFAULT, LAYOUT_DRAW_VERT, BINDING_LAYOUT_DRAW_INTERACTION },
{ BUILTIN_PBR_INTERACTION_SHADOW_MAPPING_SPOT, "builtin/lighting/interactionSM", "_spot_PBR", { {"USE_GPU_SKINNING", "0" }, { "LIGHT_POINT", "0" }, { "LIGHT_PARALLEL", "0" }, { "USE_PBR", "1" }, { "USE_NORMAL_FMT_RGB8", "0" } }, false, SHADER_STAGE_DEFAULT, LAYOUT_DRAW_VERT, BINDING_LAYOUT_DRAW_INTERACTION_SM },
{ BUILTIN_PBR_INTERACTION_SHADOW_MAPPING_SPOT_SKINNED, "builtin/lighting/interactionSM", "_spot_skinned_PBR", { {"USE_GPU_SKINNING", "1" }, { "LIGHT_POINT", "0" }, { "LIGHT_PARALLEL", "0" }, { "USE_PBR", "1" }, { "USE_NORMAL_FMT_RGB8", "0" } }, true, SHADER_STAGE_DEFAULT, LAYOUT_DRAW_VERT, BINDING_LAYOUT_DRAW_INTERACTION_SM },
@ -418,8 +418,8 @@ void idRenderProgManager::Init( nvrhi::IDevice* _device )
{ BUILTIN_DEPTH, "builtin/depth", "", { {"USE_GPU_SKINNING", "0" } }, false, SHADER_STAGE_DEFAULT, LAYOUT_DRAW_VERT, BINDING_LAYOUT_CONSTANT_BUFFER_ONLY },
{ BUILTIN_DEPTH_SKINNED, "builtin/depth", "_skinned", { {"USE_GPU_SKINNING", "1" } }, true, SHADER_STAGE_DEFAULT, LAYOUT_DRAW_VERT, BINDING_LAYOUT_CONSTANT_BUFFER_ONLY },
{ BUILTIN_SHADOW, "builtin/lighting/shadow", "", { {"USE_GPU_SKINNING", "0" } }, false, SHADER_STAGE_DEFAULT, LAYOUT_DRAW_SHADOW_VERT, BINDING_LAYOUT_DRAW_SHADOW },
{ BUILTIN_SHADOW_SKINNED, "builtin/lighting/shadow", "_skinned", { {"USE_GPU_SKINNING", "1" } }, true, SHADER_STAGE_DEFAULT, LAYOUT_DRAW_SHADOW_VERT_SKINNED, BINDING_LAYOUT_DRAW_SHADOW },
{ BUILTIN_SHADOW, "builtin/lighting/shadow", "", { {"USE_GPU_SKINNING", "0" } }, false, SHADER_STAGE_DEFAULT, LAYOUT_DRAW_SHADOW_VERT, BINDING_LAYOUT_CONSTANT_BUFFER_ONLY },
{ BUILTIN_SHADOW_SKINNED, "builtin/lighting/shadow", "_skinned", { {"USE_GPU_SKINNING", "1" } }, true, SHADER_STAGE_DEFAULT, LAYOUT_DRAW_SHADOW_VERT_SKINNED, BINDING_LAYOUT_CONSTANT_BUFFER_ONLY },
{ BUILTIN_SHADOW_DEBUG, "builtin/debug/shadowDebug", "", { {"USE_GPU_SKINNING", "0" } }, false, SHADER_STAGE_DEFAULT, LAYOUT_DRAW_VERT, BINDING_LAYOUT_DEFAULT },
{ BUILTIN_SHADOW_DEBUG_SKINNED, "builtin/debug/shadowDebug", "_skinned", { {"USE_GPU_SKINNING", "1" } }, true, SHADER_STAGE_DEFAULT, LAYOUT_DRAW_VERT, BINDING_LAYOUT_DEFAULT },

View file

@ -68,6 +68,7 @@ idCVar r_debugContext( "r_debugContext", "0", CVAR_RENDERER, "Enable various lev
idCVar r_glDriver( "r_glDriver", "", CVAR_RENDERER, "\"opengl32\", etc." );
#if defined(USE_NVRHI)
idCVar r_gapi( "r_gapi", "dx12", CVAR_RENDERER, "Specifies the graphics api to use (dx12, vulkan)" );
idCVar r_useValidationLayers( "r_useValidationLayers", "0", CVAR_INTEGER | CVAR_INIT, "1 is just the NVRHI and 2 will turn on additional DX12, VK validation layers" );
#endif
// SRS - Added workaround for AMD OSX driver bugs caused by GL_EXT_timer_query when shadow mapping enabled; Intel bugs not present on OSX
#if defined(__APPLE__)

