2024-03-29 03:19:27 +00:00
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/*
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===========================================================================
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Copyright (C) 2024 Gian 'myT' Schellenbaum
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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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// volumetric lighting: accumulates in-scattered sunlight
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#include "common.hlsli"
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#include "scene_view.h.hlsli"
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#include "raytracing.h.hlsli"
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cbuffer RootConstants
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{
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uint materialTextureAIndex;
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uint materialTextureBIndex;
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uint scatterExtTextureIndex;
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uint sunlightVisTextureIndex;
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}
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[numthreads(4, 4, 4)]
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void cs(uint3 id : SV_DispatchThreadID)
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{
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RWTexture3D<float4> scatterExtTexture = ResourceDescriptorHeap[scatterExtTextureIndex];
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uint3 textureSize = GetTextureSize(scatterExtTexture);
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if(any(id >= textureSize))
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{
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return;
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}
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RWTexture3D<float4> materialTextureA = ResourceDescriptorHeap[materialTextureAIndex];
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RWTexture3D<float4> materialTextureB = ResourceDescriptorHeap[materialTextureBIndex];
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RWTexture3D<float> sunlightVisTexture = ResourceDescriptorHeap[sunlightVisTextureIndex];
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SceneView scene = GetSceneView();
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2024-07-02 00:06:15 +00:00
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float3 froxelSize3 = scene.FroxelAverageDimensions(id, float3(textureSize));
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float froxelSize = max3(froxelSize3.x, froxelSize3.y, froxelSize3.z);
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2024-03-29 03:19:27 +00:00
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SunVShadowCascade cascade = scene.GetSunVShadowCascade(froxelSize);
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float3 positionWS = scene.FroxelIndexToWorldSpace(id, textureSize);
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float visOpaque = sunlightVisTexture[id];
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float visVolume = cascade.TransmittanceAt(positionWS);
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float vis = visOpaque * visVolume;
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float2 tc = (float2(id.xy) + float2(0.5, 0.5)) / float2(textureSize.xy);
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float2 ndc = TCToNDC(tc);
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float3 cameraRay = scene.CamerayRay(ndc);
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float cosTheta = dot(-scene.sunDirection, -cameraRay);
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float3 scattering = materialTextureA[id].rgb;
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float anisotropy = materialTextureB[id].a;
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float phase = HenyeyGreenstein(cosTheta, anisotropy);
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2024-07-02 00:06:15 +00:00
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float3 inScattering = vis * scene.sunColor * scene.sunIntensityVL * scattering * phase;
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2024-03-29 03:19:27 +00:00
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scatterExtTexture[id].rgb += inScattering;
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}
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