2019-09-25 03:25:59 +00:00
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/*
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===========================================================================
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2022-12-28 19:49:18 +00:00
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Copyright (C) 2023 Gian 'myT' Schellenbaum
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2019-09-25 03:25:59 +00:00
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This file is part of Challenge Quake 3 (CNQ3).
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Challenge Quake 3 is free software; you can redistribute it
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and/or modify it under the terms of the GNU General Public License as
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published by the Free Software Foundation; either version 2 of the License,
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or (at your option) any later version.
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Challenge Quake 3 is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Challenge Quake 3. If not, see <https://www.gnu.org/licenses/>.
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===========================================================================
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*/
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2022-12-28 19:49:18 +00:00
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// mip-map generation: linear-space to gamma-space transform
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2019-09-25 03:25:59 +00:00
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2022-12-28 19:49:18 +00:00
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cbuffer RootConstants
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2019-09-25 03:25:59 +00:00
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{
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float4 blendColor;
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float intensity;
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float invGamma; // 1.0 / gamma
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2022-12-28 19:49:18 +00:00
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uint srcMip;
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uint dstMip;
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2019-09-25 03:25:59 +00:00
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}
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2022-12-28 19:49:18 +00:00
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RWTexture2D<float4> mips[2 + 16] : register(u0);
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2019-09-25 03:25:59 +00:00
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[numthreads(8, 8, 1)]
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2022-12-28 19:49:18 +00:00
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void cs(uint3 id : SV_DispatchThreadID)
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2019-09-25 03:25:59 +00:00
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{
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2022-12-28 19:49:18 +00:00
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RWTexture2D<float4> src = mips[srcMip];
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RWTexture2D<float4> dst = mips[dstMip];
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// @TODO: is this actually required?
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uint w, h;
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dst.GetDimensions(w, h);
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if(any(id.xy >= uint2(w, h)))
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{
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return;
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}
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2019-09-25 03:25:59 +00:00
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// yes, intensity *should* be done in light-linear space
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// but we keep the old behavior for consistency...
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float4 in0 = src[id.xy];
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float3 in1 = 0.5 * (in0.rgb + blendColor.rgb);
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float3 inV = lerp(in0.rgb, in1.rgb, blendColor.a);
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float3 out0 = pow(max(inV, 0.0), invGamma);
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float3 out1 = out0 * intensity;
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float4 outV = saturate(float4(out1, in0.a));
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2022-12-28 19:49:18 +00:00
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dst[id.xy] = outV;
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2019-09-25 03:25:59 +00:00
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}
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