add game&rawdata

This commit is contained in:
Vasily Petrov 2026-06-17 23:06:51 +03:00
parent 0133cd976c
commit 49b34b5546
45731 changed files with 709831 additions and 0 deletions

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//--------------------------------------------------------------------------------------
// Defines
//--------------------------------------------------------------------------------------
// #define OCCLUDED_PIXEL_RAYVALUE float4(1, 0, 0, 0)
// Use very large value for aplha to help edge detection
#define OCCLUDED_PIXEL_RAYVALUE float4(1, 0, 0, 100000)
#define NEARCLIPPED_PIXEL_RAYPOS float3(0, -1, 0)
// Z for skybox is zero, so patch this in shader
#define Z_EPSILON 0.00001
// Value for skybox depth
#define Z_MAX 100000
#pragma warning(disable : 4000)
//--------------------------------------------------------------------------------------
// Textures
//--------------------------------------------------------------------------------------
Texture2D sceneDepthTex;
Texture3D colorTex;
Texture2D rayDataTex;
Texture2D rayDataTexSmall;
Texture2D rayCastTex;
Texture2D edgeTex;
Texture2D jitterTex;
Texture2D fireTransferFunction;
//--------------------------------------------------------------------------------------
// Samplers
//--------------------------------------------------------------------------------------
sampler samPointClamp;
sampler samLinearClamp;
sampler samRepeat;
//--------------------------------------------------------------------------------------
// Variables
//--------------------------------------------------------------------------------------
// Set once per volume
// Use for all rendering passes
cbuffer FluidRenderConfig
{
float RTWidth;
float RTHeight;
float4 DiffuseLight;
float4 DepthUnpack;
float4x4 WorldViewProjection;
float4x4 InvWorldViewProjection;
float ZNear;
float ZFar;
float4 gridDim; // float3
float4 recGridDim; // float3
float maxGridDim;
float gridScaleFactor = 1.0;
float4 eyeOnGrid; // float3
}
// static float edgeThreshold = 0.2;
// static float edgeThreshold = 0.1;
static float edgeThreshold = 0.01;
static const bool g_bRaycastFilterTricubic = false; // true: tricubic; false: trilinear
// static const bool g_bRaycastFilterTricubic = true; // true: tricubic; false: trilinear
#include "fluid_common_tricubic.hlsli"
// Fire setup
static const float RednessFactor = 5.0f;
static const float fireAlphaMultiplier = 0.95f;
// static const float smokeAlphaMultiplier = 0.05f;
static const float smokeAlphaMultiplier = 0.5f;
// static const float smokeColorMultiplier = 2.00f;
static const float smokeColorMultiplier = 0.02f;
//--------------------------------------------------------------------------------------
// Structs
//--------------------------------------------------------------------------------------
struct VS_INPUT
{
float3 pos : POSITION;
};
struct PS_INPUT_RAYDATA_BACK
{
float4 pos : SV_POSITION;
float depth : TEXCOORD0;
};
struct PS_INPUT_RAYDATA_FRONT
{
float4 pos : SV_POSITION;
float3 posInGrid : POSITION;
float depth : TEXCOORD0;
};
struct PS_INPUT_RAYCAST
{
float4 pos : SV_POSITION;
float3 posInGrid : POSITION;
};
struct VS_OUTPUT_EDGE
{
// There's no textureUV11 because its weight is zero.
float4 position : SV_POSITION; // vertex position
float2 textureUV00 : TEXCOORD0; // kernel tap texture coords
float2 textureUV01 : TEXCOORD1; // kernel tap texture coords
float2 textureUV02 : TEXCOORD2; // kernel tap texture coords
float2 textureUV10 : TEXCOORD3; // kernel tap texture coords
float2 textureUV12 : TEXCOORD4; // kernel tap texture coords
float2 textureUV20 : TEXCOORD5; // kernel tap texture coords
float2 textureUV21 : TEXCOORD6; // kernel tap texture coords
float2 textureUV22 : TEXCOORD7; // kernel tap texture coords
};
//--------------------------------------------------------------------------------------
// Functions
//--------------------------------------------------------------------------------------
float EdgeDetectScalar(float sx, float sy, float threshold)
{
float dist = (sx * sx + sy * sy);
float e = (dist > threshold * ZFar) ? 1 : 0;
return e;
}
/*
// We can select either back=to-front or front-to-back raycasting and blending.
