mirror of
https://bitbucket.org/CPMADevs/cnq3
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30150e889e
fixed depth linearization
77 lines
2.3 KiB
HLSL
77 lines
2.3 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 fog into the material textures
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#include "common.hlsli"
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#include "scene_view.h.hlsli"
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#define VOXEL_SUPERSAMPLING_1X
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#include "vl_common.h.hlsli"
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cbuffer RootConstants
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{
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FogVolume fog;
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float time;
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uint materialTextureAIndex;
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uint materialTextureBIndex;
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uint materialTextureCIndex;
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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<float4> materialTextureA = ResourceDescriptorHeap[materialTextureAIndex];
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uint3 textureSize = GetTextureSize(materialTextureA);
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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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RWTexture3D<float4> materialTextureB = ResourceDescriptorHeap[materialTextureBIndex];
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RWTexture3D<float> materialTextureC = ResourceDescriptorHeap[materialTextureCIndex];
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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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float scale = 0.0;
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float counter = 0.0;
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for(int s = 0; s < VoxelSampleCount; s++)
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{
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float3 tcOffset = VoxelSamples[s] / textureSizeF;
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float3 tc = tcBase + tcOffset;
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float3 position = scene.FroxelTCToWorldSpace(tc, textureSizeF);
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if(fog.IsPointInside(position))
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{
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scale += fog.DensityAt(position, time);
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counter += 1.0;
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}
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}
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if(scale > 0.0 && counter > 0.0)
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{
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scale /= counter;
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materialTextureA[id] += float4(fog.scatter * scale, fog.absorption * scale);
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materialTextureB[id] += float4(fog.emissive * scale, fog.anisotropy);
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materialTextureC[id] += 1.0;
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}
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}
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