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

89 lines
2.6 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: visualize the extinction volume as little cubes
#include "common.hlsli"
#include "scene_view.h.hlsli"
cbuffer RootConstants
{
float3 color;
float worldScale;
float3 cameraPosition;
float boxScale;
float extinctionScale;
uint extinctionTextureIndex;
}
struct VOut
{
float4 position : SV_Position;
float3 positionInCube : POSITIONINCUBE;
int3 voxelIndex : VOXELINDEX;
};
VOut vs(uint vertexId : SV_VertexID)
{
RWTexture3D<float> extinctionTexture = ResourceDescriptorHeap[extinctionTextureIndex];
SceneView scene = GetSceneView();
uint3 extinctionSize = GetTextureSize(extinctionTexture);
uint flatVoxelIndex = vertexId / 36;
uint vertexIndex = vertexId % 36;
int3 voxelIndex = int3(UnflattenIndex(flatVoxelIndex, extinctionSize));
float3 voxelCenter = AABoxIndexToWorldSpace(voxelIndex, cameraPosition, float3(extinctionSize), worldScale);
float3 positionInCube = CubeFromVertexID(vertexIndex);
float3 positionWS = voxelCenter + 0.5 * boxScale * worldScale * positionInCube;
float4 positionVS = mul(scene.viewMatrix, float4(positionWS, 1));
float4 position = mul(scene.projectionMatrix, positionVS);
VOut output;
output.position = position;
output.voxelIndex = voxelIndex;
output.positionInCube = positionInCube;
return output;
}
float4 ps(VOut input) : SV_Target
{
RWTexture3D<float> extinctionTexture = ResourceDescriptorHeap[extinctionTextureIndex];
float alpha = saturate(extinctionScale * extinctionTexture[input.voxelIndex]);
if(alpha == 0.0)
{
discard;
}
float threshold = 0.9;
float3 position = abs(input.positionInCube);
bool3 limits = position >= float3(threshold, threshold, threshold);
if(dot(uint3(limits), uint3(1, 1, 1)) >= 2)
{
alpha = 0.0;
}
float4 result = float4(color * 0.5 * alpha, 1);
return result;
}