- add some comments to shadowmap.fp

This commit is contained in:
Magnus Norddahl 2018-10-04 01:29:25 +02:00
parent 36946a47fe
commit d65d462268

View file

@ -2,20 +2,22 @@
in vec2 TexCoord; in vec2 TexCoord;
layout(location=0) out vec4 FragColor; layout(location=0) out vec4 FragColor;
// A node in an AABB binary tree with lines stored in the leaf nodes
struct GPUNode struct GPUNode
{ {
vec2 aabb_min; vec2 aabb_min; // Min xy values for the axis-aligned box containing the node and its subtree
vec2 aabb_max; vec2 aabb_max; // Max xy values
int left; int left; // Left subnode index
int right; int right; // Right subnode index
int line_index; int line_index; // Line index if it is a leaf node, otherwise -1
int padding; int padding; // Unused - maintains 16 byte alignment
}; };
// 2D line segment, referenced by leaf nodes
struct GPULine struct GPULine
{ {
vec2 pos; vec2 pos; // Line start position
vec2 delta; vec2 delta; // Line end position - line start position
}; };
layout(std430, binding = 2) buffer LightNodes layout(std430, binding = 2) buffer LightNodes
@ -33,6 +35,7 @@ layout(std430, binding = 4) buffer LightList
vec4 lights[]; vec4 lights[];
}; };
// Overlap test between line segment and axis-aligned bounding box. Returns true if they overlap.
bool overlapRayAABB(vec2 ray_start2d, vec2 ray_end2d, vec2 aabb_min2d, vec2 aabb_max2d) bool overlapRayAABB(vec2 ray_start2d, vec2 ray_end2d, vec2 aabb_min2d, vec2 aabb_max2d)
{ {
// To do: simplify test to use a 2D test // To do: simplify test to use a 2D test
@ -60,6 +63,8 @@ bool overlapRayAABB(vec2 ray_start2d, vec2 ray_end2d, vec2 aabb_min2d, vec2 aabb
return true; // overlap; return true; // overlap;
} }
// Intersection test between two line segments.
// Returns the intersection point as a value between 0-1 on the ray line segment. 1.0 if there was no hit.
float intersectRayLine(vec2 ray_start, vec2 ray_end, int line_index, vec2 raydelta, float rayd, float raydist2) float intersectRayLine(vec2 ray_start, vec2 ray_end, int line_index, vec2 raydelta, float rayd, float raydist2)
{ {
const float epsilon = 0.0000001; const float epsilon = 0.0000001;
@ -82,11 +87,14 @@ float intersectRayLine(vec2 ray_start, vec2 ray_end, int line_index, vec2 raydel
return 1.0; return 1.0;
} }
// Returns true if an AABB tree node is a leaf node. Leaf nodes contains a line.
bool isLeaf(int node_index) bool isLeaf(int node_index)
{ {
return nodes[node_index].line_index != -1; return nodes[node_index].line_index != -1;
} }
// Perform ray intersection test between the ray line segment and all the lines in the AABB binary tree.
// Returns the intersection point as a value between 0-1 on the ray line segment. 1.0 if there was no hit.
float rayTest(vec2 ray_start, vec2 ray_end) float rayTest(vec2 ray_start, vec2 ray_end)
{ {
vec2 raydelta = ray_end - ray_start; vec2 raydelta = ray_end - ray_start;
@ -98,6 +106,9 @@ float rayTest(vec2 ray_start, vec2 ray_end)
float t = 1.0; float t = 1.0;
// Walk the AABB binary tree searching for nodes touching the ray line segment's AABB box.
// When it reaches a leaf node, use a line segment intersection test to see if we got a hit.
int stack[16]; int stack[16];
int stack_pos = 1; int stack_pos = 1;
stack[0] = nodes.length() - 1; stack[0] = nodes.length() - 1;
@ -131,6 +142,8 @@ float rayTest(vec2 ray_start, vec2 ray_end)
void main() void main()
{ {
// Find the light that belongs to this texel in the shadowmap texture we output to:
int lightIndex = int(gl_FragCoord.y); int lightIndex = int(gl_FragCoord.y);
vec4 light = lights[lightIndex]; vec4 light = lights[lightIndex];
@ -139,18 +152,32 @@ void main()
if (radius > 0.0) if (radius > 0.0)
{ {
vec2 pixelpos; // We found an active light. Calculate the ray direction for the texel.
//
// The texels are laid out so that there are four projections:
//
// * top-left to top-right
// * top-right to bottom-right
// * bottom-right to bottom-left
// * bottom-left to top-left
//
vec2 raydir;
float u = gl_FragCoord.x / ShadowmapQuality * 4.0; float u = gl_FragCoord.x / ShadowmapQuality * 4.0;
switch (int(u)) switch (int(u))
{ {
case 0: pixelpos = vec2(u * 2.0 - 1.0, 1.0); break; case 0: raydir = vec2(u * 2.0 - 1.0, 1.0); break;
case 1: pixelpos = vec2(1.0, 1.0 - (u - 1.0) * 2.0); break; case 1: raydir = vec2(1.0, 1.0 - (u - 1.0) * 2.0); break;
case 2: pixelpos = vec2(1.0 - (u - 2.0) * 2.0, -1.0); break; case 2: raydir = vec2(1.0 - (u - 2.0) * 2.0, -1.0); break;
case 3: pixelpos = vec2(-1.0, (u - 3.0) * 2.0 - 1.0); break; case 3: raydir = vec2(-1.0, (u - 3.0) * 2.0 - 1.0); break;
} }
pixelpos = lightpos + pixelpos * radius;
// Find the position for the ray starting at the light position and travelling until light contribution is zero:
vec2 pixelpos = lightpos + raydir * radius;
// Check if we hit any line between the light and the end position:
float t = rayTest(lightpos, pixelpos); float t = rayTest(lightpos, pixelpos);
// Calculate the square distance for the hit, if any:
vec2 delta = (pixelpos - lightpos) * t; vec2 delta = (pixelpos - lightpos) * t;
float dist2 = dot(delta, delta); float dist2 = dot(delta, delta);