cnq3/code/renderer/shaders/crp/vl_common.h.hlsli
myT 30150e889e added sunlight and volumetric lighting
fixed depth linearization
2024-03-29 04:19:38 +01:00

206 lines
5.1 KiB
HLSL

/*
===========================================================================
Copyright (C) 2024 Gian 'myT' Schellenbaum
This file is part of Challenge Quake 3 (CNQ3).
Challenge Quake 3 is free software; you can redistribute it
and/or modify it under the terms of the GNU General Public License as
published by the Free Software Foundation; either version 2 of the License,
or (at your option) any later version.
Challenge Quake 3 is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Challenge Quake 3. If not, see <https://www.gnu.org/licenses/>.
===========================================================================
*/
// volumetric lighting: shared data structures and functions
#pragma once
#include "typedefs.h.hlsli"
#if !defined(__cplusplus)
#include "common.hlsli"
#include "simplex_noise.hlsli"
#endif
#if defined(__cplusplus)
#pragma pack(push, 1)
#endif
struct FogVolume
{
float3 scatter;
float absorption;
float3 emissive;
float anisotropy;
float3 boxMin;
float noiseMin;
float3 boxMax;
float noiseMax;
float noiseScale;
float noiseTimeScale;
uint isHeightFog;
#if !defined(__cplusplus)
bool IsPointInside(float3 position)
{
return IsInRange(position, boxMin, boxMax);
}
float DensityAt(float3 position, float time)
{
float4 positionTime = float4(position * noiseScale, time * noiseTimeScale);
float density = noiseMin + (noiseMax - noiseMin) * SimplexNoise4D(positionTime);
if(isHeightFog)
{
float maxHeight = boxMax.z - boxMin.z;
float height = position.z - boxMin.z;
density *= 1.0 - EaseOutCubic(height / maxHeight);
}
return density;
}
#endif
};
#if defined(__cplusplus)
#pragma pack(pop)
#endif
#if !defined(__cplusplus)
// defines voxel sampling offsets for super-sampled fog injection
#if defined(VOXEL_SUPERSAMPLING_1X)
static const int VoxelSampleCount = 1;
static const float3 VoxelSamples[1] =
{
float3(0, 0, 0)
};
#elif defined(VOXEL_SUPERSAMPLING_2X)
static const float Offset = 0.1666666666666666666666666666666;
static const int VoxelSampleCount = 9;
static const float3 VoxelSamples[9] =
{
float3(0, 0, 0),
float3(-Offset, -Offset, -Offset),
float3(-Offset, -Offset, +Offset),
float3(-Offset, +Offset, -Offset),
float3(-Offset, +Offset, +Offset),
float3(+Offset, -Offset, -Offset),
float3(+Offset, -Offset, +Offset),
float3(+Offset, +Offset, -Offset),
float3(+Offset, +Offset, +Offset)
};
#elif defined(VOXEL_SUPERSAMPLING_3X)
static const int VoxelSampleCount = 27;
static const float3 VoxelSamples[27] =
{
float3(-0.25, -0.25, -0.25),
float3(-0.25, -0.25, 0),
float3(-0.25, -0.25, 0.25),
float3(-0.25, 0, -0.25),
float3(-0.25, 0, 0),
float3(-0.25, 0, 0.25),
float3(-0.25, 0.25, -0.25),
float3(-0.25, 0.25, 0),
float3(-0.25, 0.25, 0.25),
float3(0, -0.25, -0.25),
float3(0, -0.25, 0),
float3(0, -0.25, 0.25),
float3(0, 0, -0.25),
float3(0, 0, 0),
float3(0, 0, 0.25),
float3(0, 0.25, -0.25),
float3(0, 0.25, 0),
float3(0, 0.25, 0.25),
float3(0.25, -0.25, -0.25),
float3(0.25, -0.25, 0),
float3(0.25, -0.25, 0.25),
float3(0.25, 0, -0.25),
float3(0.25, 0, 0),
float3(0.25, 0, 0.25),
float3(0.25, 0.25, -0.25),
float3(0.25, 0.25, 0),
float3(0.25, 0.25, 0.25)
};
#elif defined(VOXEL_SUPERSAMPLING_4X)
static const int VoxelSampleCount = 65;
static const float3 VoxelSamples[65] =
{
float3(0, 0, 0),
float3(-0.3, -0.3, -0.3),
float3(-0.3, -0.3, -0.1),
float3(-0.3, -0.3, 0.1),
float3(-0.3, -0.3, 0.3),
float3(-0.3, -0.1, -0.3),
float3(-0.3, -0.1, -0.1),
float3(-0.3, -0.1, 0.1),
float3(-0.3, -0.1, 0.3),
float3(-0.3, 0.1, -0.3),
float3(-0.3, 0.1, -0.1),
float3(-0.3, 0.1, 0.1),
float3(-0.3, 0.1, 0.3),
float3(-0.3, 0.3, -0.3),
float3(-0.3, 0.3, -0.1),
float3(-0.3, 0.3, 0.1),
float3(-0.3, 0.3, 0.3),
float3(-0.1, -0.3, -0.3),
float3(-0.1, -0.3, -0.1),
float3(-0.1, -0.3, 0.1),
float3(-0.1, -0.3, 0.3),
float3(-0.1, -0.1, -0.3),
float3(-0.1, -0.1, -0.1),
float3(-0.1, -0.1, 0.1),
float3(-0.1, -0.1, 0.3),
float3(-0.1, 0.1, -0.3),
float3(-0.1, 0.1, -0.1),
float3(-0.1, 0.1, 0.1),
float3(-0.1, 0.1, 0.3),
float3(-0.1, 0.3, -0.3),
float3(-0.1, 0.3, -0.1),
float3(-0.1, 0.3, 0.1),
float3(-0.1, 0.3, 0.3),
float3(0.1, -0.3, -0.3),
float3(0.1, -0.3, -0.1),
float3(0.1, -0.3, 0.1),
float3(0.1, -0.3, 0.3),
float3(0.1, -0.1, -0.3),
float3(0.1, -0.1, -0.1),
float3(0.1, -0.1, 0.1),
float3(0.1, -0.1, 0.3),
float3(0.1, 0.1, -0.3),
float3(0.1, 0.1, -0.1),
float3(0.1, 0.1, 0.1),
float3(0.1, 0.1, 0.3),
float3(0.1, 0.3, -0.3),
float3(0.1, 0.3, -0.1),
float3(0.1, 0.3, 0.1),
float3(0.1, 0.3, 0.3),
float3(0.3, -0.3, -0.3),
float3(0.3, -0.3, -0.1),
float3(0.3, -0.3, 0.1),
float3(0.3, -0.3, 0.3),
float3(0.3, -0.1, -0.3),
float3(0.3, -0.1, -0.1),
float3(0.3, -0.1, 0.1),
float3(0.3, -0.1, 0.3),
float3(0.3, 0.1, -0.3),
float3(0.3, 0.1, -0.1),
float3(0.3, 0.1, 0.1),
float3(0.3, 0.1, 0.3),
float3(0.3, 0.3, -0.3),
float3(0.3, 0.3, -0.1),
float3(0.3, 0.3, 0.1),
float3(0.3, 0.3, 0.3),
};
#endif
#endif