View file

@ -31,9 +31,8 @@ If you have questions concerning this license or the applicable additional terms
// *INDENT-OFF*
Texture2D t_NormalMap : register( t0 );
SamplerState samp0 : register( s0 ); // normal map
Texture2D t_NormalMap : register( t0 VK_DESCRIPTOR_SET( 0 ) );
SamplerState s_Sampler : register( s0 VK_DESCRIPTOR_SET( 1 ) );
struct PS_IN
{
@ -54,7 +53,7 @@ struct PS_OUT
void main( PS_IN fragment, out PS_OUT result )
{
float4 bump = t_NormalMap.Sample( samp0, fragment.texcoord0 ) * 2.0f - 1.0f;
float4 bump = t_NormalMap.Sample( s_Sampler, fragment.texcoord0 ) * 2.0f - 1.0f;
// RB begin
float3 localNormal;

View file

@ -26,11 +26,11 @@ If you have questions concerning this license or the applicable additional terms
===========================================================================
*/
#include "../global_inc.hlsl"
#include "global_inc.hlsl"
// *INDENT-OFF*
Texture2D texGui : register( t0 );
SamplerState samp0 : register( s0 );
Texture2D texGui : register( t0 VK_DESCRIPTOR_SET( 0 ) );
SamplerState samp0 : register( s0 VK_DESCRIPTOR_SET( 1 ) );
struct PS_IN {
float4 position : SV_POSITION;

View file

@ -58,6 +58,7 @@ struct VS_OUT {
float4 texcoord6 : TEXCOORD6_centroid;
float4 color : COLOR0;
};
// *INDENT-ON*
void main( VS_IN vertex, out VS_OUT result )

