mirror of https://bitbucket.org/CPMADevs/cnq3
60 lines
1.6 KiB
HLSL
60 lines
1.6 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 particles: clear all froxel tiles and global counters
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#include "common.hlsli"
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#include "vl_common.h.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 counterBufferIndex;
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uint tileBufferIndex;
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uint tileCount;
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}
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[numthreads(64, 1, 1)]
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void cs(uint3 id : SV_DispatchThreadID)
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{
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if(id.x >= tileCount)
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{
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return;
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}
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RWStructuredBuffer<Tile> tileBuffer= ResourceDescriptorHeap[tileBufferIndex];
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if(id.x == 0)
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{
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RWStructuredBuffer<Counters> counterBuffer = ResourceDescriptorHeap[counterBufferIndex];
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Counters counters;
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counters.particleCount = 0;
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counters.tileCount = 0;
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counterBuffer[0] = counters;
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}
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Tile tile;
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tile.firstParticle = 0;
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tile.particleCount = 0;
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tile.particleIndex = 0;
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tile.pad0 = 0;
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tileBuffer[id.x] = tile;
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}
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