mirror of https://bitbucket.org/CPMADevs/cnq3
71 lines
2.2 KiB
HLSL
71 lines
2.2 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: opaque sunlight visibility
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#include "common.hlsli"
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#include "scene_view.h.hlsli"
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#include "raytracing.h.hlsli"
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cbuffer RootConstants
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{
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float3 jitter;
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uint visTextureIndex;
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uint frustumVisTextureIndex;
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uint depthMip;
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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> visTexture = ResourceDescriptorHeap[visTextureIndex];
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uint3 textureSize = GetTextureSize(visTexture);
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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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RWTexture2D<uint> frustumVisTexture = ResourceDescriptorHeap[frustumVisTextureIndex];
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uint furthestVisibleFroxelZIndex = frustumVisTexture[id.xy];
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if(id.z > furthestVisibleFroxelZIndex)
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{
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// this helps fix issues like dark spots around opaque geometry set against the skybox
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visTexture[id] = 0.0;
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return;
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}
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SceneView scene = GetSceneView();
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RTAS rtas = ResourceDescriptorHeap[scene.tlasBufferIndex];
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float2 tc = (float2(id.xy) + float2(0.5, 0.5)) / float2(textureSize.xy);
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float2 ndc = TCToNDC(tc);
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float3 cameraRay = scene.CamerayRay(ndc);
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float3 froxelPosition =
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scene.FroxelIndexToWorldSpace(id, float3(textureSize)) +
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jitter.x * scene.cameraLeft +
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jitter.y * scene.cameraUp +
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jitter.z * cameraRay;
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float vis = TraceVisibilityWithoutAT(rtas, froxelPosition, scene.sunDirection, 10000.0);
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visTexture[id] = vis;
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}
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