View file

@ -31,48 +31,48 @@ If you have questions concerning this license or the applicable additional terms
// *INDENT-OFF*
Texture2D t_Normal : register( t0 VK_DESCRIPTOR_SET( 0 ) );
Texture2D t_Specular : register( t1 VK_DESCRIPTOR_SET( 0 ) );
Texture2D t_BaseColor : register( t2 VK_DESCRIPTOR_SET( 0 ) );
Texture2D t_LightFalloff : register( t3 VK_DESCRIPTOR_SET( 0 ) );
Texture2D t_LightProjection : register( t4 VK_DESCRIPTOR_SET( 0 ) );
Texture2D t_Normal : register( t0 VK_DESCRIPTOR_SET( 0 ) );
Texture2D t_Specular : register( t1 VK_DESCRIPTOR_SET( 0 ) );
Texture2D t_BaseColor : register( t2 VK_DESCRIPTOR_SET( 0 ) );
Texture2D t_LightFalloff : register( t3 VK_DESCRIPTOR_SET( 0 ) );
Texture2D t_LightProjection : register( t4 VK_DESCRIPTOR_SET( 0 ) );
SamplerState samp0 : register( s0 VK_DESCRIPTOR_SET( 1 ) ); // texture 1 is the per-surface normal map
SamplerState samp1 : register( s1 VK_DESCRIPTOR_SET( 1 ) ); // texture 3 is the per-surface specular or roughness/metallic/AO mixer map
SamplerState samp2 : register( s2 VK_DESCRIPTOR_SET( 1 ) ); // texture 2 is the per-surface baseColor map
SamplerState samp3 : register( s3 VK_DESCRIPTOR_SET( 1 ) ); // texture 4 is the light falloff texture
SamplerState samp4 : register( s4 VK_DESCRIPTOR_SET( 1 ) ); // texture 5 is the light projection texture
SamplerState s_Material : register( s0 VK_DESCRIPTOR_SET( 1 ) ); // for the normal/specular/basecolor
SamplerState s_Lighting : register( s1 VK_DESCRIPTOR_SET( 1 ) ); // for sampling the jitter
struct PS_IN {
half4 position : SV_Position;
half4 texcoord1 : TEXCOORD1_centroid;
half4 texcoord2 : TEXCOORD2_centroid;
half4 texcoord3 : TEXCOORD3_centroid;
half4 texcoord4 : TEXCOORD4_centroid;
half4 texcoord5 : TEXCOORD5_centroid;
half4 texcoord6 : TEXCOORD6_centroid;
half4 color : COLOR0;
struct PS_IN
{
float4 position : SV_Position;
// float4 texcoord0 : TEXCOORD0_centroid;
float4 texcoord1 : TEXCOORD1_centroid;
float4 texcoord2 : TEXCOORD2_centroid;
float4 texcoord3 : TEXCOORD3_centroid;
float4 texcoord4 : TEXCOORD4_centroid;
float4 texcoord5 : TEXCOORD5_centroid;
float4 texcoord6 : TEXCOORD6_centroid;
float4 color : COLOR0;
};
struct PS_OUT {
struct PS_OUT
{
half4 color : SV_Target0;
};
// *INDENT-ON*
void main( PS_IN fragment, out PS_OUT result )
{
half4 bumpMap = t_Normal.Sample( samp0, fragment.texcoord1.xy );
half4 lightFalloff = idtex2Dproj( samp3, t_LightFalloff, fragment.texcoord2 );
half4 lightProj = idtex2Dproj( samp4, t_LightProjection, fragment.texcoord3 );
half4 YCoCG = t_BaseColor.Sample( samp2, fragment.texcoord4.xy );
half4 specMapSRGB = t_Specular.Sample( samp1, fragment.texcoord5.xy );
half4 specMap = sRGBAToLinearRGBA( specMapSRGB );
float4 bumpMap = t_Normal.Sample( s_Material, fragment.texcoord1.xy );
float4 lightFalloff = idtex2Dproj( s_Lighting, t_LightFalloff, fragment.texcoord2 );
float4 lightProj = idtex2Dproj( s_Lighting, t_LightProjection, fragment.texcoord3 );
float4 YCoCG = t_BaseColor.Sample( s_Material, fragment.texcoord4.xy );
float4 specMapSRGB = t_Specular.Sample( s_Material, fragment.texcoord5.xy );
float4 specMap = sRGBAToLinearRGBA( specMapSRGB );
const half3 ambientLightVector = half3( 0.5f, 9.5f - 0.385f, 0.8925f );
half3 lightVector = normalize( ambientLightVector );
half3 diffuseMap = sRGBToLinearRGB( ConvertYCoCgToRGB( YCoCG ) );
const float3 ambientLightVector = half3( 0.5f, 9.5f - 0.385f, 0.8925f );
float3 lightVector = normalize( ambientLightVector );
float3 diffuseMap = sRGBToLinearRGB( ConvertYCoCgToRGB( YCoCG ) );
half3 localNormal;
float3 localNormal;
// RB begin
#if defined(USE_NORMAL_FMT_RGB8)
localNormal.xy = bumpMap.rg - 0.5;
@ -84,25 +84,25 @@ void main( PS_IN fragment, out PS_OUT result )
localNormal = normalize( localNormal );
// traditional very dark Lambert light model used in Doom 3
half ldotN = saturate( dot3( localNormal, lightVector ) );
float ldotN = saturate( dot3( localNormal, lightVector ) );
#if defined(USE_HALF_LAMBERT)
// RB: http://developer.valvesoftware.com/wiki/Half_Lambert
half halfLdotN = dot3( localNormal, lightVector ) * 0.5 + 0.5;
float halfLdotN = dot3( localNormal, lightVector ) * 0.5 + 0.5;
halfLdotN *= halfLdotN;
half lambert = halfLdotN;
float lambert = halfLdotN;
#else
half lambert = ldotN;
float lambert = ldotN;
#endif
const half specularPower = 10.0f;
half hDotN = dot3( normalize( fragment.texcoord6.xyz ), localNormal );
const float specularPower = 10.0f;
float hDotN = dot3( normalize( fragment.texcoord6.xyz ), localNormal );
// RB: added abs
half3 specularContribution = _half3( pow( abs( hDotN ), specularPower ) );
float3 specularContribution = _float3( pow( abs( hDotN ), specularPower ) );
half3 diffuseColor = diffuseMap * ( rpDiffuseModifier.xyz );
half3 specularColor = specMap.xyz * specularContribution * ( rpSpecularModifier.xyz );
half3 lightColor = sRGBToLinearRGB( lightProj.xyz * lightFalloff.xyz );
float3 diffuseColor = diffuseMap * ( rpDiffuseModifier.xyz );
float3 specularColor = specMap.xyz * specularContribution * ( rpSpecularModifier.xyz );
float3 lightColor = sRGBToLinearRGB( lightProj.xyz * lightFalloff.xyz );
result.color.xyz = ( diffuseColor + specularColor ) * lightColor * fragment.color.xyz;
result.color.w = 1.0;

