doom3-bfg/neo/renderer/RenderBackend.cpp
2024-12-06 17:09:15 +01:00

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/*
===========================================================================
Doom 3 BFG Edition GPL Source Code
Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
Copyright (C) 2014 Carl Kenner
Copyright (C) 2016-2017 Dustin Land
Copyright (C) 2013-2024 Robert Beckebans
Copyright (C) 2022 Stephen Pridham
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 "precompiled.h"
#pragma hdrstop
#include "framework/Common_local.h"
#include "RenderCommon.h"
#include "Framebuffer.h"
#include "imgui/ImGui_Hooks.h"
#include "RenderPass.h"
#include <sys/DeviceManager.h>
#include <nvrhi/utils.h>
idCVar r_useNewSsaoPass( "r_useNewSSAOPass", "1", CVAR_RENDERER | CVAR_BOOL | CVAR_NEW, "use the new SSAO pass from Donut" );
extern DeviceManager* deviceManager;
idCVar r_drawEyeColor( "r_drawEyeColor", "0", CVAR_RENDERER | CVAR_BOOL, "Draw a colored box, red = left eye, blue = right eye, grey = non-stereo" );
idCVar r_motionBlur( "r_motionBlur", "0", CVAR_RENDERER | CVAR_INTEGER | CVAR_ARCHIVE, "1 - 5, log2 of the number of motion blur samples" );
idCVar r_forceZPassStencilShadows( "r_forceZPassStencilShadows", "0", CVAR_RENDERER | CVAR_BOOL, "force Z-pass rendering for performance testing" );
idCVar r_useStencilShadowPreload( "r_useStencilShadowPreload", "0", CVAR_RENDERER | CVAR_BOOL, "use stencil shadow preload algorithm instead of Z-fail" );
idCVar r_skipShaderPasses( "r_skipShaderPasses", "0", CVAR_RENDERER | CVAR_BOOL, "" );
idCVar r_skipInteractionFastPath( "r_skipInteractionFastPath", "1", CVAR_RENDERER | CVAR_BOOL, "" );
idCVar r_useLightStencilSelect( "r_useLightStencilSelect", "0", CVAR_RENDERER | CVAR_BOOL, "use stencil select pass" );
extern idCVar stereoRender_swapEyes;
// SRS - flag indicating whether we are drawing a 3d view vs. a 2d-only view (e.g. menu or pda)
bool drawView3D;
/*
================
SetVertexParm
================
*/
static ID_INLINE void SetVertexParm( renderParm_t rp, const float value[4] )
{
renderProgManager.SetUniformValue( rp, value );
}
/*
================
SetVertexParms
================
*/
static ID_INLINE void SetVertexParms( renderParm_t rp, const float values[], int num )
{
for( int i = 0; i < num; i++ )
{
renderProgManager.SetUniformValue( ( renderParm_t )( rp + i ), values + ( i * 4 ) );
}
}
/*
================
SetFragmentParm
================
*/
static ID_INLINE void SetFragmentParm( renderParm_t rp, const float value[4] )
{
renderProgManager.SetUniformValue( rp, value );
}
/*
================
RB_SetMVP
================
*/
void RB_SetMVP( const idRenderMatrix& mvp )
{
SetVertexParms( RENDERPARM_MVPMATRIX_X, mvp[0], 4 );
}
/*
================
RB_SetMVPWithStereoOffset
================
*/
static void RB_SetMVPWithStereoOffset( const idRenderMatrix& mvp, const float stereoOffset )
{
idRenderMatrix offset = mvp;
offset[0][3] += stereoOffset;
SetVertexParms( RENDERPARM_MVPMATRIX_X, offset[0], 4 );
}
static const float zero[4] = { 0, 0, 0, 0 };
static const float one[4] = { 1, 1, 1, 1 };
static const float negOne[4] = { -1, -1, -1, -1 };
/*
================
RB_SetVertexColorParms
================
*/
void RB_SetVertexColorParms( stageVertexColor_t svc )
{
switch( svc )
{
case SVC_IGNORE:
SetVertexParm( RENDERPARM_VERTEXCOLOR_MODULATE, zero );
SetVertexParm( RENDERPARM_VERTEXCOLOR_ADD, one );
break;
case SVC_MODULATE:
SetVertexParm( RENDERPARM_VERTEXCOLOR_MODULATE, one );
SetVertexParm( RENDERPARM_VERTEXCOLOR_ADD, zero );
break;
case SVC_INVERSE_MODULATE:
SetVertexParm( RENDERPARM_VERTEXCOLOR_MODULATE, negOne );
SetVertexParm( RENDERPARM_VERTEXCOLOR_ADD, one );
break;
}
}
/*
======================
RB_GetShaderTextureMatrix
======================
*/
void RB_GetShaderTextureMatrix( const float* shaderRegisters, const textureStage_t* texture, float matrix[16] )
{
matrix[0 * 4 + 0] = shaderRegisters[ texture->matrix[0][0] ];
matrix[1 * 4 + 0] = shaderRegisters[ texture->matrix[0][1] ];
matrix[2 * 4 + 0] = 0.0f;
matrix[3 * 4 + 0] = shaderRegisters[ texture->matrix[0][2] ];
matrix[0 * 4 + 1] = shaderRegisters[ texture->matrix[1][0] ];
matrix[1 * 4 + 1] = shaderRegisters[ texture->matrix[1][1] ];
matrix[2 * 4 + 1] = 0.0f;
matrix[3 * 4 + 1] = shaderRegisters[ texture->matrix[1][2] ];
// we attempt to keep scrolls from generating incredibly large texture values, but
// center rotations and center scales can still generate offsets that need to be > 1
if( matrix[3 * 4 + 0] < -40.0f || matrix[12] > 40.0f )
{
matrix[3 * 4 + 0] -= ( int )matrix[3 * 4 + 0];
}
if( matrix[13] < -40.0f || matrix[13] > 40.0f )
{
matrix[13] -= ( int )matrix[13];
}
matrix[0 * 4 + 2] = 0.0f;
matrix[1 * 4 + 2] = 0.0f;
matrix[2 * 4 + 2] = 1.0f;
matrix[3 * 4 + 2] = 0.0f;
matrix[0 * 4 + 3] = 0.0f;
matrix[1 * 4 + 3] = 0.0f;
matrix[2 * 4 + 3] = 0.0f;
matrix[3 * 4 + 3] = 1.0f;
}
/*
======================
RB_LoadShaderTextureMatrix
======================
*/
void RB_LoadShaderTextureMatrix( const float* shaderRegisters, const textureStage_t* texture )
{
float texS[4] = { 1.0f, 0.0f, 0.0f, 0.0f };
float texT[4] = { 0.0f, 1.0f, 0.0f, 0.0f };
if( texture->hasMatrix )
{
float matrix[16];
RB_GetShaderTextureMatrix( shaderRegisters, texture, matrix );
texS[0] = matrix[0 * 4 + 0];
texS[1] = matrix[1 * 4 + 0];
texS[2] = matrix[2 * 4 + 0];
texS[3] = matrix[3 * 4 + 0];
texT[0] = matrix[0 * 4 + 1];
texT[1] = matrix[1 * 4 + 1];
texT[2] = matrix[2 * 4 + 1];
texT[3] = matrix[3 * 4 + 1];
//RENDERLOG_PRINTF( "Setting Texture Matrix\n" );
//renderLog.Indent();
//RENDERLOG_PRINTF( "Texture Matrix S : %4.3f, %4.3f, %4.3f, %4.3f\n", texS[0], texS[1], texS[2], texS[3] );
//RENDERLOG_PRINTF( "Texture Matrix T : %4.3f, %4.3f, %4.3f, %4.3f\n", texT[0], texT[1], texT[2], texT[3] );
//renderLog.Outdent();
}
SetVertexParm( RENDERPARM_TEXTUREMATRIX_S, texS );
SetVertexParm( RENDERPARM_TEXTUREMATRIX_T, texT );
}
/*
=====================
RB_BakeTextureMatrixIntoTexgen
=====================
*/
void RB_BakeTextureMatrixIntoTexgen( idPlane lightProject[3], const float* textureMatrix )
{
float genMatrix[16];
float final[16];
genMatrix[0 * 4 + 0] = lightProject[0][0];
genMatrix[1 * 4 + 0] = lightProject[0][1];
genMatrix[2 * 4 + 0] = lightProject[0][2];
genMatrix[3 * 4 + 0] = lightProject[0][3];
genMatrix[0 * 4 + 1] = lightProject[1][0];
genMatrix[1 * 4 + 1] = lightProject[1][1];
genMatrix[2 * 4 + 1] = lightProject[1][2];
genMatrix[3 * 4 + 1] = lightProject[1][3];
genMatrix[0 * 4 + 2] = 0.0f;
genMatrix[1 * 4 + 2] = 0.0f;
genMatrix[2 * 4 + 2] = 0.0f;
genMatrix[3 * 4 + 2] = 0.0f;
genMatrix[0 * 4 + 3] = lightProject[2][0];
genMatrix[1 * 4 + 3] = lightProject[2][1];
genMatrix[2 * 4 + 3] = lightProject[2][2];
genMatrix[3 * 4 + 3] = lightProject[2][3];
R_MatrixMultiply( genMatrix, textureMatrix, final );
lightProject[0][0] = final[0 * 4 + 0];
lightProject[0][1] = final[1 * 4 + 0];
lightProject[0][2] = final[2 * 4 + 0];
lightProject[0][3] = final[3 * 4 + 0];
lightProject[1][0] = final[0 * 4 + 1];
lightProject[1][1] = final[1 * 4 + 1];
lightProject[1][2] = final[2 * 4 + 1];
lightProject[1][3] = final[3 * 4 + 1];
}
/*
======================
idRenderBackend::BindVariableStageImage
Handles generating a cinematic frame if needed
======================
*/
void idRenderBackend::BindVariableStageImage( const textureStage_t* texture, const float* shaderRegisters, nvrhi::ICommandList* commandList )
{
if( texture->cinematic )
{
cinData_t cin;
if( r_skipDynamicTextures.GetBool() )
{
globalImages->defaultImage->Bind();
return;
}
// offset time by shaderParm[7] (FIXME: make the time offset a parameter of the shader?)
// We make no attempt to optimize for multiple identical cinematics being in view, or
// for cinematics going at a lower framerate than the renderer.
cin = texture->cinematic->ImageForTime( viewDef->renderView.time[0] + idMath::Ftoi( 1000.0f * viewDef->renderView.shaderParms[11] ), commandList );
if( cin.imageY != NULL )
{
GL_SelectTexture( 0 );
cin.imageY->Bind();
GL_SelectTexture( 1 );
cin.imageCr->Bind();
GL_SelectTexture( 2 );
cin.imageCb->Bind();
// DG: imageY is only used for bink videos (with libbinkdec), so the bink shader must be used
if( viewDef->is2Dgui )
{
renderProgManager.BindShader_BinkGUI();
}
else
{
renderProgManager.BindShader_Bink();
}
}
else if( cin.image != NULL )
{
// Carl: A single RGB image works better with the FFMPEG BINK codec.
GL_SelectTexture( 0 );
cin.image->Bind();
// SRS - Reenable shaders so ffmpeg and RoQ decoder cinematics are rendered with correct colour
if( viewDef->is2Dgui )
{
renderProgManager.BindShader_TextureVertexColor_sRGB();
}
else
{
renderProgManager.BindShader_TextureVertexColor();
}
}
else
{
globalImages->blackImage->Bind();
// because the shaders may have already been set - we need to make sure we are not using a bink shader which would
// display incorrectly. We may want to get rid of RB_BindVariableStageImage and inline the code so that the
// SWF GUI case is handled better, too
renderProgManager.BindShader_TextureVertexColor();
}
}
else
{
if( texture->image != NULL )
{
if( texture->image->IsLoaded() && !texture->image->IsDefaulted() )
{
texture->image->Bind();
}
else
{
globalImages->defaultImage->Bind();
}
}
}
}
/*
================
idRenderBackend::PrepareStageTexturing
================
*/
void idRenderBackend::PrepareStageTexturing( const shaderStage_t* pStage, const drawSurf_t* surf )
{
float useTexGenParm[4] = { 0.0f, 0.0f, 0.0f, 0.0f };
// set the texture matrix if needed
RB_LoadShaderTextureMatrix( surf->shaderRegisters, &pStage->texture );
// texgens
if( pStage->texture.texgen == TG_REFLECT_CUBE )
{
// see if there is also a bump map specified
const shaderStage_t* bumpStage = surf->material->GetBumpStage();
if( bumpStage != NULL )
{
// per-pixel reflection mapping with bump mapping
GL_SelectTexture( 1 );
bumpStage->texture.image->Bind();
GL_SelectTexture( 0 );
if( surf->jointCache )
{
renderProgManager.BindShader_BumpyEnvironmentSkinned();
}
else
{
renderProgManager.BindShader_BumpyEnvironment();
}
}
else
{
if( surf->jointCache )
{
renderProgManager.BindShader_EnvironmentSkinned();
}
else
{
renderProgManager.BindShader_Environment();
}
}
}
else if( pStage->texture.texgen == TG_REFLECT_CUBE2 )
{
if( r_useSSR.GetBool() )
{
idVec4 probeMins, probeMaxs, probeCenter;
probeMins[0] = viewDef->globalProbeBounds[0][0];
probeMins[1] = viewDef->globalProbeBounds[0][1];
probeMins[2] = viewDef->globalProbeBounds[0][2];
probeMins[3] = viewDef->globalProbeBounds.IsCleared() ? 0.0f : 1.0f;
probeMaxs[0] = viewDef->globalProbeBounds[1][0];
probeMaxs[1] = viewDef->globalProbeBounds[1][1];
probeMaxs[2] = viewDef->globalProbeBounds[1][2];
probeMaxs[3] = 0.0f;
idVec3 center = viewDef->globalProbeBounds.GetCenter();
probeCenter.Set( center.x, center.y, center.z, 1.0f );
SetVertexParm( RENDERPARM_WOBBLESKY_X, probeMins.ToFloatPtr() );
SetVertexParm( RENDERPARM_WOBBLESKY_Y, probeMaxs.ToFloatPtr() );
SetVertexParm( RENDERPARM_WOBBLESKY_Z, probeCenter.ToFloatPtr() );
SetVertexParm( RENDERPARM_TEXGEN_0_S, viewDef->probePositions[0].ToFloatPtr() );
SetVertexParm( RENDERPARM_TEXGEN_0_T, viewDef->probePositions[1].ToFloatPtr() );
SetVertexParm( RENDERPARM_TEXGEN_0_Q, viewDef->probePositions[2].ToFloatPtr() );
// specular cubemap blend weights
renderProgManager.SetUniformValue( RENDERPARM_LOCALLIGHTORIGIN, viewDef->radianceImageBlends.ToFloatPtr() );
// general SSR parms
idVec4 ssrParms;
ssrParms.x = r_ssrStride.GetFloat();
ssrParms.y = r_ssrMaxDistance.GetFloat();
ssrParms.z = r_ssrZThickness.GetFloat();
ssrParms.w = r_ssrJitter.GetFloat();
idVec4 jitterTexScale;
jitterTexScale.x = r_ssrMaxDistance.GetFloat();
jitterTexScale.y = 0;
jitterTexScale.z = 0;
jitterTexScale.w = 0;
SetFragmentParm( RENDERPARM_JITTERTEXSCALE, jitterTexScale.ToFloatPtr() ); // rpJitterTexScale
renderProgManager.SetUniformValue( RENDERPARM_GLOBALLIGHTORIGIN, ssrParms.ToFloatPtr() );
// allow reconstruction of depth buffer value to full view space position
SetVertexParms( RENDERPARM_SHADOW_MATRIX_0_X, viewDef->unprojectionToCameraRenderMatrix[0], 4 );
// we need to rotate the normals from world space to view space
idRenderMatrix viewMatrix;
idRenderMatrix::Transpose( *( idRenderMatrix* ) viewDef->worldSpace.modelViewMatrix, viewMatrix );
//SetVertexParms( RENDERPARM_MODELVIEWMATRIX_X, viewMatrix[0], 4 );
// this is the main requirement for the DDA SSR algorithm next to the linear z buffer
// we need clip space [-1..1] -> window space [0..1] -> to texture space [0..w|h]
ALIGNTYPE16 const idRenderMatrix matClipToUvzw(
0.5f, 0.0f, 0.0f, 0.5f,
0.0f, -0.5f, 0.0f, 0.5f,
0.0f, 0.0f, 1.0f, 0.0f,
0.0f, 0.0f, 0.0f, 1.0f
);
// should this be the viewport width / height instead?
int w = renderSystem->GetWidth();
int h = renderSystem->GetHeight();
ALIGNTYPE16 const idRenderMatrix screenScale(
w, 0.0f, 0.0f, 0.0f,
0.0f, h, 0.0f, 0.0f,
0.0f, 0.0f, 1.0f, 0.0f,
0.0f, 0.0f, 0.0f, 1.0f
);
idRenderMatrix screenSpaceScaled;
idRenderMatrix::Multiply( screenScale, matClipToUvzw, screenSpaceScaled );
idRenderMatrix screenSpace;
idRenderMatrix::Multiply( screenSpaceScaled, viewDef->projectionRenderMatrix, screenSpace );
SetVertexParms( RENDERPARM_SHADOW_MATRIX_1_X, screenSpace[0], 4 );
// see if there is also a bump map specified
const shaderStage_t* bumpStage = surf->material->GetBumpStage();
if( bumpStage != NULL )
{
// per-pixel reflection mapping with bump mapping
GL_SelectTexture( 0 );
bumpStage->texture.image->Bind();
//globalImages->flatNormalMap->Bind();
GL_SelectTexture( 1 );
globalImages->currentRenderImage->Bind();
GL_SelectTexture( 2 );
globalImages->gbufferNormalsRoughnessImage->Bind();
GL_SelectTexture( 3 );
if( r_useHierarchicalDepthBuffer.GetBool() )
{
// use hierachical Z to avoid read & write at the same time on the depth buffer
globalImages->hierarchicalZbufferImage->Bind();
}
else
{
globalImages->currentDepthImage->Bind();
}
GL_SelectTexture( 4 );
viewDef->radianceImages[0]->Bind();
GL_SelectTexture( 5 );
viewDef->radianceImages[1]->Bind();
GL_SelectTexture( 6 );
viewDef->radianceImages[2]->Bind();
GL_SelectTexture( 0 );
if( surf->jointCache )
{
renderProgManager.BindShader_BumpyEnvironment2Skinned();
}
else
{
renderProgManager.BindShader_BumpyEnvironment2();
}
}
}
}
else if( pStage->texture.texgen == TG_SKYBOX_CUBE )
{
renderProgManager.BindShader_SkyBox();
}
else if( pStage->texture.texgen == TG_WOBBLESKY_CUBE )
{
const int* parms = surf->material->GetTexGenRegisters();
float wobbleDegrees = surf->shaderRegisters[ parms[0] ] * ( idMath::PI / 180.0f );
float wobbleSpeed = surf->shaderRegisters[ parms[1] ] * ( 2.0f * idMath::PI / 60.0f );
float rotateSpeed = surf->shaderRegisters[ parms[2] ] * ( 2.0f * idMath::PI / 60.0f );
idVec3 axis[3];
{
// very ad-hoc "wobble" transform
float s, c;
idMath::SinCos( wobbleSpeed * viewDef->renderView.time[0] * 0.001f, s, c );
float ws, wc;
idMath::SinCos( wobbleDegrees, ws, wc );
axis[2][0] = ws * c;
axis[2][1] = ws * s;
axis[2][2] = wc;
axis[1][0] = -s * s * ws;
axis[1][2] = -s * ws * ws;
axis[1][1] = idMath::Sqrt( idMath::Fabs( 1.0f - ( axis[1][0] * axis[1][0] + axis[1][2] * axis[1][2] ) ) );
// make the second vector exactly perpendicular to the first
axis[1] -= ( axis[2] * axis[1] ) * axis[2];
axis[1].Normalize();
// construct the third with a cross
axis[0].Cross( axis[1], axis[2] );
}
// add the rotate
float rs, rc;
idMath::SinCos( rotateSpeed * viewDef->renderView.time[0] * 0.001f, rs, rc );
float transform[12];
transform[0 * 4 + 0] = axis[0][0] * rc + axis[1][0] * rs;
transform[0 * 4 + 1] = axis[0][1] * rc + axis[1][1] * rs;
transform[0 * 4 + 2] = axis[0][2] * rc + axis[1][2] * rs;
transform[0 * 4 + 3] = 0.0f;
transform[1 * 4 + 0] = axis[1][0] * rc - axis[0][0] * rs;
transform[1 * 4 + 1] = axis[1][1] * rc - axis[0][1] * rs;
transform[1 * 4 + 2] = axis[1][2] * rc - axis[0][2] * rs;
transform[1 * 4 + 3] = 0.0f;
transform[2 * 4 + 0] = axis[2][0];
transform[2 * 4 + 1] = axis[2][1];
transform[2 * 4 + 2] = axis[2][2];
transform[2 * 4 + 3] = 0.0f;
SetVertexParms( RENDERPARM_WOBBLESKY_X, transform, 3 );
renderProgManager.BindShader_WobbleSky();
}
else if( ( pStage->texture.texgen == TG_SCREEN ) || ( pStage->texture.texgen == TG_SCREEN2 ) )
{
useTexGenParm[0] = 1.0f;
useTexGenParm[1] = 1.0f;
useTexGenParm[2] = 1.0f;
useTexGenParm[3] = 1.0f;
float mat[16];
R_MatrixMultiply( surf->space->modelViewMatrix, viewDef->projectionMatrix, mat );
//RENDERLOG_PRINTF( "TexGen : %s\n", ( pStage->texture.texgen == TG_SCREEN ) ? "TG_SCREEN" : "TG_SCREEN2" );
//renderLog.Indent();
float plane[4];
plane[0] = mat[0 * 4 + 0];
plane[1] = mat[1 * 4 + 0];
plane[2] = mat[2 * 4 + 0];
plane[3] = mat[3 * 4 + 0];
SetVertexParm( RENDERPARM_TEXGEN_0_S, plane );
//RENDERLOG_PRINTF( "TEXGEN_S = %4.3f, %4.3f, %4.3f, %4.3f\n", plane[0], plane[1], plane[2], plane[3] );
plane[0] = mat[0 * 4 + 1];
plane[1] = mat[1 * 4 + 1];
plane[2] = mat[2 * 4 + 1];
plane[3] = mat[3 * 4 + 1];
SetVertexParm( RENDERPARM_TEXGEN_0_T, plane );
//RENDERLOG_PRINTF( "TEXGEN_T = %4.3f, %4.3f, %4.3f, %4.3f\n", plane[0], plane[1], plane[2], plane[3] );
plane[0] = mat[0 * 4 + 3];
plane[1] = mat[1 * 4 + 3];
plane[2] = mat[2 * 4 + 3];
plane[3] = mat[3 * 4 + 3];
SetVertexParm( RENDERPARM_TEXGEN_0_Q, plane );
//RENDERLOG_PRINTF( "TEXGEN_Q = %4.3f, %4.3f, %4.3f, %4.3f\n", plane[0], plane[1], plane[2], plane[3] );
//renderLog.Outdent();
}
else if( pStage->texture.texgen == TG_DIFFUSE_CUBE )
{
// As far as I can tell, this is never used
idLib::Warning( "Using Diffuse Cube! Please contact Brian!" );
}
else if( pStage->texture.texgen == TG_GLASSWARP )
{
// As far as I can tell, this is never used
idLib::Warning( "Using GlassWarp! Please contact Brian!" );
}
SetVertexParm( RENDERPARM_TEXGEN_0_ENABLED, useTexGenParm );
}
/*
================
idRenderBackend::FinishStageTexturing
================
*/
void idRenderBackend::FinishStageTexturing( const shaderStage_t* pStage, const drawSurf_t* surf )
{
if( pStage->texture.cinematic )
{
// unbind the extra bink textures
GL_SelectTexture( 0 );
}
if( pStage->texture.texgen == TG_REFLECT_CUBE || pStage->texture.texgen == TG_REFLECT_CUBE2 )
{
// see if there is also a bump map specified
const shaderStage_t* bumpStage = surf->material->GetBumpStage();
if( bumpStage != NULL )
{
// per-pixel reflection mapping with bump mapping
GL_SelectTexture( 0 );
}
else
{
// per-pixel reflection mapping without bump mapping
}
renderProgManager.Unbind();
}
}
// RB: moved this up because we need to call this several times for shadow mapping
void idRenderBackend::ResetViewportAndScissorToDefaultCamera( const viewDef_t* _viewDef )
{
// set the window clipping
GL_Viewport( _viewDef->viewport.x1,
_viewDef->viewport.y1,
_viewDef->viewport.x2 + 1 - _viewDef->viewport.x1,
_viewDef->viewport.y2 + 1 - _viewDef->viewport.y1 );
// the scissor may be smaller than the viewport for subviews
// RB: (0, 0) starts in the upper left corner compared to OpenGL!
// convert light scissor to from GL coordinates to DX
GL_Scissor( viewDef->viewport.x1 + _viewDef->scissor.x1,
viewDef->viewport.y2 - _viewDef->scissor.y2,
_viewDef->scissor.x2 + 1 - _viewDef->scissor.x1,
_viewDef->scissor.y2 + 1 - _viewDef->scissor.y1 );
currentScissor = viewDef->scissor;
}
// RB end
/*
=========================================================================================
DEPTH BUFFER RENDERING
=========================================================================================
*/
/*
==================
idRenderBackend::FillDepthBufferGeneric
==================
*/
void idRenderBackend::FillDepthBufferGeneric( const drawSurf_t* const* drawSurfs, int numDrawSurfs )
{
for( int i = 0; i < numDrawSurfs; i++ )
{
const drawSurf_t* drawSurf = drawSurfs[i];
const idMaterial* shader = drawSurf->material;
// translucent surfaces don't put anything in the depth buffer and don't
// test against it, which makes them fail the mirror clip plane operation
if( shader->Coverage() == MC_TRANSLUCENT )
{
continue;
}
// get the expressions for conditionals / color / texcoords
const float* regs = drawSurf->shaderRegisters;
// if all stages of a material have been conditioned off, don't do anything
int stage = 0;
for( ; stage < shader->GetNumStages(); stage++ )
{
const shaderStage_t* pStage = shader->GetStage( stage );
// check the stage enable condition
if( regs[ pStage->conditionRegister ] != 0 )
{
break;
}
}
if( stage == shader->GetNumStages() )
{
continue;
}
// change the matrix if needed
if( drawSurf->space != currentSpace )
{
RB_SetMVP( drawSurf->space->mvp );
currentSpace = drawSurf->space;
}
uint64 surfGLState = 0;
// set polygon offset if necessary
if( shader->TestMaterialFlag( MF_POLYGONOFFSET ) )
{
surfGLState |= GLS_POLYGON_OFFSET;
GL_PolygonOffset( r_offsetFactor.GetFloat(), r_offsetUnits.GetFloat() * shader->GetPolygonOffset() );
}
// subviews will just down-modulate the color buffer
idVec4 color;
if( shader->GetSort() == SS_SUBVIEW )
{
surfGLState |= GLS_SRCBLEND_DST_COLOR | GLS_DSTBLEND_ZERO | GLS_DEPTHFUNC_LESS;
color[0] = 1.0f;
color[1] = 1.0f;
color[2] = 1.0f;
color[3] = 1.0f;
}
else
{
// others just draw black
color[0] = 0.0f;
color[1] = 0.0f;
color[2] = 0.0f;
color[3] = 1.0f;
}
renderLog.OpenBlock( shader->GetName(), colorMdGrey );
bool drawSolid = false;
if( shader->Coverage() == MC_OPAQUE )
{
drawSolid = true;
}
else if( shader->Coverage() == MC_PERFORATED )
{
// we may have multiple alpha tested stages
// if the only alpha tested stages are condition register omitted,
// draw a normal opaque surface
bool didDraw = false;
// perforated surfaces may have multiple alpha tested stages
for( stage = 0; stage < shader->GetNumStages(); stage++ )
{
const shaderStage_t* pStage = shader->GetStage( stage );
if( !pStage->hasAlphaTest )
{
continue;
}
// check the stage enable condition
if( regs[ pStage->conditionRegister ] == 0 )
{
continue;
}
// if we at least tried to draw an alpha tested stage,
// we won't draw the opaque surface
didDraw = true;
// set the alpha modulate
color[3] = regs[ pStage->color.registers[3] ];
// skip the entire stage if alpha would be black
if( color[3] <= 0.0f )
{
continue;
}
uint64 stageGLState = surfGLState;
// set privatePolygonOffset if necessary
if( pStage->privatePolygonOffset )
{
GL_PolygonOffset( r_offsetFactor.GetFloat(), r_offsetUnits.GetFloat() * pStage->privatePolygonOffset );
stageGLState |= GLS_POLYGON_OFFSET;
}
GL_Color( color );
GL_State( stageGLState );
idVec4 alphaTestValue( regs[ pStage->alphaTestRegister ] );
SetFragmentParm( RENDERPARM_ALPHA_TEST, alphaTestValue.ToFloatPtr() );
if( drawSurf->jointCache )
{
renderProgManager.BindShader_TextureVertexColorSkinned();
}
else
{
renderProgManager.BindShader_TextureVertexColor();
}
RB_SetVertexColorParms( SVC_IGNORE );
// bind the texture
GL_SelectTexture( 0 );
pStage->texture.image->Bind();
// set texture matrix and texGens
PrepareStageTexturing( pStage, drawSurf );
// must render with less-equal for Z-Cull to work properly
assert( ( GL_GetCurrentState() & GLS_DEPTHFUNC_BITS ) == GLS_DEPTHFUNC_LESS );
// draw it
DrawElementsWithCounters( drawSurf );
// clean up
FinishStageTexturing( pStage, drawSurf );
// unset privatePolygonOffset if necessary
if( pStage->privatePolygonOffset )
{
GL_PolygonOffset( r_offsetFactor.GetFloat(), r_offsetUnits.GetFloat() * shader->GetPolygonOffset() );
}
}
if( !didDraw )
{
drawSolid = true;
}
}
// draw the entire surface solid
if( drawSolid )
{
if( shader->GetSort() == SS_SUBVIEW )
{
renderProgManager.BindShader_Color();
GL_Color( color );
GL_State( surfGLState );
}
else
{
if( drawSurf->jointCache )
{
renderProgManager.BindShader_DepthSkinned();
}
else
{
renderProgManager.BindShader_Depth();
}
GL_State( surfGLState | GLS_ALPHAMASK );
}
// must render with less-equal for Z-Cull to work properly
assert( ( GL_GetCurrentState() & GLS_DEPTHFUNC_BITS ) == GLS_DEPTHFUNC_LESS );
// draw it
DrawElementsWithCounters( drawSurf );
}
renderLog.CloseBlock();
}
SetFragmentParm( RENDERPARM_ALPHA_TEST, vec4_zero.ToFloatPtr() );
}
/*
=====================
idRenderBackend::FillDepthBufferFast
Optimized fast path code.