// front-to-back may be slightly more expensive, but if the smoke is dense it allows
// early-out when the opacity gets saturated (close to 1.0), making it a bit cheaper
//
// Define BACK_TO_FRONT to use back-to-front raycasting
//#define BACK_TO_FRONT 1
void DoSample(float weight, float3 O, inout float4 color )
{
// This value can be tuned to produce denser or thinner looking smoke
// Alternatively a transfer function could be used
#define OPACITY_MODULATOR 0.1
float3 texcoords;
float4 sample;
float t;
texcoords = float3( O.x, 1 - O.y, O.z) ;
// sample = weight * colorTex.SampleLevel(samLinearClamp, texcoords, 0);
// sample = weight * abs(SampleTricubic(colorTex, texcoords));
// sample = weight * abs(SampleTrilinear(colorTex, texcoords));
sample = weight * abs(Sample(colorTex, texcoords));
sample.a = (sample.r) * OPACITY_MODULATOR;
#ifdef BACK_TO_FRONT // back-to-front blending
color.rgb = (1 - sample.a) * color.r + sample.a * sample.r;
color.a = (1 - sample.a) * color.a + sample.a;
#else // front-to-back blending
t = sample.a * (1.0-color.a);
color.rgb += t * sample.r;
color.a += t;
#endif
}
float4 Raycast( PS_INPUT_RAYCAST input )
{
float4 color = 0;
float4 rayData = rayDataTex.Sample(samLinearClamp, float2(input.pos.x/RTWidth,input.pos.y/RTHeight));
// Don't raycast if the starting position is negative
// (see use of OCCLUDED_PIXEL_RAYVALUE in PS_RAYDATA_FRONT)
if(rayData.x < 0)
return color;
// If the front face of the box was clipped here by the near plane of the camera
// (see use of NEARCLIPPED_PIXEL_RAYPOS in PS_RAYDATA_BACK)
if(rayData.y < 0)
{
// Initialize the position of the fragment and adjust the depth
rayData.xyz = input.posInGrid;
rayData.w = rayData.w - ZNear;
// return float4 (1,0,0,saturate(rayData.w/5));
}
float3 rayOrigin = rayData.xyz;
float Offset = jitterTex.Sample( samRepeat, input.pos.xy / 256.0 ).r;
float rayLength = rayData.w;
// Sample twice per voxel
float fSamples = ( rayLength / gridScaleFactor * maxGridDim ) * 2.0;
int nSamples = floor(fSamples);
float3 stepVec = normalize( (rayOrigin - eyeOnGrid) * gridDim ) * recGridDim * 0.5;
float3 O = rayOrigin + stepVec*Offset;
#ifdef BACK_TO_FRONT
// In back-to-front blending we start raycasting from the surface point and step towards the eye
O += fSamples * stepVec;
stepVec = -stepVec;
#endif
for( int i=0; i<nSamples ; i++ )
{
DoSample(1, O, color);
O += stepVec;
#ifndef BACK_TO_FRONT
// If doing front-to-back blending we can do early exit when opacity saturates
if( color.a > 0.99 )
break;
#endif
}
// The last sample is weighted by the fractional part of the ray length in voxel
// space (fSamples), thus avoiding banding artifacts when the smoke is blended against the scene
if( i == nSamples )
{
DoSample(frac(fSamples), O, color);
}
return color;
}
*/
// #define RENDER_FIRE
void DoSample(float weight, float3 O, inout float4 color)
{
// This value can be tuned to produce denser or thinner looking smoke
// Alternatively a transfer function could be used
#define OPACITY_MODULATOR 0.1
float3 texcoords;
texcoords = float3(O.x, 1 - O.y, O.z);
