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https://bitbucket.org/CPMADevs/cnq3
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afc81437c3
- added the foundation for a GPU particle system - reworked volumetric particle injection
68 lines
2.1 KiB
HLSL
68 lines
2.1 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: depth test screen tiles
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#include "common.hlsli"
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#include "scene_view.h.hlsli"
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cbuffer RootConstants
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{
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uint3 frustumTextureSize;
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uint frustumVisTextureIndex;
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uint depthMip;
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}
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[numthreads(8, 8, 1)]
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void cs(uint3 id : SV_DispatchThreadID)
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{
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SceneView scene = GetSceneView();
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RWTexture2D<uint> frustumVisTexture = ResourceDescriptorHeap[frustumVisTextureIndex];
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uint2 visTextureSize = GetTextureSize(frustumVisTexture);
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uint2 tileIndex = id.xy;
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if(any(tileIndex >= visTextureSize.xy))
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{
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return;
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}
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Texture2D<float2> depthMinMaxTexture = ResourceDescriptorHeap[scene.depthMinMaxTextureIndex];
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float3 frustumTextureSizeF = float3(frustumTextureSize);
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// x=min is furthest with reverse Z
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float tileDepthZW = depthMinMaxTexture.mips[depthMip][id.xy].x;
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float tileDepth = scene.LinearDepth(tileDepthZW);
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uint furthestVisibleIndex = 0;
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for(uint d = 1; d < frustumTextureSize.z; d++)
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{
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// Z offset is 0 because we want the closest part of the froxel
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float3 froxelTC = (float3(tileIndex.xy, d) + float3(0.5, 0.5, 0)) / frustumTextureSizeF;
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float froxelDepth = scene.FroxelZ01ToViewDepth(froxelTC.z, frustumTextureSizeF.z);
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if(froxelDepth < tileDepth)
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{
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furthestVisibleIndex = d;
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}
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else
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{
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break;
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}
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}
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frustumVisTexture[tileIndex] = furthestVisibleIndex;
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}
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