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https://bitbucket.org/CPMADevs/cnq3
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90 lines
2.6 KiB
HLSL
90 lines
2.6 KiB
HLSL
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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: visualize the extinction volume as little cubes
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#include "common.hlsli"
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#include "scene_view.h.hlsli"
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cbuffer RootConstants
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{
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float3 color;
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float worldScale;
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float3 cameraPosition;
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float boxScale;
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float extinctionScale;
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uint extinctionTextureIndex;
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}
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struct VOut
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{
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float4 position : SV_Position;
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float3 positionInCube : POSITIONINCUBE;
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int3 voxelIndex : VOXELINDEX;
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};
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VOut vs(uint vertexId : SV_VertexID)
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{
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RWTexture3D<float> extinctionTexture = ResourceDescriptorHeap[extinctionTextureIndex];
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SceneView scene = GetSceneView();
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uint3 extinctionSize = GetTextureSize(extinctionTexture);
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uint flatVoxelIndex = vertexId / 36;
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uint vertexIndex = vertexId % 36;
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int3 voxelIndex = int3(UnflattenIndex(flatVoxelIndex, extinctionSize));
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float3 voxelCenter = AABoxIndexToWorldSpace(voxelIndex, cameraPosition, float3(extinctionSize), worldScale);
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float3 positionInCube = CubeFromVertexID(vertexIndex);
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float3 positionWS = voxelCenter + 0.5 * boxScale * worldScale * positionInCube;
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float4 positionVS = mul(scene.viewMatrix, float4(positionWS, 1));
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float4 position = mul(scene.projectionMatrix, positionVS);
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VOut output;
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output.position = position;
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output.voxelIndex = voxelIndex;
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output.positionInCube = positionInCube;
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return output;
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}
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float4 ps(VOut input) : SV_Target
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{
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RWTexture3D<float> extinctionTexture = ResourceDescriptorHeap[extinctionTextureIndex];
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float alpha = saturate(extinctionScale * extinctionTexture[input.voxelIndex]);
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if(alpha == 0.0)
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{
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discard;
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}
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float threshold = 0.9;
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float3 position = abs(input.positionInCube);
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bool3 limits = position >= float3(threshold, threshold, threshold);
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if(dot(uint3(limits), uint3(1, 1, 1)) >= 2)
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{
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alpha = 0.0;
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}
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float4 result = float4(color * 0.5 * alpha, 1);
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return result;
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}
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