#ifndef RENDER_FIRE
// render smoke with front to back blending
float t;
float4 sample = weight * abs(Sample(colorTex, texcoords));
sample.a = (sample.r) * 0.1;
t = sample.a * (1.0 - color.a);
color.rgb += t * sample.r;
color.a += t;
#else // RENDER_FIRE
// render fire and smoke with back to front blending
// dont render the area below where the fire originates
// if(O.z < OBSTACLE_MAX_HEIGHT/gridDim.z)
// return;
// this is the threshold at which we decide whether to render fire or smoke
float threshold = 1.4;
float maxValue = 3;
float s = colorTex.SampleLevel(samLinearClamp, texcoords, 0).x;
s = clamp(s, 0, maxValue);
if (s > threshold)
{
// render fire
float lookUpVal = ((s - threshold) / (maxValue - threshold));
lookUpVal = 1.0 - pow(lookUpVal, RednessFactor);
lookUpVal = clamp(lookUpVal, 0, 1);
float3 interpColor = fireTransferFunction.SampleLevel(samLinearClamp, float2(lookUpVal, 0), 0).xyz;
float mult = (s - threshold);
color += float4(weight * interpColor.rgb, weight * mult * mult * fireAlphaMultiplier);
}
else
{
// render smoke
float4 sample = weight * s;
sample.a = sample.r * 0.1 * smokeAlphaMultiplier;
float3 smokeColor = float3(0.9, 0.35, 0.055);
color.rgb = (1 - sample.a) * color.rgb + sample.a * sample.rrr * smokeColor * smokeColorMultiplier * 5.0;
color.a = (1 - sample.a) * color.a + sample.a;
}
#endif // RENDER_FIRE
}
float4 Raycast(PS_INPUT_RAYCAST input)
{
float4 color = 0;
float4 rayData = rayDataTex.Sample(samLinearClamp, float2(input.pos.x / RTWidth, input.pos.y / RTHeight));
// Don't raycast if the starting position is negative
// (see use of OCCLUDED_PIXEL_RAYVALUE in PS_RAYDATA_FRONT)
if (rayData.x < 0)
{
return color;
}
// If the front face of the box was clipped here by the near plane of the camera
// (see use of NEARCLIPPED_PIXEL_RAYPOS in PS_RAYDATA_BACK)
if (rayData.y < 0)
{
// Initialize the position of the fragment and adjust the depth
rayData.xyz = input.posInGrid;
rayData.w = rayData.w - ZNear;
// return float4 (1,0,0,saturate(rayData.w/5));
}
float3 rayOrigin = rayData.xyz;
float Offset = jitterTex.Sample(samRepeat, input.pos.xy / 256.0).r;
float rayLength = rayData.w;
// Sample twice per voxel
float fSamples = (rayLength / gridScaleFactor * maxGridDim) * 2.0;
int nSamples = floor(fSamples);
float3 stepVec = normalize((rayOrigin - eyeOnGrid.xyz) * gridDim.xyz) * recGridDim.xyz * 0.5;
float3 O = rayOrigin + stepVec * Offset;
#ifdef RENDER_FIRE
// In back-to-front blending we start raycasting from the surface point and step towards the eye
O += fSamples * stepVec;
stepVec = -stepVec;
#endif // RENDER_FIRE
for (int i = 0; i < nSamples; i++)
{
DoSample(1, O, color);
O += stepVec;
#ifndef RENDER_FIRE
// If doing front-to-back blending we can do early exit when opacity saturates
if (color.a > 0.99)
{
break;
}
#endif // RENDER_FIRE
}
// The last sample is weighted by the fractional part of the ray length in voxel
// space (fSamples), thus avoiding banding artifacts when the smoke is blended against the scene
if (i == nSamples)
{
DoSample(frac(fSamples), O, color);
}
return color;
}