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mirror of https://github.com/MaSzyna-EU07/maszyna.git synced 2026-10-17 16:49:21 +02:00
Files
maszyna/betterRenderer/renderer/source/windshield_rain.cpp
maj00r 26501b0fd7 hoist standard includes above everything else
Ordering them before the imports in the same file was not enough: a
project header on line 1 can import a module several levels down whose
global module fragment already pulled in the same standard header, and
that include guard does not cross the module boundary. Putting them
first means the guard is set before anything can import.

Skips vendored single-header libraries and anything inside an #if.
2026-09-10 01:02:17 +02:00

248 lines
9.9 KiB
C++

#include <cstddef>
#include "windshield_rain.h"
#include "gbuffer.h"
#include "gbufferblitpass.h"
#include "nvrendererbackend.h"
#include "nvrhi/utils.h"
#include "nvtexture.h"
void WindshieldRain::Init(NvRenderer* in_renderer) {
renderer = in_renderer;
{
auto const src_desc = renderer->m_gbuffer->m_gbuffer_depth->getDesc();
width = src_desc.width / 2;
height = src_desc.height / 2;
}
auto backend = renderer->GetBackend();
tex_droplets = backend->GetDevice()->createTexture(
nvrhi::TextureDesc()
.setDebugName("Raindrop buffer")
.setWidth(width)
.setHeight(height)
.setFormat(nvrhi::Format::R32_FLOAT)
.setIsRenderTarget(true)
.setInitialState(nvrhi::ResourceStates::RenderTarget)
.setClearValue(nvrhi::Color(0.))
.setUseClearValue(true)
.setKeepInitialState(true));
tex_depth_temp = backend->GetDevice()->createTexture(
nvrhi::TextureDesc()
.setDebugName("Raindrop depths temp")
.setWidth(width)
.setHeight(height)
.setFormat(nvrhi::Format::D32)
.setIsUAV(true)
.setInitialState(nvrhi::ResourceStates::UnorderedAccess)
.setKeepInitialState(true));
tex_depth = backend->GetDevice()->createTexture(
nvrhi::TextureDesc()
.setDebugName("Raindrop depths")
.setWidth(width)
.setHeight(height)
.setFormat(nvrhi::Format::D32)
.setIsRenderTarget(true)
.setInitialState(nvrhi::ResourceStates::DepthWrite)
.setClearValue(nvrhi::Color(0.))
.setUseClearValue(true)
.setKeepInitialState(true));
framebuffer = backend->GetDevice()->createFramebuffer(
nvrhi::FramebufferDesc()
.addColorAttachment(tex_droplets)
.setDepthAttachment(tex_depth));
ps_rain_anim =
backend->CreateShader("windshield_rain_anim", nvrhi::ShaderType::Pixel);
vs_rain_anim =
backend->CreateShader("default_vertex_no_jitter", nvrhi::ShaderType::Vertex);
cs_max_depth =
backend->CreateShader("max_depth_4x4", nvrhi::ShaderType::Compute);
auto const texture_manager = renderer->GetTextureManager();
texture_handle_droplets = texture_manager->FetchTexture(
"textures/fx/raindrops_height", GL_R, 0, false);
texture_handle_wipermask = texture_manager->FetchTexture(
"dynamic/pkp/ep09_v1/104ec/szyby_wipermask", GL_SRGB, 0, false);
texture_manager->RegisterExternalTexture("system/raindrops_buffer",
tex_droplets);
{
nvrhi::SamplerHandle sampler = backend->GetDevice()->createSampler(
nvrhi::SamplerDesc().setAllFilters(true).setAllAddressModes(
nvrhi::SamplerAddressMode::Clamp));
nvrhi::BindingLayoutHandle binding_layout;
nvrhi::utils::CreateBindingSetAndLayout(
backend->GetDevice(), nvrhi::ShaderType::Compute, 0,
nvrhi::BindingSetDesc()
.addItem(nvrhi::BindingSetItem::Texture_SRV(
0, renderer->m_gbuffer->m_gbuffer_depth))
.addItem(nvrhi::BindingSetItem::Texture_UAV(0, tex_depth_temp))
.addItem(nvrhi::BindingSetItem::Sampler(0, sampler)),
binding_layout, bindings_max_depth);
pso_max_depth = backend->GetDevice()->createComputePipeline(
nvrhi::ComputePipelineDesc()
.addBindingLayout(binding_layout)
.setComputeShader(cs_max_depth));
}
}
void WindshieldRain::Resize(int width, int height) {}
nvrhi::ITexture* WindshieldRain::GetTexture() const { return tex_droplets; }
void WindshieldRain::Render(NvRenderer::RenderPass const& pass) {
if (!pso_droplets) {
CreatePso(pass.m_command_list_draw);
}
if (renderer->m_dynamic_with_kabina < renderer->m_dynamics.size()) {
const auto& dynamic = renderer->m_dynamics[renderer->m_dynamic_with_kabina];
pass.m_command_list_draw->beginMarker("Render cab rain buffer");
pass.m_command_list_draw->clearTextureFloat(
tex_droplets, nvrhi::AllSubresources, nvrhi::Color(0.));
{
nvrhi::ComputeState compute_state;
compute_state.setPipeline(pso_max_depth);
compute_state.addBindingSet(bindings_max_depth);
pass.m_command_list_draw->setComputeState(compute_state);
pass.m_command_list_draw->dispatch((width + 7) / 8, (height + 7) / 8);
}