View file

@ -28,49 +28,131 @@ If you have questions concerning this license or the applicable additional terms
#include "global_inc.hlsl"
// *INDENT-OFF*
#if USE_GPU_SKINNING
cbuffer CB : register( b1 ) { float4 matrices[408]; };
cbuffer CB :
register( b1 )
{
float4 matrices[408];
};
#endif
struct VS_IN {
float4 position : POSITION;
float2 texcoord : TEXCOORD0;
float4 normal : NORMAL;
float4 tangent : TANGENT;
float4 color : COLOR0;
struct VS_IN
{
float4 position :
POSITION;
float2 texcoord :
TEXCOORD0;
float4 normal :
NORMAL;
float4 tangent :
TANGENT;
float4 color :
COLOR0;
float4 color2 :
COLOR1;
};
struct VS_OUT {
float4 position : SV_Position;
float4 texcoord1 : TEXCOORD1_centroid;
float4 texcoord2 : TEXCOORD2_centroid;
float4 texcoord3 : TEXCOORD3_centroid;
float4 texcoord4 : TEXCOORD4_centroid;
float4 texcoord5 : TEXCOORD5_centroid;
float4 texcoord6 : TEXCOORD6_centroid;
float4 color : COLOR0;
struct VS_OUT
{
float4 position :
SV_Position;
//float4 texcoord0 : TEXCOORD0_centroid;
float4 texcoord1 :
TEXCOORD1_centroid;
float4 texcoord2 :
TEXCOORD2_centroid;
float4 texcoord3 :
TEXCOORD3_centroid;
float4 texcoord4 :
TEXCOORD4_centroid;
float4 texcoord5 :
TEXCOORD5_centroid;
float4 texcoord6 :
TEXCOORD6_centroid;
float4 color :
COLOR0;
};
// *INDENT-ON*
void main( VS_IN vertex, out VS_OUT result )
{
float4 normal = vertex.normal * 2.0 - 1.0;
float4 tangent = vertex.tangent * 2.0 - 1.0;
float3 binormal = cross( normal.xyz, tangent.xyz ) * tangent.w;
float4 vNormal = vertex.normal * 2.0 - 1.0;
float4 vTangent = vertex.tangent * 2.0 - 1.0;
float3 vBitangent = cross( vNormal.xyz, vTangent.xyz ) * vTangent.w;
result.position.x = dot4( vertex.position, rpMVPmatrixX );
result.position.y = dot4( vertex.position, rpMVPmatrixY );
result.position.z = dot4( vertex.position, rpMVPmatrixZ );
result.position.w = dot4( vertex.position, rpMVPmatrixW );
#if USE_GPU_SKINNING
//--------------------------------------------------------------
// GPU transformation of the normal / tangent / bitangent
//
// multiplying with 255.1 give us the same result and is faster than floor( w * 255 + 0.5 )
//--------------------------------------------------------------
const float w0 = vertex.color2.x;
const float w1 = vertex.color2.y;
const float w2 = vertex.color2.z;
const float w3 = vertex.color2.w;
float4 matX, matY, matZ; // must be float4 for vec4
int joint = int( vertex.color.x * 255.1 * 3.0 );
matX = matrices[int( joint + 0 )] * w0;
matY = matrices[int( joint + 1 )] * w0;
matZ = matrices[int( joint + 2 )] * w0;
joint = int( vertex.color.y * 255.1 * 3.0 );
matX += matrices[int( joint + 0 )] * w1;
matY += matrices[int( joint + 1 )] * w1;
matZ += matrices[int( joint + 2 )] * w1;
joint = int( vertex.color.z * 255.1 * 3.0 );
matX += matrices[int( joint + 0 )] * w2;
matY += matrices[int( joint + 1 )] * w2;
matZ += matrices[int( joint + 2 )] * w2;
joint = int( vertex.color.w * 255.1 * 3.0 );
matX += matrices[int( joint + 0 )] * w3;
matY += matrices[int( joint + 1 )] * w3;
matZ += matrices[int( joint + 2 )] * w3;
float3 normal;
normal.x = dot3( matX, vNormal );
normal.y = dot3( matY, vNormal );
normal.z = dot3( matZ, vNormal );
normal = normalize( normal );
float3 tangent;
