cnq3/code/renderer/shaders/crp/vl_frustum_inscatter_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: accumulates in-scattered light from a local point light
#include "common.hlsli"
#include "scene_view.h.hlsli"
#include "raytracing.h.hlsli"
cbuffer RootConstants
{
DynamicLight light;
uint materialTextureAIndex;
uint materialTextureBIndex;
uint scatterExtTextureIndex;
uint transmittanceTextureIndex;
uint transmittanceSamplerIndex;
float shadowWorldScale;
}
[numthreads(4, 4, 4)]
void cs(uint3 id : SV_DispatchThreadID)
{
RWTexture3D<float4> scatterExtTexture = ResourceDescriptorHeap[scatterExtTextureIndex];
uint3 textureSize = GetTextureSize(scatterExtTexture);
if(any(id >= textureSize))
{
return;
}
RWTexture3D<float4> materialTextureA = ResourceDescriptorHeap[materialTextureAIndex];
RWTexture3D<float4> materialTextureB = ResourceDescriptorHeap[materialTextureBIndex];
Texture3D<float> transmittanceTexture = ResourceDescriptorHeap[transmittanceTextureIndex];
SamplerState transmittanceSampler = SamplerDescriptorHeap[transmittanceSamplerIndex];
SceneView scene = GetSceneView();
float3 froxelPosition = scene.FroxelIndexToWorldSpace(id, float3(textureSize));
float3 lightPosition = light.position;
float dist = distance(froxelPosition, lightPosition);
float radius = light.radius;
if(dist >= radius)
{
return;
}
float3 scattering = materialTextureA[id].rgb;
float anisotropy = materialTextureB[id].a;
RTAS rtas = ResourceDescriptorHeap[scene.tlasBufferIndex];
float3 lightDir = normalize(lightPosition - froxelPosition);
float vis = TraceVisibilityWithoutAT(rtas, froxelPosition, lightDir, dist);
float3 shadowTC = AABoxWorldSpaceToTC(froxelPosition, lightPosition, GetTextureSize(transmittanceTexture), shadowWorldScale);
float trans = transmittanceTexture.SampleLevel(transmittanceSampler, shadowTC, 0);
float intensity = saturate(1.0 - dist / radius);
float3 lightRaw = light.color * intensity * scene.pointLightIntensityVL;
float2 froxelTC = (float2(id.xy) + float2(0.5, 0.5)) / float2(textureSize.xy);
float2 froxelNDC = TCToNDC(froxelTC);
float3 cameraRay = scene.CamerayRay(froxelNDC);
float cosTheta = dot(-lightDir, -cameraRay);
float phase = HenyeyGreenstein(cosTheta, anisotropy);
float3 inScattering = vis * lightRaw * trans * scattering * phase;
scatterExtTexture[id].rgb += inScattering;
}