/* =========================================================================== 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 . =========================================================================== */ // volumetric lighting: opaque sunlight visibility #include "common.hlsli" #include "scene_view.h.hlsli" #include "raytracing.h.hlsli" cbuffer RootConstants { float3 jitter; uint visTextureIndex; uint frustumVisTextureIndex; uint depthMip; } [numthreads(4, 4, 4)] void cs(uint3 id : SV_DispatchThreadID) { RWTexture3D visTexture = ResourceDescriptorHeap[visTextureIndex]; uint3 textureSize = GetTextureSize(visTexture); if(any(id >= textureSize)) { return; } RWTexture2D frustumVisTexture = ResourceDescriptorHeap[frustumVisTextureIndex]; uint furthestVisibleFroxelZIndex = frustumVisTexture[id.xy]; if(id.z > furthestVisibleFroxelZIndex) { // this helps fix issues like dark spots around opaque geometry set against the skybox visTexture[id] = 0.0; return; } SceneView scene = GetSceneView(); RTAS rtas = ResourceDescriptorHeap[scene.tlasBufferIndex]; float2 tc = (float2(id.xy) + float2(0.5, 0.5)) / float2(textureSize.xy); float2 ndc = TCToNDC(tc); float3 cameraRay = scene.CamerayRay(ndc); float3 froxelPosition = scene.FroxelIndexToWorldSpace(id, float3(textureSize)) + jitter.x * scene.cameraLeft + jitter.y * scene.cameraUp + jitter.z * cameraRay; float vis = TraceVisibilityWithoutAT(rtas, froxelPosition, scene.sunDirection, 10000.0); visTexture[id] = vis; }