If there are subview surfaces, they must be guarded in the depth buffer to allow
the mirror / subview to show through underneath the current view rendering.
Surfaces with perforated shaders need the full shader setup done, but should be
drawn after the opaque surfaces.
The bulk of the surfaces should be simple opaque geometry that can be drawn very rapidly.
If there are no subview surfaces, we could clear to black and use fast-Z rendering
on the 360.
=====================
*/
void idRenderBackend::FillDepthBufferFast( drawSurf_t** drawSurfs, int numDrawSurfs )
{
if( numDrawSurfs == 0 )
{
return;
}
// if we are just doing 2D rendering, no need to fill the depth buffer
if( viewDef->viewEntitys == NULL )
{
return;
}
//OPTICK_EVENT( "Render_FillDepthBufferFast" );
nvrhi::ObjectType commandObject = nvrhi::ObjectTypes::D3D12_GraphicsCommandList;
if( deviceManager->GetGraphicsAPI() == nvrhi::GraphicsAPI::VULKAN )
{
commandObject = nvrhi::ObjectTypes::VK_CommandBuffer;
}
OPTICK_GPU_CONTEXT( ( void* ) commandList->getNativeObject( commandObject ) );
OPTICK_GPU_EVENT( "Render_FillDepthBufferFast" );
renderLog.OpenMainBlock( MRB_FILL_DEPTH_BUFFER );
renderLog.OpenBlock( "Render_FillDepthBufferFast", colorBlue );
// force MVP change on first surface
currentSpace = NULL;
// draw all the subview surfaces, which will already be at the start of the sorted list,
// with the general purpose path
GL_State( GLS_DEFAULT );
int surfNum;
for( surfNum = 0; surfNum < numDrawSurfs; surfNum++ )
{
if( drawSurfs[surfNum]->material->GetSort() != SS_SUBVIEW )
{
break;
}
FillDepthBufferGeneric( &drawSurfs[surfNum], 1 );
}
const drawSurf_t** perforatedSurfaces = ( const drawSurf_t** )_alloca( numDrawSurfs * sizeof( drawSurf_t* ) );
int numPerforatedSurfaces = 0;
// draw all the opaque surfaces and build up a list of perforated surfaces that
// we will defer drawing until all opaque surfaces are done
GL_State( GLS_DEFAULT );
// continue checking past the subview surfaces
for( ; surfNum < numDrawSurfs; surfNum++ )
{
const drawSurf_t* surf = drawSurfs[ surfNum ];
const idMaterial* shader = surf->material;
// translucent surfaces don't put anything in the depth buffer
if( shader->Coverage() == MC_TRANSLUCENT )
{
continue;
}
if( shader->Coverage() == MC_PERFORATED )
{
// save for later drawing
perforatedSurfaces[ numPerforatedSurfaces ] = surf;
numPerforatedSurfaces++;
continue;
}
// set polygon offset?
// set mvp matrix
if( surf->space != currentSpace )
{
RB_SetMVP( surf->space->mvp );
currentSpace = surf->space;
}
renderLog.OpenBlock( shader->GetName(), colorMdGrey );
if( surf->jointCache )
{
renderProgManager.BindShader_DepthSkinned();
}
else
{
renderProgManager.BindShader_Depth();
}
// must render with less-equal for Z-Cull to work properly
assert( ( GL_GetCurrentState() & GLS_DEPTHFUNC_BITS ) == GLS_DEPTHFUNC_LESS );
// draw it solid
DrawElementsWithCounters( surf );
renderLog.CloseBlock();
}
// draw all perforated surfaces with the general code path
if( numPerforatedSurfaces > 0 )
{
FillDepthBufferGeneric( perforatedSurfaces, numPerforatedSurfaces );
}
renderLog.CloseBlock();
renderLog.CloseMainBlock();
}
/*
=========================================================================================
GENERAL INTERACTION RENDERING
=========================================================================================
*/
const int INTERACTION_TEXUNIT_BUMP = 0;
const int INTERACTION_TEXUNIT_SPECULARMIX = 1;
const int INTERACTION_TEXUNIT_BASECOLOR = 2;
const int INTERACTION_TEXUNIT_FALLOFF = 3; // RB: also _brdfLut
const int INTERACTION_TEXUNIT_PROJECTION = 4; // RB: also SSAO render target
const int INTERACTION_TEXUNIT_SHADOWMAPS = 5;
const int INTERACTION_TEXUNIT_JITTER = 6;
const int INTERACTION_TEXUNIT_AMBIENT_CUBE1 = 7;
const int INTERACTION_TEXUNIT_SPECULAR_CUBE1 = 8;
const int INTERACTION_TEXUNIT_SPECULAR_CUBE2 = 9;
const int INTERACTION_TEXUNIT_SPECULAR_CUBE3 = 10;
/*
==================
idRenderBackend::SetupInteractionStage
==================
*/
void idRenderBackend::SetupInteractionStage( const shaderStage_t* surfaceStage, const float* surfaceRegs, const float lightColor[4],
idVec4 matrix[2], float color[4] )
{
if( surfaceStage->texture.hasMatrix )
{
matrix[0][0] = surfaceRegs[surfaceStage->texture.matrix[0][0]];
matrix[0][1] = surfaceRegs[surfaceStage->texture.matrix[0][1]];
matrix[0][2] = 0.0f;
matrix[0][3] = surfaceRegs[surfaceStage->texture.matrix[0][2]];
matrix[1][0] = surfaceRegs[surfaceStage->texture.matrix[1][0]];
matrix[1][1] = surfaceRegs[surfaceStage->texture.matrix[1][1]];
matrix[1][2] = 0.0f;
matrix[1][3] = surfaceRegs[surfaceStage->texture.matrix[1][2]];
// we attempt to keep scrolls from generating incredibly large texture values, but
// center rotations and center scales can still generate offsets that need to be > 1
if( matrix[0][3] < -40.0f || matrix[0][3] > 40.0f )
{
matrix[0][3] -= idMath::Ftoi( matrix[0][3] );
}
if( matrix[1][3] < -40.0f || matrix[1][3] > 40.0f )
{
matrix[1][3] -= idMath::Ftoi( matrix[1][3] );
}
}
else
{
matrix[0][0] = 1.0f;
matrix[0][1] = 0.0f;
matrix[0][2] = 0.0f;
matrix[0][3] = 0.0f;
matrix[1][0] = 0.0f;
matrix[1][1] = 1.0f;
matrix[1][2] = 0.0f;
matrix[1][3] = 0.0f;
}
if( color != NULL )
{
for( int i = 0; i < 4; i++ )
{
// clamp here, so cards with a greater range don't look different.
// we could perform overbrighting like we do for lights, but
// it doesn't currently look worth it.
color[i] = idMath::ClampFloat( 0.0f, 1.0f, surfaceRegs[surfaceStage->color.registers[i]] ) * lightColor[i];
}
}
}
/*
=================
idRenderBackend::DrawSingleInteraction
=================
*/
void idRenderBackend::DrawSingleInteraction( drawInteraction_t* din, bool useFastPath, bool useIBL, bool setInteractionShader )
{
if( !useFastPath )
{
if( din->bumpImage == NULL )
{
// stage wasn't actually an interaction
return;
}
if( r_skipDiffuse.GetInteger() == 3 )
{
// RB: for testing specular aliasing
din->diffuseImage = globalImages->redClayImage;
din->specularImage = globalImages->plasticSpecImage;
din->specularColor = colorWhite;
}
else if( r_skipDiffuse.GetInteger() == 2 )
{
din->diffuseImage = globalImages->whiteImage;
}
else if( din->diffuseImage == NULL || r_skipDiffuse.GetInteger() > 0 )
{
din->diffuseImage = globalImages->blackDiffuseImage;
}
if( din->specularImage == NULL || r_skipSpecular.GetBool() || ( din->vLight && din->vLight->lightShader->IsAmbientLight() ) )
{
din->specularImage = globalImages->blackImage;
}
if( r_skipBump.GetBool() )
{
din->bumpImage = globalImages->flatNormalMap;
}
// if we wouldn't draw anything, don't call the Draw function
const bool diffuseIsBlack = ( din->diffuseImage == globalImages->blackImage )
|| ( ( din->diffuseColor[0] <= 0 ) && ( din->diffuseColor[1] <= 0 ) && ( din->diffuseColor[2] <= 0 ) );
const bool specularIsBlack = ( din->specularImage == globalImages->blackImage )
|| ( ( din->specularColor[0] <= 0 ) && ( din->specularColor[1] <= 0 ) && ( din->specularColor[2] <= 0 ) );
if( diffuseIsBlack && specularIsBlack )
{
return;
}
// bump matrix
SetVertexParm( RENDERPARM_BUMPMATRIX_S, din->bumpMatrix[0].ToFloatPtr() );
SetVertexParm( RENDERPARM_BUMPMATRIX_T, din->bumpMatrix[1].ToFloatPtr() );
// diffuse matrix
SetVertexParm( RENDERPARM_DIFFUSEMATRIX_S, din->diffuseMatrix[0].ToFloatPtr() );
SetVertexParm( RENDERPARM_DIFFUSEMATRIX_T, din->diffuseMatrix[1].ToFloatPtr() );
// specular matrix
SetVertexParm( RENDERPARM_SPECULARMATRIX_S, din->specularMatrix[0].ToFloatPtr() );
SetVertexParm( RENDERPARM_SPECULARMATRIX_T, din->specularMatrix[1].ToFloatPtr() );
RB_SetVertexColorParms( din->vertexColor );
SetFragmentParm( RENDERPARM_DIFFUSEMODIFIER, din->diffuseColor.ToFloatPtr() );
SetFragmentParm( RENDERPARM_SPECULARMODIFIER, din->specularColor.ToFloatPtr() );
}
const textureUsage_t specUsage = din->specularImage->GetUsage();
// RB begin
if( useIBL && currentSpace->useLightGrid && r_useLightGrid.GetBool() )
{
idVec4 probeMins, probeMaxs, probeCenter;
probeMins[0] = viewDef->globalProbeBounds[0][0];
probeMins[1] = viewDef->globalProbeBounds[0][1];
probeMins[2] = viewDef->globalProbeBounds[0][2];
probeMins[3] = viewDef->globalProbeBounds.IsCleared() ? 0.0f : 1.0f;
probeMaxs[0] = viewDef->globalProbeBounds[1][0];
probeMaxs[1] = viewDef->globalProbeBounds[1][1];
probeMaxs[2] = viewDef->globalProbeBounds[1][2];
probeMaxs[3] = 0.0f;
idVec3 center = viewDef->globalProbeBounds.GetCenter();
probeCenter.Set( center.x, center.y, center.z, 1.0f );
SetVertexParm( RENDERPARM_WOBBLESKY_X, probeMins.ToFloatPtr() );
SetVertexParm( RENDERPARM_WOBBLESKY_Y, probeMaxs.ToFloatPtr() );
SetVertexParm( RENDERPARM_WOBBLESKY_Z, probeCenter.ToFloatPtr() );
// use rpGlobalLightOrigin for lightGrid center
idVec4 lightGridOrigin( currentSpace->lightGridOrigin.x, currentSpace->lightGridOrigin.y, currentSpace->lightGridOrigin.z, 1.0f );
idVec4 lightGridSize( currentSpace->lightGridSize.x, currentSpace->lightGridSize.y, currentSpace->lightGridSize.z, 1.0f );
idVec4 lightGridBounds( currentSpace->lightGridBounds[0], currentSpace->lightGridBounds[1], currentSpace->lightGridBounds[2], 1.0f );
renderProgManager.SetUniformValue( RENDERPARM_GLOBALLIGHTORIGIN, lightGridOrigin.ToFloatPtr() );
renderProgManager.SetUniformValue( RENDERPARM_JITTERTEXSCALE, lightGridSize.ToFloatPtr() );
renderProgManager.SetUniformValue( RENDERPARM_JITTERTEXOFFSET, lightGridBounds.ToFloatPtr() );
// individual probe sizes on the atlas image
idVec4 probeSize;
probeSize[0] = currentSpace->lightGridAtlasSingleProbeSize - currentSpace->lightGridAtlasBorderSize;
probeSize[1] = currentSpace->lightGridAtlasSingleProbeSize;
probeSize[2] = currentSpace->lightGridAtlasBorderSize;
probeSize[3] = float( currentSpace->lightGridAtlasSingleProbeSize - currentSpace->lightGridAtlasBorderSize ) / currentSpace->lightGridAtlasSingleProbeSize;
renderProgManager.SetUniformValue( RENDERPARM_SCREENCORRECTIONFACTOR, probeSize.ToFloatPtr() ); // rpScreenCorrectionFactor
// specular cubemap blend weights
renderProgManager.SetUniformValue( RENDERPARM_LOCALLIGHTORIGIN, viewDef->radianceImageBlends.ToFloatPtr() );
if( specUsage == TD_SPECULAR_PBR_RMAO || specUsage == TD_SPECULAR_PBR_RMAOD )
{
// PBR path with roughness, metal and AO
if( din->surf->jointCache )
{
renderProgManager.BindShader_ImageBasedLightGridSkinned_PBR();
}
else
{
renderProgManager.BindShader_ImageBasedLightGrid_PBR();
}
}
else
{
if( din->surf->jointCache )
{
renderProgManager.BindShader_ImageBasedLightGridSkinned();
}
else
{
renderProgManager.BindShader_ImageBasedLightGrid();
}
}
GL_SelectTexture( INTERACTION_TEXUNIT_FALLOFF );
globalImages->brdfLutImage->Bind();
GL_SelectTexture( INTERACTION_TEXUNIT_PROJECTION );
if( !r_useSSAO.GetBool() || ( viewDef->renderView.rdflags & ( RDF_NOAMBIENT | RDF_IRRADIANCE ) ) )
{
globalImages->whiteImage->Bind();
}
else
{
globalImages->ambientOcclusionImage[0]->Bind();
}
GL_SelectTexture( INTERACTION_TEXUNIT_AMBIENT_CUBE1 );
currentSpace->lightGridAtlasImage->Bind();
idVec2i res = currentSpace->lightGridAtlasImage->GetUploadResolution();
idVec4 textureSize( res.x, res.y, 1.0f / res.x, 1.0f / res.y );
renderProgManager.SetUniformValue( RENDERPARM_CASCADEDISTANCES, textureSize.ToFloatPtr() );
GL_SelectTexture( INTERACTION_TEXUNIT_SPECULAR_CUBE1 );
viewDef->radianceImages[0]->Bind();
GL_SelectTexture( INTERACTION_TEXUNIT_SPECULAR_CUBE2 );
viewDef->radianceImages[1]->Bind();
GL_SelectTexture( INTERACTION_TEXUNIT_SPECULAR_CUBE3 );
viewDef->radianceImages[2]->Bind();
}
else if( useIBL )
{
idVec4 probeMins, probeMaxs, probeCenter;
probeMins[0] = viewDef->globalProbeBounds[0][0];
probeMins[1] = viewDef->globalProbeBounds[0][1];
probeMins[2] = viewDef->globalProbeBounds[0][2];
probeMins[3] = viewDef->globalProbeBounds.IsCleared() ? 0.0f : 1.0f;
probeMaxs[0] = viewDef->globalProbeBounds[1][0];
probeMaxs[1] = viewDef->globalProbeBounds[1][1];
probeMaxs[2] = viewDef->globalProbeBounds[1][2];
probeMaxs[3] = 0.0f;
idVec3 center = viewDef->globalProbeBounds.GetCenter();
probeCenter.Set( center.x, center.y, center.z, 1.0f );
SetVertexParm( RENDERPARM_WOBBLESKY_X, probeMins.ToFloatPtr() );
SetVertexParm( RENDERPARM_WOBBLESKY_Y, probeMaxs.ToFloatPtr() );
SetVertexParm( RENDERPARM_WOBBLESKY_Z, probeCenter.ToFloatPtr() );
// specular cubemap blend weights
renderProgManager.SetUniformValue( RENDERPARM_LOCALLIGHTORIGIN, viewDef->radianceImageBlends.ToFloatPtr() );
if( specUsage == TD_SPECULAR_PBR_RMAO || specUsage == TD_SPECULAR_PBR_RMAOD )
{
// PBR path with roughness, metal and AO
if( din->surf->jointCache )
{
renderProgManager.BindShader_ImageBasedLightingSkinned_PBR();
}
else
{
renderProgManager.BindShader_ImageBasedLighting_PBR();
}
}
else
{
if( din->surf->jointCache )
{
renderProgManager.BindShader_ImageBasedLightingSkinned();
}
else
{
renderProgManager.BindShader_ImageBasedLighting();
}
}
GL_SelectTexture( INTERACTION_TEXUNIT_FALLOFF );
globalImages->brdfLutImage->Bind();
GL_SelectTexture( INTERACTION_TEXUNIT_PROJECTION );
if( !r_useSSAO.GetBool() || ( viewDef->renderView.rdflags & ( RDF_NOAMBIENT | RDF_IRRADIANCE ) ) )
{
globalImages->whiteImage->Bind();
}
else
{
globalImages->ambientOcclusionImage[0]->Bind();
}
GL_SelectTexture( INTERACTION_TEXUNIT_AMBIENT_CUBE1 );
viewDef->irradianceImage->Bind();
GL_SelectTexture( INTERACTION_TEXUNIT_SPECULAR_CUBE1 );
viewDef->radianceImages[0]->Bind();
GL_SelectTexture( INTERACTION_TEXUNIT_SPECULAR_CUBE2 );
viewDef->radianceImages[1]->Bind();
GL_SelectTexture( INTERACTION_TEXUNIT_SPECULAR_CUBE3 );
viewDef->radianceImages[2]->Bind();
}
else if( setInteractionShader )
{
// TODO extra paths for foliage, terrain and skin
if( specUsage == TD_SPECULAR_PBR_RMAO || specUsage == TD_SPECULAR_PBR_RMAOD )
{
// PBR path with roughness, metal and AO
// select the render prog
if( din->vLight->lightShader->IsAmbientLight() )
{
if( din->surf->jointCache )
{
renderProgManager.BindShader_PBR_InteractionAmbientSkinned();
}
else
{
renderProgManager.BindShader_PBR_InteractionAmbient();
}
}
else
{
if( !r_skipShadows.GetBool() && din->vLight->globalShadows && din->vLight->shadowLOD > -1 )
{
// RB: we have shadow mapping enabled and shadow maps so do a shadow compare
if( r_useShadowAtlas.GetBool() )
{
if( din->vLight->ImageAtlasPlaced() )
{
if( din->vLight->parallel )
{
if( din->surf->jointCache )
{
renderProgManager.BindShader_PBR_Interaction_ShadowAtlas_Parallel_Skinned();
}
else
{
renderProgManager.BindShader_PBR_Interaction_ShadowAtlas_Parallel();
}
}
else if( din->vLight->pointLight )
{
if( din->surf->jointCache )
{
renderProgManager.BindShader_PBR_Interaction_ShadowAtlas_Point_Skinned();
}
else
{
renderProgManager.BindShader_PBR_Interaction_ShadowAtlas_Point();
}
}
else
{
if( din->surf->jointCache )
{
renderProgManager.BindShader_PBR_Interaction_ShadowAtlas_Spot_Skinned();
}
else
{
renderProgManager.BindShader_PBR_Interaction_ShadowAtlas_Spot();
}
}
}
else
{
// no shadowmap allocation possible
if( din->surf->jointCache )
{
renderProgManager.BindShader_PBR_InteractionSkinned();
}
else
{
renderProgManager.BindShader_PBR_Interaction();
}
}
}
else
{
// regular shadow mapping
if( din->vLight->parallel )
{
if( din->surf->jointCache )
{
renderProgManager.BindShader_PBR_Interaction_ShadowMapping_Parallel_Skinned();
}
else
{
renderProgManager.BindShader_PBR_Interaction_ShadowMapping_Parallel();
}
}
else if( din->vLight->pointLight )
{
if( din->surf->jointCache )
{
renderProgManager.BindShader_PBR_Interaction_ShadowMapping_Point_Skinned();
}
else
{
renderProgManager.BindShader_PBR_Interaction_ShadowMapping_Point();
}
}
else
{
if( din->surf->jointCache )
{
renderProgManager.BindShader_PBR_Interaction_ShadowMapping_Spot_Skinned();
}
else
{
renderProgManager.BindShader_PBR_Interaction_ShadowMapping_Spot();
}
}
}
}
else
{
if( din->surf->jointCache )
{
renderProgManager.BindShader_PBR_InteractionSkinned();
}
else
{
renderProgManager.BindShader_PBR_Interaction();
}
}
}
}
else
{
// only oldschool D3 gloss maps provided
if( din->vLight->lightShader->IsAmbientLight() )
{
if( din->surf->jointCache )
{
renderProgManager.BindShader_InteractionAmbientSkinned();
}
else
{
renderProgManager.BindShader_InteractionAmbient();
}
}
else
{
if( !r_skipShadows.GetBool() && din->vLight->globalShadows )
{
// RB: we have shadow mapping enabled and shadow maps so do a shadow compare
if( r_useShadowAtlas.GetBool() )
{
if( din->vLight->ImageAtlasPlaced() )
{
if( din->vLight->parallel )
{
if( din->surf->jointCache )
{
renderProgManager.BindShader_Interaction_ShadowAtlas_Parallel_Skinned();
}
else
{
renderProgManager.BindShader_Interaction_ShadowAtlas_Parallel();
}
}
else if( din->vLight->pointLight )
{
if( din->surf->jointCache )
{
renderProgManager.BindShader_Interaction_ShadowAtlas_Point_Skinned();
}
else
{
renderProgManager.BindShader_Interaction_ShadowAtlas_Point();
}
}
else
{
if( din->surf->jointCache )
{
renderProgManager.BindShader_Interaction_ShadowAtlas_Spot_Skinned();
}
else
{
renderProgManager.BindShader_Interaction_ShadowAtlas_Spot();
}
}
}
else
{
// no shadowmap allocation possible
if( din->surf->jointCache )
{
renderProgManager.BindShader_InteractionSkinned();
}
else
{
renderProgManager.BindShader_Interaction();
}
}
}
else
{
// regular shadow mapping
if( din->vLight->parallel )
{
if( din->surf->jointCache )
{
renderProgManager.BindShader_Interaction_ShadowMapping_Parallel_Skinned();
}
else
{
renderProgManager.BindShader_Interaction_ShadowMapping_Parallel();
}
}
else if( din->vLight->pointLight )
{
if( din->surf->jointCache )
{
renderProgManager.BindShader_Interaction_ShadowMapping_Point_Skinned();
}
else
{
renderProgManager.BindShader_Interaction_ShadowMapping_Point();
}
}
else
{
if( din->surf->jointCache )
{
renderProgManager.BindShader_Interaction_ShadowMapping_Spot_Skinned();
}
else
{
renderProgManager.BindShader_Interaction_ShadowMapping_Spot();
}
}
}
}
else
{
if( din->surf->jointCache )
{
renderProgManager.BindShader_InteractionSkinned();
}
else
{
renderProgManager.BindShader_Interaction();
}
}
}
}
}
// RB end
// texture 0 will be the per-surface bump map
GL_SelectTexture( INTERACTION_TEXUNIT_BUMP );
din->bumpImage->Bind();
// texture 1 is the per-surface specular map
GL_SelectTexture( INTERACTION_TEXUNIT_SPECULARMIX );
din->specularImage->Bind();
// texture 2 is the per-surface diffuse map
GL_SelectTexture( INTERACTION_TEXUNIT_BASECOLOR );
din->diffuseImage->Bind();
DrawElementsWithCounters( din->surf );
}
/*
=================
RB_SetupForFastPathInteractions
These are common for all fast path surfaces
=================
*/
static void RB_SetupForFastPathInteractions( const idVec4& diffuseColor, const idVec4& specularColor )
{
const idVec4 sMatrix( 1, 0, 0, 0 );
const idVec4 tMatrix( 0, 1, 0, 0 );
// bump matrix
SetVertexParm( RENDERPARM_BUMPMATRIX_S, sMatrix.ToFloatPtr() );
SetVertexParm( RENDERPARM_BUMPMATRIX_T, tMatrix.ToFloatPtr() );
// diffuse matrix
SetVertexParm( RENDERPARM_DIFFUSEMATRIX_S, sMatrix.ToFloatPtr() );
SetVertexParm( RENDERPARM_DIFFUSEMATRIX_T, tMatrix.ToFloatPtr() );
// specular matrix
SetVertexParm( RENDERPARM_SPECULARMATRIX_S, sMatrix.ToFloatPtr() );
SetVertexParm( RENDERPARM_SPECULARMATRIX_T, tMatrix.ToFloatPtr() );
RB_SetVertexColorParms( SVC_IGNORE );
SetFragmentParm( RENDERPARM_DIFFUSEMODIFIER, diffuseColor.ToFloatPtr() );
SetFragmentParm( RENDERPARM_SPECULARMODIFIER, specularColor.ToFloatPtr() );
}
/*
=============
idRenderBackend::RenderInteractions
With added sorting and trivial path work.
=============
*/
void idRenderBackend::RenderInteractions( const drawSurf_t* surfList, const viewLight_t* vLight, int depthFunc, bool performStencilTest, bool useLightDepthBounds )
{
if( surfList == NULL )
{
return;
}
// change the scissor if needed, it will be constant across all the surfaces lit by the light
if( !currentScissor.Equals( vLight->scissorRect ) && r_useScissor.GetBool() )
{
// RB: (0, 0) starts in the upper left corner compared to OpenGL!
// convert light scissor to from GL coordinates to DX
GL_Scissor( viewDef->viewport.x1 + vLight->scissorRect.x1,
viewDef->viewport.y2 - vLight->scissorRect.y2,
vLight->scissorRect.x2 + 1 - vLight->scissorRect.x1,
vLight->scissorRect.y2 + 1 - vLight->scissorRect.y1 );
currentScissor = vLight->scissorRect;
}
// perform setup here that will be constant for all interactions
if( performStencilTest )
{
GL_State(
GLS_SRCBLEND_ONE |
GLS_DSTBLEND_ONE |
GLS_DEPTHMASK |
depthFunc |
GLS_STENCIL_FUNC_EQUAL |
GLS_STENCIL_MAKE_REF( STENCIL_SHADOW_TEST_VALUE ) |
GLS_STENCIL_MAKE_MASK( STENCIL_SHADOW_MASK_VALUE ) );
}
else
{
GL_State(
GLS_SRCBLEND_ONE |
GLS_DSTBLEND_ONE |
GLS_DEPTHMASK |
depthFunc |
GLS_STENCIL_FUNC_ALWAYS );
}
// some rare lights have multiple animating stages, loop over them outside the surface list
const idMaterial* lightShader = vLight->lightShader;
const float* lightRegs = vLight->shaderRegisters;
drawInteraction_t inter = {};
inter.vLight = vLight;
//---------------------------------
// Split out the complex surfaces from the fast-path surfaces
// so we can do the fast path ones all in a row.
// The surfaces should already be sorted by space because they
// are added single-threaded, and there is only a negligable amount
// of benefit to trying to sort by materials.
