mirror of https://bitbucket.org/CPMADevs/cnq3
174 lines
4.6 KiB
HLSL
174 lines
4.6 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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// raytracing structures shared with C++ code
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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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# pragma pack(push, 4)
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#endif
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struct BLASVertex
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{
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float2 texCoords;
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color4ub color;
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};
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struct BLASMesh
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{
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uint firstVertex;
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uint firstIndex;
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uint textureIndex;
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uint samplerIndex;
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uint alphaTestMode;
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uint blendBits;
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};
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struct TLASInstance
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{
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uint vertexBufferIndex;
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uint indexBufferIndex;
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uint meshBufferIndex;
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uint cullMode;
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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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#include "common.hlsli"
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#include "alpha_test.h.hlsli"
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bool IsTriangleHitOpaque(StructuredBuffer<TLASInstance> tlasInstanceBuffer, uint instanceId, uint meshId, uint triangleId, float2 bary2, bool frontFace)
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{
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TLASInstance instance = tlasInstanceBuffer[instanceId];
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StructuredBuffer<BLASMesh> meshBuffer = ResourceDescriptorHeap[instance.meshBufferIndex];
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BLASMesh mesh = meshBuffer[meshId];
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[branch] if(mesh.alphaTestMode == 0)
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{
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return false; // translucent -> ignored
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}
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float3 barycentrics = float3(1.0 - bary2.x - bary2.y, bary2.x, bary2.y);
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StructuredBuffer<BLASVertex> vertexBuffer = ResourceDescriptorHeap[instance.vertexBufferIndex];
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StructuredBuffer<uint> indexBuffer = ResourceDescriptorHeap[instance.indexBufferIndex];
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uint firstIndex = mesh.firstIndex + triangleId * 3;
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uint vtxIdx0 = mesh.firstVertex + indexBuffer[firstIndex + 0];
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uint vtxIdx1 = mesh.firstVertex + indexBuffer[firstIndex + 1];
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uint vtxIdx2 = mesh.firstVertex + indexBuffer[firstIndex + 2];
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BLASVertex v0 = vertexBuffer[vtxIdx0];
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BLASVertex v1 = vertexBuffer[vtxIdx1];
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BLASVertex v2 = vertexBuffer[vtxIdx2];
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float2 texCoords = trilerp(v0.texCoords, v1.texCoords, v2.texCoords, barycentrics);
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float4 vertexColor = trilerp(UnpackColor(v0.color), UnpackColor(v1.color), UnpackColor(v2.color), barycentrics);
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Texture2D texture0 = ResourceDescriptorHeap[mesh.textureIndex];
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SamplerState sampler0 = SamplerDescriptorHeap[mesh.samplerIndex];
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float4 textureColor = texture0.SampleLevel(sampler0, texCoords, 0);
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float4 hitColor = vertexColor * textureColor;
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bool isOpaque = PassesAlphaTest(hitColor.a, mesh.alphaTestMode);
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return isOpaque;
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}
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float TraceVisibilityWithATt(
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out float t, RTAS rtas, StructuredBuffer<TLASInstance> instBuffer,
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float3 position, float3 direction, float dist)
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{
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RayDesc ray;
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ray.Origin = position;
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ray.Direction = direction;
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ray.TMin = 0.0;
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ray.TMax = dist;
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t = 0.0;
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RayQuery<RAY_FLAG_NONE> q;
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q.TraceRayInline(rtas, RAY_FLAG_NONE, 0xFF, ray);
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while(q.Proceed())
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{
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if(q.CandidateType() == CANDIDATE_NON_OPAQUE_TRIANGLE)
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{
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bool isOpaque = IsTriangleHitOpaque(
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instBuffer,
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q.CandidateInstanceIndex(),
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q.CandidateGeometryIndex(),
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q.CandidatePrimitiveIndex(),
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q.CandidateTriangleBarycentrics(),
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q.CandidateTriangleFrontFace());
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if(isOpaque)
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{
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q.CommitNonOpaqueTriangleHit();
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}
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}
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}
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if(q.CommittedStatus() == COMMITTED_TRIANGLE_HIT)
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{
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t = q.CommittedRayT();
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return 0.0;
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}
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return 1.0;
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}
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float TraceVisibilityWithAT(
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RTAS rtas, StructuredBuffer<TLASInstance> instBuffer,
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float3 position, float3 direction, float dist)
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{
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float t;
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return TraceVisibilityWithATt(t, rtas, instBuffer, position, direction, dist);
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}
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float TraceVisibilityWithoutATt(
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out float t, RTAS rtas,
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float3 position, float3 direction, float dist)
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{
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RayDesc ray;
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ray.Origin = position;
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ray.Direction = direction;
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ray.TMin = 0.0;
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ray.TMax = dist;
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t = 0.0;
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RayQuery<RAY_FLAG_CULL_NON_OPAQUE> q;
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q.TraceRayInline(rtas, RAY_FLAG_NONE, 0xFF, ray);
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q.Proceed();
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if(q.CommittedStatus() == COMMITTED_TRIANGLE_HIT)
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{
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t = q.CommittedRayT();
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return 0.0;
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}
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return 1.0;
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}
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float TraceVisibilityWithoutAT(RTAS rtas, float3 position, float3 direction, float dist)
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{
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float t;
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return TraceVisibilityWithoutATt(t, rtas, position, direction, dist);
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}
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#endif
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