mirror of https://bitbucket.org/CPMADevs/cnq3
89 lines
3.2 KiB
HLSL
89 lines
3.2 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 particles: count the number of particles in each froxel tile
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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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uint3 fullResolution;
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uint tileBufferIndex;
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uint3 tileResolution;
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uint pad0;
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uint3 tileScale;
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uint pad1;
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uint particleBufferIndex;
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uint emitterBufferIndex;
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uint liveBufferIndex;
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uint emitterIndex;
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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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RWStructuredBuffer<ParticleEmitter> emitterBuffer = ResourceDescriptorHeap[emitterBufferIndex];
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ParticleEmitter emitter = emitterBuffer[emitterIndex];
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if(id.x >= emitter.liveCount2)
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{
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return;
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}
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RWStructuredBuffer<Particle> particleBuffer = ResourceDescriptorHeap[particleBufferIndex];
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RWStructuredBuffer<Tile> tileBuffer= ResourceDescriptorHeap[tileBufferIndex];
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RWStructuredBuffer<uint> liveBuffer = ResourceDescriptorHeap[liveBufferIndex];
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SceneView scene = GetSceneView();
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uint firstIndex = emitter.firstIndex;
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uint particleIndex = liveBuffer[firstIndex + id.x];
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Particle particle = particleBuffer[firstIndex + particleIndex];
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float3 P = particle.position;
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float r = particle.radius;
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float3 fwd = scene.cameraForward;
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float4 extentsXYNDC = ProjectedSphereExtentsNDC(particle.position, particle.radius, scene.viewMatrix, scene.projectionMatrix);
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float4 extentsXYFroxel = (extentsXYNDC * 0.5 + float(0.5).xxxx) * float4(fullResolution.xy, fullResolution.xy);
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int2 extentsZFroxel = scene.FroxelSphereZExtents(particle.position, particle.radius, fullResolution);
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int3 boxMin = int3(extentsXYFroxel.x, extentsXYFroxel.y, extentsZFroxel.x);
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int3 boxMax = int3(ceil(extentsXYFroxel.z), ceil(extentsXYFroxel.w), extentsZFroxel.y);
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particleBuffer[firstIndex + particleIndex].froxelMin = max(boxMin, int3(0, 0, 0));
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particleBuffer[firstIndex + particleIndex].froxelMax = min(boxMax, int3(fullResolution) - int3(1, 1, 1));
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boxMin /= int3(tileScale);
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boxMax /= int3(tileScale);
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boxMin = max(boxMin, int3(0, 0, 0));
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boxMax = min(boxMax, int3(tileResolution) - int3(1, 1, 1));
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for(int x = boxMin.x; x <= boxMax.x; x++)
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{
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for(int y = boxMin.y; y <= boxMax.y; y++)
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{
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for(int z = boxMin.z; z <= boxMax.z; z++)
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{
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uint3 tileIndex = uint3(x, y, z);
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uint flatTileIndex = FlattenIndex(tileIndex, tileResolution);
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InterlockedAdd(tileBuffer[flatTileIndex].particleCount, 1);
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}
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}
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}
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}
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