cnq3/code/renderer/shaders/crp/vl_particles_list.hlsl
myT afc81437c3 added NanoVDB support
- added the foundation for a GPU particle system
- reworked volumetric particle injection
2024-07-02 02:06:15 +02:00

85 lines
2.9 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 particles: create final live particle index array
#include "common.hlsli"
#include "vl_common.h.hlsli"
#include "scene_view.h.hlsli"
cbuffer RootConstants
{
uint3 fullResolution;
uint emitterIndex;
uint3 tileResolution;
uint maxParticleIndexCount;
uint3 tileScale;
uint tileBufferIndex;
uint emitterBufferIndex;
uint particleBufferIndex;
uint liveBufferIndex;
uint indexBufferIndex;
}
[numthreads(64, 1, 1)]
void cs(uint3 id : SV_DispatchThreadID)
{
RWStructuredBuffer<ParticleEmitter> emitterBuffer = ResourceDescriptorHeap[emitterBufferIndex];
ParticleEmitter emitter = emitterBuffer[emitterIndex];
if(id.x >= emitter.liveCount2)
{
return;
}
RWStructuredBuffer<Particle> particleBuffer = ResourceDescriptorHeap[particleBufferIndex];
RWStructuredBuffer<Tile> tileBuffer = ResourceDescriptorHeap[tileBufferIndex];
RWStructuredBuffer<uint> liveBuffer = ResourceDescriptorHeap[liveBufferIndex];
RWStructuredBuffer<uint> indexBuffer = ResourceDescriptorHeap[indexBufferIndex];
SceneView scene = GetSceneView();
uint firstIndex = emitter.firstIndex;
uint particleIndex = liveBuffer[firstIndex + id.x];
Particle particle = particleBuffer[firstIndex + particleIndex];
int3 boxMin = particle.froxelMin / int3(tileScale);
int3 boxMax = particle.froxelMax / int3(tileScale);
boxMin = max(boxMin, int3(0, 0, 0));
boxMax = min(boxMax, int3(tileResolution) - int3(1, 1, 1));
for(int x = boxMin.x; x <= boxMax.x; x++)
{
for(int y = boxMin.y; y <= boxMax.y; y++)
{
for(int z = boxMin.z; z <= boxMax.z; z++)
{
uint3 tileIndex = uint3(x, y, z);
uint flatTileIndex = FlattenIndex(tileIndex, tileResolution);
uint particleWriteOffset;
InterlockedAdd(tileBuffer[flatTileIndex].particleIndex, 1, particleWriteOffset);
uint particleWriteIndex = tileBuffer[flatTileIndex].firstParticle + particleWriteOffset;
if(particleWriteOffset < tileBuffer[flatTileIndex].particleCount &&
particleWriteIndex < maxParticleIndexCount)
{
indexBuffer[particleWriteIndex] = firstIndex + particleIndex;
}
}
}
}
}