mirror of https://bitbucket.org/CPMADevs/cnq3
142 lines
3.4 KiB
HLSL
142 lines
3.4 KiB
HLSL
/*
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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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// shared structure for the Quake 3 light grid
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#pragma once
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#include "typedefs.h.hlsli"
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#if !defined(__cplusplus)
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# include "common.hlsli"
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#endif
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#if defined(__cplusplus)
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# pragma pack(push, 4)
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#endif
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struct LightGridRC
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{
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float3 centerPosition;
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uint textureAIndex;
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float3 worldScale;
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uint textureBIndex;
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uint samplerIndex;
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uint isAvailable;
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};
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#if defined(__cplusplus)
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# pragma pack(pop)
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#endif
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#if defined(__cplusplus)
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static_assert(sizeof(LightGridRC) == 40, "sizeof(LightGridRC) is wrong");
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#endif
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#if !defined(__cplusplus)
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struct LightGridSample
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{
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float4 a;
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float4 b;
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float3 GetLightDirection()
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{
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return DirectionFromLongLat(b.z, b.w);
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}
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float3 GetLocalColor()
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{
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return float3(a.w, b.xy);
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}
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float3 GetGlobalColor()
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{
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return a.xyz;
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}
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float3 GetAmbientColor(float3 normal, float3 fallbackColor, float ambColorScale, float localColorScale)
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{
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float3 ambColor = GetGlobalColor();
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float3 localColor = GetLocalColor();
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float3 localDir = GetLightDirection();
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float localScale = dot(localDir, normal) * 0.5 + 0.5; // wraps around
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float3 interpColor = ambColor * ambColorScale + localColor * localScale * localColorScale;
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float brightNew = Brightness(interpColor);
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float brightFall = Brightness(fallbackColor);
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float t = saturate(brightNew / max(brightFall, 0.001));
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float3 color = lerp(fallbackColor, interpColor, t);
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return color;
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}
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};
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struct LightGrid
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{
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float3 centerPosition;
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float3 worldScale;
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float3 textureSize;
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Texture3D textureA;
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Texture3D textureB;
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SamplerState sampler0;
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LightGridSample SampleAtPosition(float3 positionWS)
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{
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float3 ambientTC = AABoxWorldSpaceToTC(positionWS, centerPosition, textureSize, worldScale);
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LightGridSample sample;
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sample.a = textureA.SampleLevel(sampler0, ambientTC, 0);
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sample.b = textureB.SampleLevel(sampler0, ambientTC, 0);
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return sample;
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}
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LightGridSample SampleAtIndex(int3 index)
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{
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LightGridSample sample;
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sample.a = textureA[index];
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sample.b = textureB[index];
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return sample;
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}
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float3 IndexToWorldSpace(int3 voxelIndex)
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{
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float3 voxelCenter = AABoxIndexToWorldSpace(voxelIndex, centerPosition, textureSize, worldScale);
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return voxelCenter;
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}
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};
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LightGrid GetLightGrid(LightGridRC rc)
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{
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LightGrid grid;
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grid.textureA = ResourceDescriptorHeap[rc.textureAIndex];
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grid.textureB = ResourceDescriptorHeap[rc.textureBIndex];
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grid.sampler0 = SamplerDescriptorHeap[rc.samplerIndex];
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grid.centerPosition = rc.centerPosition;
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grid.worldScale = rc.worldScale;
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grid.textureSize = float3(GetTextureSize(grid.textureA));
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return grid;
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}
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#endif
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