mirror of https://bitbucket.org/CPMADevs/cnq3
118 lines
3.5 KiB
HLSL
118 lines
3.5 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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// sunlight soft shadows
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#include "common.hlsli"
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#include "fullscreen.hlsli"
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#include "scene_view.h.hlsli"
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cbuffer RootConstants
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{
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uint visibilityTextureIndex;
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uint penumbraTextureIndex;
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};
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static const int Radius = 7;
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static const float PenumbraRadiusWS = 64.0;
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float4 ps(VOut input) : SV_Target
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{
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SceneView scene = GetSceneView();
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Texture2D shadingPositionTexture = ResourceDescriptorHeap[scene.shadingPositionTextureIndex];
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Texture2D<float2> normalTexture = ResourceDescriptorHeap[scene.normalTextureIndex];
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Texture2D<float> visibilityTexture = ResourceDescriptorHeap[visibilityTextureIndex];
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Texture2D<float> penumbraTexture = ResourceDescriptorHeap[penumbraTextureIndex];
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SunVShadowCascade cascade = scene.GetSunVShadowCascade(scene.sunVShadowWorldScale.x);
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int2 fragTC = int2(input.position.xy);
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uint3 tc = uint3(input.position.xy, 0);
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float3 positionWS = shadingPositionTexture.Load(tc).xyz;
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float3 normalWS = normalize(OctDecode(normalTexture.Load(tc)));
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float penumbraSize = penumbraTexture.Load(tc) * PenumbraRadiusWS;
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int2 textureSize = int2(GetTextureSize(visibilityTexture));
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// run a PCSS-style blocker search
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if(penumbraSize == 0.0)
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{
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float count = 0.0;
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for(int y = -Radius; y <= Radius; y++)
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{
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for(int x = -Radius; x <= Radius; x++)
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{
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int2 TCs2 = fragTC + int2(x, y);
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if(!IsInTexture(TCs2, textureSize))
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{
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continue;
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}
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uint3 TCs = uint3(TCs2, 0);
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float size = penumbraTexture.Load(TCs) * PenumbraRadiusWS;
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penumbraSize += size;
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count += 1.0;
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}
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}
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if(count > 0.0)
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{
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penumbraSize /= count;
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}
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}
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if(penumbraSize == 0.0)
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{
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penumbraSize = PenumbraRadiusWS;
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}
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float visSum = 0.0;
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float weightSum = 0.0;
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for(int y = -Radius; y <= Radius; y++)
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{
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for(int x = -Radius; x <= Radius; x++)
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{
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int2 TCs2 = fragTC + int2(x, y);
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if(!IsInTexture(TCs2, textureSize))
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{
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continue;
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}
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uint3 TCs = uint3(TCs2, 0);
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float Vs = visibilityTexture.Load(TCs);
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float3 Ns = normalize(OctDecode(normalTexture.Load(TCs)));
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float3 Ps = shadingPositionTexture.Load(TCs).xyz;
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float normalWeight = max(dot(normalWS, Ns), 0.0);
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float distanceWeight = max(1.0 - distance(positionWS, Ps) / penumbraSize, 0.0);
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float weight = normalWeight * distanceWeight;
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weightSum += weight;
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visSum += weight * Vs;
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}
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}
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float visOpaque = weightSum > 0.0 ? visSum / weightSum : 0.0;
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float visVolume = cascade.TransmittanceAt(positionWS);
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float vis = visOpaque * visVolume;
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float lambert = max(dot(normalWS, scene.sunDirection), 0.0);
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float3 color = vis * scene.sunColor * scene.sunIntensityDL * lambert;
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float4 result = float4(color, 1);
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return result;
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}
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