Add shadow test to sprites

This commit is contained in:
Magnus Norddahl 2017-03-08 00:34:08 +01:00
parent 818b72fbf5
commit 850e61d1c9
5 changed files with 139 additions and 26 deletions

View File

@ -80,24 +80,11 @@ void FLightBSP::UploadNodes()
void FLightBSP::UploadSegs()
{
TArray<GPULine> gpulines;
gpulines.Resize(level.lines.Size());
for (unsigned int i = 0; i < level.lines.Size(); i++)
{
const auto &line = level.lines[i];
auto &gpuseg = gpulines[i];
gpuseg.x = (float)line.v1->fX();
gpuseg.y = (float)line.v1->fY();
gpuseg.dx = (float)line.v2->fX() - gpuseg.x;
gpuseg.dy = (float)line.v2->fY() - gpuseg.y;
}
#if 0
if (gpulines.Size() > 0)
if (Shape->lines.Size() > 0)
{
FILE *file = fopen("lines.txt", "wb");
fwrite(&gpulines[0], sizeof(GPULine) * gpulines.Size(), 1, file);
fwrite(&Shape->lines[0], sizeof(GPULine) * Shape->lines.Size(), 1, file);
fclose(file);
}
#endif
@ -107,7 +94,7 @@ void FLightBSP::UploadSegs()
glGenBuffers(1, (GLuint*)&LinesBuffer);
glBindBuffer(GL_SHADER_STORAGE_BUFFER, LinesBuffer);
glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(GPULine) * gpulines.Size(), &gpulines[0], GL_STATIC_DRAW);
glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(GPULine) * Shape->lines.Size(), &Shape->lines[0], GL_STATIC_DRAW);
glBindBuffer(GL_SHADER_STORAGE_BUFFER, oldBinding);
NumSegs = numsegs;
@ -128,11 +115,16 @@ void FLightBSP::Clear()
Shape.reset();
}
bool FLightBSP::ShadowTest(const DVector3 &light, const DVector3 &pos)
{
return Shape->RayTest(light, pos) >= 1.0f;
}
/////////////////////////////////////////////////////////////////////////////
Level2DShape::Level2DShape()
{
TArray<int> lines;
TArray<int> line_elements;
TArray<FVector2> centroids;
for (unsigned int i = 0; i < level.lines.Size(); i++)
{
@ -142,7 +134,7 @@ Level2DShape::Level2DShape()
continue;
}
lines.Push(i);
line_elements.Push(i);
FVector2 v1 = { (float)level.lines[i].v1->fX(), (float)level.lines[i].v1->fY() };
FVector2 v2 = { (float)level.lines[i].v2->fX(), (float)level.lines[i].v2->fY() };
@ -150,12 +142,117 @@ Level2DShape::Level2DShape()
}
TArray<int> work_buffer;
work_buffer.Resize(lines.Size() * 2);
work_buffer.Resize(line_elements.Size() * 2);
root = Subdivide(&line_elements[0], (int)line_elements.Size(), &centroids[0], &work_buffer[0]);
root = subdivide(&lines[0], (int)lines.Size(), &centroids[0], &work_buffer[0]);
lines.Resize(level.lines.Size());
for (unsigned int i = 0; i < level.lines.Size(); i++)
{
const auto &line = level.lines[i];
auto &gpuseg = lines[i];
gpuseg.x = (float)line.v1->fX();
gpuseg.y = (float)line.v1->fY();
gpuseg.dx = (float)line.v2->fX() - gpuseg.x;
gpuseg.dy = (float)line.v2->fY() - gpuseg.y;
}
}
int Level2DShape::subdivide(int *lines, int num_lines, const FVector2 *centroids, int *work_buffer)
double Level2DShape::RayTest(const DVector3 &ray_start, const DVector3 &ray_end)
{
DVector2 raydelta = ray_end - ray_start;
double raydist2 = raydelta | raydelta;
DVector2 raynormal = DVector2(raydelta.Y, -raydelta.X);
double rayd = raynormal | ray_start;
if (raydist2 < 1.0)
return 1.0f;
double t = 1.0;
int stack[16];
int stack_pos = 1;
stack[0] = nodes.Size() - 1;
while (stack_pos > 0)
{
int node_index = stack[stack_pos - 1];
if (!OverlapRayAABB(ray_start, ray_end, nodes[node_index]))
{
stack_pos--;
}
else if (nodes[node_index].line_index != -1) // isLeaf(node_index)
{
t = MIN(IntersectRayLine(ray_start, ray_end, nodes[node_index].line_index, raydelta, rayd, raydist2), t);
stack_pos--;
}
else if (stack_pos == 16)
{
stack_pos--; // stack overflow
}
else
{
stack[stack_pos - 1] = nodes[node_index].left;
stack[stack_pos] = nodes[node_index].right;
stack_pos++;
}
}
return t;
}
bool Level2DShape::OverlapRayAABB(const DVector2 &ray_start2d, const DVector2 &ray_end2d, const GPUNode &node)
{
// To do: simplify test to use a 2D test
DVector3 ray_start = DVector3(ray_start2d, 0.0);
DVector3 ray_end = DVector3(ray_end2d, 0.0);
DVector3 aabb_min = DVector3(node.aabb_left, node.aabb_top, -1.0);
DVector3 aabb_max = DVector3(node.aabb_right, node.aabb_bottom, 1.0);
DVector3 c = (ray_start + ray_end) * 0.5f;
DVector3 w = ray_end - c;
DVector3 h = (aabb_max - aabb_min) * 0.5f; // aabb.extents();
c -= (aabb_max + aabb_min) * 0.5f; // aabb.center();
DVector3 v = DVector3(abs(w.X), abs(w.Y), abs(w.Z));
if (abs(c.X) > v.X + h.X || abs(c.Y) > v.Y + h.Y || abs(c.Z) > v.Z + h.Z)
return false; // disjoint;
if (abs(c.Y * w.Z - c.Z * w.Y) > h.Y * v.Z + h.Z * v.Y ||
abs(c.X * w.Z - c.Z * w.X) > h.X * v.Z + h.Z * v.X ||
abs(c.X * w.Y - c.Y * w.X) > h.X * v.Y + h.Y * v.X)
return false; // disjoint;
return true; // overlap;
}
double Level2DShape::IntersectRayLine(const DVector2 &ray_start, const DVector2 &ray_end, int line_index, const DVector2 &raydelta, double rayd, double raydist2)
{
const double epsilon = 0.0000001;
const GPULine &line = lines[line_index];
DVector2 raynormal = DVector2(raydelta.Y, -raydelta.X);
DVector2 line_pos(line.x, line.y);
DVector2 line_delta(line.dx, line.dy);
double den = raynormal | line_delta;
if (abs(den) > epsilon)
{
double t_line = (rayd - (raynormal | line_pos)) / den;
if (t_line >= 0.0 && t_line <= 1.0)
{
DVector2 linehitdelta = line_pos + line_delta * t_line - ray_start;
double t = (raydelta | linehitdelta) / raydist2;
return t > 0.0 ? t : 1.0;
}
}
return 1.0;
}
int Level2DShape::Subdivide(int *lines, int num_lines, const FVector2 *centroids, int *work_buffer)
{
if (num_lines == 0)
return -1;
@ -255,9 +352,9 @@ int Level2DShape::subdivide(int *lines, int num_lines, const FVector2 *centroids
int left_index = -1;
int right_index = -1;
if (left_count > 0)
left_index = subdivide(lines, left_count, centroids, work_buffer);
left_index = Subdivide(lines, left_count, centroids, work_buffer);
if (right_count > 0)
right_index = subdivide(lines + left_count, right_count, centroids, work_buffer);
right_index = Subdivide(lines + left_count, right_count, centroids, work_buffer);
nodes.Push(GPUNode(aabb_min, aabb_max, left_index, right_index));
return (int)nodes.Size() - 1;