pass.m_command_list_draw->copyTexture(tex_depth, nvrhi::TextureSlice(),
tex_depth_temp, nvrhi::TextureSlice());
for (auto const& item : dynamic.m_renderable_kabina.m_items) {
auto const& material = renderer->m_material_cache[item.m_material - 1];
if (!IsRainShader(material.m_template)) {
continue;
}
nvrhi::GraphicsState gfx_state{};
nvrhi::DrawArguments draw_arguments;
bool indexed;
if (!renderer->BindGeometry(item.m_geometry, pass, gfx_state,
draw_arguments, indexed)) {
continue;
}
auto transform = item.m_transform;
transform[3] -= pass.m_origin;
auto& binding_set = binding_sets_per_material[item.m_material];
if (!binding_set) {
auto const& material = renderer->m_material_cache[item.m_material - 1];
auto texture_wipermask = renderer->GetTextureManager()->GetRhiTexture(
material.m_texture_handles[2], pass.m_command_list_draw);
binding_set = renderer->m_backend->GetDevice()->createBindingSet(
nvrhi::BindingSetDesc()
.addItem(nvrhi::BindingSetItem::ConstantBuffer(
0, renderer->m_drawconstant_buffer))
.addItem(nvrhi::BindingSetItem::ConstantBuffer(
2, renderer->m_gbuffer_blit->m_draw_constants))
.addItem(nvrhi::BindingSetItem::PushConstants(
1, sizeof(NvRenderer::PushConstantsDraw)))
.addItem(
nvrhi::BindingSetItem::Texture_SRV(0, texture_droplets))
.addItem(
nvrhi::BindingSetItem::Texture_SRV(1, texture_wipermask))
.addItem(nvrhi::BindingSetItem::Sampler(0, sampler))
.addItem(nvrhi::BindingSetItem::Sampler(1, sampler_point)),
binding_layout);
}
gfx_state.setFramebuffer(framebuffer);
gfx_state.setPipeline(pso_droplets);
gfx_state.addBindingSet(binding_set);
gfx_state.setViewport(nvrhi::ViewportState().addViewportAndScissorRect(
framebuffer->getFramebufferInfo().getViewport()));
pass.m_command_list_draw->beginMarker(item.m_name.data());
pass.m_command_list_draw->setGraphicsState(gfx_state);
{
NvRenderer::PushConstantsDraw data{};
data.m_modelview = static_cast<glm::mat3x4>(
transpose(static_cast<glm::dmat4>(pass.m_transform) *
static_cast<glm::dmat4>(transform)));
data.m_modelview_history = data.m_modelview;
pass.m_command_list_draw->setPushConstants(&data, sizeof(data));
}
if (indexed)
pass.m_command_list_draw->drawIndexed(draw_arguments);
else
pass.m_command_list_draw->draw(draw_arguments);
pass.m_command_list_draw->endMarker();
}
pass.m_command_list_draw->endMarker();
}
std::erase_if(binding_sets_per_material, [this](auto const& kv) {
auto const& material = renderer->m_material_cache[kv.first - 1];
return renderer->GetCurrentFrame() - material.m_last_frame_requested > 100;
});
}
bool WindshieldRain::IsRainShader(
NvRenderer::MaterialTemplate const* mt) const {
return mt->m_name == "windshield_rain";
}
void WindshieldRain::CreatePso(nvrhi::ICommandList* command_list) {
auto backend = renderer->GetBackend();
texture_droplets = renderer->GetTextureManager()->GetRhiTexture(
texture_handle_droplets, command_list);
sampler = backend->GetDevice()->createSampler(
nvrhi::SamplerDesc()
.setAllFilters(true)
.setMipFilter(false)
.setAllAddressModes(nvrhi::SamplerAddressMode::Repeat));
sampler_point = backend->GetDevice()->createSampler(
nvrhi::SamplerDesc().setAllFilters(false).setAllAddressModes(
nvrhi::SamplerAddressMode::Repeat));
binding_layout = backend->GetDevice()->createBindingLayout(
nvrhi::BindingLayoutDesc()
.setVisibility(nvrhi::ShaderType::AllGraphics)
.setRegisterSpace(0)
.addItem(nvrhi::BindingLayoutItem::ConstantBuffer(0))
.addItem(nvrhi::BindingLayoutItem::VolatileConstantBuffer(2))
.addItem(nvrhi::BindingLayoutItem::PushConstants(
1, sizeof(NvRenderer::PushConstantsDraw)))
.addItem(nvrhi::BindingLayoutItem::Texture_SRV(0))
.addItem(nvrhi::BindingLayoutItem::Texture_SRV(1))
.addItem(nvrhi::BindingLayoutItem::Sampler(0))
.addItem(nvrhi::BindingLayoutItem::Sampler(1)));
pso_droplets = backend->GetDevice()->createGraphicsPipeline(
nvrhi::GraphicsPipelineDesc()
.addBindingLayout(binding_layout)
.setVertexShader(vs_rain_anim)
.setInputLayout(renderer->m_input_layout[static_cast<size_t>(
RendererEnums::DrawType::Model)])
.setPixelShader(ps_rain_anim)
.setRenderState(
nvrhi::RenderState()
.setDepthStencilState(
nvrhi::DepthStencilState()
.enableDepthTest()
.enableDepthWrite()
.disableStencil()
.setDepthFunc(nvrhi::ComparisonFunc::Greater))
.setRasterState(nvrhi::RasterState()
.setFillSolid()
.enableDepthClip()
.disableScissor()
.setCullFront())
.setBlendState(nvrhi::BlendState().setRenderTarget(
0, nvrhi::BlendState::RenderTarget().disableBlend())))
.setPrimType(nvrhi::PrimitiveType::TriangleList),
framebuffer);
}