//---------------------------------
static const int MAX_INTERACTIONS_PER_LIGHT = 1024;
static const int MAX_COMPLEX_INTERACTIONS_PER_LIGHT = 256;
idStaticList< const drawSurf_t*, MAX_INTERACTIONS_PER_LIGHT > allSurfaces;
idStaticList< const drawSurf_t*, MAX_COMPLEX_INTERACTIONS_PER_LIGHT > complexSurfaces;
for( const drawSurf_t* walk = surfList; walk != NULL; walk = walk->nextOnLight )
{
const idMaterial* surfaceShader = walk->material;
if( surfaceShader->GetFastPathBumpImage() )
{
allSurfaces.Append( walk );
}
else
{
complexSurfaces.Append( walk );
}
}
for( int i = 0; i < complexSurfaces.Num(); i++ )
{
allSurfaces.Append( complexSurfaces[i] );
}
bool lightDepthBoundsDisabled = false;
// RB begin
if( !r_skipShadows.GetBool() && vLight->shadowLOD > -1 )
{
const static int JITTER_SIZE = 128;
// default high quality
float jitterSampleScale = 1.0f;
float shadowMapSamples = r_shadowMapSamples.GetInteger();
float jitterTexOffset[4];
jitterTexOffset[0] = 1.0f / globalImages->blueNoiseImage256->GetUploadWidth();
jitterTexOffset[1] = 1.0f / globalImages->blueNoiseImage256->GetUploadWidth();
if( r_shadowMapRandomizeJitter.GetBool() )
{
jitterTexOffset[2] = Sys_Milliseconds() / 1000.0f;
jitterTexOffset[3] = tr.frameCount % 64;
}
else
{
jitterTexOffset[2] = 0.0f;
jitterTexOffset[3] = 0.0f;
}
SetFragmentParm( RENDERPARM_JITTERTEXOFFSET, jitterTexOffset ); // rpJitterTexOffset
if( vLight->parallel )
{
float cascadeDistances[4];
cascadeDistances[0] = viewDef->frustumSplitDistances[0];
cascadeDistances[1] = viewDef->frustumSplitDistances[1];
cascadeDistances[2] = viewDef->frustumSplitDistances[2];
cascadeDistances[3] = viewDef->frustumSplitDistances[3];
SetFragmentParm( RENDERPARM_CASCADEDISTANCES, cascadeDistances ); // rpCascadeDistances
}
if( r_useShadowAtlas.GetBool() && vLight->ImageAtlasPlaced() )
{
// screen power of two correction factor
float screenCorrectionParm[4];
screenCorrectionParm[0] = 1.0f / ( JITTER_SIZE * shadowMapSamples ) ;
screenCorrectionParm[1] = 1.0f / JITTER_SIZE;
screenCorrectionParm[2] = 1.0f / r_shadowMapAtlasSize.GetInteger(); // atlas sample scale
screenCorrectionParm[3] = vLight->parallel ? r_shadowMapSunDepthBiasScale.GetFloat() : r_shadowMapRegularDepthBiasScale.GetFloat();
SetFragmentParm( RENDERPARM_SCREENCORRECTIONFACTOR, screenCorrectionParm ); // rpScreenCorrectionFactor
float jitterTexScale[4];
jitterTexScale[0] = r_shadowMapJitterScale.GetFloat() * jitterSampleScale; // TODO shadow buffer size fraction shadowMapSize / maxShadowMapSize
jitterTexScale[1] = vLight->imageSize.x / float( r_shadowMapAtlasSize.GetInteger() );
jitterTexScale[2] = vLight->shadowFadeOut;
jitterTexScale[3] = shadowMapSamples;
SetFragmentParm( RENDERPARM_JITTERTEXSCALE, jitterTexScale ); // rpJitterTexScale
// float4
idVec4 shadowOffsets[6];
for( int i = 0; i < 6; i++ )
{
shadowOffsets[ i ].x = vLight->imageAtlasOffset[ i ].x * ( 1.0f / r_shadowMapAtlasSize.GetInteger() );
shadowOffsets[ i ].y = vLight->imageAtlasOffset[ i ].y * ( 1.0f / r_shadowMapAtlasSize.GetInteger() );
shadowOffsets[ i ].z = 0.0f;
shadowOffsets[ i ].w = 0.0f;
}
SetVertexParms( RENDERPARM_SHADOW_ATLAS_OFFSET_0, &shadowOffsets[0][0], 6 );
}
else
{
// screen power of two correction factor
float screenCorrectionParm[4];
screenCorrectionParm[0] = 1.0f / ( JITTER_SIZE * shadowMapSamples ) ;
screenCorrectionParm[1] = 1.0f / JITTER_SIZE;
screenCorrectionParm[2] = 1.0f / shadowMapResolutions[vLight->shadowLOD];
screenCorrectionParm[3] = vLight->parallel ? r_shadowMapSunDepthBiasScale.GetFloat() : r_shadowMapRegularDepthBiasScale.GetFloat();
SetFragmentParm( RENDERPARM_SCREENCORRECTIONFACTOR, screenCorrectionParm ); // rpScreenCorrectionFactor
float jitterTexScale[4];
jitterTexScale[0] = r_shadowMapJitterScale.GetFloat() * jitterSampleScale; // TODO shadow buffer size fraction shadowMapSize / maxShadowMapSize
jitterTexScale[1] = r_shadowMapJitterScale.GetFloat() * jitterSampleScale;
jitterTexScale[2] = vLight->shadowFadeOut;
jitterTexScale[3] = shadowMapSamples;
SetFragmentParm( RENDERPARM_JITTERTEXSCALE, jitterTexScale ); // rpJitterTexScale
}
}
// RB end
const float lightScale = r_lightScale.GetFloat();
for( int lightStageNum = 0; lightStageNum < lightShader->GetNumStages(); lightStageNum++ )
{
const shaderStage_t* lightStage = lightShader->GetStage( lightStageNum );
// ignore stages that fail the condition
if( !lightRegs[ lightStage->conditionRegister ] )
{
continue;
}
const idVec4 lightColor(
lightScale * lightRegs[ lightStage->color.registers[0] ],
lightScale * lightRegs[ lightStage->color.registers[1] ],
lightScale * lightRegs[ lightStage->color.registers[2] ],
lightRegs[ lightStage->color.registers[3] ] );
// apply the world-global overbright and the 2x factor for specular
idVec4 diffuseColor = lightColor;
// RB: the BFG edition has exagerated specular lighting compared to vanilla Doom 3
// turn this back to 1.0
idVec4 specularColor = lightColor * 1.0f;
// jmarshall
if( vLight->lightDef->parms.noSpecular )
{
specularColor.Zero();
}
// jmarshall end
float lightTextureMatrix[16];
if( lightStage->texture.hasMatrix )
{
RB_GetShaderTextureMatrix( lightRegs, &lightStage->texture, lightTextureMatrix );
}
// texture 1 will be the light falloff texture
GL_SelectTexture( INTERACTION_TEXUNIT_FALLOFF );
vLight->falloffImage->Bind();
// texture 2 will be the light projection texture
GL_SelectTexture( INTERACTION_TEXUNIT_PROJECTION );
lightStage->texture.image->Bind();
// texture 5 will be the shadow maps array
GL_SelectTexture( INTERACTION_TEXUNIT_SHADOWMAPS );
if( r_useShadowAtlas.GetBool() )
{
globalImages->shadowAtlasImage->Bind();
}
else
{
globalImages->shadowImage[vLight->shadowLOD]->Bind();
}
// texture 6 will be the jitter texture for soft shadowing
GL_SelectTexture( INTERACTION_TEXUNIT_JITTER );
globalImages->blueNoiseImage256->Bind();
// force the light textures to not use anisotropic filtering, which is wasted on them
// all of the texture sampler parms should be constant for all interactions, only
// the actual texture image bindings will change
//----------------------------------
// For all surfaces on this light list, generate an interaction for this light stage
//----------------------------------
// setup renderparms assuming we will be drawing trivial surfaces first
RB_SetupForFastPathInteractions( diffuseColor, specularColor );
// even if the space does not change between light stages, each light stage may need a different lightTextureMatrix baked in
currentSpace = NULL;
for( int sortedSurfNum = 0; sortedSurfNum < allSurfaces.Num(); sortedSurfNum++ )
{
const drawSurf_t* const surf = allSurfaces[ sortedSurfNum ];
const idMaterial* surfaceShader = surf->material;
const float* surfaceRegs = surf->shaderRegisters;
inter.surf = surf;
// change the MVP matrix, view/light origin and light projection vectors if needed
if( surf->space != currentSpace )
{
currentSpace = surf->space;
// turn off the light depth bounds test if this model is rendered with a depth hack
if( useLightDepthBounds )
{
if( !surf->space->weaponDepthHack && surf->space->modelDepthHack == 0.0f )
{
if( lightDepthBoundsDisabled )
{
GL_DepthBoundsTest( vLight->scissorRect.zmin, vLight->scissorRect.zmax );
lightDepthBoundsDisabled = false;
}
}
else
{
if( !lightDepthBoundsDisabled )
{
GL_DepthBoundsTest( 0.0f, 0.0f );
lightDepthBoundsDisabled = true;
}
}
}
// model-view-projection
RB_SetMVP( surf->space->mvp );
// RB begin
idRenderMatrix modelMatrix;
idRenderMatrix::Transpose( *( idRenderMatrix* )surf->space->modelMatrix, modelMatrix );
SetVertexParms( RENDERPARM_MODELMATRIX_X, modelMatrix[0], 4 );
// for determining the shadow mapping cascades
idRenderMatrix modelViewMatrix, tmp;
idRenderMatrix::Transpose( *( idRenderMatrix* )surf->space->modelViewMatrix, modelViewMatrix );
SetVertexParms( RENDERPARM_MODELVIEWMATRIX_X, modelViewMatrix[0], 4 );
idVec4 globalLightOrigin( vLight->globalLightOrigin.x, vLight->globalLightOrigin.y, vLight->globalLightOrigin.z, 1.0f );
SetVertexParm( RENDERPARM_GLOBALLIGHTORIGIN, globalLightOrigin.ToFloatPtr() );
// RB end
// tranform the light/view origin into model local space
idVec4 localLightOrigin( 0.0f );
idVec4 localViewOrigin( 1.0f );
R_GlobalPointToLocal( surf->space->modelMatrix, vLight->globalLightOrigin, localLightOrigin.ToVec3() );
R_GlobalPointToLocal( surf->space->modelMatrix, viewDef->renderView.vieworg, localViewOrigin.ToVec3() );
// set the local light/view origin
SetVertexParm( RENDERPARM_LOCALLIGHTORIGIN, localLightOrigin.ToFloatPtr() );
SetVertexParm( RENDERPARM_LOCALVIEWORIGIN, localViewOrigin.ToFloatPtr() );
// transform the light project into model local space
idPlane lightProjection[4];
for( int i = 0; i < 4; i++ )
{
R_GlobalPlaneToLocal( surf->space->modelMatrix, vLight->lightProject[i], lightProjection[i] );
}
// optionally multiply the local light projection by the light texture matrix
if( lightStage->texture.hasMatrix )
{
RB_BakeTextureMatrixIntoTexgen( lightProjection, lightTextureMatrix );
}
// set the light projection
SetVertexParm( RENDERPARM_LIGHTPROJECTION_S, lightProjection[0].ToFloatPtr() );
SetVertexParm( RENDERPARM_LIGHTPROJECTION_T, lightProjection[1].ToFloatPtr() );
SetVertexParm( RENDERPARM_LIGHTPROJECTION_Q, lightProjection[2].ToFloatPtr() );
SetVertexParm( RENDERPARM_LIGHTFALLOFF_S, lightProjection[3].ToFloatPtr() );
// RB begin
if( !r_skipShadows.GetBool() && vLight->ImageAtlasPlaced() )
{
if( vLight->parallel )
{
for( int i = 0; i < ( r_shadowMapSplits.GetInteger() + 1 ); i++ )
{
idRenderMatrix modelToShadowMatrix;
idRenderMatrix::Multiply( vLight->shadowV[i], modelMatrix, modelToShadowMatrix );
idRenderMatrix shadowClipMVP;
idRenderMatrix::Multiply( vLight->shadowP[i], modelToShadowMatrix, shadowClipMVP );
idRenderMatrix shadowWindowMVP;
idRenderMatrix::Multiply( renderMatrix_clipSpaceToWindowSpace, shadowClipMVP, shadowWindowMVP );
SetVertexParms( ( renderParm_t )( RENDERPARM_SHADOW_MATRIX_0_X + i * 4 ), shadowWindowMVP[0], 4 );
}
}
else if( vLight->pointLight )
{
for( int i = 0; i < 6; i++ )
{
idRenderMatrix modelToShadowMatrix;
idRenderMatrix::Multiply( vLight->shadowV[i], modelMatrix, modelToShadowMatrix );
idRenderMatrix shadowClipMVP;
idRenderMatrix::Multiply( vLight->shadowP[i], modelToShadowMatrix, shadowClipMVP );
idRenderMatrix shadowWindowMVP;
idRenderMatrix::Multiply( renderMatrix_clipSpaceToWindowSpace, shadowClipMVP, shadowWindowMVP );
SetVertexParms( ( renderParm_t )( RENDERPARM_SHADOW_MATRIX_0_X + i * 4 ), shadowWindowMVP[0], 4 );
}
}
else
{
// spot light
idRenderMatrix modelToShadowMatrix;
idRenderMatrix::Multiply( vLight->shadowV[0], modelMatrix, modelToShadowMatrix );
idRenderMatrix shadowClipMVP;
idRenderMatrix::Multiply( vLight->shadowP[0], modelToShadowMatrix, shadowClipMVP );
SetVertexParms( ( renderParm_t )( RENDERPARM_SHADOW_MATRIX_0_X ), shadowClipMVP[0], 4 );
}
}
// RB end
}
// check for the fast path
if( surfaceShader->GetFastPathBumpImage() && !r_skipInteractionFastPath.GetBool() )
{
renderLog.OpenBlock( surf->material->GetName(), colorMdGrey );
inter.bumpImage = surfaceShader->GetFastPathBumpImage();
inter.specularImage = surfaceShader->GetFastPathSpecularImage();
inter.diffuseImage = surfaceShader->GetFastPathDiffuseImage();
DrawSingleInteraction( &inter, true, false, true );
renderLog.CloseBlock();
continue;
}
renderLog.OpenBlock( surf->material->GetName(), colorMdGrey );
inter.bumpImage = NULL;
inter.specularImage = NULL;
inter.diffuseImage = NULL;
inter.diffuseColor[0] = inter.diffuseColor[1] = inter.diffuseColor[2] = inter.diffuseColor[3] = 0;
inter.specularColor[0] = inter.specularColor[1] = inter.specularColor[2] = inter.specularColor[3] = 0;
// go through the individual surface stages
//
// This is somewhat arcane because of the old support for video cards that had to render
// interactions in multiple passes.
//
// We also have the very rare case of some materials that have conditional interactions
// for the "hell writing" that can be shined on them.
for( int surfaceStageNum = 0; surfaceStageNum < surfaceShader->GetNumStages(); surfaceStageNum++ )
{
const shaderStage_t* surfaceStage = surfaceShader->GetStage( surfaceStageNum );
switch( surfaceStage->lighting )
{
case SL_COVERAGE:
{
// ignore any coverage stages since they should only be used for the depth fill pass
// for diffuse stages that use alpha test.
break;
}
case SL_AMBIENT:
{
// ignore ambient stages while drawing interactions
break;
}
case SL_BUMP:
{
// ignore stage that fails the condition
if( !surfaceRegs[ surfaceStage->conditionRegister ] )
{
break;
}
// draw any previous interaction
if( inter.bumpImage != NULL )
{
DrawSingleInteraction( &inter, false, false, true );
}
inter.bumpImage = surfaceStage->texture.image;
inter.diffuseImage = NULL;
inter.specularImage = NULL;
SetupInteractionStage( surfaceStage, surfaceRegs, NULL, inter.bumpMatrix, NULL );
break;
}
case SL_DIFFUSE:
{
// ignore stage that fails the condition
if( !surfaceRegs[ surfaceStage->conditionRegister ] )
{
break;
}
// draw any previous interaction
if( inter.diffuseImage != NULL )
{
DrawSingleInteraction( &inter, false, false, true );
}
inter.diffuseImage = surfaceStage->texture.image;
inter.vertexColor = surfaceStage->vertexColor;
SetupInteractionStage( surfaceStage, surfaceRegs, diffuseColor.ToFloatPtr(),
inter.diffuseMatrix, inter.diffuseColor.ToFloatPtr() );
break;
}
case SL_SPECULAR:
{
// ignore stage that fails the condition
if( !surfaceRegs[ surfaceStage->conditionRegister ] || vLight->lightDef->parms.noSpecular ) // SRS - From RB forums
{
break;
}
// draw any previous interaction
if( inter.specularImage != NULL )
{
DrawSingleInteraction( &inter, false, false, true );
}
inter.specularImage = surfaceStage->texture.image;
inter.vertexColor = surfaceStage->vertexColor;
SetupInteractionStage( surfaceStage, surfaceRegs, specularColor.ToFloatPtr(),
inter.specularMatrix, inter.specularColor.ToFloatPtr() );
break;
}
}
}
// draw the final interaction
DrawSingleInteraction( &inter, false, false, true );
renderLog.CloseBlock();
}
}
if( useLightDepthBounds && lightDepthBoundsDisabled )
{
GL_DepthBoundsTest( vLight->scissorRect.zmin, vLight->scissorRect.zmax );
}
renderProgManager.Unbind();
}
// RB begin
/*
=========================================================================================
AMBIENT PASS RENDERING
=========================================================================================
*/
/*
==================
idRenderBackend::AmbientPass
==================
*/
void idRenderBackend::AmbientPass( const drawSurf_t* const* drawSurfs, int numDrawSurfs, bool fillGbuffer )
{
Framebuffer* previousFramebuffer = Framebuffer::GetActiveFramebuffer();
if( numDrawSurfs == 0 )
{
return;
}
if( !drawSurfs )
{
return;
}
// if we are just doing 2D rendering, no need to fill the depth buffer
if( viewDef->viewEntitys == NULL )
{
return;
}
if( viewDef->renderView.rdflags & RDF_NOAMBIENT )
{
return;
}
renderLog.OpenMainBlock( fillGbuffer ? MRB_FILL_GEOMETRY_BUFFER : MRB_AMBIENT_PASS );
renderLog.OpenBlock( fillGbuffer ? "Fill_GeometryBuffer" : "Render_AmbientPass", colorBlue );
// make sure rpWindowCoord is set even without post processing surfaces in the view
int x = viewDef->viewport.x1;
int y = viewDef->viewport.y1;
int w = viewDef->viewport.x2 - viewDef->viewport.x1 + 1;
int h = viewDef->viewport.y2 - viewDef->viewport.y1 + 1;
// window coord to 0.0 to 1.0 conversion
float windowCoordParm[4];
windowCoordParm[0] = 1.0f / w;
windowCoordParm[1] = 1.0f / h;
windowCoordParm[2] = w;
windowCoordParm[3] = h;
renderProgManager.SetUniformValue( RENDERPARM_WINDOWCOORD, windowCoordParm ); // rpWindowCoord
if( fillGbuffer )
{
commandList->clearTextureFloat( globalImages->gbufferNormalsRoughnessImage->GetTextureHandle(), nvrhi::AllSubresources, nvrhi::Color( 0.0f ) );
}
// RB: TODO remove this
if( !fillGbuffer && r_useSSAO.GetBool() && r_ssaoDebug.GetBool() )
{
GL_State( GLS_DEPTHMASK | GLS_DEPTHFUNC_ALWAYS | GLS_CULL_TWOSIDED );
// We just want to do a quad pass - so make sure we disable any texgen and
// set the texture matrix to the identity so we don't get anomalies from
// any stale uniform data being present from a previous draw call
const float texS[4] = { 1.0f, 0.0f, 0.0f, 0.0f };
const float texT[4] = { 0.0f, 1.0f, 0.0f, 0.0f };
renderProgManager.SetRenderParm( RENDERPARM_TEXTUREMATRIX_S, texS );
renderProgManager.SetRenderParm( RENDERPARM_TEXTUREMATRIX_T, texT );
// disable any texgen
const float texGenEnabled[4] = { 0.0f, 0.0f, 0.0f, 0.0f };
renderProgManager.SetRenderParm( RENDERPARM_TEXGEN_0_ENABLED, texGenEnabled );
currentSpace = NULL;
RB_SetMVP( renderMatrix_fullscreen );
renderProgManager.BindShader_Texture();
GL_Color( 1, 1, 1, 1 );
GL_SelectTexture( 0 );
globalImages->ambientOcclusionImage[0]->Bind();
//commonPasses.BlitTexture( commandList, (nvrhi::IFramebuffer*)globalFramebuffers.hdrFBO->GetApiObject(), globalImages->ambientOcclusionImage[0]->GetTextureHandle().Get(), &bindingCache );
DrawElementsWithCounters( &unitSquareSurface );
renderProgManager.Unbind();
GL_State( GLS_DEFAULT );
SetFragmentParm( RENDERPARM_ALPHA_TEST, vec4_zero.ToFloatPtr() );
renderLog.CloseBlock();
renderLog.CloseMainBlock();
return;
}
if( fillGbuffer )
{
globalFramebuffers.geometryBufferFBO->Bind();
GL_Clear( true, false, false, 0, 0.0f, 0.0f, 0.0f, 1.0f );
}
// RB: not needed
// GL_StartDepthPass( backEnd.viewDef->scissor );
// force MVP change on first surface
currentSpace = NULL;
// draw all the subview surfaces, which will already be at the start of the sorted list,
// with the general purpose path
GL_State( GLS_DEFAULT );
#define BLEND_NORMALS 1
// RB: even use additive blending to blend the normals
//GL_State( GLS_SRCBLEND_ONE | GLS_DSTBLEND_ONE | GLS_DEPTHMASK | GLS_DEPTHFUNC_EQUAL );
GL_State( GLS_SRCBLEND_ONE | GLS_DSTBLEND_ZERO | GLS_DEPTHMASK | GLS_DEPTHFUNC_EQUAL );
GL_Color( colorWhite );
idVec4 diffuseColor;
idVec4 specularColor;
idVec4 ambientColor;
if( viewDef->renderView.rdflags & RDF_IRRADIANCE )
{
// RB: don't let artist run into a trap when baking multibounce lightgrids
// use default value of r_lightScale 3
const float lightScale = 3;
const idVec4 lightColor = colorWhite * lightScale;
// apply the world-global overbright and the 2x factor for specular
diffuseColor = lightColor;
specularColor = lightColor;// * 2.0f;
// loose 5% with every bounce like in DDGI
const float energyConservation = 0.95f;
//ambientColor.Set( energyConservation, energyConservation, energyConservation, 1.0f );
float a = r_forceAmbient.GetFloat();
ambientColor.Set( a, a, a, 1 );
}
else
{
const float lightScale = r_lightScale.GetFloat();
const idVec4 lightColor = colorWhite * lightScale;
// apply the world-global overbright and tune down specular a bit so we have less fresnel overglow
diffuseColor = lightColor;
specularColor = lightColor;// * 0.5f;
float ambientBoost = 1.0f;
ambientColor.x = r_forceAmbient.GetFloat() * ambientBoost;
ambientColor.y = r_forceAmbient.GetFloat() * ambientBoost;
ambientColor.z = r_forceAmbient.GetFloat() * ambientBoost;
ambientColor.w = 1;
}
renderProgManager.SetRenderParm( RENDERPARM_AMBIENT_COLOR, ambientColor.ToFloatPtr() );
bool useIBL = !fillGbuffer;
// setup renderparms assuming we will be drawing trivial surfaces first
RB_SetupForFastPathInteractions( diffuseColor, specularColor );
for( int i = 0; i < numDrawSurfs; i++ )
{
const drawSurf_t* drawSurf = drawSurfs[i];
const idMaterial* surfaceMaterial = drawSurf->material;
// translucent surfaces don't put anything in the depth buffer and don't
// test against it, which makes them fail the mirror clip plane operation
if( surfaceMaterial->Coverage() == MC_TRANSLUCENT )
{
continue;
}
// get the expressions for conditionals / color / texcoords
const float* surfaceRegs = drawSurf->shaderRegisters;
// if all stages of a material have been conditioned off, don't do anything
int stage = 0;
for( ; stage < surfaceMaterial->GetNumStages(); stage++ )
{
const shaderStage_t* pStage = surfaceMaterial->GetStage( stage );
// check the stage enable condition
if( surfaceRegs[ pStage->conditionRegister ] != 0 )
{
break;
}
}
if( stage == surfaceMaterial->GetNumStages() )
{
continue;
}
//bool isWorldModel = ( drawSurf->space->entityDef->parms.origin == vec3_origin );
//if( isWorldModel )
//{
// renderProgManager.BindShader_VertexLighting();
//}
//else
{
if( fillGbuffer )
{
// TODO support PBR textures and store roughness in the alpha channel
// fill geometry buffer with normal/roughness information
if( drawSurf->jointCache )
{
renderProgManager.BindShader_SmallGeometryBufferSkinned();
}
else
{
renderProgManager.BindShader_SmallGeometryBuffer();
}
}
}
// change the matrix if needed
if( drawSurf->space != currentSpace )
{
currentSpace = drawSurf->space;
RB_SetMVP( drawSurf->space->mvp );
// tranform the view origin into model local space
idVec4 localViewOrigin( 1.0f );
R_GlobalPointToLocal( drawSurf->space->modelMatrix, viewDef->renderView.vieworg, localViewOrigin.ToVec3() );
SetVertexParm( RENDERPARM_LOCALVIEWORIGIN, localViewOrigin.ToFloatPtr() );
// RB: if we want to store the normals in world space so we need the model -> world matrix
idRenderMatrix modelMatrix;
idRenderMatrix::Transpose( *( idRenderMatrix* )drawSurf->space->modelMatrix, modelMatrix );
SetVertexParms( RENDERPARM_MODELMATRIX_X, modelMatrix[0], 4 );
// RB: if we want to store the normals in camera space so we need the model -> camera matrix
float modelViewMatrixTranspose[16];
R_MatrixTranspose( drawSurf->space->modelViewMatrix, modelViewMatrixTranspose );
SetVertexParms( RENDERPARM_MODELVIEWMATRIX_X, modelViewMatrixTranspose, 4 );
}
/*
uint64 surfGLState = 0;
// set polygon offset if necessary
if( surfaceMaterial->TestMaterialFlag( MF_POLYGONOFFSET ) )
{
surfGLState |= GLS_POLYGON_OFFSET;
GL_PolygonOffset( r_offsetFactor.GetFloat(), r_offsetUnits.GetFloat() * surfaceMaterial->GetPolygonOffset() );
}
// subviews will just down-modulate the color buffer
idVec4 color;
if( surfaceMaterial->GetSort() == SS_SUBVIEW )
{
surfGLState |= GLS_SRCBLEND_DST_COLOR | GLS_DSTBLEND_ZERO | GLS_DEPTHFUNC_LESS;
color[0] = 1.0f;
color[1] = 1.0f;
color[2] = 1.0f;
color[3] = 1.0f;
}
else
{
// others just draw black
#if 0
color[0] = 0.0f;
color[1] = 0.0f;
color[2] = 0.0f;
color[3] = 1.0f;
#else
color = colorWhite;
#endif
}
*/
drawInteraction_t inter = {};
inter.surf = drawSurf;
inter.diffuseColor[0] = inter.diffuseColor[1] = inter.diffuseColor[2] = inter.diffuseColor[3] = 1;
inter.specularColor[0] = inter.specularColor[1] = inter.specularColor[2] = inter.specularColor[3] = 0;
// check for the fast path
if( surfaceMaterial->GetFastPathBumpImage() && !r_skipInteractionFastPath.GetBool() )
{
renderLog.OpenBlock( surfaceMaterial->GetName(), colorMdGrey );
inter.bumpImage = surfaceMaterial->GetFastPathBumpImage();
inter.specularImage = surfaceMaterial->GetFastPathSpecularImage();
inter.diffuseImage = surfaceMaterial->GetFastPathDiffuseImage();
DrawSingleInteraction( &inter, true, useIBL, false );
renderLog.CloseBlock();
continue;
}
renderLog.OpenBlock( surfaceMaterial->GetName(), colorMdGrey );
//bool drawSolid = false;
inter.bumpImage = NULL;
inter.specularImage = NULL;
inter.diffuseImage = NULL;
// we may have multiple alpha tested stages
// if the only alpha tested stages are condition register omitted,
// draw a normal opaque surface
bool didDraw = false;
// perforated surfaces may have multiple alpha tested stages
for( stage = 0; stage < surfaceMaterial->GetNumStages(); stage++ )
{
const shaderStage_t* surfaceStage = surfaceMaterial->GetStage( stage );
switch( surfaceStage->lighting )
{
case SL_COVERAGE:
{
// ignore any coverage stages since they should only be used for the depth fill pass
// for diffuse stages that use alpha test.
