mirror of
https://bitbucket.org/CPMADevs/cnq3
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105 lines
3.6 KiB
HLSL
105 lines
3.6 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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// direct lighting from dynamic lights
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#include "common.hlsli"
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#include "fullscreen.hlsli"
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#include "raytracing.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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DynamicLight light;
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uint blueNoiseTextureIndex;
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};
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float2 MapSquareToDisk(float2 square01)
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{
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float radius = sqrt(square01.x);
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float angle = square01.y * 2.0 * 3.14159265359;
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float2 sinCos;
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sincos(angle, sinCos.x, sinCos.y);
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float2 result = radius * sinCos;
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return result;
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}
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float3 GetRayDirectionForSphereLight(float2 square01, float3 surfacePos, float3 lightPos, float worldRadius)
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{
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float3 direction = normalize(lightPos - surfacePos);
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float radius = worldRadius / length(lightPos - surfacePos);
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float2 pointInDisk = MapSquareToDisk(square01) * radius;
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float3 tangent = normalize(cross(direction, float3(0, 1, 0)));
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float3 bitangent = normalize(cross(tangent, direction));
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float3 result = normalize(direction + pointInDisk.x * tangent + pointInDisk.y * bitangent);
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return result;
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}
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float4 ps(VOut input) : SV_Target
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{
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SceneView scene = GetSceneView();
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Texture2D shadingPositionTexture = ResourceDescriptorHeap[scene.shadingPositionTextureIndex];
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uint3 tc = uint3(input.position.xy, 0);
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float3 positionWS = shadingPositionTexture.Load(tc).xyz;
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float3 lightPosition = light.position;
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float dist = distance(positionWS, lightPosition);
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float radius = light.radius;
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if(dist >= radius)
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{
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return float4(0, 0, 0, 0);
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}
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RTAS rtas = ResourceDescriptorHeap[scene.tlasBufferIndex];
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Texture2D<float2> normalTexture = ResourceDescriptorHeap[scene.normalTextureIndex];
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StructuredBuffer<TLASInstance> tlasInstanceBuffer = ResourceDescriptorHeap[scene.tlasInstanceBufferIndex];
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Texture2D blueNoiseTexture = ResourceDescriptorHeap[blueNoiseTextureIndex];
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uint2 blueNoiseTextureSize = GetTextureSize(blueNoiseTexture);
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float3 normalWS = normalize(OctDecode(normalTexture.Load(tc)));
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float innerRadius = radius / 100.0;
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float intensity = saturate(1.0 - dist / radius);
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float3 lightDir = normalize(lightPosition - positionWS);
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float3 lightRaw = light.color * intensity * max(dot(normalWS, lightDir), 0.0);
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const uint SampleCount = 4;
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float3 lightAccum = float3(0, 0, 0);
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float error = 0.0;
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for(uint r = 0; r < SampleCount; r++)
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{
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float3 light = lightRaw;
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uint2 pos = uint2(input.position.xy) + uint2(r * 17, r * 13 + 7);
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uint2 tc = pos % blueNoiseTextureSize;
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float2 square01 = blueNoiseTexture.Load(uint3(tc, 0)).xy;
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float3 dir = GetRayDirectionForSphereLight(square01, positionWS, lightPosition, innerRadius);
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float t;
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float vis = TraceVisibilityWithATt(t, rtas, tlasInstanceBuffer, positionWS, dir, dist);
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error = max(error, t / radius);
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lightAccum += light * vis;
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}
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lightAccum /= float(SampleCount);
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float4 result = float4(lightAccum, saturate(error));
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return result;
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}
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