mirror of
https://github.com/id-Software/DOOM-3-BFG.git
synced 2025-03-14 06:34:10 +00:00
Some work on GPU Skinning and Vulkan debugging
This commit is contained in:
parent
fe80d08eb0
commit
d4f1d99bd7
18 changed files with 230 additions and 538 deletions
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@ -239,7 +239,6 @@ void idRenderBackend::DrawElementsWithCounters( const drawSurf_t* surf )
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changeState = true;
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}
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// RB: for debugging
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int bindingLayoutType = renderProgManager.BindingLayoutType();
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idStaticList<nvrhi::BindingLayoutHandle, nvrhi::c_MaxBindingLayouts>* layouts
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@ -297,7 +296,6 @@ void idRenderBackend::DrawElementsWithCounters( const drawSurf_t* surf )
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}
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nvrhi::DrawArguments args;
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// FIXME idDrawShadowVert
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args.startVertexLocation = currentVertexOffset / sizeof( idDrawVert );
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args.startIndexLocation = currentIndexOffset / sizeof( triIndex_t );
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args.vertexCount = surf->numIndexes;
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@ -306,8 +304,6 @@ void idRenderBackend::DrawElementsWithCounters( const drawSurf_t* surf )
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// RB: added stats
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pc.c_drawElements++;
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pc.c_drawIndexes += surf->numIndexes;
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//renderLog.CloseBlock();
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}
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void idRenderBackend::GetCurrentBindingLayout( int type )
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@ -453,13 +449,13 @@ void idRenderBackend::GetCurrentBindingLayout( int type )
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desc[1].bindings[0] = nvrhi::BindingSetItem::Sampler( 0, commonPasses.m_PointWrapSampler );
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}
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}
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else if( type == BINDING_LAYOUT_DRAW_SHADOW )
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else if( type == BINDING_LAYOUT_DRAW_SHADOWVOLUME )
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{
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if( desc[0].bindings.empty() )
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{
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desc[0].bindings =
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{
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nvrhi::BindingSetItem::ConstantBuffer( 0, renderProgManager.ConstantBuffer() ), // blue noise
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nvrhi::BindingSetItem::ConstantBuffer( 0, renderProgManager.ConstantBuffer() ),
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};
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}
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else
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@ -1148,7 +1144,7 @@ extern idCVar r_useStencilShadowPreload;
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void idRenderBackend::DrawStencilShadowPass( const drawSurf_t* drawSurf, const bool renderZPass )
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{
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#if 0
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#if 1
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if( renderZPass )
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{
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// Z-pass
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@ -1238,24 +1234,25 @@ void idRenderBackend::DrawStencilShadowPass( const drawSurf_t* drawSurf, const b
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changeState = true;
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}
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GetCurrentBindingLayout();
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// RB: for debugging
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int program = renderProgManager.CurrentProgram();
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int bindingLayoutType = renderProgManager.BindingLayoutType();
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auto& info = renderProgManager.GetProgramInfo( program );
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for( int i = 0; i < info.bindingLayouts->Num(); i++ )
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idStaticList<nvrhi::BindingLayoutHandle, nvrhi::c_MaxBindingLayouts>* layouts
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= renderProgManager.GetBindingLayout( bindingLayoutType );
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GetCurrentBindingLayout( bindingLayoutType );
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for( int i = 0; i < layouts->Num(); i++ )
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{
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if( !currentBindingSets[i] || *currentBindingSets[i]->getDesc() != pendingBindingSetDescs[i] )
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if( !currentBindingSets[i] || *currentBindingSets[i]->getDesc() != pendingBindingSetDescs[bindingLayoutType][i] )
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{
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currentBindingSets[i] = bindingCache.GetOrCreateBindingSet( pendingBindingSetDescs[i], ( *info.bindingLayouts )[i] );
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currentBindingSets[i] = bindingCache.GetOrCreateBindingSet( pendingBindingSetDescs[bindingLayoutType][i], ( *layouts )[i] );
