/* =========================================================================== 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 . =========================================================================== */ // shared structure for the Quake 3 light grid #pragma once #include "typedefs.h.hlsli" #if !defined(__cplusplus) # include "common.hlsli" #endif #if defined(__cplusplus) # pragma pack(push, 4) #endif struct LightGridRC { float3 centerPosition; uint textureAIndex; float3 worldScale; uint textureBIndex; uint samplerIndex; uint isAvailable; }; #if defined(__cplusplus) # pragma pack(pop) #endif #if defined(__cplusplus) static_assert(sizeof(LightGridRC) == 40, "sizeof(LightGridRC) is wrong"); #endif #if !defined(__cplusplus) struct LightGridSample { float4 a; float4 b; float3 GetLightDirection() { return DirectionFromLongLat(b.z, b.w); } float3 GetLocalColor() { return float3(a.w, b.xy); } float3 GetGlobalColor() { return a.xyz; } float3 GetAmbientColor(float3 normal, float3 fallbackColor, float ambColorScale, float localColorScale) { float3 ambColor = GetGlobalColor(); float3 localColor = GetLocalColor(); float3 localDir = GetLightDirection(); float localScale = dot(localDir, normal) * 0.5 + 0.5; // wraps around float3 interpColor = ambColor * ambColorScale + localColor * localScale * localColorScale; float brightNew = Brightness(interpColor); float brightFall = Brightness(fallbackColor); float t = saturate(brightNew / max(brightFall, 0.001)); float3 color = lerp(fallbackColor, interpColor, t); return color; } }; struct LightGrid { float3 centerPosition; float3 worldScale; float3 textureSize; Texture3D textureA; Texture3D textureB; SamplerState sampler0; LightGridSample SampleAtPosition(float3 positionWS) { float3 ambientTC = AABoxWorldSpaceToTC(positionWS, centerPosition, textureSize, worldScale); LightGridSample sample; sample.a = textureA.SampleLevel(sampler0, ambientTC, 0); sample.b = textureB.SampleLevel(sampler0, ambientTC, 0); return sample; } LightGridSample SampleAtIndex(int3 index) { LightGridSample sample; sample.a = textureA[index]; sample.b = textureB[index]; return sample; } float3 IndexToWorldSpace(int3 voxelIndex) { float3 voxelCenter = AABoxIndexToWorldSpace(voxelIndex, centerPosition, textureSize, worldScale); return voxelCenter; } }; LightGrid GetLightGrid(LightGridRC rc) { LightGrid grid; grid.textureA = ResourceDescriptorHeap[rc.textureAIndex]; grid.textureB = ResourceDescriptorHeap[rc.textureBIndex]; grid.sampler0 = SamplerDescriptorHeap[rc.samplerIndex]; grid.centerPosition = rc.centerPosition; grid.worldScale = rc.worldScale; grid.textureSize = float3(GetTextureSize(grid.textureA)); return grid; } #endif