tangent.x = dot3( matX, vTangent );
tangent.y = dot3( matY, vTangent );
tangent.z = dot3( matZ, vTangent );
tangent = normalize( tangent );
float3 bitangent;
bitangent.x = dot3( matX, vBitangent );
bitangent.y = dot3( matY, vBitangent );
bitangent.z = dot3( matZ, vBitangent );
bitangent = normalize( bitangent );
float4 modelPosition;
modelPosition.x = dot4( matX, vertex.position );
modelPosition.y = dot4( matY, vertex.position );
modelPosition.z = dot4( matZ, vertex.position );
modelPosition.w = 1.0;
#else
float4 modelPosition = vertex.position;
float3 normal = vNormal.xyz;
float3 tangent = vTangent.xyz;
float3 bitangent = vBitangent.xyz;
#endif
result.position.x = dot4( modelPosition, rpMVPmatrixX );
result.position.y = dot4( modelPosition, rpMVPmatrixY );
result.position.z = dot4( modelPosition, rpMVPmatrixZ );
result.position.w = dot4( modelPosition, rpMVPmatrixW );
float4 defaultTexCoord = float4( 0.0f, 0.5f, 0.0f, 1.0f );
//calculate vector to light in R0
float4 toLight = rpLocalLightOrigin - vertex.position;
//calculate vector to light
float4 toLight = rpLocalLightOrigin - modelPosition;
//textures 1 takes the base coordinates by the texture matrix
result.texcoord1 = defaultTexCoord;
@ -79,13 +161,13 @@ void main( VS_IN vertex, out VS_OUT result )
//# texture 2 has one texgen
result.texcoord2 = defaultTexCoord;
result.texcoord2.x = dot4( vertex.position, rpLightFalloffS );
result.texcoord2.x = dot4( modelPosition, rpLightFalloffS );
//# texture 3 has three texgens
result.texcoord3.x = dot4( vertex.position, rpLightProjectionS );
result.texcoord3.y = dot4( vertex.position, rpLightProjectionT );
result.texcoord3.x = dot4( modelPosition, rpLightProjectionS );
result.texcoord3.y = dot4( modelPosition, rpLightProjectionT );
result.texcoord3.z = 0.0f;
result.texcoord3.w = dot4( vertex.position, rpLightProjectionQ );
result.texcoord3.w = dot4( modelPosition, rpLightProjectionQ );
//# textures 4 takes the base coordinates by the texture matrix
result.texcoord4 = defaultTexCoord;
@ -103,20 +185,27 @@ void main( VS_IN vertex, out VS_OUT result )
toLight = normalize( toLight );
//# calculate normalized vector to viewer in R1
float4 toView = normalize( rpLocalViewOrigin - vertex.position );
float4 toView = normalize( rpLocalViewOrigin - modelPosition );
//# add together to become the half angle vector in object space (non-normalized)
float4 halfAngleVector = toLight + toView;
//# put into texture space
result.texcoord6.x = dot3( tangent, halfAngleVector );
result.texcoord6.y = dot3( binormal, halfAngleVector );
result.texcoord6.y = dot3( bitangent, halfAngleVector );
result.texcoord6.z = dot3( normal, halfAngleVector );
result.texcoord6.w = 1.0f;
#if USE_GPU_SKINNING
// for joint transformation of the tangent space, we use color and
// color2 for weighting information, so hopefully there aren't any
// effects that need vertex color...
result.color = float4( 1.0f, 1.0f, 1.0f, 1.0f );
#else
//# generate the vertex color, which can be 1.0, color, or 1.0 - color
//# for 1.0 : env[16] = 0, env[17] = 1
//# for color : env[16] = 1, env[17] = 0
//# for 1.0-color : env[16] = -1, env[17] = 1
result.color = ( swizzleColor( vertex.color ) * rpVertexColorModulate ) + rpVertexColorAdd;
#endif
}