break;
}
case SL_AMBIENT:
{
// ignore ambient stages while drawing interactions
break;
}
case SL_BUMP:
{
// ignore stage that fails the condition
if( !surfaceRegs[ surfaceStage->conditionRegister ] )
{
break;
}
// draw any previous interaction
if( inter.bumpImage != NULL )
{
#if BLEND_NORMALS
if( inter.vertexColor == SVC_IGNORE )
{
GL_State( GLS_SRCBLEND_ONE | GLS_DSTBLEND_ZERO | GLS_DEPTHMASK | GLS_DEPTHFUNC_EQUAL );
}
else
{
// RB: this is a bit hacky: use additive blending to blend the normals
GL_State( GLS_SRCBLEND_ONE | GLS_DSTBLEND_ONE | GLS_DEPTHMASK | GLS_DEPTHFUNC_EQUAL );
}
#endif
DrawSingleInteraction( &inter, false, useIBL, false );
}
inter.bumpImage = surfaceStage->texture.image;
inter.diffuseImage = NULL;
inter.specularImage = NULL;
SetupInteractionStage( surfaceStage, surfaceRegs, NULL,
inter.bumpMatrix, NULL );
break;
}
case SL_DIFFUSE:
{
// ignore stage that fails the condition
if( !surfaceRegs[ surfaceStage->conditionRegister ] )
{
break;
}
// draw any previous interaction
if( inter.diffuseImage != NULL )
{
#if BLEND_NORMALS
if( inter.vertexColor == SVC_IGNORE )
{
GL_State( GLS_SRCBLEND_ONE | GLS_DSTBLEND_ZERO | GLS_DEPTHMASK | GLS_DEPTHFUNC_EQUAL );
}
else
{
// RB: this is a bit hacky: use additive blending to blend the normals
GL_State( GLS_SRCBLEND_ONE | GLS_DSTBLEND_ONE | GLS_DEPTHMASK | GLS_DEPTHFUNC_EQUAL );
}
#endif
DrawSingleInteraction( &inter, false, useIBL, false );
}
inter.diffuseImage = surfaceStage->texture.image;
inter.vertexColor = surfaceStage->vertexColor;
SetupInteractionStage( surfaceStage, surfaceRegs, diffuseColor.ToFloatPtr(),
inter.diffuseMatrix, inter.diffuseColor.ToFloatPtr() );
break;
}
case SL_SPECULAR:
{
// ignore stage that fails the condition
if( !surfaceRegs[ surfaceStage->conditionRegister ] )
{
break;
}
// draw any previous interaction
if( inter.specularImage != NULL )
{
#if BLEND_NORMALS
if( inter.vertexColor == SVC_IGNORE )
{
GL_State( GLS_SRCBLEND_ONE | GLS_DSTBLEND_ZERO | GLS_DEPTHMASK | GLS_DEPTHFUNC_EQUAL );
}
else
{
// RB: this is a bit hacky: use additive blending to blend the normals
GL_State( GLS_SRCBLEND_ONE | GLS_DSTBLEND_ONE | GLS_DEPTHMASK | GLS_DEPTHFUNC_EQUAL );
}
#endif
DrawSingleInteraction( &inter, false, useIBL, false );
}
inter.specularImage = surfaceStage->texture.image;
inter.vertexColor = surfaceStage->vertexColor;
SetupInteractionStage( surfaceStage, surfaceRegs, specularColor.ToFloatPtr(),
inter.specularMatrix, inter.specularColor.ToFloatPtr() );
break;
}
}
}
// draw the final interaction
#if BLEND_NORMALS
if( inter.vertexColor == SVC_IGNORE )
{
GL_State( GLS_SRCBLEND_ONE | GLS_DSTBLEND_ZERO | GLS_DEPTHMASK | GLS_DEPTHFUNC_EQUAL );
}
else
{
// RB: this is a bit hacky: use additive blending to blend the normals
GL_State( GLS_SRCBLEND_ONE | GLS_DSTBLEND_ONE | GLS_DEPTHMASK | GLS_DEPTHFUNC_EQUAL );
}
#endif
DrawSingleInteraction( &inter, false, useIBL, false );
renderLog.CloseBlock();
}
// disable blending
GL_State( GLS_SRCBLEND_ONE | GLS_DSTBLEND_ZERO | GLS_DEPTHMASK | GLS_DEPTHFUNC_EQUAL );
SetFragmentParm( RENDERPARM_ALPHA_TEST, vec4_zero.ToFloatPtr() );
GL_SelectTexture( 0 );
if( fillGbuffer )
{
// go back to main render target
if( previousFramebuffer != NULL )
{
previousFramebuffer->Bind();
}
else
{
Framebuffer::Unbind();
}
}
renderProgManager.Unbind();
renderLog.CloseBlock();
renderLog.CloseMainBlock();
}
// RB end
/*
==============================================================================================
SHADOW MAPS RENDERING
==============================================================================================
*/
/*
same as D3DXMatrixOrthoOffCenterRH
http://msdn.microsoft.com/en-us/library/bb205348(VS.85).aspx
*/
static void MatrixOrthogonalProjectionRH( float m[16], float left, float right, float bottom, float top, float zNear, float zFar )
{
m[0] = 2 / ( right - left );
m[4] = 0;
m[8] = 0;
m[12] = ( left + right ) / ( left - right );
m[1] = 0;
m[5] = 2 / ( top - bottom );
m[9] = 0;
m[13] = ( top + bottom ) / ( bottom - top );
m[2] = 0;
m[6] = 0;
m[10] = 1 / ( zNear - zFar );
m[14] = zNear / ( zNear - zFar );
m[3] = 0;
m[7] = 0;
m[11] = 0;
m[15] = 1;
}
void MatrixCrop( float m[16], const idVec3 mins, const idVec3 maxs )
{
float scaleX, scaleY, scaleZ;
float offsetX, offsetY, offsetZ;
scaleX = 2.0f / ( maxs[0] - mins[0] );
scaleY = 2.0f / ( maxs[1] - mins[1] );
offsetX = -0.5f * ( maxs[0] + mins[0] ) * scaleX;
offsetY = -0.5f * ( maxs[1] + mins[1] ) * scaleY;
scaleZ = 1.0f / ( maxs[2] - mins[2] );
offsetZ = -mins[2] * scaleZ;
m[ 0] = scaleX;
m[ 4] = 0;
m[ 8] = 0;
m[12] = offsetX;
m[ 1] = 0;
m[ 5] = scaleY;
m[ 9] = 0;
m[13] = offsetY;
m[ 2] = 0;
m[ 6] = 0;
m[10] = scaleZ;
m[14] = offsetZ;
m[ 3] = 0;
m[ 7] = 0;
m[11] = 0;
m[15] = 1;
}
void MatrixLookAtRH( float m[16], const idVec3& eye, const idVec3& dir, const idVec3& up )
{
idVec3 dirN;
idVec3 upN;
idVec3 sideN;
sideN = dir.Cross( up );
sideN.Normalize();
upN = sideN.Cross( dir );
upN.Normalize();
dirN = dir;
dirN.Normalize();
m[ 0] = sideN[0];
m[ 4] = sideN[1];
m[ 8] = sideN[2];
m[12] = -( sideN * eye );
m[ 1] = upN[0];
m[ 5] = upN[1];
m[ 9] = upN[2];
m[13] = -( upN * eye );
m[ 2] = -dirN[0];
m[ 6] = -dirN[1];
m[10] = -dirN[2];
m[14] = ( dirN * eye );
m[ 3] = 0;
m[ 7] = 0;
m[11] = 0;
m[15] = 1;
}
/*
=====================
idRenderBackend::SetupShadowMapMatrices
=====================
*/
void idRenderBackend::SetupShadowMapMatrices( viewLight_t* vLight, int side, idRenderMatrix& lightProjectionRenderMatrix, idRenderMatrix& lightViewRenderMatrix )
{
if( vLight->parallel && side >= 0 )
{
assert( side >= 0 && side < 6 );
// original light direction is from surface to light origin
idVec3 lightDir = -vLight->lightCenter;
if( lightDir.Normalize() == 0.0f )
{
lightDir[2] = -1.0f;
}
idMat3 rotation = lightDir.ToMat3();
//idAngles angles = lightDir.ToAngles();
//idMat3 rotation = angles.ToMat3();
const idVec3 viewDir = viewDef->renderView.viewaxis[0];
const idVec3 viewPos = viewDef->renderView.vieworg;
#if 1
idRenderMatrix::CreateViewMatrix( viewDef->renderView.vieworg, rotation, lightViewRenderMatrix );
#else
float lightViewMatrix[16];
MatrixLookAtRH( lightViewMatrix, viewPos, lightDir, viewDir );
idRenderMatrix::Transpose( *( idRenderMatrix* )lightViewMatrix, lightViewRenderMatrix );
#endif
idBounds lightBounds;
lightBounds.Clear();
ALIGNTYPE16 frustumCorners_t corners;
idRenderMatrix::GetFrustumCorners( corners, vLight->inverseBaseLightProject, bounds_zeroOneCube );
idVec4 point, transf;
for( int j = 0; j < 8; j++ )
{
point[0] = corners.x[j];
point[1] = corners.y[j];
point[2] = corners.z[j];
point[3] = 1;
lightViewRenderMatrix.TransformPoint( point, transf );
transf[0] /= transf[3];
transf[1] /= transf[3];
transf[2] /= transf[3];
lightBounds.AddPoint( transf.ToVec3() );
}
float lightProjectionMatrix[16];
MatrixOrthogonalProjectionRH( lightProjectionMatrix, lightBounds[0][0], lightBounds[1][0], lightBounds[0][1], lightBounds[1][1], -lightBounds[1][2], -lightBounds[0][2] );
idRenderMatrix::Transpose( *( idRenderMatrix* )lightProjectionMatrix, lightProjectionRenderMatrix );
// 'frustumMVP' goes from global space -> camera local space -> camera projective space
// invert the MVP projection so we can deform zero-to-one cubes into the frustum pyramid shape and calculate global bounds
idRenderMatrix splitFrustumInverse;
if( !idRenderMatrix::Inverse( viewDef->frustumMVPs[FRUSTUM_CASCADE1 + side], splitFrustumInverse ) )
{
idLib::Warning( "splitFrustumMVP invert failed" );
}
// splitFrustumCorners in global space
ALIGNTYPE16 frustumCorners_t splitFrustumCorners;
idRenderMatrix::GetFrustumCorners( splitFrustumCorners, splitFrustumInverse, bounds_unitCube );
#if 0
idBounds splitFrustumBounds;
splitFrustumBounds.Clear();
for( int j = 0; j < 8; j++ )
{
point[0] = splitFrustumCorners.x[j];
point[1] = splitFrustumCorners.y[j];
point[2] = splitFrustumCorners.z[j];
splitFrustumBounds.AddPoint( point.ToVec3() );
}
idVec3 center = splitFrustumBounds.GetCenter();
float radius = splitFrustumBounds.GetRadius( center );
//ALIGNTYPE16 frustumCorners_t splitFrustumCorners;
splitFrustumBounds[0] = idVec3( -radius, -radius, -radius );
splitFrustumBounds[1] = idVec3( radius, radius, radius );
splitFrustumBounds.TranslateSelf( viewPos );
idVec3 splitFrustumCorners2[8];
splitFrustumBounds.ToPoints( splitFrustumCorners2 );
for( int j = 0; j < 8; j++ )
{
splitFrustumCorners.x[j] = splitFrustumCorners2[j].x;
splitFrustumCorners.y[j] = splitFrustumCorners2[j].y;
splitFrustumCorners.z[j] = splitFrustumCorners2[j].z;
}
#endif
idRenderMatrix lightViewProjectionRenderMatrix;
idRenderMatrix::Multiply( lightProjectionRenderMatrix, lightViewRenderMatrix, lightViewProjectionRenderMatrix );
// find the bounding box of the current split in the light's clip space
idBounds cropBounds;
cropBounds.Clear();
for( int j = 0; j < 8; j++ )
{
point[0] = splitFrustumCorners.x[j];
point[1] = splitFrustumCorners.y[j];
point[2] = splitFrustumCorners.z[j];
point[3] = 1;
lightViewRenderMatrix.TransformPoint( point, transf );
transf[0] /= transf[3];
transf[1] /= transf[3];
transf[2] /= transf[3];
cropBounds.AddPoint( transf.ToVec3() );
}
// don't let the frustum AABB be bigger than the light AABB
if( cropBounds[0][0] < lightBounds[0][0] )
{
cropBounds[0][0] = lightBounds[0][0];
}
if( cropBounds[0][1] < lightBounds[0][1] )
{
cropBounds[0][1] = lightBounds[0][1];
}
if( cropBounds[1][0] > lightBounds[1][0] )
{
cropBounds[1][0] = lightBounds[1][0];
}
if( cropBounds[1][1] > lightBounds[1][1] )
{
cropBounds[1][1] = lightBounds[1][1];
}
cropBounds[0][2] = lightBounds[0][2];
cropBounds[1][2] = lightBounds[1][2];
//float cropMatrix[16];
//MatrixCrop(cropMatrix, cropBounds[0], cropBounds[1]);
//idRenderMatrix cropRenderMatrix;
//idRenderMatrix::Transpose( *( idRenderMatrix* )cropMatrix, cropRenderMatrix );
//idRenderMatrix tmp = lightProjectionRenderMatrix;
//idRenderMatrix::Multiply( cropRenderMatrix, tmp, lightProjectionRenderMatrix );
MatrixOrthogonalProjectionRH( lightProjectionMatrix, cropBounds[0][0], cropBounds[1][0], cropBounds[0][1], cropBounds[1][1], -cropBounds[1][2], -cropBounds[0][2] );
idRenderMatrix::Transpose( *( idRenderMatrix* )lightProjectionMatrix, lightProjectionRenderMatrix );
vLight->shadowV[side] = lightViewRenderMatrix;
vLight->shadowP[side] = lightProjectionRenderMatrix;
#if defined( USE_NVRHI )
ALIGNTYPE16 const idRenderMatrix matClipToUvzw(
1.0f, 0.0f, 0.0f, 0.0f,
0.0f, -1.0f, 0.0f, 0.0f,
0.0f, 0.0f, 2.0f, -1.0f,
0.0f, 0.0f, 0.0f, 1.0f
);
idRenderMatrix::Multiply( matClipToUvzw, lightProjectionRenderMatrix, vLight->shadowP[side] );
#endif
}
else if( vLight->pointLight && side >= 0 )
{
assert( side >= 0 && side < 6 );
float viewMatrix[16] = {0};
idVec3 vec;
idVec3 origin = vLight->globalLightOrigin;
// side of a point light
switch( side )
{
case 0:
viewMatrix[0] = 1;
viewMatrix[9] = 1;
viewMatrix[6] = -1;
break;
case 1:
viewMatrix[0] = -1;
viewMatrix[9] = -1;
viewMatrix[6] = -1;
break;
case 2:
viewMatrix[4] = 1;
viewMatrix[1] = -1;
viewMatrix[10] = 1;
break;
case 3:
viewMatrix[4] = -1;
viewMatrix[1] = -1;
viewMatrix[10] = -1;
break;
case 4:
viewMatrix[8] = 1;
viewMatrix[1] = -1;
viewMatrix[6] = -1;
break;
case 5:
viewMatrix[8] = -1;
viewMatrix[1] = 1;
viewMatrix[6] = -1;
break;
}
viewMatrix[12] = -origin[0] * viewMatrix[0] + -origin[1] * viewMatrix[4] + -origin[2] * viewMatrix[8];
viewMatrix[13] = -origin[0] * viewMatrix[1] + -origin[1] * viewMatrix[5] + -origin[2] * viewMatrix[9];
viewMatrix[14] = -origin[0] * viewMatrix[2] + -origin[1] * viewMatrix[6] + -origin[2] * viewMatrix[10];
viewMatrix[3] = 0;
viewMatrix[7] = 0;
viewMatrix[11] = 0;
viewMatrix[15] = 1;
// from world space to light origin, looking down the X axis
float unflippedLightViewMatrix[16];
// from world space to OpenGL view space, looking down the negative Z axis
float lightViewMatrix[16];
static float s_flipMatrix[16] =
{
// convert from our coordinate system (looking down X)
// to OpenGL's coordinate system (looking down -Z)
0, 0, -1, 0,
-1, 0, 0, 0,
0, 1, 0, 0,
0, 0, 0, 1
};
memcpy( unflippedLightViewMatrix, viewMatrix, sizeof( unflippedLightViewMatrix ) );
R_MatrixMultiply( viewMatrix, s_flipMatrix, lightViewMatrix );
idRenderMatrix::Transpose( *( idRenderMatrix* )lightViewMatrix, lightViewRenderMatrix );
// set up 90 degree projection matrix
const float zNear = 4;
const float fov = r_shadowMapFrustumFOV.GetFloat();
float ymax = zNear * tan( fov * idMath::PI / 360.0f );
float ymin = -ymax;
float xmax = zNear * tan( fov * idMath::PI / 360.0f );
float xmin = -xmax;
const float width = xmax - xmin;
const float height = ymax - ymin;
// from OpenGL view space to OpenGL NDC ( -1 : 1 in XYZ )
float lightProjectionMatrix[16];
lightProjectionMatrix[0 * 4 + 0] = -2.0f * zNear / width;
lightProjectionMatrix[1 * 4 + 0] = 0.0f;
lightProjectionMatrix[2 * 4 + 0] = ( xmax + xmin ) / width; // normally 0
lightProjectionMatrix[3 * 4 + 0] = 0.0f;
lightProjectionMatrix[0 * 4 + 1] = 0.0f;
lightProjectionMatrix[1 * 4 + 1] = 2.0f * zNear / height;
lightProjectionMatrix[2 * 4 + 1] = ( ymax + ymin ) / height; // normally 0
lightProjectionMatrix[3 * 4 + 1] = 0.0f;
// this is the far-plane-at-infinity formulation, and
// crunches the Z range slightly so w=0 vertexes do not
// rasterize right at the wraparound point
lightProjectionMatrix[0 * 4 + 2] = 0.0f;
lightProjectionMatrix[1 * 4 + 2] = 0.0f;
lightProjectionMatrix[2 * 4 + 2] = -0.999f; // adjust value to prevent imprecision issues
#if 0 //defined( USE_NVRHI )
// the D3D clip space Z is in range [0,1] instead of [-1,1]
lightProjectionMatrix[3 * 4 + 2] = -zNear;
#else
lightProjectionMatrix[3 * 4 + 2] = -2.0f * zNear;
#endif
lightProjectionMatrix[0 * 4 + 3] = 0.0f;
lightProjectionMatrix[1 * 4 + 3] = 0.0f;
lightProjectionMatrix[2 * 4 + 3] = -1.0f;
lightProjectionMatrix[3 * 4 + 3] = 0.0f;
idRenderMatrix::Transpose( *( idRenderMatrix* )lightProjectionMatrix, lightProjectionRenderMatrix );
vLight->shadowV[side] = lightViewRenderMatrix;
vLight->shadowP[side] = lightProjectionRenderMatrix;
#if defined( USE_NVRHI )
ALIGNTYPE16 const idRenderMatrix matClipToUvzw(
1.0f, 0.0f, 0.0f, 0.0f,
0.0f, -1.0f, 0.0f, 0.0f,
0.0f, 0.0f, 2.0f, -1.0f,
0.0f, 0.0f, 0.0f, 1.0f
);
idRenderMatrix::Multiply( matClipToUvzw, lightProjectionRenderMatrix, vLight->shadowP[side] );
#endif
}
else
{
// spot light
lightViewRenderMatrix.Identity();
lightProjectionRenderMatrix = vLight->baseLightProject;
vLight->shadowV[0] = lightViewRenderMatrix;
vLight->shadowP[0] = lightProjectionRenderMatrix;
#if defined( USE_NVRHI )
// Calculate alternate matrix that maps to [0, 1] UV space instead of [-1, 1] clip space
ALIGNTYPE16 const idRenderMatrix matClipToUvzw(
0.5f, 0.0f, 0.0f, 0.5f,
0.0f, -0.5f, 0.0f, 0.5f,
0.0f, 0.0f, 1.0f, 0.0f,
0.0f, 0.0f, 0.0f, 1.0f
);
idRenderMatrix shadowToClip;
idRenderMatrix::Multiply( renderMatrix_windowSpaceToClipSpace, lightProjectionRenderMatrix, shadowToClip );
idRenderMatrix::Multiply( matClipToUvzw, shadowToClip, vLight->shadowP[0] );
#endif
}
}
/*
=====================
idRenderBackend::ShadowMapPassPerforated
=====================
*/
void idRenderBackend::ShadowMapPassPerforated( const drawSurf_t** drawSurfs, int numDrawSurfs, viewLight_t* vLight, int side, const idRenderMatrix& lightProjectionRenderMatrix, const idRenderMatrix& lightViewRenderMatrix )
{
if( r_skipShadows.GetBool() )
{
return;
}
if( drawSurfs == NULL || numDrawSurfs <= 0 )
{
return;
}
if( viewDef->renderView.rdflags & RDF_NOSHADOWS )
{
return;
}
renderLog.OpenBlock( "Render_ShadowMapsPerforated", colorBrown );
uint64 glState = 0;
// the actual stencil func will be set in the draw code, but we need to make sure it isn't
// disabled here, and that the value will get reset for the interactions without looking
// like a no-change-required
GL_State( glState | GLS_POLYGON_OFFSET );
switch( r_shadowMapOccluderFacing.GetInteger() )
{
case 0:
GL_State( ( glStateBits & ~( GLS_CULL_MASK ) ) | GLS_CULL_FRONTSIDED );
GL_PolygonOffset( r_shadowMapPolygonFactor.GetFloat(), r_shadowMapPolygonOffset.GetFloat() );
break;
case 1:
GL_State( ( glStateBits & ~( GLS_CULL_MASK ) ) | GLS_CULL_BACKSIDED );
GL_PolygonOffset( -r_shadowMapPolygonFactor.GetFloat(), -r_shadowMapPolygonOffset.GetFloat() );
break;
default:
GL_State( ( glStateBits & ~( GLS_CULL_MASK ) ) | GLS_CULL_TWOSIDED );
GL_PolygonOffset( r_shadowMapPolygonFactor.GetFloat(), r_shadowMapPolygonOffset.GetFloat() );
break;
}
// process the chain of shadows with the current rendering state
currentSpace = NULL;
for( int surfNum = 0; surfNum < numDrawSurfs; surfNum++ )
{
const drawSurf_t* drawSurf = drawSurfs[ surfNum ];
if( drawSurf->space != currentSpace )
{
// model -> world
idRenderMatrix modelRenderMatrix;
idRenderMatrix::Transpose( *( idRenderMatrix* )drawSurf->space->modelMatrix, modelRenderMatrix );
// world -> light = light camera view of model in Doom
idRenderMatrix modelToLightRenderMatrix;
idRenderMatrix::Multiply( lightViewRenderMatrix, modelRenderMatrix, modelToLightRenderMatrix );
idRenderMatrix clipMVP;
idRenderMatrix::Multiply( lightProjectionRenderMatrix, modelToLightRenderMatrix, clipMVP );
if( vLight->parallel )
{
// cascaded sun light shadowmap
idRenderMatrix MVP;
idRenderMatrix::Multiply( renderMatrix_clipSpaceToWindowSpace, clipMVP, MVP );
RB_SetMVP( clipMVP );
}
else if( side < 0 )
{
// spot light
idRenderMatrix MVP;
idRenderMatrix::Multiply( renderMatrix_windowSpaceToClipSpace, clipMVP, MVP );
RB_SetMVP( MVP );
}
else
{
// point light
RB_SetMVP( clipMVP );
}
// set the local light position to allow the vertex program to project the shadow volume end cap to infinity
/*
idVec4 localLight( 0.0f );
R_GlobalPointToLocal( drawSurf->space->modelMatrix, vLight->globalLightOrigin, localLight.ToVec3() );
SetVertexParm( RENDERPARM_LOCALLIGHTORIGIN, localLight.ToFloatPtr() );
*/
currentSpace = drawSurf->space;
}
bool didDraw = false;
const idMaterial* shader = drawSurf->material;
// get the expressions for conditionals / color / texcoords
const float* regs = drawSurf->shaderRegisters;
idVec4 color( 0, 0, 0, 1 );
uint64 surfGLState = 0;
// set polygon offset if necessary
if( shader && shader->TestMaterialFlag( MF_POLYGONOFFSET ) )
{
surfGLState |= GLS_POLYGON_OFFSET;
GL_PolygonOffset( r_offsetFactor.GetFloat(), r_offsetUnits.GetFloat() * shader->GetPolygonOffset() );
}
if( shader && shader->Coverage() == MC_PERFORATED )
{
// perforated surfaces may have multiple alpha tested stages
for( int stage = 0; stage < shader->GetNumStages(); stage++ )
{
const shaderStage_t* pStage = shader->GetStage( stage );
if( !pStage->hasAlphaTest )
{
continue;
}
// check the stage enable condition
if( regs[ pStage->conditionRegister ] == 0 )
{
continue;
}
// if we at least tried to draw an alpha tested stage,
// we won't draw the opaque surface
didDraw = true;
// set the alpha modulate
color[3] = regs[ pStage->color.registers[3] ];
// skip the entire stage if alpha would be black
if( color[3] <= 0.0f )
{
continue;
}
uint64 stageGLState = surfGLState;
// set privatePolygonOffset if necessary
if( pStage->privatePolygonOffset )
{
GL_PolygonOffset( r_offsetFactor.GetFloat(), r_offsetUnits.GetFloat() * pStage->privatePolygonOffset );
stageGLState |= GLS_POLYGON_OFFSET;
}
GL_Color( color );
GL_State( stageGLState );
idVec4 alphaTestValue( regs[ pStage->alphaTestRegister ] );
SetFragmentParm( RENDERPARM_ALPHA_TEST, alphaTestValue.ToFloatPtr() );
if( drawSurf->jointCache )
{
renderProgManager.BindShader_TextureVertexColorSkinned();
}
else
{
renderProgManager.BindShader_TextureVertexColor();
}
RB_SetVertexColorParms( SVC_IGNORE );
// bind the texture
GL_SelectTexture( 0 );
pStage->texture.image->Bind();
// set texture matrix and texGens
PrepareStageTexturing( pStage, drawSurf );
// must render with less-equal for Z-Cull to work properly
assert( ( GL_GetCurrentState() & GLS_DEPTHFUNC_BITS ) == GLS_DEPTHFUNC_LESS );
// draw it
DrawElementsWithCounters( drawSurf, true );
// clean up
FinishStageTexturing( pStage, drawSurf );
// unset privatePolygonOffset if necessary
if( pStage->privatePolygonOffset )
{
GL_PolygonOffset( r_offsetFactor.GetFloat(), r_offsetUnits.GetFloat() * shader->GetPolygonOffset() );
}
}
}
if( !didDraw )
{
if( drawSurf->jointCache )
{
renderProgManager.BindShader_DepthSkinned();
}
else
{
renderProgManager.BindShader_Depth();
}
DrawElementsWithCounters( drawSurf, true );
}
}
renderLog.CloseBlock();
}
/*
=====================
idRenderBackend::ShadowMapPassFast
=====================
*/
void idRenderBackend::ShadowMapPassFast( const drawSurf_t* drawSurfs, viewLight_t* vLight, int side, bool atlas )
{
if( r_skipShadows.GetBool() )
{
return;
}
if( drawSurfs == NULL )
{
return;
}
if( viewDef->renderView.rdflags & RDF_NOSHADOWS )
{
return;
}
renderLog.OpenBlock( "Render_ShadowMaps", colorBrown );
renderProgManager.BindShader_Depth();
GL_SelectTexture( 0 );
globalImages->blackImage->Bind();
uint64 glState = 0;
// the actual stencil func will be set in the draw code, but we need to make sure it isn't
// disabled here, and that the value will get reset for the interactions without looking
// like a no-change-required
GL_State( glState | GLS_POLYGON_OFFSET );
switch( r_shadowMapOccluderFacing.GetInteger() )
{
case 0:
GL_State( ( glStateBits & ~( GLS_CULL_MASK ) ) | GLS_CULL_FRONTSIDED );
GL_PolygonOffset( r_shadowMapPolygonFactor.GetFloat(), r_shadowMapPolygonOffset.GetFloat() );
break;
case 1:
GL_State( ( glStateBits & ~( GLS_CULL_MASK ) ) | GLS_CULL_BACKSIDED );
GL_PolygonOffset( -r_shadowMapPolygonFactor.GetFloat(), -r_shadowMapPolygonOffset.GetFloat() );
break;
default:
GL_State( ( glStateBits & ~( GLS_CULL_MASK ) ) | GLS_CULL_TWOSIDED );
GL_PolygonOffset( r_shadowMapPolygonFactor.GetFloat(), r_shadowMapPolygonOffset.GetFloat() );
break;
}
idRenderMatrix lightProjectionRenderMatrix;
idRenderMatrix lightViewRenderMatrix;
SetupShadowMapMatrices( vLight, side, lightProjectionRenderMatrix, lightViewRenderMatrix );
int slice = Max( 0, side );
if( atlas )
{
globalFramebuffers.shadowAtlasFBO->Bind();
GL_ViewportAndScissor( vLight->imageAtlasOffset[slice].x, vLight->imageAtlasOffset[slice].y, vLight->imageSize.x, vLight->imageSize.y );
}
else
{
globalFramebuffers.shadowFBO[vLight->shadowLOD][slice]->Bind();
GL_ViewportAndScissor( 0, 0, shadowMapResolutions[vLight->shadowLOD], shadowMapResolutions[vLight->shadowLOD] );
const nvrhi::FramebufferAttachment& att = currentFrameBuffer->GetApiObject()->getDesc().depthAttachment;
if( att.texture )
{
commandList->clearDepthStencilTexture( att.texture, nvrhi::TextureSubresourceSet().setArraySlices( slice, 1 ), true, 1.f, false, 0x80 );
}
}
pc.c_shadowViews++;
// process the chain of shadows with the current rendering state
currentSpace = NULL;
int numDrawSurfs = 0;
for( const drawSurf_t* drawSurf = drawSurfs; drawSurf != NULL; drawSurf = drawSurf->nextOnLight )
{
numDrawSurfs++;
}
const drawSurf_t** perforatedSurfaces = ( const drawSurf_t** )_alloca( numDrawSurfs * sizeof( drawSurf_t* ) );
int numPerforatedSurfaces = 0;
for( const drawSurf_t* drawSurf = drawSurfs; drawSurf != NULL; drawSurf = drawSurf->nextOnLight )
{
if( drawSurf->numIndexes == 0 )
{
continue; // a job may have created an empty shadow geometry
}
const idMaterial* shader = drawSurf->material;
if( shader == NULL )
{
continue;
}
// translucent surfaces don't put anything in the depth buffer
if( shader->Coverage() == MC_TRANSLUCENT )
{
continue;
}
if( shader->Coverage() == MC_PERFORATED )
{
// save for later drawing
perforatedSurfaces[ numPerforatedSurfaces ] = drawSurf;
numPerforatedSurfaces++;
continue;
}
if( drawSurf->space != currentSpace )
{
// model -> world
idRenderMatrix modelRenderMatrix;
idRenderMatrix::Transpose( *( idRenderMatrix* )drawSurf->space->modelMatrix, modelRenderMatrix );
// world -> light = light camera view of model in Doom
idRenderMatrix modelToLightRenderMatrix;
idRenderMatrix::Multiply( lightViewRenderMatrix, modelRenderMatrix, modelToLightRenderMatrix );
idRenderMatrix clipMVP;
idRenderMatrix::Multiply( lightProjectionRenderMatrix, modelToLightRenderMatrix, clipMVP );
if( vLight->parallel )
{
// cascaded sun light shadowmap
idRenderMatrix MVP;
idRenderMatrix::Multiply( renderMatrix_clipSpaceToWindowSpace, clipMVP, MVP );
RB_SetMVP( clipMVP );
}
else if( side < 0 )
{
// spot light
idRenderMatrix MVP;
