gzdoom/wadsrc/static/shaders/glsl/shadowmap.fp

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in vec2 TexCoord;
out vec4 FragColor;
struct GPUNode
{
vec4 plane;
int children[2];
int linecount[2];
};
struct GPUSeg
{
vec2 pos;
vec2 delta;
vec4 bSolid;
};
layout(std430, binding = 1) buffer LightList
{
vec4 lights[];
};
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layout(std430, binding = 2) buffer LightNodes
{
GPUNode bspNodes[];
};
layout(std430, binding = 3) buffer LightSegs
{
GPUSeg bspSegs[];
};
//===========================================================================
//
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// Ray/BSP collision test. Returns where the ray hit something.
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//
//===========================================================================
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vec2 rayTest(vec2 from, vec2 to)
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{
const int max_iterations = 50;
const float epsilon = 0.0000001;
// Avoid wall acne by adding some margin
vec2 margin = normalize(to - from);
vec2 raydelta = to - from;
float raydist2 = dot(raydelta, raydelta);
vec2 raynormal = vec2(raydelta.y, -raydelta.x);
float rayd = dot(raynormal, from);
if (raydist2 < 1.0 || bspNodes.length() == 0)
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return to;
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int nodeIndex = bspNodes.length() - 1;
for (int iteration = 0; iteration < max_iterations; iteration++)
{
GPUNode node = bspNodes[nodeIndex];
int side = (dot(node.plane, vec4(from, 0.0, 1.0)) > 0.0) ? 1 : 0;
int linecount = node.linecount[side];
if (linecount < 0)
{
nodeIndex = node.children[side];
}
else
{
int startLineIndex = node.children[side];
// Ray/line test each line segment.
bool hit_line = false;
for (int i = 0; i < linecount; i++)
{
GPUSeg seg = bspSegs[startLineIndex + i];
float den = dot(raynormal, seg.delta);
if (abs(den) > epsilon)
{
float t_seg = (rayd - dot(raynormal, seg.pos)) / den;
if (t_seg >= 0.0 && t_seg <= 1.0)
{
vec2 seghitdelta = seg.pos + seg.delta * t_seg - from;
if (dot(raydelta, seghitdelta) > 0.0 && dot(seghitdelta, seghitdelta) < raydist2) // We hit a line segment.
{
if (seg.bSolid.x > 0.0) // segment line is one-sided
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return from + seghitdelta;
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// We hit a two-sided segment line. Move to the other side and continue ray tracing.
from = from + seghitdelta + margin;
raydelta = to - from;
raydist2 = dot(raydelta, raydelta);
raynormal = vec2(raydelta.y, -raydelta.x);
rayd = dot(raynormal, from);
if (raydist2 < 1.0 || bspNodes.length() == 0)
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return to;
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nodeIndex = bspNodes.length() - 1;
hit_line = true;
break;
}
}
}
}
if (!hit_line)
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return to;
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}
}
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return to;
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}
void main()
{
int lightIndex = int(gl_FragCoord.y);
vec4 light = lights[lightIndex];
float radius = light.w;
vec2 lightpos = light.xy;
if (radius > 0.0)
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{
vec2 pixelpos;
switch (int(gl_FragCoord.x) / 256)
{
case 0: pixelpos = vec2((gl_FragCoord.x - 128.0) / 128.0, 1.0); break;
case 1: pixelpos = vec2(1.0, (gl_FragCoord.x - 384.0) / 128.0); break;
case 2: pixelpos = vec2((gl_FragCoord.x - 640.0) / 128.0, -1.0); break;
case 3: pixelpos = vec2(-1.0, (gl_FragCoord.x - 896.0) / 128.0); break;
}
pixelpos = lightpos + pixelpos * radius;
vec2 hitpos = rayTest(lightpos, pixelpos);
vec2 delta = hitpos - lightpos;
float dist2 = dot(delta, delta);
FragColor = vec4(dist2, 0.0, 0.0, 1.0);
}
else
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{
FragColor = vec4(1.0, 0.0, 0.0, 1.0);
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}
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}