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@ -1,6 +1,7 @@
#pragma once
#include "vectors.h"
#include <memory>
struct GPUNode
@ -28,10 +29,16 @@ public:
Level2DShape();
TArray<GPUNode> nodes;
TArray<GPULine> lines;
int root;
double RayTest(const DVector3 &ray_start, const DVector3 &ray_end);
private:
int subdivide(int *lines, int num_lines, const FVector2 *centroids, int *work_buffer);
bool OverlapRayAABB(const DVector2 &ray_start2d, const DVector2 &ray_end2d, const GPUNode &node);
double IntersectRayLine(const DVector2 &ray_start, const DVector2 &ray_end, int line_index, const DVector2 &raydelta, double rayd, double raydist2);
int Subdivide(int *lines, int num_lines, const FVector2 *centroids, int *work_buffer);
};
class FLightBSP
@ -44,6 +51,8 @@ public:
int GetLinesBuffer();
void Clear();
bool ShadowTest(const DVector3 &light, const DVector3 &pos);
private:
void UpdateBuffers();
void GenerateBuffers();

View File

@ -105,4 +105,9 @@ void FShadowMap::UploadLights()
glBindBuffer(GL_SHADER_STORAGE_BUFFER, mLightList);
glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(float) * mLights.Size(), &mLights[0], GL_STATIC_DRAW);
glBindBuffer(GL_SHADER_STORAGE_BUFFER, oldBinding);
}
}
bool FShadowMap::ShadowTest(ADynamicLight *light, const DVector3 &pos)
{
return mLightBSP.ShadowTest(light->Pos(), pos);
}

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@ -17,6 +17,8 @@ public:
int ShadowMapIndex(ADynamicLight *light) { return mLightToShadowmap[light]; }
bool ShadowTest(ADynamicLight *light, const DVector3 &pos);
private:
void UploadLights();

View File

@ -91,7 +91,7 @@ void gl_SetDynSpriteLight(AActor *self, float x, float y, float z, subsector_t *
frac = 1.0f - (dist / radius);
if (frac > 0)
if (frac > 0 && GLRenderer->mShadowMap.ShadowTest(light, { x, y, z }))
{
lr = light->GetRed() / 255.0f;
lg = light->GetGreen() / 255.0f;