View file

@ -1,104 +0,0 @@
/*
===========================================================================
Doom 3 BFG Edition GPL Source Code
Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
Copyright (C) 2013-2020 Robert Beckebans
This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
Doom 3 BFG Edition Source Code 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 3 of the License, or
(at your option) any later version.
Doom 3 BFG Edition Source Code 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 Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below.
If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
===========================================================================
*/
#include "global_inc.hlsl"
// *INDENT-OFF*
uniform sampler2D samp0 : register(s0); // texture 1 is the per-surface normal map
uniform sampler2D samp1 : register(s1); // texture 3 is the per-surface specular or roughness/metallic/AO mixer map
uniform sampler2D samp2 : register(s2); // texture 2 is the per-surface baseColor map
uniform sampler2D samp3 : register(s3); // texture 4 is the light falloff texture
uniform sampler2D samp4 : register(s4); // texture 5 is the light projection texture
struct PS_IN {
half4 position : VPOS;
half4 texcoord1 : TEXCOORD1_centroid;
half4 texcoord2 : TEXCOORD2_centroid;
half4 texcoord3 : TEXCOORD3_centroid;
half4 texcoord4 : TEXCOORD4_centroid;
half4 texcoord5 : TEXCOORD5_centroid;
half4 texcoord6 : TEXCOORD6_centroid;
half4 color : COLOR0;
};
struct PS_OUT {
half4 color : COLOR;
};
// *INDENT-ON*
void main( PS_IN fragment, out PS_OUT result )
{
half4 bumpMap = tex2D( samp0, fragment.texcoord1.xy );
half4 lightFalloff = idtex2Dproj( samp3, fragment.texcoord2 );
half4 lightProj = idtex2Dproj( samp4, fragment.texcoord3 );
half4 YCoCG = tex2D( samp2, fragment.texcoord4.xy );
half4 specMapSRGB = tex2D( samp1, fragment.texcoord5.xy );
half4 specMap = sRGBAToLinearRGBA( specMapSRGB );
const half3 ambientLightVector = half3( 0.5f, 9.5f - 0.385f, 0.8925f );
half3 lightVector = normalize( ambientLightVector );
half3 diffuseMap = sRGBToLinearRGB( ConvertYCoCgToRGB( YCoCG ) );
half3 localNormal;
// RB begin
#if defined(USE_NORMAL_FMT_RGB8)
localNormal.xy = bumpMap.rg - 0.5;
#else
localNormal.xy = bumpMap.wy - 0.5;
#endif
// RB end
localNormal.z = sqrt( abs( dot( localNormal.xy, localNormal.xy ) - 0.25 ) );
localNormal = normalize( localNormal );
// traditional very dark Lambert light model used in Doom 3
half ldotN = saturate( dot3( localNormal, lightVector ) );
#if defined(USE_HALF_LAMBERT)
// RB: http://developer.valvesoftware.com/wiki/Half_Lambert
half halfLdotN = dot3( localNormal, lightVector ) * 0.5 + 0.5;
halfLdotN *= halfLdotN;
half lambert = halfLdotN;
#else
half lambert = ldotN;
#endif
const half specularPower = 10.0f;
half hDotN = dot3( normalize( fragment.texcoord6.xyz ), localNormal );
// RB: added abs
half3 specularContribution = _half3( pow( abs( hDotN ), specularPower ) );
half3 diffuseColor = diffuseMap * ( rpDiffuseModifier.xyz );
half3 specularColor = specMap.xyz * specularContribution * ( rpSpecularModifier.xyz );
half3 lightColor = sRGBToLinearRGB( lightProj.xyz * lightFalloff.xyz );
result.color.xyz = ( diffuseColor + specularColor ) * lightColor * fragment.color.xyz;
result.color.w = 1.0;
}

