mirror of
https://bitbucket.org/CPMADevs/cnq3
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afc81437c3
- added the foundation for a GPU particle system - reworked volumetric particle injection
113 lines
3.6 KiB
HLSL
113 lines
3.6 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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// volumetric lighting: inject a NanoVDB volume into the extinction volume
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#include "common.hlsli"
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#include "scene_view.h.hlsli"
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#include "vl_common.h.hlsli"
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#include "vl_nanovdb.hlsli"
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#define LOW_QUALITY_INJECTION_MODE 1
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cbuffer RootConstants
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{
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float4 packedTransform[4];
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float2 packedTransform2;
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uint nanovdbBufferIndex;
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uint extinctionTextureIndex;
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uint densityGridByteOffset;
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uint densityGridByteOffset2;
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uint linearInterpolation;
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float worldScale;
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float densityExtinctionScale;
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float t;
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}
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[numthreads(4, 4, 4)]
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void cs(uint3 id : SV_DispatchThreadID)
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{
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RWTexture3D<float> extinctionTexture = ResourceDescriptorHeap[extinctionTextureIndex];
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uint3 textureSize = GetTextureSize(extinctionTexture);
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if(any(id >= textureSize))
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{
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return;
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}
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pnanovdb_buf_t nanovdbBuffer = ResourceDescriptorHeap[nanovdbBufferIndex];
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SceneView scene = GetSceneView();
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float3 textureSizeF = float3(textureSize);
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float3 tcBase = (float3(id) + float3(0.5, 0.5, 0.5)) / textureSizeF;
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float3 voxelPosition = scene.ExtinctionIndexToWorldSpace(id, textureSizeF, worldScale);
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Transform transform = DecodeTransform(packedTransform, packedTransform2);
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#if LOW_QUALITY_INJECTION_MODE
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// big perf boost, tiny visual impact
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transform.stepSize = 0.5 * worldScale.xxx;
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#endif
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if(linearInterpolation != 0u)
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{
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SampleResult extResult1 = CreateSampleResult();
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if(densityGridByteOffset)
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{
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Grid grid1 = GetGrid(nanovdbBuffer, densityGridByteOffset);
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if(grid1.OverlapsAxisAlignedBox(scene, id, textureSizeF, worldScale, transform))
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{
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extResult1 = grid1.GetAxisAlignedBoxAverage(scene, voxelPosition, worldScale.xxx, transform);
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}
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}
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SampleResult extResult2 = CreateSampleResult();
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if(densityGridByteOffset2 > 0)
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{
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Grid grid2 = GetGrid(nanovdbBuffer, densityGridByteOffset2);
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if(grid2.OverlapsAxisAlignedBox(scene, id, textureSizeF, worldScale, transform))
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{
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extResult2 = grid2.GetAxisAlignedBoxAverage(scene, voxelPosition, worldScale.xxx, transform);
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}
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}
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if(extResult1.sum > 0.0 || extResult2.sum > 0.0)
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{
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float extinction1 = (extResult1.sum / float(extResult1.maxSampleCount));
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float extinction2 = (extResult2.sum / float(extResult2.maxSampleCount));
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float extinction = lerp(extinction1, extinction2, t) * densityExtinctionScale;
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extinctionTexture[id] += extinction;
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}
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}
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else if(densityGridByteOffset > 0)
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{
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Grid grid = GetGrid(nanovdbBuffer, densityGridByteOffset);
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if(grid.OverlapsAxisAlignedBox(scene, id, textureSizeF, worldScale, transform))
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{
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SampleResult extResult = CreateSampleResult();
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extResult = grid.GetAxisAlignedBoxAverage(scene, voxelPosition, worldScale.xxx, transform);
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if(extResult.sum > 0.0)
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{
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float extinction = (extResult.sum / float(extResult.maxSampleCount)) * densityExtinctionScale;
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extinctionTexture[id] += extinction;
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}
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}
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}
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}
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