idRenderMatrix::Multiply( renderMatrix_windowSpaceToClipSpace, clipMVP, MVP );
RB_SetMVP( MVP );
}
else
{
// point light
RB_SetMVP( clipMVP );
}
currentSpace = drawSurf->space;
}
renderLog.OpenBlock( shader->GetName(), colorMdGrey );
if( drawSurf->jointCache )
{
renderProgManager.BindShader_DepthSkinned();
}
else
{
renderProgManager.BindShader_Depth();
}
// must render with less-equal for Z-Cull to work properly
assert( ( GL_GetCurrentState() & GLS_DEPTHFUNC_BITS ) == GLS_DEPTHFUNC_LESS );
// draw it solid
DrawElementsWithCounters( drawSurf , true );
renderLog.CloseBlock();
}
// draw all perforated surfaces with the general code path
if( numPerforatedSurfaces > 0 )
{
ShadowMapPassPerforated( perforatedSurfaces, numPerforatedSurfaces, vLight, side, lightProjectionRenderMatrix, lightViewRenderMatrix );
}
renderLog.CloseBlock();
}
class idSortrects : public idSort_Quick< int, idSortrects >
{
public:
int SizeMetric( idVec2i v ) const
{
// skinny rects will sort earlier than square ones, because
// they are more likely to grow the entire region
return v.x * v.x + v.y * v.y;
}
int Compare( const int& a, const int& b ) const
{
return SizeMetric( ( *inputSizes )[b] ) - SizeMetric( ( *inputSizes )[a] );
}
const idList<idVec2i>* inputSizes;
};
void idRenderBackend::ShadowAtlasPass( const viewDef_t* _viewDef )
{
if( r_skipShadows.GetBool() || !r_useShadowAtlas.GetBool() || viewDef->viewLights == NULL )
{
return;
}
//OPTICK_EVENT( "Render_ShadowAtlas" );
nvrhi::ObjectType commandObject = nvrhi::ObjectTypes::D3D12_GraphicsCommandList;
if( deviceManager->GetGraphicsAPI() == nvrhi::GraphicsAPI::VULKAN )
{
commandObject = nvrhi::ObjectTypes::VK_CommandBuffer;
}
OPTICK_GPU_CONTEXT( ( void* ) commandList->getNativeObject( commandObject ) );
OPTICK_GPU_EVENT( "Render_ShadowAtlas" );
renderLog.OpenMainBlock( MRB_SHADOW_ATLAS_PASS );
renderLog.OpenBlock( "Render_ShadowAtlas", colorYellow );
GL_SelectTexture( 0 );
Framebuffer* previousFramebuffer = Framebuffer::GetActiveFramebuffer();
globalFramebuffers.shadowAtlasFBO->Bind();
GL_ViewportAndScissor( 0, 0, r_shadowMapAtlasSize.GetInteger(), r_shadowMapAtlasSize.GetInteger() );
/*
const nvrhi::FramebufferAttachment& attColor = currentFrameBuffer->GetApiObject()->getDesc().colorAttachments[0];
if( attColor.texture )
{
commandList->clearTextureFloat( attColor.texture, nvrhi::AllSubresources, nvrhi::Color( 0.0f ) );
}
*/
const nvrhi::FramebufferAttachment& attDepth = currentFrameBuffer->GetApiObject()->getDesc().depthAttachment;
if( attDepth.texture )
{
commandList->clearDepthStencilTexture( attDepth.texture, nvrhi::AllSubresources, true, 1.0f, false, 0x80 );
}
//
// sort lights into atlas
//
int shadowIndex = 0;
idList<idVec2i> inputSizes;
//idStrList inputNames;
for( const viewLight_t* vLight = viewDef->viewLights; vLight != NULL; vLight = vLight->next )
{
if( vLight->lightShader->IsFogLight() )
{
continue;
}
if( vLight->lightShader->IsBlendLight() )
{
continue;
}
if( vLight->localInteractions == NULL && vLight->globalInteractions == NULL && vLight->translucentInteractions == NULL )
{
continue;
}
if( vLight->shadowLOD == -1 || vLight->globalShadows == NULL )
{
// light doesn't cast shadows
continue;
}
int side, sideStop;
if( vLight->parallel )
{
side = 0;
sideStop = r_shadowMapSplits.GetInteger() + 1;
}
else if( vLight->pointLight )
{
if( r_shadowMapSingleSide.GetInteger() != -1 )
{
side = r_shadowMapSingleSide.GetInteger();
sideStop = side + 1;
}
else
{
side = 0;
sideStop = 6;
}
}
else
{
side = -1;
sideStop = 0;
}
const idMaterial* lightShader = vLight->lightShader;
for( ; side < sideStop ; side++ )
{
idVec2i size( shadowMapResolutions[ vLight->shadowLOD ], shadowMapResolutions[ vLight->shadowLOD ] );
inputSizes.Append( size );
//if( size.x >= 1024 )
//{
// inputNames.Append( lightShader->GetName() );
//}
shadowIndex++;
}
}
idList<idVec2i> outputPositions;
idList<int> outputSizes;
//idVec2i totalSize;
// RB: we don't use RectAllocatorQuadTree here because we don't want to rebuild the quad tree every frame
outputPositions.SetNum( inputSizes.Num() );
outputSizes.SetNum( inputSizes.Num() );
idList<int> sizeRemap;
sizeRemap.SetNum( inputSizes.Num() );
for( int i = 0; i < inputSizes.Num(); i++ )
{
sizeRemap[i] = i;
}
// Sort the rects from largest to smallest (it makes allocating them in the image better)
idSortrects sortrectsBySize;
sortrectsBySize.inputSizes = &inputSizes;
sizeRemap.SortWithTemplate( sortrectsBySize );
tileMap.Clear();
for( int i = 0; i < inputSizes.Num(); i++ )
{
shadowIndex = sizeRemap[i];
//shadowIndex = i;
idVec2i size = inputSizes[ shadowIndex ];
int area = Max( size.x, size.y );
//int area = 1024;
Tile tile;
bool result = tileMap.GetTile( area, tile );
if( !result )
{
outputPositions[ shadowIndex ].Set( -1, -1 );
outputSizes[ shadowIndex ] = area;
}
else
{
int imageSize = tile.size * r_shadowMapAtlasSize.GetInteger();
outputSizes[ shadowIndex ] = imageSize;
// convert from [-1..-1] -> [0..1] and flip y
idVec2 uvPos;
uvPos.x = tile.position.x * 0.5f + 0.5f;
uvPos.y = tile.position.y * 0.5f + 0.5f;
idVec2i iPos;
iPos.x = uvPos.x * r_shadowMapAtlasSize.GetInteger();
iPos.y = uvPos.y * r_shadowMapAtlasSize.GetInteger();
// RB: this is really odd but necessary
iPos.x -= imageSize * 0.5f;
iPos.y -= imageSize * 0.5f;
outputPositions[ shadowIndex ].x = iPos.x;
outputPositions[ shadowIndex ].y = iPos.y;
pc.c_shadowAtlasUsage += ( imageSize * imageSize );
}
}
//
// for each light, perform shadowing to a big atlas Framebuffer
//
shadowIndex = 0;
int failedNum = 0;
for( viewLight_t* vLight = viewDef->viewLights; vLight != NULL; vLight = vLight->next )
{
if( vLight->lightShader->IsFogLight() )
{
continue;
}
if( vLight->lightShader->IsBlendLight() )
{
continue;
}
if( vLight->localInteractions == NULL && vLight->globalInteractions == NULL && vLight->translucentInteractions == NULL )
{
continue;
}
if( vLight->shadowLOD == -1 || vLight->globalShadows == NULL )
{
// light doesn't cast shadows
vLight->imageSize.x = vLight->imageSize.y = -1;
continue;
}
const idMaterial* lightShader = vLight->lightShader;
renderLog.OpenBlock( lightShader->GetName(), colorMdGrey );
int side, sideStop;
if( vLight->parallel )
{
side = 0;
sideStop = r_shadowMapSplits.GetInteger() + 1;
}
else if( vLight->pointLight )
{
if( r_shadowMapSingleSide.GetInteger() != -1 )
{
side = r_shadowMapSingleSide.GetInteger();
sideStop = side + 1;
}
else
{
side = 0;
sideStop = 6;
}
}
else
{
side = -1;
sideStop = 0;
}
//vLight->imageSize.x = shadowMapResolutions[ vLight->shadowLOD ];
//vLight->imageSize.y = shadowMapResolutions[ vLight->shadowLOD ];
vLight->imageSize.x = outputSizes[ shadowIndex ];
vLight->imageSize.y = outputSizes[ shadowIndex ];
bool imageFitsIntoAtlas = true;
for( ; side < sideStop ; side++ )
{
int slice = Max( 0, side );
vLight->imageAtlasOffset[ slice ].x = outputPositions[ shadowIndex ].x;
vLight->imageAtlasOffset[ slice ].y = outputPositions[ shadowIndex ].y;
shadowIndex++;
if( vLight->imageAtlasOffset[ slice ].x == -1 || vLight->imageAtlasOffset[ slice ].y == -1 )
{
// didn't fit into atlas anymore
imageFitsIntoAtlas = false;
failedNum++;
continue;
}
ShadowMapPassFast( vLight->globalShadows, vLight, side, true );
}
if( !imageFitsIntoAtlas )
{
vLight->imageSize.x = -1;
}
renderLog.CloseBlock();
}
//idLib::Printf( "failed tiling for %i shadow maps\n", failedNum );
// go back to main render target
if( previousFramebuffer != NULL )
{
previousFramebuffer->Bind();
}
else
{
Framebuffer::Unbind();
}
renderProgManager.Unbind();
GL_State( GLS_DEFAULT );
SetFragmentParm( RENDERPARM_ALPHA_TEST, vec4_zero.ToFloatPtr() );
// go back from light view to default camera view
ResetViewportAndScissorToDefaultCamera( _viewDef );
// unbind texture units
GL_SelectTexture( 0 );
renderLog.CloseBlock();
renderLog.CloseMainBlock();
}
/*
==============================================================================================
DRAW INTERACTIONS
==============================================================================================
*/
/*
==================
idRenderBackend::DrawInteractions
==================
*/
void idRenderBackend::DrawInteractions( const viewDef_t* _viewDef )
{
if( r_skipInteractions.GetBool() || viewDef->viewLights == NULL )
{
return;
}
//OPTICK_EVENT( "Render_Interactions" );
nvrhi::ObjectType commandObject = nvrhi::ObjectTypes::D3D12_GraphicsCommandList;
if( deviceManager->GetGraphicsAPI() == nvrhi::GraphicsAPI::VULKAN )
{
commandObject = nvrhi::ObjectTypes::VK_CommandBuffer;
}
OPTICK_GPU_CONTEXT( ( void* ) commandList->getNativeObject( commandObject ) );
OPTICK_GPU_EVENT( "Render_Interactions" );
renderLog.OpenMainBlock( MRB_DRAW_INTERACTIONS );
renderLog.OpenBlock( "Render_Interactions", colorYellow );
GL_SelectTexture( 0 );
const bool useLightDepthBounds = false; //r_useLightDepthBounds.GetBool() && !r_useShadowMapping.GetBool();
Framebuffer* previousFramebuffer = Framebuffer::GetActiveFramebuffer();
//
// for each light, perform shadowing and adding
//
for( const viewLight_t* vLight = viewDef->viewLights; vLight != NULL; vLight = vLight->next )
{
// do fogging later
if( vLight->lightShader->IsFogLight() )
{
continue;
}
if( vLight->lightShader->IsBlendLight() )
{
continue;
}
if( vLight->localInteractions == NULL && vLight->globalInteractions == NULL && vLight->translucentInteractions == NULL )
{
continue;
}
const idMaterial* lightShader = vLight->lightShader;
renderLog.OpenBlock( lightShader->GetName(), colorMdGrey );
// set the depth bounds for the whole light
if( useLightDepthBounds )
{
GL_DepthBoundsTest( vLight->scissorRect.zmin, vLight->scissorRect.zmax );
}
// RB: render interactions with shadow mapping
{
if( !r_useShadowAtlas.GetBool() && vLight->shadowLOD > -1 )
{
int side, sideStop;
if( vLight->parallel )
{
side = 0;
sideStop = r_shadowMapSplits.GetInteger() + 1;
}
else if( vLight->pointLight )
{
if( r_shadowMapSingleSide.GetInteger() != -1 )
{
side = r_shadowMapSingleSide.GetInteger();
sideStop = side + 1;
}
else
{
side = 0;
sideStop = 6;
}
}
else
{
side = -1;
sideStop = 0;
}
for( ; side < sideStop ; side++ )
{
// vLight is const but we make an exception here to store the shadow matrices per vLight
// OPTIMIZE: these calculations could be moved to the renderer frontend into the multithreaded job
ShadowMapPassFast( vLight->globalShadows, ( viewLight_t* ) vLight, side, false );
}
// go back to main render target
if( previousFramebuffer != NULL )
{
previousFramebuffer->Bind();
}
else
{
Framebuffer::Unbind();
}
renderProgManager.Unbind();
}
GL_State( GLS_DEFAULT );
SetFragmentParm( RENDERPARM_ALPHA_TEST, vec4_zero.ToFloatPtr() );
// go back from light view to default camera view
ResetViewportAndScissorToDefaultCamera( _viewDef );
if( vLight->localInteractions != NULL )
{
renderLog.OpenBlock( "Local Light Interactions", colorPurple );
RenderInteractions( vLight->localInteractions, vLight, GLS_DEPTHFUNC_EQUAL, false, useLightDepthBounds );
renderLog.CloseBlock();
}
if( vLight->globalInteractions != NULL )
{
renderLog.OpenBlock( "Global Light Interactions", colorPurple );
RenderInteractions( vLight->globalInteractions, vLight, GLS_DEPTHFUNC_EQUAL, false, useLightDepthBounds );
renderLog.CloseBlock();
}
}
// RB end
if( vLight->translucentInteractions != NULL && !r_skipTranslucent.GetBool() )
{
renderLog.OpenBlock( "Translucent Interactions", colorCyan );
// Disable the depth bounds test because translucent surfaces don't work with
// the depth bounds tests since they did not write depth during the depth pass.
if( useLightDepthBounds )
{
GL_DepthBoundsTest( 0.0f, 0.0f );
}
// The depth buffer wasn't filled in for translucent surfaces, so they
// can never be constrained to perforated surfaces with the depthfunc equal.
// Translucent surfaces do not receive shadows. This is a case where a
// shadow buffer solution would work but stencil shadows do not because
// stencil shadows only affect surfaces that contribute to the view depth
// buffer and translucent surfaces do not contribute to the view depth buffer.
RenderInteractions( vLight->translucentInteractions, vLight, GLS_DEPTHFUNC_LESS, false, false );
renderLog.CloseBlock();
}
renderLog.CloseBlock();
}
// disable stencil shadow test
GL_State( GLS_DEFAULT );
// unbind texture units
GL_SelectTexture( 0 );
// reset depth bounds
if( useLightDepthBounds )
{
GL_DepthBoundsTest( 0.0f, 0.0f );
}
renderLog.CloseBlock();
renderLog.CloseMainBlock();
}
/*
=============================================================================================
NON-INTERACTION SHADER PASSES
=============================================================================================
*/
/*
=====================
idRenderBackend::DrawShaderPasses
Draw non-light dependent passes
If we are rendering Guis, the drawSurf_t::sort value is a depth offset that can
be multiplied by guiEye for polarity and screenSeparation for scale.
=====================
*/
int idRenderBackend::DrawShaderPasses( const drawSurf_t* const* const drawSurfs, const int numDrawSurfs,
const float guiStereoScreenOffset, const int stereoEye )
{
// only obey skipAmbient if we are rendering a view
if( viewDef->viewEntitys && r_skipAmbient.GetBool() )
{
return numDrawSurfs;
}
//OPTICK_EVENT( "Render_GenericShaderPasses" );
renderLog.OpenBlock( "Render_GenericShaderPasses", colorBlue );
if( viewDef->targetRender )
{
viewDef->targetRender->Bind();
}
GL_SelectTexture( 0 );
currentSpace = ( const viewEntity_t* )1; // using NULL makes /analyze think surf->space needs to be checked...
float currentGuiStereoOffset = 0.0f;
int i = 0;
for( ; i < numDrawSurfs; i++ )
{
const drawSurf_t* surf = drawSurfs[i];
const idMaterial* shader = surf->material;
if( !shader->HasAmbient() )
{
continue;
}
if( shader->IsPortalSky() )
{
continue;
}
// some deforms may disable themselves by setting numIndexes = 0
if( surf->numIndexes == 0 )
{
continue;
}
if( shader->SuppressInSubview() )
{
continue;
}
if( viewDef->isXraySubview && surf->space->entityDef )
{
if( surf->space->entityDef->parms.xrayIndex != 2 )
{
continue;
}
}
// we need to draw the post process shaders after we have drawn the fog lights
if( shader->GetSort() >= SS_POST_PROCESS && !currentRenderCopied )
{
break;
}
// if we are rendering a 3D view and the surface's eye index doesn't match
// the current view's eye index then we skip the surface
// if the stereoEye value of a surface is 0 then we need to draw it for both eyes.
const int shaderStereoEye = shader->GetStereoEye();
const bool isEyeValid = stereoRender_swapEyes.GetBool() ? ( shaderStereoEye == stereoEye ) : ( shaderStereoEye != stereoEye );
if( ( stereoEye != 0 ) && ( shaderStereoEye != 0 ) && ( isEyeValid ) )
{
continue;
}
renderLog.OpenBlock( shader->GetName(), colorMdGrey );
// determine the stereoDepth offset
// guiStereoScreenOffset will always be zero for 3D views, so the !=
// check will never force an update due to the current sort value.
const float thisGuiStereoOffset = guiStereoScreenOffset * surf->sort;
// change the matrix and other space related vars if needed
if( surf->space != currentSpace || thisGuiStereoOffset != currentGuiStereoOffset )
{
currentSpace = surf->space;
currentGuiStereoOffset = thisGuiStereoOffset;
const viewEntity_t* space = currentSpace;
if( guiStereoScreenOffset != 0.0f )
{
RB_SetMVPWithStereoOffset( space->mvp, currentGuiStereoOffset );
}
else
{
RB_SetMVP( space->mvp );
}
// set eye position in local space
idVec4 localViewOrigin( 1.0f );
R_GlobalPointToLocal( space->modelMatrix, viewDef->renderView.vieworg, localViewOrigin.ToVec3() );
SetVertexParm( RENDERPARM_LOCALVIEWORIGIN, localViewOrigin.ToFloatPtr() );
// set model Matrix
float modelMatrixTranspose[16];
R_MatrixTranspose( space->modelMatrix, modelMatrixTranspose );
SetVertexParms( RENDERPARM_MODELMATRIX_X, modelMatrixTranspose, 4 );
// Set ModelView Matrix
float modelViewMatrixTranspose[16];
R_MatrixTranspose( space->modelViewMatrix, modelViewMatrixTranspose );
SetVertexParms( RENDERPARM_MODELVIEWMATRIX_X, modelViewMatrixTranspose, 4 );
}
// change the scissor if needed
if( !currentScissor.Equals( surf->scissorRect ) && r_useScissor.GetBool() )
{
// RB: (0, 0) starts in the upper left corner compared to OpenGL!
GL_Scissor( viewDef->viewport.x1 + surf->scissorRect.x1,
viewDef->viewport.y2 - surf->scissorRect.y2,
surf->scissorRect.x2 + 1 - surf->scissorRect.x1,
surf->scissorRect.y2 + 1 - surf->scissorRect.y1 );
currentScissor = surf->scissorRect;
}
// get the expressions for conditionals / color / texcoords
const float* regs = surf->shaderRegisters;
// set face culling appropriately
uint64 cullMode;
if( surf->space->isGuiSurface )
{
cullMode = GLS_CULL_TWOSIDED;
}
else
{
switch( shader->GetCullType() )
{
case CT_TWO_SIDED:
cullMode = GLS_CULL_TWOSIDED;
break;
case CT_BACK_SIDED:
cullMode = GLS_CULL_BACKSIDED;
break;
case CT_FRONT_SIDED:
default:
cullMode = GLS_CULL_FRONTSIDED;
break;
}
}
uint64 surfGLState = surf->extraGLState | cullMode;
// set polygon offset if necessary
if( shader->TestMaterialFlag( MF_POLYGONOFFSET ) )
{
GL_PolygonOffset( r_offsetFactor.GetFloat(), r_offsetUnits.GetFloat() * shader->GetPolygonOffset() );
surfGLState |= GLS_POLYGON_OFFSET;
}
for( int stage = 0; stage < shader->GetNumStages(); stage++ )
{
const shaderStage_t* pStage = shader->GetStage( stage );
// check the enable condition
if( regs[ pStage->conditionRegister ] == 0 )
{
continue;
}
// skip the stages involved in lighting
if( pStage->lighting != SL_AMBIENT )
{
continue;
}
uint64 stageGLState = surfGLState;
if( ( surfGLState & GLS_OVERRIDE ) == 0 )
{
stageGLState |= pStage->drawStateBits;
}
// skip if the stage is ( GL_ZERO, GL_ONE ), which is used for some alpha masks
if( ( stageGLState & ( GLS_SRCBLEND_BITS | GLS_DSTBLEND_BITS ) ) == ( GLS_SRCBLEND_ZERO | GLS_DSTBLEND_ONE ) )
{
continue;
}
if( pStage->stencilStage != nullptr )
{
switch( pStage->stencilStage->comp )
{
case STENCIL_COMP_ALWAYS:
stageGLState |= GLS_STENCIL_FUNC_ALWAYS;
break;
case STENCIL_COMP_EQUAL:
stageGLState |= GLS_STENCIL_FUNC_EQUAL;
break;
};
switch( pStage->stencilStage->pass )
{
case STENCIL_OP_REPLACE:
stageGLState |= GLS_STENCIL_OP_PASS_REPLACE;
break;
case STENCIL_OP_KEEP:
stageGLState |= GLS_STENCIL_OP_PASS_KEEP;
break;
case STENCIL_OP_DECRWRAP:
stageGLState |= GLS_STENCIL_OP_PASS_DECR_WRAP;
break;
};
switch( pStage->stencilStage->zFail )
{
case STENCIL_OP_DECRWRAP:
stageGLState |= GLS_STENCIL_OP_ZFAIL_DECR_WRAP;
break;
case STENCIL_OP_KEEP:
stageGLState |= GLS_STENCIL_OP_ZFAIL_KEEP;
break;
};
switch( pStage->stencilStage->fail )
{
case STENCIL_OP_KEEP:
stageGLState |= GLS_STENCIL_OP_FAIL_KEEP;
break;
};
stageGLState |= GLS_STENCIL_MAKE_REF( pStage->stencilStage->ref )
| GLS_STENCIL_MAKE_MASK( pStage->stencilStage->writeMask );
}
// see if we are a new-style stage
newShaderStage_t* newStage = pStage->newStage;
if( newStage != NULL )
{
//--------------------------
//
// new style stages
//
//--------------------------
if( r_skipNewAmbient.GetBool() )
{
continue;
}
renderLog.OpenBlock( "Custom Renderproc Shader Stage", colorRed );
GL_State( stageGLState );
renderProgManager.BindProgram( newStage->glslProgram );
for( int j = 0; j < newStage->numVertexParms; j++ )
{
float parm[4];
parm[0] = regs[ newStage->vertexParms[j][0] ];
parm[1] = regs[ newStage->vertexParms[j][1] ];
parm[2] = regs[ newStage->vertexParms[j][2] ];
parm[3] = regs[ newStage->vertexParms[j][3] ];
SetVertexParm( ( renderParm_t )( RENDERPARM_USER0 + j ), parm );
}
// set rpEnableSkinning if the shader has optional support for skinning
if( surf->jointCache && renderProgManager.ShaderHasOptionalSkinning() )
{
const idVec4 skinningParm( 1.0f );
SetVertexParm( RENDERPARM_ENABLE_SKINNING, skinningParm.ToFloatPtr() );
}
// bind texture units
for( int j = 0; j < newStage->numFragmentProgramImages; j++ )
{
idImage* image = newStage->fragmentProgramImages[j];
if( image != NULL )
{
GL_SelectTexture( j );
image->Bind();
}
}
// draw it
DrawElementsWithCounters( surf );
// clear rpEnableSkinning if it was set
if( surf->jointCache && renderProgManager.ShaderHasOptionalSkinning() )
{
const idVec4 skinningParm( 0.0f );
SetVertexParm( RENDERPARM_ENABLE_SKINNING, skinningParm.ToFloatPtr() );
}
GL_SelectTexture( 0 );
renderProgManager.Unbind();
renderLog.CloseBlock();
continue;
}
//--------------------------
//
// old style stages
//
//--------------------------
// set the color
idVec4 color;
color[0] = regs[ pStage->color.registers[0] ];
color[1] = regs[ pStage->color.registers[1] ];
color[2] = regs[ pStage->color.registers[2] ];
color[3] = regs[ pStage->color.registers[3] ];
// skip the entire stage if an add would be black
if( ( stageGLState & ( GLS_SRCBLEND_BITS | GLS_DSTBLEND_BITS ) ) == ( GLS_SRCBLEND_ONE | GLS_DSTBLEND_ONE )
&& color[0] <= 0 && color[1] <= 0 && color[2] <= 0 )
{
continue;
}
// skip the entire stage if a blend would be completely transparent
if( ( stageGLState & ( GLS_SRCBLEND_BITS | GLS_DSTBLEND_BITS ) ) == ( GLS_SRCBLEND_SRC_ALPHA | GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA )
&& color[3] <= 0 )
{
continue;
}
stageVertexColor_t svc = pStage->vertexColor;
renderLog.OpenBlock( "Standard Shader Stage", colorGreen );
GL_Color( color );
if( surf->space->isGuiSurface )
{
// Force gui surfaces to always be SVC_MODULATE
svc = SVC_MODULATE;
// use special shaders for bink cinematics
if( pStage->texture.cinematic )
{
if( ( stageGLState & GLS_OVERRIDE ) != 0 || viewDef->targetRender )
{
// This is a hack... Only SWF Guis set GLS_OVERRIDE
// Old style guis do not, and we don't want them to use the new GUI renederProg
renderProgManager.BindShader_TextureVertexColor_sRGB();
}
else
{
renderProgManager.BindShader_TextureVertexColor();
}
}
else
{
if( ( stageGLState & GLS_OVERRIDE ) != 0 )
{
// This is a hack... Only SWF Guis set GLS_OVERRIDE
// Old style guis do not, and we don't want them to use the new GUI renderProg
renderProgManager.BindShader_GUI();
}
else
{
if( surf->jointCache )
{
renderProgManager.BindShader_TextureVertexColorSkinned();
}
else
{
// For now, don't render to linear unless it's being directly rendererd to either the backbuffer or an offline framebuffer
if( viewDef->is2Dgui || viewDef->targetRender )
{
// RB: 2D fullscreen drawing like warp or damage blend effects
renderProgManager.BindShader_TextureVertexColor_sRGB();
}
else
{
renderProgManager.BindShader_TextureVertexColor();
}
}
}
}
}
else if( ( pStage->texture.texgen == TG_SCREEN ) || ( pStage->texture.texgen == TG_SCREEN2 ) )
{
renderProgManager.BindShader_TextureTexGenVertexColor();
}
else if( pStage->texture.cinematic )
{
renderProgManager.BindShader_Bink();
}
else
{
if( surf->jointCache )
{
renderProgManager.BindShader_TextureVertexColorSkinned();
}
else
{
renderProgManager.BindShader_TextureVertexColor();
}
}
RB_SetVertexColorParms( svc );
// bind the texture
BindVariableStageImage( &pStage->texture, regs, commandList );
// set privatePolygonOffset if necessary
if( pStage->privatePolygonOffset )
{
GL_PolygonOffset( r_offsetFactor.GetFloat(), r_offsetUnits.GetFloat() * pStage->privatePolygonOffset );
stageGLState |= GLS_POLYGON_OFFSET;
}
// set the state
GL_State( stageGLState );
PrepareStageTexturing( pStage, surf );
// draw it
DrawElementsWithCounters( surf );
FinishStageTexturing( pStage, surf );
// unset privatePolygonOffset if necessary
if( pStage->privatePolygonOffset )
{
GL_PolygonOffset( r_offsetFactor.GetFloat(), r_offsetUnits.GetFloat() * shader->GetPolygonOffset() );
}
renderLog.CloseBlock();
}
renderLog.CloseBlock();
}
GL_Color( 1.0f, 1.0f, 1.0f );
// disable stencil shadow test
GL_State( GLS_DEFAULT );
GL_SelectTexture( 0 );
renderLog.CloseBlock();
return i;
}
/*
=============================================================================================
BLEND LIGHT PROJECTION
=============================================================================================
*/
/*
=====================
idRenderBackend::T_BlendLight
=====================
*/
void idRenderBackend::T_BlendLight( const drawSurf_t* drawSurfs, const viewLight_t* vLight )
{
currentSpace = NULL;
for( const drawSurf_t* drawSurf = drawSurfs; drawSurf != NULL; drawSurf = drawSurf->nextOnLight )
{
if( drawSurf->scissorRect.IsEmpty() )
{
continue; // !@# FIXME: find out why this is sometimes being hit!