View file

@ -1,176 +0,0 @@
/*
===========================================================================
Doom 3 BFG Edition GPL Source Code
Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
Copyright (C) 2014 Robert Beckebans
This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
Doom 3 BFG Edition Source Code 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 3 of the License, or
(at your option) any later version.
Doom 3 BFG Edition Source Code 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 Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below.
If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
===========================================================================
*/
#include "global_inc.hlsl"
uniform matrices_ubo { float4 matrices[408]; };
// *INDENT-OFF*
struct VS_IN {
float4 position : POSITION;
float2 texcoord : TEXCOORD0;
float4 normal : NORMAL;
float4 tangent : TANGENT;
float4 color : COLOR0;
float4 color2 : COLOR1;
};
struct VS_OUT {
float4 position : POSITION;
float4 texcoord1 : TEXCOORD1;
float4 texcoord2 : TEXCOORD2;
float4 texcoord3 : TEXCOORD3;
float4 texcoord4 : TEXCOORD4;
float4 texcoord5 : TEXCOORD5;
float4 texcoord6 : TEXCOORD6;
float4 color : COLOR0;
};
// *INDENT-ON*
void main( VS_IN vertex, out VS_OUT result )
{
float4 vNormal = vertex.normal * 2.0 - 1.0;
float4 vTangent = vertex.tangent * 2.0 - 1.0;
float3 vBinormal = cross( vNormal.xyz, vTangent.xyz ) * vTangent.w;
//--------------------------------------------------------------
// GPU transformation of the normal / binormal / bitangent
//
// multiplying with 255.1 give us the same result and is faster than floor( w * 255 + 0.5 )
//--------------------------------------------------------------
const float w0 = vertex.color2.x;
const float w1 = vertex.color2.y;
const float w2 = vertex.color2.z;
const float w3 = vertex.color2.w;
float4 matX, matY, matZ; // must be float4 for vec4
int joint = int( vertex.color.x * 255.1 * 3.0 );
matX = matrices[int( joint + 0 )] * w0;
matY = matrices[int( joint + 1 )] * w0;
matZ = matrices[int( joint + 2 )] * w0;
joint = int( vertex.color.y * 255.1 * 3.0 );
matX += matrices[int( joint + 0 )] * w1;
matY += matrices[int( joint + 1 )] * w1;
matZ += matrices[int( joint + 2 )] * w1;
joint = int( vertex.color.z * 255.1 * 3.0 );
matX += matrices[int( joint + 0 )] * w2;
matY += matrices[int( joint + 1 )] * w2;
matZ += matrices[int( joint + 2 )] * w2;
joint = int( vertex.color.w * 255.1 * 3.0 );
matX += matrices[int( joint + 0 )] * w3;
matY += matrices[int( joint + 1 )] * w3;
matZ += matrices[int( joint + 2 )] * w3;
float3 normal;
normal.x = dot3( matX, vNormal );
normal.y = dot3( matY, vNormal );
normal.z = dot3( matZ, vNormal );
normal = normalize( normal );
float3 tangent;
tangent.x = dot3( matX, vTangent );
tangent.y = dot3( matY, vTangent );
tangent.z = dot3( matZ, vTangent );
tangent = normalize( tangent );
float3 binormal;
binormal.x = dot3( matX, vBinormal );
binormal.y = dot3( matY, vBinormal );
binormal.z = dot3( matZ, vBinormal );
binormal = normalize( binormal );
float4 modelPosition;
modelPosition.x = dot4( matX, vertex.position );
modelPosition.y = dot4( matY, vertex.position );
modelPosition.z = dot4( matZ, vertex.position );
modelPosition.w = 1.0;
result.position.x = dot4( modelPosition, rpMVPmatrixX );
result.position.y = dot4( modelPosition, rpMVPmatrixY );
result.position.z = dot4( modelPosition, rpMVPmatrixZ );
result.position.w = dot4( modelPosition, rpMVPmatrixW );
float4 defaultTexCoord = float4( 0.0f, 0.5f, 0.0f, 1.0f );
//calculate vector to light in R0
float4 toLight = rpLocalLightOrigin - modelPosition;
//textures 1 takes the base coordinates by the texture matrix
result.texcoord1 = defaultTexCoord;
result.texcoord1.x = dot4( vertex.texcoord.xy, rpBumpMatrixS );
result.texcoord1.y = dot4( vertex.texcoord.xy, rpBumpMatrixT );
//# texture 2 has one texgen
result.texcoord2 = defaultTexCoord;
result.texcoord2.x = dot4( modelPosition, rpLightFalloffS );
//# texture 3 has three texgens
result.texcoord3.x = dot4( modelPosition, rpLightProjectionS );
result.texcoord3.y = dot4( modelPosition, rpLightProjectionT );
result.texcoord3.z = 0.0f;
result.texcoord3.w = dot4( modelPosition, rpLightProjectionQ );
//# textures 4 takes the base coordinates by the texture matrix
result.texcoord4 = defaultTexCoord;
result.texcoord4.x = dot4( vertex.texcoord.xy, rpDiffuseMatrixS );
result.texcoord4.y = dot4( vertex.texcoord.xy, rpDiffuseMatrixT );
//# textures 5 takes the base coordinates by the texture matrix
result.texcoord5 = defaultTexCoord;
result.texcoord5.x = dot4( vertex.texcoord.xy, rpSpecularMatrixS );
result.texcoord5.y = dot4( vertex.texcoord.xy, rpSpecularMatrixT );
//# texture 6's texcoords will be the halfangle in texture space
//# calculate normalized vector to light in R0
toLight = normalize( toLight );
//# calculate normalized vector to viewer in R1
float4 toView = normalize( rpLocalViewOrigin - modelPosition );
//# add together to become the half angle vector in object space (non-normalized)
float4 halfAngleVector = toLight + toView;
//# put into texture space
result.texcoord6.x = dot3( tangent, halfAngleVector );
result.texcoord6.y = dot3( binormal, halfAngleVector );
result.texcoord6.z = dot3( normal, halfAngleVector );
result.texcoord6.w = 1.0f;
//# generate the vertex color, which can be 1.0, color, or 1.0 - color
//# for 1.0 : env[16] = 0, env[17] = 1
//# for color : env[16] = 1, env[17] = 0
//# for 1.0-color : env[16] = -1, env[17] = 1
result.color = ( swizzleColor( vertex.color ) * rpVertexColorModulate ) + rpVertexColorAdd;
}