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changeState = true;
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}
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}
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renderProgManager.CommitConstantBuffer( commandList );
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int program = renderProgManager.CurrentProgram();
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PipelineKey key{ glStateBits, program, depthBias, slopeScaleBias, currentFrameBuffer };
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auto pipeline = pipelineCache.GetOrCreatePipeline( key );
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@ -1269,7 +1266,7 @@ void idRenderBackend::DrawStencilShadowPass( const drawSurf_t* drawSurf, const b
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{
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nvrhi::GraphicsState state;
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for( int i = 0; i < info.bindingLayouts->Num(); i++ )
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for( int i = 0; i < layouts->Num(); i++ )
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{
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state.bindings.push_back( currentBindingSets[i] );
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}
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@ -1304,7 +1301,7 @@ void idRenderBackend::DrawStencilShadowPass( const drawSurf_t* drawSurf, const b
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{
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args.startVertexLocation = currentVertexOffset / sizeof( idShadowVert );
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}
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args.startIndexLocation = currentIndexOffset / sizeof( uint16 );
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args.startIndexLocation = currentIndexOffset / sizeof( triIndex_t );
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args.vertexCount = drawSurf->numIndexes;
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commandList->drawIndexed( args );
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@ -1323,6 +1320,10 @@ idRenderBackend::idRenderBackend()
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{
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hiZGenPass = nullptr;
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ssaoPass = nullptr;
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memset( &glConfig, 0, sizeof( glConfig ) );
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//glConfig.gpuSkinningAvailable = true;
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}
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/*
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@ -195,7 +195,7 @@ void idRenderProgManager::LoadProgram( const int programIndex, const int vertexS
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renderProg_t& prog = renderProgs[programIndex];
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prog.fragmentShaderIndex = fragmentShaderIndex;
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prog.vertexShaderIndex = vertexShaderIndex;
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if( prog.vertexLayout > 0 )
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if( prog.vertexLayout != LAYOUT_UNKNOWN )
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{
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prog.inputLayout = device->createInputLayout(
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&vertexLayoutDescs[prog.vertexLayout][0],
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@ -845,7 +845,7 @@ enum bindingLayoutType_t
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BINDING_LAYOUT_BLIT,
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BINDING_LAYOUT_DRAW_AO,
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BINDING_LAYOUT_DRAW_AO1,
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BINDING_LAYOUT_DRAW_SHADOW,
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BINDING_LAYOUT_DRAW_SHADOWVOLUME,
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BINDING_LAYOUT_DRAW_INTERACTION,
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BINDING_LAYOUT_DRAW_INTERACTION_SM,
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BINDING_LAYOUT_DRAW_FOG,
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@ -1066,9 +1066,10 @@ extern idCVar r_windowHeight;
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extern idCVar r_debugContext; // enable various levels of context debug
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extern idCVar r_glDriver; // "opengl32", etc
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// SRS - Added cvar to control workarounds for AMD OSX driver bugs when shadow mapping enabled
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#if defined(USE_NVRHI)
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extern idCVar r_useValidationLayers;
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#endif
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extern idCVar r_skipAMDWorkarounds; // skip work arounds for AMD driver bugs
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// SRS end
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extern idCVar r_skipIntelWorkarounds; // skip work arounds for Intel driver bugs
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extern idCVar r_vidMode; // video mode number
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extern idCVar r_displayRefresh; // optional display refresh rate option for vid mode
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@ -240,7 +240,7 @@ void idRenderProgManager::Init( nvrhi::IDevice* _device )
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{
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nvrhi::BindingLayoutItem::VolatileConstantBuffer( 0 )
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};
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bindingLayouts[BINDING_LAYOUT_DRAW_SHADOW] = { device->createBindingLayout( shadowLayout ) };
