/* =========================================================================== 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: inject fog into the material textures #include "common.hlsli" #include "scene_view.h.hlsli" #define VOXEL_SUPERSAMPLING_1X #include "vl_common.h.hlsli" cbuffer RootConstants { FogVolume fog; float time; uint materialTextureAIndex; uint materialTextureBIndex; uint materialTextureCIndex; } [numthreads(4, 4, 4)] void cs(uint3 id : SV_DispatchThreadID) { RWTexture3D materialTextureA = ResourceDescriptorHeap[materialTextureAIndex]; uint3 textureSize = GetTextureSize(materialTextureA); if(any(id >= textureSize)) { return; } RWTexture3D materialTextureB = ResourceDescriptorHeap[materialTextureBIndex]; RWTexture3D materialTextureC = ResourceDescriptorHeap[materialTextureCIndex]; SceneView scene = GetSceneView(); float3 textureSizeF = float3(textureSize); float3 tcBase = (float3(id) + float3(0.5, 0.5, 0.5)) / textureSizeF; float scale = 0.0; float counter = 0.0; for(int s = 0; s < VoxelSampleCount; s++) { float3 tcOffset = VoxelSamples[s] / textureSizeF; float3 tc = tcBase + tcOffset; float3 position = scene.FroxelTCToWorldSpace(tc, textureSizeF); if(fog.IsPointInside(position)) { scale += fog.DensityAt(position, time); counter += 1.0; } } if(scale > 0.0 && counter > 0.0) { scale /= counter; materialTextureA[id] += float4(fog.scatter * scale, fog.absorption * scale); materialTextureB[id] += float4(fog.emissive * scale, fog.anisotropy); materialTextureC[id] += 1.0; } }