View file

@ -30,9 +30,8 @@ If you have questions concerning this license or the applicable additional terms
// *INDENT-OFF*
SamplerState samp0 : register(s0);
struct PS_OUT {
struct PS_OUT
{
float4 color : SV_Target0;
};
// *INDENT-ON*

View file

@ -1,43 +0,0 @@
/*
===========================================================================
Doom 3 BFG Edition GPL Source Code
Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
Doom 3 BFG Edition Source Code 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 3 of the License, or
(at your option) any later version.
Doom 3 BFG Edition Source Code 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 Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below.
If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
===========================================================================
*/
#include "global_inc.hlsl"
// *INDENT-OFF*
SamplerState samp0 : register(s0);
struct PS_OUT {
float4 color : COLOR;
};
// *INDENT-ON*
void main( out PS_OUT result )
{
result.color = rpColor;
}

View file

@ -1,96 +0,0 @@
/*
===========================================================================
Doom 3 BFG Edition GPL Source Code
Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
Coypright (C) 2014 Robert Beckebans
This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
Doom 3 BFG Edition Source Code 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 3 of the License, or
(at your option) any later version.
Doom 3 BFG Edition Source Code 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 Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below.
If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
===========================================================================
*/
#include "global_inc.hlsl"
// *INDENT-OFF*
uniform matrices_ubo { float4 matrices[408]; };
struct VS_IN {
float4 position : POSITION;
float4 color : COLOR0;
float4 color2 : COLOR1;
};
struct VS_OUT {
float4 position : POSITION;
};
// *INDENT-ON*
void main( VS_IN vertex, out VS_OUT result )
{
//--------------------------------------------------------------
// GPU transformation of the normal / binormal / bitangent
//
// multiplying with 255.1 give us the same result and is faster than floor( w * 255 + 0.5 )
//--------------------------------------------------------------
const float w0 = vertex.color2.x;
const float w1 = vertex.color2.y;
const float w2 = vertex.color2.z;
const float w3 = vertex.color2.w;
float4 matX, matY, matZ; // must be float4 for vec4
int joint = int( vertex.color.x * 255.1 * 3.0 );
matX = matrices[int( joint + 0 )] * w0;
matY = matrices[int( joint + 1 )] * w0;
matZ = matrices[int( joint + 2 )] * w0;
joint = int( vertex.color.y * 255.1 * 3.0 );
matX += matrices[int( joint + 0 )] * w1;
matY += matrices[int( joint + 1 )] * w1;
matZ += matrices[int( joint + 2 )] * w1;
joint = int( vertex.color.z * 255.1 * 3.0 );
matX += matrices[int( joint + 0 )] * w2;
matY += matrices[int( joint + 1 )] * w2;
matZ += matrices[int( joint + 2 )] * w2;
joint = int( vertex.color.w * 255.1 * 3.0 );
matX += matrices[int( joint + 0 )] * w3;
matY += matrices[int( joint + 1 )] * w3;
matZ += matrices[int( joint + 2 )] * w3;
float4 vertexPosition = vertex.position;
vertexPosition.w = 1.0;
float4 modelPosition;
modelPosition.x = dot4( matX, vertexPosition );
modelPosition.y = dot4( matY, vertexPosition );
modelPosition.z = dot4( matZ, vertexPosition );
modelPosition.w = vertex.position.w;
float4 vPos = modelPosition - rpLocalLightOrigin;
vPos = ( vPos.wwww * rpLocalLightOrigin ) + vPos;
result.position.x = dot4( vPos, rpMVPmatrixX );
result.position.y = dot4( vPos, rpMVPmatrixY );
result.position.z = dot4( vPos, rpMVPmatrixZ );
result.position.w = dot4( vPos, rpMVPmatrixW );
}

View file

@ -30,8 +30,8 @@ If you have questions concerning this license or the applicable additional terms
// *INDENT-OFF*
Texture2D t_BaseColor : register( t0 );
SamplerState s_Sampler : register( s0 );
Texture2D t_BaseColor : register( t0 VK_DESCRIPTOR_SET( 0 ) );
SamplerState s_Sampler : register( s0 VK_DESCRIPTOR_SET( 1 ) );
struct PS_IN {
float4 position : SV_POSITION;

View file

@ -39,8 +39,6 @@
#pragma comment(lib, "d3d12.lib")
#pragma comment(lib, "dxgi.lib")
idCVar r_useValidationLayers( "r_useValidationLayers", "0", CVAR_INTEGER | CVAR_INIT, "1 is just the NVRHI and 2 will turn on additional DX12, VK validation layers" );
using nvrhi::RefCountPtr;
#define HR_RETURN(hr) if(FAILED(hr)) return false
@ -100,8 +98,6 @@ protected:
private:
bool CreateRenderTargets();
void ReleaseRenderTargets();
glconfig_t config;
};
static bool IsNvDeviceID( UINT id )

View file

@ -260,7 +260,27 @@ private:
}
}
common->Warning( "[Vulkan: location=0x%zx code=%d, layerPrefix='%s'] %s", location, code, layerPrefix, msg );
if( flags & VK_DEBUG_REPORT_ERROR_BIT_EXT )
{
idLib::Printf( "[Vulkan] ERROR location=0x%zx code=%d, layerPrefix='%s'] %s", location, code, layerPrefix, msg );
}
else if( flags & VK_DEBUG_REPORT_WARNING_BIT_EXT )
{
idLib::Printf( "[Vulkan] WARNING location=0x%zx code=%d, layerPrefix='%s'] %s", location, code, layerPrefix, msg );
}
else if( flags & VK_DEBUG_REPORT_PERFORMANCE_WARNING_BIT_EXT )
{
idLib::Printf( "[Vulkan] PERFORMANCE WARNING location=0x%zx code=%d, layerPrefix='%s'] %s", location, code, layerPrefix, msg );
}
else if( flags & VK_DEBUG_REPORT_INFORMATION_BIT_EXT )
{
idLib::Printf( "[Vulkan] INFO location=0x%zx code=%d, layerPrefix='%s'] %s", location, code, layerPrefix, msg );
}
else if( flags & VK_DEBUG_REPORT_DEBUG_BIT_EXT )
{
idLib::Printf( "[Vulkan] DEBUG location=0x%zx code=%d, layerPrefix='%s'] %s", location, code, layerPrefix, msg );
}
return VK_FALSE;
}
@ -992,6 +1012,10 @@ bool DeviceManager_VK::createSwapChain()
bool DeviceManager_VK::CreateDeviceAndSwapChain()
{
// RB: control these through the cmdline
deviceParms.enableNvrhiValidationLayer = r_useValidationLayers.GetInteger() > 0;
deviceParms.enableDebugRuntime = r_useValidationLayers.GetInteger() > 1;
if( deviceParms.enableDebugRuntime )
{
enabledExtensions.instance.insert( "VK_EXT_debug_report" );