mirror of
https://bitbucket.org/CPMADevs/cnq3
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96 lines
2.7 KiB
HLSL
96 lines
2.7 KiB
HLSL
/*
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===========================================================================
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Copyright (C) 2023 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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// mip-map generation
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#pragma once
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uint2 MipGen_FixCoords(int2 tc, int2 maxSize, uint clampCoords)
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{
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if(clampCoords > 0)
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{
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// clamp
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return uint2(clamp(tc, int2(0, 0), maxSize));
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}
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// repeat
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return uint2(tc & maxSize);
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}
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void MipGen_GammaToLinear(RWTexture2D<float4> dst, RWTexture2D<float4> src, uint3 dtid, float gamma)
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{
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uint w, h;
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dst.GetDimensions(w, h);
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if(any(dtid.xy >= uint2(w, h)))
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{
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return;
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}
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float4 v = src[dtid.xy];
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dst[dtid.xy] = float4(pow(v.xyz, gamma), v.a);
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}
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void MipGen_LinearToGamma(RWTexture2D<float4> dst, RWTexture2D<float4> src, uint3 dtid, float4 blendColor, float intensity, float invGamma)
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{
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uint w, h;
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dst.GetDimensions(w, h);
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if(any(dtid.xy >= uint2(w, h)))
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{
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return;
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}
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// yes, intensity *should* be done in light-linear space
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// but we keep the old behavior for consistency...
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float4 in0 = src[dtid.xy];
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float3 in1 = 0.5 * (in0.rgb + blendColor.rgb);
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float3 inV = lerp(in0.rgb, in1.rgb, blendColor.a);
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float3 out0 = pow(max(inV, 0.0), invGamma);
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float3 out1 = out0 * intensity;
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float4 outV = saturate(float4(out1, in0.a));
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dst[dtid.xy] = outV;
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}
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void MipGen_DownSample(RWTexture2D<float4> dst, RWTexture2D<float4> src, uint3 dtid, int2 maxSize, uint clampCoords, int2 scale, int2 offset, float4 weights)
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{
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uint w, h;
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dst.GetDimensions(w, h);
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if(any(dtid.xy >= uint2(w, h)))
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{
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return;
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}
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#define FixCoords(tc) MipGen_FixCoords(tc, maxSize, clampCoords)
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int2 base = int2(dtid.xy) * scale;
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float4 r = float4(0, 0, 0, 0);
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r += src[FixCoords(base - offset * 3)] * weights.x;
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r += src[FixCoords(base - offset * 2)] * weights.y;
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r += src[FixCoords(base - offset * 1)] * weights.z;
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r += src[base] * weights.w;
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r += src[base + offset] * weights.w;
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r += src[FixCoords(base + offset * 2)] * weights.z;
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r += src[FixCoords(base + offset * 3)] * weights.y;
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r += src[FixCoords(base + offset * 4)] * weights.x;
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dst[dtid.xy] = r;
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#undef FixCoords
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}
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