cnq3/code/renderer/shaders/crp/oit.h.hlsli
myT 30150e889e added sunlight and volumetric lighting
fixed depth linearization
2024-03-29 04:19:38 +01:00

58 lines
1.8 KiB
HLSL

/*
===========================================================================
Copyright (C) 2023-2024 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 <https://www.gnu.org/licenses/>.
===========================================================================
*/
// shared structures and constants used to implement order-independent transparency
#pragma once
#if defined(__cplusplus)
#pragma pack(push, 4)
typedef uint32_t uint;
#endif
#define OIT_MAX_FRAGMENTS_PER_PIXEL 32
#define OIT_AVG_FRAGMENTS_PER_PIXEL 16
struct OIT_Counter
{
uint fragmentCount;
uint maxFragmentCount;
uint overflowCount;
};
struct OIT_Fragment
{
uint color;
float depth; // higher is further away from the camera
uint stateBits; // GLS_* stage bits + stage index
uint next;
uint shaderTrace; // shader index: 14 - enable: 1
uint depthFadeDistOffset; // offset: fp16 - distance: fp16
uint depthFadeScaleBiasPO; // polygon offset: 1 - enable: 1 - color bias: 4 - color scale: 4
// @TODO: move the 10 bits from depthFadeScaleBiasPO into shaderTrace
};
#if defined(__cplusplus)
#pragma pack(pop)
static_assert(sizeof(OIT_Counter) == 12, "sizeof(OIT_Counter) is wrong");
static_assert(sizeof(OIT_Fragment) == 28, "sizeof(OIT_Fragment) is wrong");
#endif