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bindingLayouts[BINDING_LAYOUT_DRAW_SHADOWVOLUME] = { device->createBindingLayout( shadowLayout ) };
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auto interactionBindingLayout = nvrhi::BindingLayoutDesc()
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.setVisibility( nvrhi::ShaderType::All )
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@ -342,7 +342,7 @@ void idRenderProgManager::Init( nvrhi::IDevice* _device )
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rpStage_t stages;
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vertexLayoutType_t layout;
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bindingLayoutType_t bindingLayout;
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bindingLayoutType_t bindingLayout2;
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//bindingLayoutType_t bindingLayout2;
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} builtins[] =
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{
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{ BUILTIN_GUI, "builtin/gui", "", {}, false, SHADER_STAGE_DEFAULT, LAYOUT_DRAW_VERT, BINDING_LAYOUT_DEFAULT },
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@ -378,10 +378,10 @@ void idRenderProgManager::Init( nvrhi::IDevice* _device )
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{ 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 },
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{ 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 },
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{ 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 },
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{ 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 },
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{ 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 },
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{ 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 },
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{ 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 },
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{ 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 },
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{ 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 },
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@ -391,7 +391,7 @@ void idRenderProgManager::Init( nvrhi::IDevice* _device )
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{ 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 },
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{ 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 },
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{ 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 },
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{ 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 },
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{ 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 },
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{ 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 },
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@ -418,8 +418,8 @@ void idRenderProgManager::Init( nvrhi::IDevice* _device )
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{ BUILTIN_DEPTH, "builtin/depth", "", { {"USE_GPU_SKINNING", "0" } }, false, SHADER_STAGE_DEFAULT, LAYOUT_DRAW_VERT, BINDING_LAYOUT_CONSTANT_BUFFER_ONLY },
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{ BUILTIN_DEPTH_SKINNED, "builtin/depth", "_skinned", { {"USE_GPU_SKINNING", "1" } }, true, SHADER_STAGE_DEFAULT, LAYOUT_DRAW_VERT, BINDING_LAYOUT_CONSTANT_BUFFER_ONLY },
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{ BUILTIN_SHADOW, "builtin/lighting/shadow", "", { {"USE_GPU_SKINNING", "0" } }, false, SHADER_STAGE_DEFAULT, LAYOUT_DRAW_SHADOW_VERT, BINDING_LAYOUT_DRAW_SHADOW },
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{ BUILTIN_SHADOW_SKINNED, "builtin/lighting/shadow", "_skinned", { {"USE_GPU_SKINNING", "1" } }, true, SHADER_STAGE_DEFAULT, LAYOUT_DRAW_SHADOW_VERT_SKINNED, BINDING_LAYOUT_DRAW_SHADOW },
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{ BUILTIN_SHADOW, "builtin/lighting/shadow", "", { {"USE_GPU_SKINNING", "0" } }, false, SHADER_STAGE_DEFAULT, LAYOUT_DRAW_SHADOW_VERT, BINDING_LAYOUT_CONSTANT_BUFFER_ONLY },
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{ 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 },
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{ BUILTIN_SHADOW_DEBUG, "builtin/debug/shadowDebug", "", { {"USE_GPU_SKINNING", "0" } }, false, SHADER_STAGE_DEFAULT, LAYOUT_DRAW_VERT, BINDING_LAYOUT_DEFAULT },
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{ BUILTIN_SHADOW_DEBUG_SKINNED, "builtin/debug/shadowDebug", "_skinned", { {"USE_GPU_SKINNING", "1" } }, true, SHADER_STAGE_DEFAULT, LAYOUT_DRAW_VERT, BINDING_LAYOUT_DEFAULT },
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@ -68,6 +68,7 @@ idCVar r_debugContext( "r_debugContext", "0", CVAR_RENDERER, "Enable various lev
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idCVar r_glDriver( "r_glDriver", "", CVAR_RENDERER, "\"opengl32\", etc." );
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#if defined(USE_NVRHI)
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idCVar r_gapi( "r_gapi", "dx12", CVAR_RENDERER, "Specifies the graphics api to use (dx12, vulkan)" );
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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" );
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#endif
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// SRS - Added workaround for AMD OSX driver bugs caused by GL_EXT_timer_query when shadow mapping enabled; Intel bugs not present on OSX
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#if defined(__APPLE__)
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@ -31,9 +31,8 @@ If you have questions concerning this license or the applicable additional terms
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// *INDENT-OFF*
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Texture2D t_NormalMap : register( t0 );