// temporarily jump over the scissor and draw so the gl error callback doesn't get hit
}
if( !currentScissor.Equals( drawSurf->scissorRect ) && r_useScissor.GetBool() )
{
// RB: (0, 0) starts in the upper left corner compared to OpenGL!
// convert light scissor to from GL coordinates to DX
GL_Scissor( viewDef->viewport.x1 + drawSurf->scissorRect.x1,
viewDef->viewport.y2 - drawSurf->scissorRect.y2,
drawSurf->scissorRect.x2 + 1 - drawSurf->scissorRect.x1,
drawSurf->scissorRect.y2 + 1 - drawSurf->scissorRect.y1 );
currentScissor = drawSurf->scissorRect;
}
if( drawSurf->space != currentSpace )
{
// change the matrix
RB_SetMVP( drawSurf->space->mvp );
// change the light projection matrix
idPlane lightProjectInCurrentSpace[4];
for( int i = 0; i < 4; i++ )
{
R_GlobalPlaneToLocal( drawSurf->space->modelMatrix, vLight->lightProject[i], lightProjectInCurrentSpace[i] );
}
SetVertexParm( RENDERPARM_TEXGEN_0_S, lightProjectInCurrentSpace[0].ToFloatPtr() );
SetVertexParm( RENDERPARM_TEXGEN_0_T, lightProjectInCurrentSpace[1].ToFloatPtr() );
SetVertexParm( RENDERPARM_TEXGEN_0_Q, lightProjectInCurrentSpace[2].ToFloatPtr() );
SetVertexParm( RENDERPARM_TEXGEN_1_S, lightProjectInCurrentSpace[3].ToFloatPtr() ); // falloff
currentSpace = drawSurf->space;
}
DrawElementsWithCounters( drawSurf );
}
}
/*
=====================
idRenderBackend::BlendLight
Dual texture together the falloff and projection texture with a blend
mode to the framebuffer, instead of interacting with the surface texture
=====================
*/
void idRenderBackend::BlendLight( const drawSurf_t* drawSurfs, const drawSurf_t* drawSurfs2, const viewLight_t* vLight )
{
if( drawSurfs == NULL )
{
return;
}
if( r_skipBlendLights.GetBool() )
{
return;
}
renderLog.OpenBlock( vLight->lightShader->GetName(), colorPink );
const idMaterial* lightShader = vLight->lightShader;
const float* regs = vLight->shaderRegisters;
// texture 1 will get the falloff texture
GL_SelectTexture( 1 );
vLight->falloffImage->Bind();
// texture 0 will get the projected texture
GL_SelectTexture( 0 );
renderProgManager.BindShader_BlendLight();
for( int i = 0; i < lightShader->GetNumStages(); i++ )
{
const shaderStage_t* stage = lightShader->GetStage( i );
if( !regs[ stage->conditionRegister ] )
{
continue;
}
GL_State( GLS_DEPTHMASK | stage->drawStateBits | GLS_DEPTHFUNC_EQUAL );
GL_SelectTexture( 0 );
stage->texture.image->Bind();
if( stage->texture.hasMatrix )
{
RB_LoadShaderTextureMatrix( regs, &stage->texture );
}
// get the modulate values from the light, including alpha, unlike normal lights
idVec4 lightColor;
lightColor[0] = regs[ stage->color.registers[0] ];
lightColor[1] = regs[ stage->color.registers[1] ];
lightColor[2] = regs[ stage->color.registers[2] ];
lightColor[3] = regs[ stage->color.registers[3] ];
GL_Color( lightColor );
T_BlendLight( drawSurfs, vLight );
T_BlendLight( drawSurfs2, vLight );
}
GL_SelectTexture( 0 );
renderProgManager.Unbind();
renderLog.CloseBlock();
}
/*
=========================================================================================================
FOG LIGHTS
=========================================================================================================
*/
/*
=====================
idRenderBackend::T_BasicFog
=====================
*/
void idRenderBackend::T_BasicFog( const drawSurf_t* drawSurfs, const idPlane fogPlanes[4], const idRenderMatrix* inverseBaseLightProject )
{
currentSpace = NULL;
for( const drawSurf_t* drawSurf = drawSurfs; drawSurf != NULL; drawSurf = drawSurf->nextOnLight )
{
if( drawSurf->scissorRect.IsEmpty() )
{
continue; // !@# FIXME: find out why this is sometimes being hit!
// temporarily jump over the scissor and draw so the gl error callback doesn't get hit
}
if( !currentScissor.Equals( drawSurf->scissorRect ) && r_useScissor.GetBool() )
{
// RB: (0, 0) starts in the upper left corner compared to OpenGL!
// convert light scissor to from GL coordinates to DX
GL_Scissor( viewDef->viewport.x1 + drawSurf->scissorRect.x1,
viewDef->viewport.y2 - drawSurf->scissorRect.y2,
drawSurf->scissorRect.x2 + 1 - drawSurf->scissorRect.x1,
drawSurf->scissorRect.y2 + 1 - drawSurf->scissorRect.y1 );
currentScissor = drawSurf->scissorRect;
}
if( drawSurf->space != currentSpace )
{
idPlane localFogPlanes[4];
if( inverseBaseLightProject == NULL )
{
RB_SetMVP( drawSurf->space->mvp );
for( int i = 0; i < 4; i++ )
{
R_GlobalPlaneToLocal( drawSurf->space->modelMatrix, fogPlanes[i], localFogPlanes[i] );
}
}
else
{
idRenderMatrix invProjectMVPMatrix;
idRenderMatrix::Multiply( viewDef->worldSpace.mvp, *inverseBaseLightProject, invProjectMVPMatrix );
RB_SetMVP( invProjectMVPMatrix );
for( int i = 0; i < 4; i++ )
{
inverseBaseLightProject->InverseTransformPlane( fogPlanes[i], localFogPlanes[i], false );
}
}
SetVertexParm( RENDERPARM_TEXGEN_0_S, localFogPlanes[0].ToFloatPtr() );
SetVertexParm( RENDERPARM_TEXGEN_0_T, localFogPlanes[1].ToFloatPtr() );
SetVertexParm( RENDERPARM_TEXGEN_1_T, localFogPlanes[2].ToFloatPtr() );
SetVertexParm( RENDERPARM_TEXGEN_1_S, localFogPlanes[3].ToFloatPtr() );
currentSpace = ( inverseBaseLightProject == NULL ) ? drawSurf->space : NULL;
}
if( drawSurf->jointCache )
{
renderProgManager.BindShader_FogSkinned();
}
else
{
renderProgManager.BindShader_Fog();
}
DrawElementsWithCounters( drawSurf );
}
}
/*
==================
idRenderBackend::FogPass
==================
*/
void idRenderBackend::FogPass( const drawSurf_t* drawSurfs, const drawSurf_t* drawSurfs2, const viewLight_t* vLight )
{
renderLog.OpenBlock( vLight->lightShader->GetName(), colorCyan );
// find the current color and density of the fog
const idMaterial* lightShader = vLight->lightShader;
const float* regs = vLight->shaderRegisters;
// assume fog shaders have only a single stage
const shaderStage_t* stage = lightShader->GetStage( 0 );
idVec4 lightColor;
lightColor[0] = regs[ stage->color.registers[0] ];
lightColor[1] = regs[ stage->color.registers[1] ];
lightColor[2] = regs[ stage->color.registers[2] ];
lightColor[3] = regs[ stage->color.registers[3] ];
GL_Color( lightColor );
// calculate the falloff planes
float a;
// if they left the default value on, set a fog distance of 500
if( lightColor[3] <= 1.0f )
{
a = -0.5f / DEFAULT_FOG_DISTANCE;
}
else
{
// otherwise, distance = alpha color
a = -0.5f / lightColor[3];
}
// texture 0 is the falloff image
GL_SelectTexture( 0 );
globalImages->fogImage->Bind();
// texture 1 is the entering plane fade correction
GL_SelectTexture( 1 );
globalImages->fogEnterImage->Bind();
// S is based on the view origin
const float s = vLight->fogPlane.Distance( viewDef->renderView.vieworg );
const float FOG_SCALE = 0.001f;
idPlane fogPlanes[4];
// S-0
fogPlanes[0][0] = a * viewDef->worldSpace.modelViewMatrix[0 * 4 + 2];
fogPlanes[0][1] = a * viewDef->worldSpace.modelViewMatrix[1 * 4 + 2];
fogPlanes[0][2] = a * viewDef->worldSpace.modelViewMatrix[2 * 4 + 2];
fogPlanes[0][3] = a * viewDef->worldSpace.modelViewMatrix[3 * 4 + 2] + 0.5f;
// T-0
fogPlanes[1][0] = 0.0f;//a * backEnd.viewDef->worldSpace.modelViewMatrix[0*4+0];
fogPlanes[1][1] = 0.0f;//a * backEnd.viewDef->worldSpace.modelViewMatrix[1*4+0];
fogPlanes[1][2] = 0.0f;//a * backEnd.viewDef->worldSpace.modelViewMatrix[2*4+0];
fogPlanes[1][3] = 0.5f;//a * backEnd.viewDef->worldSpace.modelViewMatrix[3*4+0] + 0.5f;
// T-1 will get a texgen for the fade plane, which is always the "top" plane on unrotated lights
fogPlanes[2][0] = FOG_SCALE * vLight->fogPlane[0];
fogPlanes[2][1] = FOG_SCALE * vLight->fogPlane[1];
fogPlanes[2][2] = FOG_SCALE * vLight->fogPlane[2];
fogPlanes[2][3] = FOG_SCALE * vLight->fogPlane[3] + FOG_ENTER;
// S-1
fogPlanes[3][0] = 0.0f;
fogPlanes[3][1] = 0.0f;
fogPlanes[3][2] = 0.0f;
fogPlanes[3][3] = FOG_SCALE * s + FOG_ENTER;
// draw it
GL_State( GLS_DEPTHMASK | GLS_SRCBLEND_SRC_ALPHA | GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA | GLS_DEPTHFUNC_EQUAL );
T_BasicFog( drawSurfs, fogPlanes, NULL );
T_BasicFog( drawSurfs2, fogPlanes, NULL );
// the light frustum bounding planes aren't in the depth buffer, so use depthfunc_less instead
// of depthfunc_equal
GL_State( GLS_DEPTHMASK | GLS_SRCBLEND_SRC_ALPHA | GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA | GLS_DEPTHFUNC_LESS | GLS_CULL_BACKSIDED );
zeroOneCubeSurface.space = &viewDef->worldSpace;
zeroOneCubeSurface.scissorRect = viewDef->scissor;
T_BasicFog( &zeroOneCubeSurface, fogPlanes, &vLight->inverseBaseLightProject );
GL_State( ( glStateBits & ~( GLS_CULL_MASK ) ) | GLS_CULL_FRONTSIDED );
GL_SelectTexture( 0 );
renderProgManager.Unbind();
renderLog.CloseBlock();
}
/*
==================
idRenderBackend::FogAllLights
==================
*/
void idRenderBackend::FogAllLights()
{
if( r_skipFogLights.GetBool() || r_showOverDraw.GetInteger() != 0 || viewDef->viewLights == NULL
|| viewDef->isXraySubview /* don't fog in xray mode*/ )
{
return;
}
//OPTICK_EVENT( "Render_FogAllLights" );
nvrhi::ObjectType commandObject = nvrhi::ObjectTypes::D3D12_GraphicsCommandList;
if( deviceManager->GetGraphicsAPI() == nvrhi::GraphicsAPI::VULKAN )
{
commandObject = nvrhi::ObjectTypes::VK_CommandBuffer;
}
OPTICK_GPU_CONTEXT( ( void* ) commandList->getNativeObject( commandObject ) );
OPTICK_GPU_EVENT( "Render_FogAllLights" );
renderLog.OpenMainBlock( MRB_FOG_ALL_LIGHTS );
renderLog.OpenBlock( "Render_FogAllLights", colorBlue );
// force fog plane to recalculate
currentSpace = NULL;
for( viewLight_t* vLight = viewDef->viewLights; vLight != NULL; vLight = vLight->next )
{
if( vLight->lightShader->IsFogLight() )
{
FogPass( vLight->globalInteractions, vLight->localInteractions, vLight );
}
else if( vLight->lightShader->IsBlendLight() )
{
BlendLight( vLight->globalInteractions, vLight->localInteractions, vLight );
}
}
renderLog.CloseBlock();
renderLog.CloseMainBlock();
}
void idRenderBackend::DrawMotionVectors()
{
if( !viewDef->viewEntitys )
{
// 3D views only
return;
}
if( !R_UseTemporalAA() && r_motionBlur.GetInteger() <= 0 )
{
return;
}
if( viewDef->isSubview )
{
return;
}
if( viewDef->renderView.rdflags & ( RDF_NOAMBIENT | RDF_IRRADIANCE ) )
{
return;
}
//OPTICK_EVENT( "Render_MotionVectors" );
nvrhi::ObjectType commandObject = nvrhi::ObjectTypes::D3D12_GraphicsCommandList;
if( deviceManager->GetGraphicsAPI() == nvrhi::GraphicsAPI::VULKAN )
{
commandObject = nvrhi::ObjectTypes::VK_CommandBuffer;
}
OPTICK_GPU_CONTEXT( ( void* ) commandList->getNativeObject( commandObject ) );
OPTICK_GPU_EVENT( "Render_MotionVectors" );
renderLog.OpenMainBlock( MRB_MOTION_VECTORS );
renderLog.OpenBlock( "Render_MotionVectors" );
// clear the alpha buffer
GL_State( GLS_COLORMASK | GLS_DEPTHMASK );
//globalFramebuffers.smaaInputFBO->Bind();
//commandList->clearTextureFloat( globalImages->smaaInputImage->GetTextureHandle(), nvrhi::AllSubresources, nvrhi::Color( 0, 0, 0, 1 ) );
// draw only the hands + weapon into the alpha buffer so
// we can avoid blurring them
GL_State( GLS_COLORMASK | GLS_DEPTHMASK | GLS_DEPTHFUNC_ALWAYS | GLS_CULL_TWOSIDED );
GL_Color( 0, 0, 0, 1 );
renderProgManager.BindShader_Color();
currentSpace = NULL;
RB_SetMVP( renderMatrix_fullscreen );
DrawElementsWithCounters( &unitSquareSurface );
// draw the hands + weapon with alpha 0
GL_State( GLS_COLORMASK | GLS_DEPTHMASK );
GL_Color( 0, 0, 0, 0 );
GL_SelectTexture( 0 );
globalImages->blackImage->Bind();
currentSpace = NULL;
drawSurf_t** drawSurfs = ( drawSurf_t** )&viewDef->drawSurfs[0];
for( int surfNum = 0; surfNum < viewDef->numDrawSurfs; surfNum++ )
{
const drawSurf_t* surf = drawSurfs[ surfNum ];
if( !surf->space->weaponDepthHack && !surf->space->skipMotionBlur && !surf->material->HasSubview() )//&& !surf->space->isGuiSurface )
{
// don't apply TAA to this object
continue;
}
const idMaterial* shader = surf->material;
if( shader->Coverage() == MC_TRANSLUCENT )
{
// muzzle flash, etc
continue;
}
// set mvp matrix
if( surf->space != currentSpace )
{
RB_SetMVP( surf->space->mvp );
currentSpace = surf->space;
}
// this could just be a color, but we don't have a skinned color-only prog
if( surf->jointCache )
{
renderProgManager.BindShader_TextureVertexColorSkinned();
}
else
{
renderProgManager.BindShader_TextureVertexColor();
}
// draw it solid
DrawElementsWithCounters( surf );
}
globalFramebuffers.taaMotionVectorsFBO->Bind();
commandList->clearTextureFloat( globalImages->taaMotionVectorsImage->GetTextureHandle(), nvrhi::AllSubresources, nvrhi::Color( 0.f ) );
// in stereo rendering, each eye needs to get a separate previous frame mvp
int mvpIndex = ( viewDef->renderView.viewEyeBuffer == 1 ) ? 1 : 0;
// derive the matrix to go from current pixels to previous frame pixels
bool cameraMoved = false;
idRenderMatrix motionMatrix;
if( memcmp( &viewDef->worldSpace.unjitteredMVP[0][0], &prevMVP[mvpIndex][0][0], sizeof( idRenderMatrix ) ) != 0 )
{
idRenderMatrix inverseMVP;
idRenderMatrix::Inverse( viewDef->worldSpace.unjitteredMVP, inverseMVP );
idRenderMatrix::Multiply( prevMVP[mvpIndex], inverseMVP, motionMatrix );
cameraMoved = true;
}
prevMVP[mvpIndex] = viewDef->worldSpace.unjitteredMVP;
// make sure rpWindowCoord is set even without post processing surfaces in the view
int x = viewDef->viewport.x1;
int y = viewDef->viewport.y1;
int w = viewDef->viewport.x2 - viewDef->viewport.x1 + 1;
int h = viewDef->viewport.y2 - viewDef->viewport.y1 + 1;
// window coord to 0.0 to 1.0 conversion
float windowCoordParm[4];
windowCoordParm[0] = 1.0f / w;
windowCoordParm[1] = 1.0f / h;
windowCoordParm[2] = w;
windowCoordParm[3] = h;
SetFragmentParm( RENDERPARM_WINDOWCOORD, windowCoordParm ); // rpWindowCoord
if( r_taaMotionVectors.GetBool() && prevViewsValid && cameraMoved )
{
RB_SetMVP( motionMatrix );
GL_State( GLS_DEPTHFUNC_ALWAYS | GLS_DEPTHMASK | GLS_CULL_TWOSIDED );
renderProgManager.BindShader_MotionVectors();
GL_SelectTexture( 0 );
globalImages->currentRenderHDRImage->Bind();
GL_SelectTexture( 1 );
globalImages->currentDepthImage->Bind();
DrawElementsWithCounters( &unitSquareSurface );
}
renderLog.CloseBlock();
renderLog.CloseMainBlock();
}
void idRenderBackend::TemporalAAPass( const viewDef_t* _viewDef )
{
// if we are just doing 2D rendering, no need for HDR TAA
if( viewDef->viewEntitys == NULL )
{
return;
}
if( !R_UseTemporalAA() )
{
return;
}
if( viewDef->isSubview )
{
return;
}
if( viewDef->renderView.rdflags & ( RDF_NOAMBIENT | RDF_IRRADIANCE ) )
{
return;
}
//OPTICK_EVENT( "Render_TemporalAA" );
nvrhi::ObjectType commandObject = nvrhi::ObjectTypes::D3D12_GraphicsCommandList;
if( deviceManager->GetGraphicsAPI() == nvrhi::GraphicsAPI::VULKAN )
{
commandObject = nvrhi::ObjectTypes::VK_CommandBuffer;
}
OPTICK_GPU_CONTEXT( ( void* ) commandList->getNativeObject( commandObject ) );
OPTICK_GPU_EVENT( "Render_TemporalAA" );
renderLog.OpenMainBlock( MRB_TAA );
renderLog.OpenBlock( "Render_TemporalAA" );
TemporalAntiAliasingParameters params =
{
r_taaNewFrameWeight.GetFloat(),
r_taaClampingFactor.GetFloat(),
r_taaMaxRadiance.GetFloat(),
r_taaEnableHistoryClamping.GetBool()
};
taaPass->TemporalResolve( commandList, params, prevViewsValid, _viewDef );
prevViewsValid = true;
renderLog.CloseBlock();
renderLog.CloseMainBlock();
}
idVec2 idRenderBackend::GetCurrentPixelOffset( int frameIndex ) const
{
if( taaPass )
{
return taaPass->GetCurrentPixelOffset( frameIndex );
}
return idVec2( 0, 0 );
}
// RB: FIXME currently not used
void idRenderBackend::Bloom( const viewDef_t* _viewDef )
{
if( _viewDef->is2Dgui || ( _viewDef->renderView.rdflags & RDF_IRRADIANCE ) )
{
return;
}
//OPTICK_EVENT( "Render_Bloom" );
nvrhi::ObjectType commandObject = nvrhi::ObjectTypes::D3D12_GraphicsCommandList;
if( deviceManager->GetGraphicsAPI() == nvrhi::GraphicsAPI::VULKAN )
{
commandObject = nvrhi::ObjectTypes::VK_CommandBuffer;
}
OPTICK_GPU_CONTEXT( ( void* ) commandList->getNativeObject( commandObject ) );
OPTICK_GPU_EVENT( "Render_Bloom" );
renderLog.OpenMainBlock( MRB_BLOOM );
renderLog.OpenBlock( "Render_Bloom", colorBlue );
// BRIGHTPASS
renderLog.OpenBlock( "Brightpass" );
//Framebuffer::Unbind();
//globalFramebuffers.hdrQuarterFBO->Bind();
GL_State( /*GLS_SRCBLEND_ONE | GLS_DSTBLEND_ZERO |*/ GLS_DEPTHMASK | GLS_DEPTHFUNC_ALWAYS | GLS_CULL_TWOSIDED );
int screenWidth = renderSystem->GetWidth();
int screenHeight = renderSystem->GetHeight();
// set the window clipping
GL_Viewport( 0, 0, screenWidth / 4, screenHeight / 4 );
GL_Scissor( 0, 0, screenWidth / 4, screenHeight / 4 );
globalFramebuffers.bloomRenderFBO[ 0 ]->Bind();
GL_SelectTexture( 0 );
globalImages->currentRenderHDRImage->Bind();
renderProgManager.BindShader_Brightpass();
float screenCorrectionParm[4];
screenCorrectionParm[0] = hdrKey;
screenCorrectionParm[1] = hdrAverageLuminance;
screenCorrectionParm[2] = hdrMaxLuminance;
screenCorrectionParm[3] = 1.0f;
SetFragmentParm( RENDERPARM_SCREENCORRECTIONFACTOR, screenCorrectionParm ); // rpScreenCorrectionFactor
float overbright[4];
{
if( r_hdrAutoExposure.GetBool() )
{
overbright[0] = r_hdrContrastDynamicThreshold.GetFloat();
}
else
{
overbright[0] = r_hdrContrastStaticThreshold.GetFloat();
}
overbright[1] = r_hdrContrastOffset.GetFloat();
overbright[2] = 0;
overbright[3] = 0;
}
SetFragmentParm( RENDERPARM_OVERBRIGHT, overbright ); // rpOverbright
// Draw
DrawElementsWithCounters( &unitSquareSurface );
renderLog.CloseBlock(); // Brightpass
renderLog.OpenBlock( "Bloom Ping Pong" );
// BLOOM PING PONG rendering
renderProgManager.BindShader_HDRGlareChromatic();
int j;
for( j = 0; j < r_hdrGlarePasses.GetInteger(); j++ )
{
int index = ( j + 1 ) % 2;
globalFramebuffers.bloomRenderFBO[ index ]->Bind();
commandList->clearTextureFloat( globalImages->bloomRenderImage[index]->GetTextureHandle(), nvrhi::AllSubresources, nvrhi::Color( 0.f, 0.f, 0.f, 1.f ) );
globalImages->bloomRenderImage[j % 2]->Bind();
DrawElementsWithCounters( &unitSquareSurface );
}
// add filtered glare back to main context
globalFramebuffers.ldrFBO->Bind();
ResetViewportAndScissorToDefaultCamera( _viewDef );
GL_State( GLS_SRCBLEND_ONE | GLS_DSTBLEND_ONE | GLS_DEPTHMASK | GLS_DEPTHFUNC_ALWAYS );
renderProgManager.BindShader_Screen();
globalImages->bloomRenderImage[( j + 1 ) % 2]->Bind();
DrawElementsWithCounters( &unitSquareSurface );
renderLog.CloseBlock(); // Bloom Ping Pong
renderProgManager.Unbind();
GL_State( GLS_DEFAULT );
renderLog.CloseBlock(); // Render_Bloom
renderLog.CloseMainBlock(); // MRB_BLOOM
}
void idRenderBackend::DrawScreenSpaceAmbientOcclusion( const viewDef_t* _viewDef )
{
if( !_viewDef->viewEntitys || _viewDef->is2Dgui )
{
// 3D views only
return;
}
// FIXME: the hierarchical depth buffer does not work with the MSAA depth texture source
if( !r_useSSAO.GetBool() || R_GetMSAASamples() > 1 )
{
return;
}
// skip this in subviews because it is very expensive
if( _viewDef->isSubview )
{
return;
}
if( _viewDef->renderView.rdflags & ( RDF_NOAMBIENT | RDF_IRRADIANCE ) )
{
return;
}
//OPTICK_EVENT( "Render_SSAO" );
nvrhi::ObjectType commandObject = nvrhi::ObjectTypes::D3D12_GraphicsCommandList;
if( deviceManager->GetGraphicsAPI() == nvrhi::GraphicsAPI::VULKAN )
{
commandObject = nvrhi::ObjectTypes::VK_CommandBuffer;
}
OPTICK_GPU_CONTEXT( ( void* ) commandList->getNativeObject( commandObject ) );
OPTICK_GPU_EVENT( "Render_SSAO" );
renderLog.OpenMainBlock( MRB_SSAO_PASS );
renderLog.OpenBlock( "Render_SSAO", colorBlue );
currentSpace = &viewDef->worldSpace;
RB_SetMVP( viewDef->worldSpace.mvp );
Framebuffer* previousFramebuffer = Framebuffer::GetActiveFramebuffer();
int screenWidth = renderSystem->GetWidth();
int screenHeight = renderSystem->GetHeight();
commandList->clearTextureFloat( globalImages->ambientOcclusionImage[0]->GetTextureHandle(), nvrhi::AllSubresources, nvrhi::Color( 1.0f ) );
if( previousFramebuffer != NULL )
{
previousFramebuffer->Bind();
}
else
{
Framebuffer::Unbind();
}
// set the window clipping
int aoScreenWidth = globalFramebuffers.ambientOcclusionFBO[0]->GetWidth();
int aoScreenHeight = globalFramebuffers.ambientOcclusionFBO[0]->GetHeight();
GL_Viewport( 0, 0, aoScreenWidth, aoScreenHeight );
GL_Scissor( 0, 0, aoScreenWidth, aoScreenHeight );
{
globalFramebuffers.ambientOcclusionFBO[0]->Bind();
GL_State( GLS_SRCBLEND_ONE | GLS_DSTBLEND_ZERO | GLS_DEPTHMASK | GLS_DEPTHFUNC_ALWAYS | GLS_CULL_TWOSIDED );
const nvrhi::FramebufferAttachment& att = globalFramebuffers.ambientOcclusionFBO[0]->GetApiObject()->getDesc().colorAttachments[0];
if( att.texture )
{
commandList->clearTextureFloat( att.texture, att.subresources, 0 );
}
if( r_ssaoFiltering.GetBool() )
{
renderProgManager.BindShader_AmbientOcclusion();
}
else
{
renderProgManager.BindShader_AmbientOcclusionAndOutput();
}
}
float screenCorrectionParm[4];
screenCorrectionParm[0] = float( screenWidth ) / aoScreenWidth;
screenCorrectionParm[1] = float( screenHeight ) / aoScreenHeight;
screenCorrectionParm[2] = 0.0f;
screenCorrectionParm[3] = 1.0f;
SetFragmentParm( RENDERPARM_SCREENCORRECTIONFACTOR, screenCorrectionParm ); // rpScreenCorrectionFactor
// window coord to 0.0 to 1.0 conversion
float windowCoordParm[4];
windowCoordParm[0] = 1.0f / aoScreenWidth;
windowCoordParm[1] = 1.0f / aoScreenHeight;
windowCoordParm[2] = aoScreenWidth;
windowCoordParm[3] = aoScreenHeight;
SetFragmentParm( RENDERPARM_WINDOWCOORD, windowCoordParm ); // rpWindowCoord
SetVertexParms( RENDERPARM_MODELMATRIX_X, viewDef->unprojectionToCameraRenderMatrix[0], 4 );
// RB: we need to rotate the normals of the gbuffer from world space to view space
idRenderMatrix viewMatrix;
idRenderMatrix::Transpose( *( idRenderMatrix* ) viewDef->worldSpace.modelViewMatrix, viewMatrix );
SetVertexParms( RENDERPARM_MODELVIEWMATRIX_X, viewMatrix[0], 4 );
const float jitterSampleScale = 1.0f;
float jitterTexScale[4];
jitterTexScale[0] = r_shadowMapJitterScale.GetFloat() * jitterSampleScale;
jitterTexScale[1] = r_shadowMapJitterScale.GetFloat() * jitterSampleScale;
jitterTexScale[2] = 0.0f;
jitterTexScale[3] = 0.0f;
SetFragmentParm( RENDERPARM_JITTERTEXSCALE, jitterTexScale ); // rpJitterTexScale
float jitterTexOffset[4];
jitterTexOffset[0] = 1.0f / globalImages->blueNoiseImage256->GetUploadWidth();
jitterTexOffset[1] = 1.0f / globalImages->blueNoiseImage256->GetUploadHeight();
if( r_shadowMapRandomizeJitter.GetBool() )
{
jitterTexOffset[2] = Sys_Milliseconds() / 1000.0f;
jitterTexOffset[3] = tr.frameCount % 64;
}
else
{
jitterTexOffset[2] = 0.0f;
jitterTexOffset[3] = 0.0f;
}
SetFragmentParm( RENDERPARM_JITTERTEXOFFSET, jitterTexOffset ); // rpJitterTexOffset
GL_SelectTexture( 0 );
globalImages->gbufferNormalsRoughnessImage->Bind();
GL_SelectTexture( 1 );
if( r_useHierarchicalDepthBuffer.GetBool() )
{
globalImages->hierarchicalZbufferImage->Bind();
}
else
{
globalImages->currentDepthImage->Bind();
}
GL_SelectTexture( 2 );
globalImages->blueNoiseImage256->Bind();
DrawElementsWithCounters( &unitSquareSurface );
if( r_ssaoFiltering.GetBool() )
{
float jitterTexScale[4];
commandList->clearTextureFloat( globalImages->ambientOcclusionImage[1]->GetTextureHandle(), nvrhi::AllSubresources, nvrhi::Color( 1.f ) );
// AO blur X
globalFramebuffers.ambientOcclusionFBO[1]->Bind();
renderProgManager.BindShader_AmbientOcclusionBlur();
// set axis parameter
jitterTexScale[0] = 1;
jitterTexScale[1] = 0;
jitterTexScale[2] = 0;
jitterTexScale[3] = 0;
SetFragmentParm( RENDERPARM_JITTERTEXSCALE, jitterTexScale ); // rpJitterTexScale
GL_SelectTexture( 2 );
globalImages->ambientOcclusionImage[0]->Bind();
DrawElementsWithCounters( &unitSquareSurface );
// AO blur Y
globalFramebuffers.ambientOcclusionFBO[0]->Bind();
renderProgManager.BindShader_AmbientOcclusionBlurAndOutput();
// set axis parameter
jitterTexScale[0] = 0;
jitterTexScale[1] = 1;
jitterTexScale[2] = 0;
jitterTexScale[3] = 0;
SetFragmentParm( RENDERPARM_JITTERTEXSCALE, jitterTexScale ); // rpJitterTexScale
GL_SelectTexture( 2 );
globalImages->ambientOcclusionImage[1]->Bind();
DrawElementsWithCounters( &unitSquareSurface );
}
{
// go back to main scene render target
if( previousFramebuffer != NULL )
{
previousFramebuffer->Bind();
}
else
{
Framebuffer::Unbind();
}
}
//
// reset state
//
renderProgManager.Unbind();
GL_Viewport( 0, 0, screenWidth, screenHeight );
GL_Scissor( 0, 0, screenWidth, screenHeight );
GL_State( GLS_DEFAULT );
renderLog.CloseBlock();
renderLog.CloseMainBlock();
}
/*
NVRHI SSAO using compute shaders.
