cnq3/code/renderer/shaders/crp/vl_shadow_point_light.hlsl

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/*
===========================================================================
Copyright (C) 2024 Gian 'myT' Schellenbaum
This file is part of Challenge Quake 3 (CNQ3).
Challenge Quake 3 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 2 of the License,
or (at your option) any later version.
Challenge Quake 3 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 Challenge Quake 3. If not, see <https://www.gnu.org/licenses/>.
===========================================================================
*/
// volumetric lighting: point light shadow volume
#include "common.hlsli"
#include "scene_view.h.hlsli"
cbuffer RootConstants
{
float3 lightPosition;
float extinctionWorldScale;
float shadowWorldScale;
uint shadowTextureIndex;
}
[numthreads(4, 4, 4)]
void cs(uint3 id : SV_DispatchThreadID)
{
RWTexture3D<float> shadowTexture = ResourceDescriptorHeap[shadowTextureIndex];
uint3 shadowSize = GetTextureSize(shadowTexture);
if(any(id >= shadowSize))
{
return;
}
SceneView scene = GetSceneView();
float3 voxelPosition = AABoxIndexToWorldSpace(id, lightPosition, shadowSize, shadowWorldScale);
float dist = distance(voxelPosition, lightPosition);
float stepDist = extinctionWorldScale;
uint stepCount = uint(dist / stepDist);
float3 step = normalize(lightPosition - voxelPosition) * stepDist;
ExtinctionCascade cascade = scene.GetExtinctionCascade(stepDist);
float transmittance = 1.0;
float3 extinctionPositionWS = voxelPosition;
for(uint i = 0; i < stepCount; i++)
{
float extinction = cascade.ExtinctionAt(extinctionPositionWS);
float trans = Transmittance(stepDist, extinction);
transmittance *= saturate(trans);
extinctionPositionWS += step;
}
shadowTexture[id] = transmittance;
}