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SamplerState samp0 : register( s0 ); // normal map
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Texture2D t_NormalMap : register( t0 VK_DESCRIPTOR_SET( 0 ) );
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SamplerState s_Sampler : register( s0 VK_DESCRIPTOR_SET( 1 ) );
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struct PS_IN
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{
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@ -54,7 +53,7 @@ struct PS_OUT
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void main( PS_IN fragment, out PS_OUT result )
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{
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float4 bump = t_NormalMap.Sample( samp0, fragment.texcoord0 ) * 2.0f - 1.0f;
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float4 bump = t_NormalMap.Sample( s_Sampler, fragment.texcoord0 ) * 2.0f - 1.0f;
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// RB begin
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float3 localNormal;
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@ -26,11 +26,11 @@ If you have questions concerning this license or the applicable additional terms
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===========================================================================
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*/
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#include "../global_inc.hlsl"
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#include "global_inc.hlsl"
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// *INDENT-OFF*
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Texture2D texGui : register( t0 );
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SamplerState samp0 : register( s0 );
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Texture2D texGui : register( t0 VK_DESCRIPTOR_SET( 0 ) );
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SamplerState samp0 : register( s0 VK_DESCRIPTOR_SET( 1 ) );
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struct PS_IN {
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float4 position : SV_POSITION;
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@ -58,6 +58,7 @@ struct VS_OUT {
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float4 texcoord6 : TEXCOORD6_centroid;
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float4 color : COLOR0;
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};
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// *INDENT-ON*
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void main( VS_IN vertex, out VS_OUT result )
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@ -31,48 +31,48 @@ If you have questions concerning this license or the applicable additional terms
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// *INDENT-OFF*
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Texture2D t_Normal : register( t0 VK_DESCRIPTOR_SET( 0 ) );
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Texture2D t_Specular : register( t1 VK_DESCRIPTOR_SET( 0 ) );
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Texture2D t_BaseColor : register( t2 VK_DESCRIPTOR_SET( 0 ) );
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Texture2D t_LightFalloff : register( t3 VK_DESCRIPTOR_SET( 0 ) );
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Texture2D t_LightProjection : register( t4 VK_DESCRIPTOR_SET( 0 ) );
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Texture2D t_Normal : register( t0 VK_DESCRIPTOR_SET( 0 ) );
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Texture2D t_Specular : register( t1 VK_DESCRIPTOR_SET( 0 ) );
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Texture2D t_BaseColor : register( t2 VK_DESCRIPTOR_SET( 0 ) );
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Texture2D t_LightFalloff : register( t3 VK_DESCRIPTOR_SET( 0 ) );
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Texture2D t_LightProjection : register( t4 VK_DESCRIPTOR_SET( 0 ) );
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SamplerState samp0 : register( s0 VK_DESCRIPTOR_SET( 1 ) ); // texture 1 is the per-surface normal map
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SamplerState samp1 : register( s1 VK_DESCRIPTOR_SET( 1 ) ); // texture 3 is the per-surface specular or roughness/metallic/AO mixer map
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SamplerState samp2 : register( s2 VK_DESCRIPTOR_SET( 1 ) ); // texture 2 is the per-surface baseColor map
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SamplerState samp3 : register( s3 VK_DESCRIPTOR_SET( 1 ) ); // texture 4 is the light falloff texture
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SamplerState samp4 : register( s4 VK_DESCRIPTOR_SET( 1 ) ); // texture 5 is the light projection texture
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SamplerState s_Material : register( s0 VK_DESCRIPTOR_SET( 1 ) ); // for the normal/specular/basecolor
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SamplerState s_Lighting : register( s1 VK_DESCRIPTOR_SET( 1 ) ); // for sampling the jitter
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struct PS_IN {
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half4 position : SV_Position;
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half4 texcoord1 : TEXCOORD1_centroid;
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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;
|
||||
|
|
|
@ -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
|
||||
}
|
|
@ -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;
|
||||
}
|
|
@ -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;
|
||||
}
|
|
@ -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*
|
||||
|
|
|
@ -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;
|
||||
}
|
|
@ -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 );
|
||||
}
|
|
@ -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;
|
||||
|
|
|
@ -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 )
|
||||
|
|
|
@ -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" );
|
||||
|
|
Loading…
Reference in a new issue