*/
void idRenderBackend::DrawScreenSpaceAmbientOcclusion2( const viewDef_t* _viewDef )
{
if( !r_useSSAO.GetBool() )
{
return;
}
if( !_viewDef->viewEntitys || _viewDef->is2Dgui )
{
// 3D views only
return;
}
// skip this in subviews because it is very expensive
if( _viewDef->isSubview )
{
return;
}
if( _viewDef->renderView.rdflags & ( RDF_NOAMBIENT | RDF_IRRADIANCE ) )
{
return;
}
//OPTICK_EVENT( "Render_SSAO2" );
nvrhi::ObjectType commandObject = nvrhi::ObjectTypes::D3D12_GraphicsCommandList;
if( deviceManager->GetGraphicsAPI() == nvrhi::GraphicsAPI::VULKAN )
{
commandObject = nvrhi::ObjectTypes::VK_CommandBuffer;
}
OPTICK_GPU_CONTEXT( ( void* ) commandList->getNativeObject( commandObject ) );
OPTICK_GPU_EVENT( "Render_SSAO2" );
renderLog.OpenMainBlock( MRB_SSAO_PASS );
renderLog.OpenBlock( "Render_SSAO2", colorBlue );
commandList->clearTextureFloat( globalImages->ambientOcclusionImage[0]->GetTextureHandle(), nvrhi::AllSubresources, nvrhi::Color( 1.f ) );
ssaoPass->Render( commandList, _viewDef, 0 );
renderLog.CloseBlock();
renderLog.CloseMainBlock();
}
/*
=========================================================================================================
BACKEND COMMANDS
=========================================================================================================
*/
/*
====================
RB_ExecuteBackEndCommands
This function will be called syncronously if running without
smp extensions, or asyncronously by another thread.
====================
*/
void idRenderBackend::ExecuteBackEndCommands( const emptyCommand_t* cmds )
{
SCOPED_PROFILE_EVENT( "ExecuteBackEndCommands" );
// r_debugRenderToTexture
int c_draw3d = 0;
int c_draw2d = 0;
int c_setBuffers = 0;
int c_copyRenders = 0;
resolutionScale.SetCurrentGPUFrameTime( commonLocal.GetRendererGPUMicroseconds() );
// make sure the swapchains and rendertargets have the size requested
// by the window system
ResizeImages();
if( cmds->commandId == RC_NOP && !cmds->next )
{
return;
}
//if( renderSystem->GetStereo3DMode() != STEREO3D_OFF )
//{
// StereoRenderExecuteBackEndCommands( cmds );
// return;
//}
GL_StartFrame();
uint64 backEndStartTime = Sys_Microseconds();
// needed for editor rendering
GL_SetDefaultState();
// SRS - Save glConfig.timerQueryAvailable state so it can be disabled for RC_DRAW_VIEW_GUI then restored after it is finished
const bool timerQueryAvailable = glConfig.timerQueryAvailable;
drawView3D = false;
for( ; cmds != NULL; cmds = ( const emptyCommand_t* )cmds->next )
{
switch( cmds->commandId )
{
case RC_NOP:
break;
case RC_DRAW_VIEW_GUI:
if( drawView3D )
{
// SRS - Capture separate timestamps for overlay GUI rendering when RC_DRAW_VIEW_3D timestamps are active
renderLog.OpenMainBlock( MRB_DRAW_GUI );
renderLog.OpenBlock( "Render_DrawViewGUI", colorBlue );
// SRS - Disable detailed timestamps during overlay GUI rendering so they do not overwrite timestamps from 3D rendering
glConfig.timerQueryAvailable = false;
DrawView( cmds, 0 );
// SRS - Restore timestamp capture state after overlay GUI rendering is finished
glConfig.timerQueryAvailable = timerQueryAvailable;
renderLog.CloseBlock();
renderLog.CloseMainBlock( MRB_DRAW_GUI );
}
else
{
DrawView( cmds, 0 );
}
c_draw2d++;
break;
case RC_DRAW_VIEW_3D:
drawView3D = true;
DrawView( cmds, 0 );
c_draw3d++;
break;
case RC_SET_BUFFER:
SetBuffer( cmds );
c_setBuffers++;
break;
case RC_COPY_RENDER:
CopyRender( cmds );
c_copyRenders++;
break;
case RC_POST_PROCESS:
{
// apply optional post processing
PostProcess( cmds );
break;
}
case RC_CRT_POST_PROCESS:
CRTPostProcess();
break;
default:
common->Error( "ExecuteBackEndCommands: bad commandId" );
break;
}
}
DrawFlickerBox();
// stop rendering on this thread
uint64 backEndFinishTime = Sys_Microseconds();
pc.cpuTotalMicroSec = backEndFinishTime - backEndStartTime;
// SRS - capture backend timing before GL_EndFrame() since it can block when r_mvkSynchronousQueueSubmits is enabled on macOS/MoltenVK
GL_EndFrame();
if( r_debugRenderToTexture.GetInteger() == 1 )
{
common->Printf( "3d: %i, 2d: %i, SetBuf: %i, CpyRenders: %i, CpyFrameBuf: %i\n", c_draw3d, c_draw2d, c_setBuffers, c_copyRenders, pc.c_copyFrameBuffer );
pc.c_copyFrameBuffer = 0;
}
}
/*
==================
idRenderBackend::DrawViewInternal
==================
*/
void idRenderBackend::DrawViewInternal( const viewDef_t* _viewDef, const int stereoEye )
{
//OPTICK_EVENT( "Backend_DrawViewInternal" );
//OPTICK_TAG( "stereoEye", stereoEye );
nvrhi::ObjectType commandObject = nvrhi::ObjectTypes::D3D12_GraphicsCommandList;
if( deviceManager->GetGraphicsAPI() == nvrhi::GraphicsAPI::VULKAN )
{
commandObject = nvrhi::ObjectTypes::VK_CommandBuffer;
}
OPTICK_GPU_CONTEXT( ( void* ) commandList->getNativeObject( commandObject ) );
//OPTICK_GPU_EVENT( "DrawView" ); // SRS - now in DrawView() for 3D vs. GUI
bool is3D = _viewDef->viewEntitys && !_viewDef->is2Dgui;
// ugly but still faster than building the string
if( !is3D )
{
if( stereoEye == -1 )
{
renderLog.OpenBlock( "Render_DrawView2D_LeftEye", colorRed );
}
else if( stereoEye == 1 )
{
renderLog.OpenBlock( "Render_DrawView2D_RightEye", colorRed );
}
else
{
renderLog.OpenBlock( "Render_DrawView2D", colorRed );
}
}
else
{
if( stereoEye == -1 )
{
renderLog.OpenBlock( "Render_DrawView3D_LeftEye", colorRed );
}
else if( stereoEye == 1 )
{
renderLog.OpenBlock( "Render_DrawView3D_RightEye", colorRed );
}
else
{
renderLog.OpenBlock( "Render_DrawView3D", colorRed );
}
}
//-------------------------------------------------
// guis can wind up referencing purged images that need to be loaded.
// this used to be in the gui emit code, but now that it can be running
// in a separate thread, it must not try to load images, so do it here.
//-------------------------------------------------
drawSurf_t** drawSurfs = ( drawSurf_t** )&_viewDef->drawSurfs[0];
const int numDrawSurfs = _viewDef->numDrawSurfs;
for( int i = 0; i < numDrawSurfs; i++ )
{
const drawSurf_t* ds = _viewDef->drawSurfs[ i ];
if( ds->material != NULL )
{
const_cast<idMaterial*>( ds->material )->EnsureNotPurged();
}
}
// SP: reset the graphics state for validation layers
currentVertexBuffer = nullptr;
currentIndexBuffer = nullptr;
currentJointBuffer = nullptr;
currentVertexOffset = 0;
currentIndexOffset = 0;
currentJointOffset = 0;
//-------------------------------------------------
// RB_BeginDrawingView
//
// Any mirrored or portaled views have already been drawn, so prepare
// to actually render the visible surfaces for this view
//
// clear the z buffer, set the projection matrix, etc
//-------------------------------------------------
ResetViewportAndScissorToDefaultCamera( _viewDef );
// ensures that depth writes are enabled for the depth clear
GL_State( GLS_DEFAULT | GLS_CULL_FRONTSIDED, true );
bool clearColor = false;
if( _viewDef->renderView.rdflags & RDF_IRRADIANCE )
{
globalFramebuffers.envprobeFBO->Bind();
clearColor = true;
}
else if( is3D )
{
globalFramebuffers.hdrFBO->Bind();
}
else if( viewDef->targetRender )
{
viewDef->targetRender->Bind();
}
else
{
globalFramebuffers.ldrFBO->Bind();
}
// Clear the depth buffer and clear the stencil to 128 for stencil shadows as well as gui masking
{
OPTICK_GPU_EVENT( "Render_ClearDepthStencil" );
GL_Clear( clearColor, true, true, STENCIL_SHADOW_TEST_VALUE, 0.0f, 0.0f, 0.0f, 0.0f );
}
// RB end
//------------------------------------
// sets variables that can be used by all programs
//------------------------------------
{
//
// set eye position in global space
//
float parm[4];
parm[0] = viewDef->renderView.vieworg[0];
parm[1] = viewDef->renderView.vieworg[1];
parm[2] = viewDef->renderView.vieworg[2];
parm[3] = 1.0f;
SetVertexParm( RENDERPARM_GLOBALEYEPOS, parm ); // rpGlobalEyePos
// sets overbright to make world brighter
// This value is baked into the specularScale and diffuseScale values so
// the interaction programs don't need to perform the extra multiply,
// but any other renderprogs that want to obey the brightness value
// can reference this.
float overbright = r_lightScale.GetFloat() * 0.5f;
parm[0] = overbright;
parm[1] = overbright;
parm[2] = overbright;
parm[3] = overbright;
SetFragmentParm( RENDERPARM_OVERBRIGHT, parm );
// Set Projection Matrix
SetVertexParms( RENDERPARM_PROJMATRIX_X, viewDef->projectionRenderMatrix[0], 4 );
// PSX jitter parms
if( ( r_renderMode.GetInteger() == RENDERMODE_PSX ) && ( _viewDef->viewEntitys && !_viewDef->is2Dgui ) )
{
int w = viewDef->viewport.x2 - viewDef->viewport.x1 + 1;
int h = viewDef->viewport.y2 - viewDef->viewport.y1 + 1;
w /= 4;
h /= 4;
parm[0] = r_psxVertexJitter.GetFloat() * w;
parm[1] = r_psxVertexJitter.GetFloat() * h;
parm[2] = r_psxAffineTextures.GetFloat();
parm[3] = 0;
}
else
{
parm[0] = 0;
parm[1] = 0;
parm[2] = 0;
parm[3] = 0;
}
SetVertexParm( RENDERPARM_PSX_DISTORTIONS, parm );
// make sure rpWindowCoord is set even without post processing surfaces in the view
int x = viewDef->viewport.x1;
int y = viewDef->viewport.y1;
int w = viewDef->viewport.x2 - viewDef->viewport.x1 + 1;
int h = viewDef->viewport.y2 - viewDef->viewport.y1 + 1;
float windowCoordParm[4];
windowCoordParm[0] = 1.0f / w;
windowCoordParm[1] = 1.0f / h;
windowCoordParm[2] = w;
windowCoordParm[3] = h;
SetFragmentParm( RENDERPARM_WINDOWCOORD, windowCoordParm ); // rpWindowCoord
}
//-------------------------------------------------
// fill the depth buffer and clear color buffer to black except on subviews
//-------------------------------------------------
FillDepthBufferFast( drawSurfs, numDrawSurfs );
//-------------------------------------------------
// build hierarchical depth buffer
//-------------------------------------------------
if( r_useHierarchicalDepthBuffer.GetBool() && is3D )
{
renderLog.OpenBlock( "Render_HiZ" );
commandList->clearTextureFloat( globalImages->hierarchicalZbufferImage->GetTextureHandle(), nvrhi::AllSubresources, nvrhi::Color( 1.f ) );
commonPasses.BlitTexture(
commandList,
globalFramebuffers.csDepthFBO[0]->GetApiObject(),
globalImages->currentDepthImage->GetTextureHandle(),
&bindingCache );
hiZGenPass->Dispatch( commandList, MAX_HIERARCHICAL_ZBUFFERS );
renderLog.CloseBlock();
}
//-------------------------------------------------
// FIXME, OPTIMIZE: merge this with FillDepthBufferFast like in a light prepass deferred renderer
//
// fill the geometric buffer with normals and roughness
//-------------------------------------------------
if( is3D )
{
//OPTICK_EVENT( "Render_GeometryBuffer" );
OPTICK_GPU_EVENT( "Render_GeometryBuffer" );
AmbientPass( drawSurfs, numDrawSurfs, true );
}
//-------------------------------------------------
// build hierarchical depth buffer and SSAO render target
//-------------------------------------------------
if( r_useNewSsaoPass.GetBool() )
{
DrawScreenSpaceAmbientOcclusion2( _viewDef );
}
else
{
DrawScreenSpaceAmbientOcclusion( _viewDef );
}
//-------------------------------------------------
// render static lighting and consider SSAO results
//-------------------------------------------------
if( is3D )
{
//OPTICK_EVENT( "Render_AmbientPass" );
OPTICK_GPU_EVENT( "Render_AmbientPass" );
AmbientPass( drawSurfs, numDrawSurfs, false );
}
//-------------------------------------------------
// render all light <-> geometry interactions to a depth buffer atlas
//-------------------------------------------------
ShadowAtlasPass( _viewDef );
//-------------------------------------------------
// main light renderer
//-------------------------------------------------
DrawInteractions( _viewDef );
//-------------------------------------------------
// resolve the screen for SSR
//-------------------------------------------------
{
if( R_GetMSAASamples() > 1 )
{
renderLog.OpenBlock( "Resolve to _currentRender" );
commandList->resolveTexture( globalImages->currentRenderImage->GetTextureHandle(), nvrhi::AllSubresources, globalImages->currentRenderHDRImage->GetTextureHandle(), nvrhi::AllSubresources );
}
else
{
renderLog.OpenBlock( "Blit to _currentRender" );
BlitParameters blitParms;
nvrhi::IFramebuffer* currentFB = ( nvrhi::IFramebuffer* )currentFrameBuffer->GetApiObject();
blitParms.sourceTexture = currentFB->getDesc().colorAttachments[0].texture;
blitParms.targetFramebuffer = globalFramebuffers.postProcFBO->GetApiObject(); // _currentRender image
blitParms.targetViewport = nvrhi::Viewport( renderSystem->GetWidth(), renderSystem->GetHeight() );
commonPasses.BlitTexture( commandList, blitParms, &bindingCache );
}
renderLog.CloseBlock();
}
//-------------------------------------------------
// now draw any non-light dependent shading passes
//-------------------------------------------------
int processed = 0;
if( !r_skipShaderPasses.GetBool() )
{
OPTICK_GPU_EVENT( "Render_GenericShaderPasses" );
renderLog.OpenMainBlock( MRB_DRAW_SHADER_PASSES );
float guiScreenOffset;
if( _viewDef->viewEntitys != NULL )
{
// guiScreenOffset will be 0 in non-gui views
guiScreenOffset = 0.0f;
}
else
{
guiScreenOffset = stereoEye * _viewDef->renderView.stereoScreenSeparation;
}
processed = DrawShaderPasses( drawSurfs, numDrawSurfs, guiScreenOffset, stereoEye );
renderLog.CloseMainBlock();
}
//-------------------------------------------------
// use direct light and emissive light contributions to add indirect screen space light
//-------------------------------------------------
//RB_SSGI( viewDef );
//-------------------------------------------------
// fog and blend lights, drawn after emissive surfaces
// so they are properly dimmed down
//-------------------------------------------------
FogAllLights();
//-------------------------------------------------
// now draw any screen warping post-process effects using _currentRender
//-------------------------------------------------
if( processed < numDrawSurfs && !r_skipPostProcess.GetBool() )
{
OPTICK_GPU_EVENT( "Render_ShaderPassesPost" );
renderLog.OpenMainBlock( MRB_DRAW_SHADER_PASSES_POST );
int x = viewDef->viewport.x1;
int y = viewDef->viewport.y1;
int w = viewDef->viewport.x2 - viewDef->viewport.x1 + 1;
int h = viewDef->viewport.y2 - viewDef->viewport.y1 + 1;
GL_SelectTexture( 0 );
// resolve the screen
if( R_GetMSAASamples() > 1 )
{
renderLog.OpenBlock( "Resolve to _currentRender" );
commandList->resolveTexture( globalImages->currentRenderImage->GetTextureHandle(), nvrhi::AllSubresources, globalImages->currentRenderHDRImage->GetTextureHandle(), nvrhi::AllSubresources );
}
else
{
renderLog.OpenBlock( "Blit to _currentRender" );
BlitParameters blitParms;
nvrhi::IFramebuffer* currentFB = ( nvrhi::IFramebuffer* )currentFrameBuffer->GetApiObject();
blitParms.sourceTexture = currentFB->getDesc().colorAttachments[0].texture;
blitParms.targetFramebuffer = globalFramebuffers.postProcFBO->GetApiObject(); // _currentRender image
blitParms.targetViewport = nvrhi::Viewport( renderSystem->GetWidth(), renderSystem->GetHeight() );
commonPasses.BlitTexture( commandList, blitParms, &bindingCache );
}
renderLog.CloseBlock();
currentRenderCopied = true;
// RENDERPARM_SCREENCORRECTIONFACTOR amd RENDERPARM_WINDOWCOORD overlap
// diffuseScale and specularScale
// screen power of two correction factor (no longer relevant now)
float screenCorrectionParm[4];
screenCorrectionParm[0] = 1.0f;
screenCorrectionParm[1] = 1.0f;
screenCorrectionParm[2] = 0.0f;
screenCorrectionParm[3] = 1.0f;
SetFragmentParm( RENDERPARM_SCREENCORRECTIONFACTOR, screenCorrectionParm ); // rpScreenCorrectionFactor
// window coord to 0.0 to 1.0 conversion
float windowCoordParm[4];
windowCoordParm[0] = 1.0f / w;
windowCoordParm[1] = 1.0f / h;
windowCoordParm[2] = w;
windowCoordParm[3] = h;
SetFragmentParm( RENDERPARM_WINDOWCOORD, windowCoordParm ); // rpWindowCoord
// render the remaining surfaces
DrawShaderPasses( drawSurfs + processed, numDrawSurfs - processed, 0.0f /* definitely not a gui */, stereoEye );
renderLog.CloseMainBlock();
}
//-------------------------------------------------
// render debug tools
//-------------------------------------------------
DBG_RenderDebugTools( drawSurfs, numDrawSurfs );
//-------------------------------------------------
// motion vectors are useful for TAA and motion blur
//-------------------------------------------------
DrawMotionVectors();
//-------------------------------------------------
// resolve of HDR target using temporal anti aliasing before any tonemapping and post processing
//
// use this to eat all stochastic noise like from volumetric light sampling or SSAO
// runs at full resolution
//-------------------------------------------------
TemporalAAPass( _viewDef );
//-------------------------------------------------
// tonemapping: convert back from HDR to LDR range
//-------------------------------------------------
if( is3D && !( _viewDef->renderView.rdflags & RDF_IRRADIANCE ) && !_viewDef->targetRender )
{
OPTICK_GPU_EVENT( "Render_ToneMapPass" );
renderLog.OpenMainBlock( MRB_TONE_MAP_PASS );
renderLog.OpenBlock( "Render_ToneMapPass", colorBlue );
ToneMappingParameters parms;
if( R_UseTemporalAA() )
{
toneMapPass->SimpleRender( commandList, parms, viewDef, globalImages->taaResolvedImage->GetTextureHandle(), globalFramebuffers.ldrFBO->GetApiObject() );
}
else
{
if( R_GetMSAASamples() > 1 )
{
commandList->resolveTexture( globalImages->taaResolvedImage->GetTextureHandle(), nvrhi::AllSubresources, globalImages->currentRenderHDRImage->GetTextureHandle(), nvrhi::AllSubresources );
toneMapPass->SimpleRender( commandList, parms, viewDef, globalImages->taaResolvedImage->GetTextureHandle(), globalFramebuffers.ldrFBO->GetApiObject() );
}
else
{
toneMapPass->SimpleRender( commandList, parms, viewDef, globalImages->currentRenderHDRImage->GetTextureHandle(), globalFramebuffers.ldrFBO->GetApiObject() );
}
}
renderLog.CloseBlock();
renderLog.CloseMainBlock();
}
//-------------------------------------------------
// bloom post processing
//-------------------------------------------------
// TODO implement bloom
//Bloom( _viewDef );
if( _viewDef->renderView.rdflags & RDF_IRRADIANCE )
{
OPTICK_GPU_EVENT( "Blit_EnvProbeRendered" );
// copy LDR result to DX12 / Vulkan swapchain image
// we haven't changed ldrImage so it's basically the previewsRenderLDR
BlitParameters blitParms;
blitParms.sourceTexture = ( nvrhi::ITexture* )globalImages->ldrImage->GetTextureID();
blitParms.targetFramebuffer = deviceManager->GetCurrentFramebuffer();
blitParms.targetViewport = nvrhi::Viewport( renderSystem->GetNativeWidth(), renderSystem->GetNativeHeight() );
commonPasses.BlitTexture( commandList, blitParms, &bindingCache );
// blit envprobe over it for quick review where we are
blitParms.sourceTexture = ( nvrhi::ITexture* )globalImages->envprobeHDRImage->GetTextureID();
blitParms.targetFramebuffer = deviceManager->GetCurrentFramebuffer();
blitParms.targetViewport = nvrhi::Viewport( ENVPROBE_CAPTURE_SIZE, ENVPROBE_CAPTURE_SIZE );
commonPasses.BlitTexture( commandList, blitParms, &bindingCache );
}
else
{
OPTICK_GPU_EVENT( "Blit_Rendered2SwapChain" );
renderLog.OpenBlock( "Blit_Rendered2SwapChain", colorBlue );
// copy LDR result to DX12 / Vulkan swapchain image
#if 0
if( vrSystem->IsActive() )
{
uint32_t swapChainIndex = deviceManager->GetCurrentBackBufferIndex();
globalFramebuffers.swapFramebuffers[ swapChainIndex ]->Bind();
int width = globalFramebuffers.swapFramebuffers[ swapChainIndex ]->GetWidth();
int height = globalFramebuffers.swapFramebuffers[ swapChainIndex ]->GetHeight();
// set the window clipping
GL_Viewport( 0, 0, width, width );
GL_Scissor( 0, 0, width, height );
renderProgManager.BindShader_TextureVertexColor_sRGB();
//renderProgManager.BindShader_Screen();
currentSpace = NULL;
RB_SetMVP( renderMatrix_fullscreen );
renderProgManager.SetRenderParm( RENDERPARM_ALPHA_TEST, vec4_zero.ToFloatPtr() );
float texS[4] = { 1.0f, 0.0f, 0.0f, 0.0f };
float texT[4] = { 0.0f, 1.0f, 0.0f, 0.0f };
renderProgManager.SetRenderParm( RENDERPARM_TEXTUREMATRIX_S, texS );
renderProgManager.SetRenderParm( RENDERPARM_TEXTUREMATRIX_T, texT );
float texGenEnabled[4] = { 0, 0, 0, 0 };
renderProgManager.SetRenderParm( RENDERPARM_TEXGEN_0_ENABLED, texGenEnabled );
RB_SetVertexColorParms( SVC_IGNORE );
GL_State( GLS_DEPTHFUNC_ALWAYS | GLS_DEPTHMASK | GLS_CULL_TWOSIDED );
GL_SelectTexture( 0 );
globalImages->ldrImage->Bind();
DrawElementsWithCounters( &unitSquareSurface );
ResetViewportAndScissorToDefaultCamera( _viewDef );
}
else
#endif
//if( stereoEye == 1 || stereoEye == 0 )
{
BlitParameters blitParms;
blitParms.sourceTexture = ( nvrhi::ITexture* )globalImages->ldrImage->GetTextureID();
blitParms.targetFramebuffer = deviceManager->GetCurrentFramebuffer();
blitParms.targetViewport = nvrhi::Viewport( renderSystem->GetNativeWidth(), renderSystem->GetNativeHeight() );
commonPasses.BlitTexture( commandList, blitParms, &bindingCache );
}
renderLog.CloseBlock();
}
renderLog.CloseBlock();
}
/*
==================
idRenderBackend::MotionBlur
Experimental feature
==================
*/
void idRenderBackend::MotionBlur()
{
#if 0
if( !viewDef->viewEntitys )
{
// 3D views only
return;
}
if( r_motionBlur.GetInteger() <= 0 )
{
return;
}
if( viewDef->isSubview )
{
return;
}
// clear the alpha buffer and draw only the hands + weapon into it so
// we can avoid blurring them
GL_State( GLS_COLORMASK | GLS_DEPTHMASK );
GL_Color( 0, 0, 0, 0 );
GL_SelectTexture( 0 );
globalImages->blackImage->Bind();
currentSpace = NULL;
drawSurf_t** drawSurfs = ( drawSurf_t** )&viewDef->drawSurfs[0];
for( int surfNum = 0; surfNum < viewDef->numDrawSurfs; surfNum++ )
{
const drawSurf_t* surf = drawSurfs[ surfNum ];
if( !surf->space->weaponDepthHack && !surf->space->skipMotionBlur && !surf->material->HasSubview() )
{
// Apply motion blur to this object
continue;
}
const idMaterial* shader = surf->material;
if( shader->Coverage() == MC_TRANSLUCENT )
{
// muzzle flash, etc
continue;
}
// set mvp matrix
if( surf->space != currentSpace )
{
RB_SetMVP( surf->space->mvp );
currentSpace = surf->space;
}
// this could just be a color, but we don't have a skinned color-only prog
if( surf->jointCache )
{
renderProgManager.BindShader_TextureVertexColorSkinned();
}
else
{
renderProgManager.BindShader_TextureVertexColor();
}
// draw it solid
DrawElementsWithCounters( surf );
}
GL_State( GLS_DEPTHFUNC_ALWAYS );
// copy off the color buffer and the depth buffer for the motion blur prog
// we use the viewport dimensions for copying the buffers in case resolution scaling is enabled.
const idScreenRect& viewport = viewDef->viewport;
globalImages->currentRenderImage->CopyFramebuffer( viewport.x1, viewport.y1, viewport.GetWidth(), viewport.GetHeight() );
// in stereo rendering, each eye needs to get a separate previous frame mvp
int mvpIndex = ( viewDef->renderView.viewEyeBuffer == 1 ) ? 1 : 0;
// derive the matrix to go from current pixels to previous frame pixels
idRenderMatrix inverseMVP;
idRenderMatrix::Inverse( viewDef->worldSpace.mvp, inverseMVP );
idRenderMatrix motionMatrix;
idRenderMatrix::Multiply( prevMVP[mvpIndex], inverseMVP, motionMatrix );
prevMVP[mvpIndex] = viewDef->worldSpace.mvp;
RB_SetMVP( motionMatrix );
GL_State( GLS_DEPTHFUNC_ALWAYS | GLS_CULL_TWOSIDED );
renderProgManager.BindShader_MotionBlur();
// let the fragment program know how many samples we are going to use
idVec4 samples( ( float )( 1 << r_motionBlur.GetInteger() ) );
SetFragmentParm( RENDERPARM_OVERBRIGHT, samples.ToFloatPtr() );
GL_SelectTexture( 0 );
globalImages->currentRenderImage->Bind();
GL_SelectTexture( 1 );
globalImages->currentDepthImage->Bind();
DrawElementsWithCounters( &unitSquareSurface );
#endif
}
/*
==================
idRenderBackend::DrawView
StereoEye will always be 0 in mono modes, or -1 / 1 in stereo modes.
If the view is a GUI view that is repeated for both eyes, the viewDef.stereoEye value
is 0, so the stereoEye parameter is not always the same as that.
==================
*/
void idRenderBackend::DrawView( const void* data, const int stereoEye )
{
//OPTICK_EVENT( "Backend_DrawView" );
nvrhi::ObjectType commandObject = nvrhi::ObjectTypes::D3D12_GraphicsCommandList;
if( deviceManager->GetGraphicsAPI() == nvrhi::GraphicsAPI::VULKAN )
{
commandObject = nvrhi::ObjectTypes::VK_CommandBuffer;
}
OPTICK_GPU_CONTEXT( ( void* ) commandList->getNativeObject( commandObject ) );
const drawSurfsCommand_t* cmd = ( const drawSurfsCommand_t* )data;
viewDef = cmd->viewDef;
// we will need to do a new copyTexSubImage of the screen
// when a SS_POST_PROCESS material is used
currentRenderCopied = false;
// if there aren't any drawsurfs, do nothing
if( !viewDef->numDrawSurfs )
{
if( viewDef->renderView.rdflags & RDF_IRRADIANCE )
{
nvrhi::utils::ClearColorAttachment( commandList, globalFramebuffers.envprobeFBO->GetApiObject(), 0, nvrhi::Color( 0.f ) );
}
return;
}
// skip render bypasses everything that has models, assuming
// them to be 3D views, but leaves 2D rendering visible
if( r_skipRender.GetBool() && viewDef->viewEntitys )
{
return;
}
pc.c_surfaces += viewDef->numDrawSurfs;
DBG_ShowOverdraw();
// render the scene
if( viewDef->viewEntitys )
{
OPTICK_GPU_EVENT( "DrawView_3D" );
OPTICK_TAG( "stereoEye", stereoEye );
DrawViewInternal( cmd->viewDef, stereoEye );
}
else
{
OPTICK_GPU_EVENT( "DrawView_GUI" );
OPTICK_TAG( "stereoEye", stereoEye );
DrawViewInternal( cmd->viewDef, stereoEye );
}
// RB: Support motion blur in the future again?
// It is the worst thing next to depth of field
//MotionBlur();
// optionally draw a box colored based on the eye number
if( r_drawEyeColor.GetBool() )
{
const idScreenRect& r = viewDef->viewport;
GL_Scissor( ( r.x1 + r.x2 ) / 2, ( r.y1 + r.y2 ) / 2, 32, 32 );
switch( stereoEye )
{
case -1:
GL_Clear( true, false, false, 0, 1.0f, 0.0f, 0.0f, 1.0f );
break;
case 1:
GL_Clear( true, false, false, 0, 0.0f, 1.0f, 0.0f, 1.0f );
break;
default:
GL_Clear( true, false, false, 0, 0.5f, 0.5f, 0.5f, 1.0f );
break;
}
}
}
/*
==================
idRenderBackend::CopyRender
Copy part of the current framebuffer to an image
==================
*/
void idRenderBackend::CopyRender( const void* data )
{
const copyRenderCommand_t* cmd = ( const copyRenderCommand_t* )data;
if( r_skipCopyTexture.GetBool() )
{
return;
}
nvrhi::ObjectType commandObject = nvrhi::ObjectTypes::D3D12_GraphicsCommandList;
if( deviceManager->GetGraphicsAPI() == nvrhi::GraphicsAPI::VULKAN )
{
commandObject = nvrhi::ObjectTypes::VK_CommandBuffer;
}
OPTICK_GPU_CONTEXT( ( void* ) commandList->getNativeObject( commandObject ) );
OPTICK_GPU_EVENT( "CopyRender" );
renderLog.OpenBlock( "***************** RB_CopyRender *****************" );
if( cmd->image )
{
renderLog.OpenBlock( cmd->image->GetName() );
BlitParameters blitParms;
blitParms.sourceTexture = ( nvrhi::ITexture* )globalImages->ldrImage->GetTextureID();
nvrhi::IFramebuffer* framebuffer = globalFramebuffers.postProcFBO->GetApiObject();
if( cmd->image == globalImages->accumImage )
{
framebuffer = globalFramebuffers.accumFBO->GetApiObject();
}
blitParms.targetFramebuffer = framebuffer;
blitParms.targetViewport = nvrhi::Viewport( cmd->imageWidth, cmd->imageHeight );
commonPasses.BlitTexture( commandList, blitParms, &bindingCache );
cmd->image->CopyFramebuffer( cmd->x, cmd->y, cmd->imageWidth, cmd->imageHeight );
renderLog.CloseBlock();
}
if( cmd->clearColorAfterCopy )
{
nvrhi::IFramebuffer* framebuffer = globalFramebuffers.postProcFBO->GetApiObject();
if( cmd->image == globalImages->accumImage )
{
framebuffer = globalFramebuffers.accumFBO->GetApiObject();
}
nvrhi::utils::ClearColorAttachment( commandList, framebuffer, 0, nvrhi::Color( 0.f ) );
}
renderLog.CloseBlock();
}
/*
==================
idRenderBackend::PostProcess
==================
*/
extern idCVar rs_enable;
void idRenderBackend::PostProcess( const void* data )
{
nvrhi::ObjectType commandObject = nvrhi::ObjectTypes::D3D12_GraphicsCommandList;
if( deviceManager->GetGraphicsAPI() == nvrhi::GraphicsAPI::VULKAN )
{
commandObject = nvrhi::ObjectTypes::VK_CommandBuffer;
}
OPTICK_GPU_CONTEXT( ( void* ) commandList->getNativeObject( commandObject ) );
OPTICK_GPU_EVENT( "PostProcess" );
if( viewDef->renderView.rdflags & RDF_IRRADIANCE )
{
OPTICK_GPU_EVENT( "Blit_EnvProbePostFX" );
// we haven't changed ldrImage so it's basically the previewsRenderLDR
BlitParameters blitParms;
blitParms.sourceTexture = ( nvrhi::ITexture* )globalImages->ldrImage->GetTextureID();
blitParms.targetFramebuffer = deviceManager->GetCurrentFramebuffer();
blitParms.targetViewport = nvrhi::Viewport( renderSystem->GetNativeWidth(), renderSystem->GetNativeHeight() );
commonPasses.BlitTexture( commandList, blitParms, &bindingCache );
blitParms.sourceTexture = ( nvrhi::ITexture* )globalImages->envprobeHDRImage->GetTextureID();
blitParms.targetFramebuffer = deviceManager->GetCurrentFramebuffer();
blitParms.targetViewport = nvrhi::Viewport( ENVPROBE_CAPTURE_SIZE, ENVPROBE_CAPTURE_SIZE );
commonPasses.BlitTexture( commandList, blitParms, &bindingCache );
return;
}
renderLog.OpenMainBlock( MRB_POSTPROCESS );
renderLog.OpenBlock( "Render_PostProcessing", colorBlue );
// resolve the scaled rendering to a temporary texture
postProcessCommand_t* cmd = ( postProcessCommand_t* )data;
const idScreenRect& viewport = cmd->viewDef->viewport;
GL_State( GLS_SRCBLEND_ONE | GLS_DSTBLEND_ZERO | GLS_DEPTHMASK | GLS_DEPTHFUNC_ALWAYS | GLS_CULL_TWOSIDED );
int screenWidth = renderSystem->GetWidth();
int screenHeight = renderSystem->GetHeight();
// set the window clipping
GL_Viewport( 0, 0, screenWidth, screenHeight );
GL_Scissor( 0, 0, screenWidth, screenHeight );
#if 1
// SMAA
int aaMode = r_antiAliasing.GetInteger();
if( aaMode == ANTI_ALIASING_SMAA_1X )
{
OPTICK_GPU_EVENT( "Render_SMAA" );
renderLog.OpenBlock( "Render_SMAA" );
/*
* The shader has three passes, chained together as follows:
*
* |input|------------------<2D>
* v |
* [ SMAA*EdgeDetection ] |
* v |
* |edgesTex| |
* v |
* [ SMAABlendingWeightCalculation ] |
* v |
* |blendTex| |
* v |
* [ SMAANeighborhoodBlending ] <------<2D>
* v
* |output|
*/
// set SMAA_RT_METRICS = rpScreenCorrectionFactor
float screenCorrectionParm[4];
screenCorrectionParm[0] = 1.0f / screenWidth;
screenCorrectionParm[1] = 1.0f / screenHeight;
screenCorrectionParm[2] = screenWidth;
screenCorrectionParm[3] = screenHeight;
SetFragmentParm( RENDERPARM_SCREENCORRECTIONFACTOR, screenCorrectionParm ); // rpScreenCorrectionFactor
BlitParameters blitParms;
blitParms.sourceTexture = ( nvrhi::ITexture* )globalImages->ldrImage->GetTextureID();
blitParms.targetFramebuffer = globalFramebuffers.smaaInputFBO->GetApiObject();
blitParms.targetViewport = nvrhi::Viewport( renderSystem->GetWidth(), renderSystem->GetHeight() );
commonPasses.BlitTexture( commandList, blitParms, &bindingCache );
{
// [ SMAA*EdgeDetection ]
globalFramebuffers.smaaEdgesFBO->Bind();
GL_Clear( true, false, false, 128, 0, 0, 0, 0 );
GL_SelectTexture( 0 );
globalImages->smaaInputImage->Bind();
renderProgManager.BindShader_SMAA_EdgeDetection();
DrawElementsWithCounters( &unitSquareSurface );
}
{
// [ SMAABlendingWeightCalculation ]
globalFramebuffers.smaaBlendFBO->Bind();
GL_Clear( true, false, false, 128, 0, 0, 0, 0 );
GL_SelectTexture( 0 );
globalImages->smaaEdgesImage->Bind();
GL_SelectTexture( 1 );
globalImages->smaaAreaImage->Bind();
GL_SelectTexture( 2 );
globalImages->smaaSearchImage->Bind();
renderProgManager.BindShader_SMAA_BlendingWeightCalculation();
DrawElementsWithCounters( &unitSquareSurface );
}
{
// [ SMAANeighborhoodBlending ]
globalFramebuffers.ldrFBO->Bind();
GL_SelectTexture( 0 );
globalImages->smaaInputImage->Bind();
GL_SelectTexture( 1 );
globalImages->smaaBlendImage->Bind();
renderProgManager.BindShader_SMAA_NeighborhoodBlending();
DrawElementsWithCounters( &unitSquareSurface );
}
renderLog.CloseBlock();
}
#endif
if( r_useFilmicPostFX.GetBool() || r_renderMode.GetInteger() > 0 )
{
OPTICK_GPU_EVENT( "Render_FilmicPostFX" );
BlitParameters blitParms;
blitParms.sourceTexture = ( nvrhi::ITexture* )globalImages->ldrImage->GetTextureID();
blitParms.targetFramebuffer = globalFramebuffers.smaaBlendFBO->GetApiObject();
blitParms.targetViewport = nvrhi::Viewport( renderSystem->GetWidth(), renderSystem->GetHeight() );
commonPasses.BlitTexture( commandList, blitParms, &bindingCache );
globalFramebuffers.smaaBlendFBO->Bind();
//GL_Viewport( 0, 0, screenWidth, screenHeight );
//GL_Scissor( 0, 0, screenWidth, screenHeight );
if( r_renderMode.GetInteger() == RENDERMODE_CPC || r_renderMode.GetInteger() == RENDERMODE_CPC_HIGHRES )
{
// clear the alpha buffer and draw only the hands + weapon into it so
// we can avoid blurring them
renderLog.OpenBlock( "Render_HandsAlpha" );
GL_State( GLS_COLORMASK | GLS_DEPTHMASK | GLS_DEPTHFUNC_ALWAYS | GLS_CULL_TWOSIDED );
GL_Color( 0, 0, 0, 1 );
renderProgManager.BindShader_Color();
currentSpace = NULL;
// draw shader over entire screen
RB_SetMVP( renderMatrix_identity );
DrawElementsWithCounters( &unitSquareSurface );
// draw the hands + weapon with alpha 0
GL_Color( 0, 0, 0, 0 );
drawSurf_t** drawSurfs = ( drawSurf_t** )&viewDef->drawSurfs[0];
for( int surfNum = 0; surfNum < viewDef->numDrawSurfs; surfNum++ )
{
const drawSurf_t* surf = drawSurfs[ surfNum ];
if( !surf->space->weaponDepthHack && !surf->space->skipMotionBlur && !surf->material->HasSubview() )
{
// Apply motion blur to this object
continue;
}
const idMaterial* shader = surf->material;
if( shader->Coverage() == MC_TRANSLUCENT )
{
// muzzle flash, etc
continue;
}
// set mvp matrix
if( surf->space != currentSpace )
{
RB_SetMVP( surf->space->mvp );
currentSpace = surf->space;
}
// this could just be a color, but we don't have a skinned color-only prog
if( surf->jointCache )
{
renderProgManager.BindShader_TextureVertexColorSkinned();
}
else
{
renderProgManager.BindShader_TextureVertexColor();
}
// draw it solid
DrawElementsWithCounters( surf );
}
renderLog.CloseBlock();
}
GL_State( GLS_SRCBLEND_ONE | GLS_DSTBLEND_ZERO | GLS_DEPTHMASK | GLS_DEPTHFUNC_ALWAYS | GLS_CULL_TWOSIDED );
GL_SelectTexture( 0 );
globalImages->smaaBlendImage->Bind();
GL_SelectTexture( 1 );
globalImages->blueNoiseImage256->Bind();
GL_SelectTexture( 2 );
globalImages->gbufferNormalsRoughnessImage->Bind();
GL_SelectTexture( 3 );
if( r_useHierarchicalDepthBuffer.GetBool() )
{
globalImages->hierarchicalZbufferImage->Bind();
}
else
{
globalImages->currentDepthImage->Bind();
}
globalFramebuffers.ldrFBO->Bind();
float jitterTexScale[4] = {};
if( r_renderMode.GetInteger() == RENDERMODE_2BIT || r_renderMode.GetInteger() == RENDERMODE_2BIT_HIGHRES )
{
jitterTexScale[0] = r_renderMode.GetInteger() == RENDERMODE_2BIT_HIGHRES ? 2.0 : 1.0;
renderProgManager.BindShader_PostProcess_Retro2Bit();
}
else if( r_renderMode.GetInteger() == RENDERMODE_C64 || r_renderMode.GetInteger() == RENDERMODE_C64_HIGHRES )
{
jitterTexScale[0] = r_renderMode.GetInteger() == RENDERMODE_C64_HIGHRES ? 2.0 : 1.0;
renderProgManager.BindShader_PostProcess_RetroC64();
}
else if( r_renderMode.GetInteger() == RENDERMODE_CPC || r_renderMode.GetInteger() == RENDERMODE_CPC_HIGHRES )
{
jitterTexScale[0] = r_renderMode.GetInteger() == RENDERMODE_CPC_HIGHRES ? 2.0 : 1.0;
renderProgManager.BindShader_PostProcess_RetroCPC();
}
else if( r_renderMode.GetInteger() == RENDERMODE_NES || r_renderMode.GetInteger() == RENDERMODE_NES_HIGHRES )
{
jitterTexScale[0] = r_renderMode.GetInteger() == RENDERMODE_NES_HIGHRES ? 2.0 : 1.0;
renderProgManager.BindShader_PostProcess_RetroNES();
}
else if( r_renderMode.GetInteger() == RENDERMODE_GENESIS || r_renderMode.GetInteger() == RENDERMODE_GENESIS_HIGHRES )
{
jitterTexScale[0] = r_renderMode.GetInteger() == RENDERMODE_GENESIS_HIGHRES ? 2.0 : 1.0;
renderProgManager.BindShader_PostProcess_RetroGenesis();
}
else if( r_renderMode.GetInteger() == RENDERMODE_PSX )
{
renderProgManager.BindShader_PostProcess_RetroPSX();
}
else
{
renderProgManager.BindShader_PostProcess();
}
jitterTexScale[1] = r_retroDitherScale.GetFloat();
SetFragmentParm( RENDERPARM_JITTERTEXSCALE, jitterTexScale ); // rpJitterTexScale
float jitterTexOffset[4];
jitterTexOffset[0] = 1.0f / globalImages->blueNoiseImage256->GetUploadWidth();
jitterTexOffset[1] = 1.0f / globalImages->blueNoiseImage256->GetUploadHeight();
if( r_shadowMapRandomizeJitter.GetBool() )
{
jitterTexOffset[2] = Sys_Milliseconds() / 1000.0f;
jitterTexOffset[3] = tr.frameCount % 64;
}
else
{
jitterTexOffset[2] = 0.0f;
jitterTexOffset[3] = 0.0f;
}
SetFragmentParm( RENDERPARM_JITTERTEXOFFSET, jitterTexOffset ); // rpJitterTexOffset
//SetVertexParms( RENDERPARM_MODELMATRIX_X, viewDef->unprojectionToCameraRenderMatrix[0], 4 );
SetVertexParms( RENDERPARM_MODELMATRIX_X, viewDef->unprojectionToWorldRenderMatrix[0], 4 );
// Draw
DrawElementsWithCounters( &unitSquareSurface );
}
GL_SelectTexture( 0 );
renderProgManager.Unbind();
{
OPTICK_GPU_EVENT( "Blit_FilmicPostFX" );
// copy LDR result to DX12 / Vulkan swapchain image
BlitParameters blitParms;
blitParms.sourceTexture = ( nvrhi::ITexture* )globalImages->ldrImage->GetTextureID();
blitParms.targetFramebuffer = deviceManager->GetCurrentFramebuffer();
blitParms.targetViewport = nvrhi::Viewport( renderSystem->GetNativeWidth(), renderSystem->GetNativeHeight() );
commonPasses.BlitTexture( commandList, blitParms, &bindingCache );
// copy LDR result to postProcFBO which is HDR but also used by postFX
blitParms.sourceTexture = ( nvrhi::ITexture* )globalImages->ldrImage->GetTextureID();
blitParms.targetFramebuffer = globalFramebuffers.postProcFBO->GetApiObject();
blitParms.targetViewport = nvrhi::Viewport( viewport.x1, viewport.x2, viewport.y1, viewport.y2, viewport.zmin, viewport.zmax );
commonPasses.BlitTexture( commandList, blitParms, &bindingCache );
}
GL_SelectTexture( 0 );
globalImages->currentRenderImage->Bind();
renderLog.CloseBlock();
renderLog.CloseMainBlock();
}
void idRenderBackend::CRTPostProcess()
{
#define CRT_QUARTER_RES 0
nvrhi::ObjectType commandObject = nvrhi::ObjectTypes::D3D12_GraphicsCommandList;
if( deviceManager->GetGraphicsAPI() == nvrhi::GraphicsAPI::VULKAN )
{
commandObject = nvrhi::ObjectTypes::VK_CommandBuffer;
}
OPTICK_GPU_CONTEXT( ( void* ) commandList->getNativeObject( commandObject ) );
OPTICK_GPU_EVENT( "CRTPostProcess" );
renderLog.OpenMainBlock( MRB_CRT_POSTPROCESS );
renderLog.OpenBlock( "Render_CRTPostFX", colorBlue );
GL_State( GLS_SRCBLEND_ONE | GLS_DSTBLEND_ZERO | GLS_DEPTHMASK | GLS_DEPTHFUNC_ALWAYS | GLS_CULL_TWOSIDED );
int screenWidth = renderSystem->GetWidth();
int screenHeight = renderSystem->GetHeight();
// set the window clipping
GL_Viewport( 0, 0, screenWidth, screenHeight );
GL_Scissor( 0, 0, screenWidth, screenHeight );
#if CRT_QUARTER_RES
#if defined(USE_DOOMCLASSIC)
bool quarterRes = r_useCRTPostFX.GetInteger() == 3 && ( !game->Shell_IsActive() && !game->IsPDAOpen() || ( !console->Active() && ( common->GetCurrentGame() == DOOM_CLASSIC || common->GetCurrentGame() == DOOM2_CLASSIC ) ) );
#else
bool quarterRes = false; //r_useCRTPostFX.GetInteger() == 3 && ( !game->Shell_IsActive() && !game->IsPDAOpen() && !console->Active() );
#endif
#else
bool quarterRes = false;
#endif
if( r_useCRTPostFX.GetInteger() > 0 )
{
OPTICK_GPU_EVENT( "Render_CRTPostFX" );
#if CRT_QUARTER_RES
if( quarterRes )
{
// downscale to retro resolution
BlitParameters blitParms;
blitParms.sourceTexture = ( nvrhi::ITexture* )globalImages->ldrImage->GetTextureID();
blitParms.targetFramebuffer = globalFramebuffers.bloomRenderFBO[0]->GetApiObject();
blitParms.targetViewport = nvrhi::Viewport( renderSystem->GetWidth() / 4, renderSystem->GetHeight() / 4 );
commonPasses.BlitTexture( commandList, blitParms, &bindingCache );
GL_SelectTexture( 0 );
globalImages->bloomRenderImage[0]->Bind();
}
else
#endif
{
BlitParameters blitParms;
blitParms.sourceTexture = ( nvrhi::ITexture* )globalImages->ldrImage->GetTextureID();
blitParms.targetFramebuffer = globalFramebuffers.smaaBlendFBO->GetApiObject();
blitParms.targetViewport = nvrhi::Viewport( renderSystem->GetWidth(), renderSystem->GetHeight() );
commonPasses.BlitTexture( commandList, blitParms, &bindingCache );
GL_SelectTexture( 0 );
globalImages->smaaBlendImage->Bind();
}
globalFramebuffers.ldrFBO->Bind();
GL_SelectTexture( 1 );
globalImages->blueNoiseImage256->Bind();
if( r_useCRTPostFX.GetInteger() == 1 )
{
renderProgManager.BindShader_CrtMattias();
}
else if( r_useCRTPostFX.GetInteger() == 2 )
{
renderProgManager.BindShader_CrtNewPixie();
}
else
{
renderProgManager.BindShader_CrtEasyMode();
}
// screen power of two correction factor
idVec4 sourceSizeParam;
if( quarterRes )
{
sourceSizeParam.x = renderSystem->GetWidth() / 4;
sourceSizeParam.y = renderSystem->GetHeight() / 4;
}
else
{
sourceSizeParam.x = screenWidth;
sourceSizeParam.y = screenHeight;
}
sourceSizeParam.z = 1.0f / sourceSizeParam.x;
sourceSizeParam.w = 1.0f / sourceSizeParam.y;
SetFragmentParm( RENDERPARM_SCREENCORRECTIONFACTOR, sourceSizeParam.ToFloatPtr() ); // rpScreenCorrectionFactor
float windowCoordParm[4];
windowCoordParm[0] = r_crtCurvature.GetFloat();
windowCoordParm[1] = r_crtVignette.GetFloat();
windowCoordParm[2] = screenWidth;
windowCoordParm[3] = screenHeight;
SetFragmentParm( RENDERPARM_WINDOWCOORD, windowCoordParm ); // rpWindowCoord
float jitterTexOffset[4];
jitterTexOffset[0] = 1.0f / globalImages->blueNoiseImage256->GetUploadWidth();
jitterTexOffset[1] = 1.0f / globalImages->blueNoiseImage256->GetUploadHeight();
if( r_shadowMapRandomizeJitter.GetBool() )
{
jitterTexOffset[2] = Sys_Milliseconds() / 1000.0f;
jitterTexOffset[3] = tr.frameCount % 64;
}
else
{
jitterTexOffset[2] = 0.0f;
jitterTexOffset[3] = 0.0f;
}
SetFragmentParm( RENDERPARM_JITTERTEXOFFSET, jitterTexOffset ); // rpJitterTexOffset
// JINC2 interpolation settings
idVec4 jincParms;
jincParms.x = 0.44f;
jincParms.y = 0.82f;
jincParms.z = 0.5f;
jincParms.w = 0;
SetFragmentParm( RENDERPARM_DIFFUSEMODIFIER, jincParms.ToFloatPtr() );
// Draw
DrawElementsWithCounters( &unitSquareSurface );
}
//GL_SelectTexture( 0 );
//renderProgManager.Unbind();
{
OPTICK_GPU_EVENT( "Blit_CRTPostFX" );
// copy LDR result to DX12 / Vulkan swapchain image
BlitParameters blitParms;
blitParms.sourceTexture = ( nvrhi::ITexture* )globalImages->ldrImage->GetTextureID();
blitParms.targetFramebuffer = deviceManager->GetCurrentFramebuffer();
blitParms.targetViewport = nvrhi::Viewport( renderSystem->GetNativeWidth(), renderSystem->GetNativeHeight() );
commonPasses.BlitTexture( commandList, blitParms, &bindingCache );
}
GL_SelectTexture( 0 );
globalImages->currentRenderImage->Bind();
renderLog.CloseBlock();
renderLog.CloseMainBlock();
}