mirror of
https://github.com/ZDoom/gzdoom.git
synced 2024-11-27 06:12:19 +00:00
384 lines
8.1 KiB
GLSL
384 lines
8.1 KiB
GLSL
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// Check if light is in shadow
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#if defined(USE_RAYTRACE)
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#if defined(SUPPORTS_RAYQUERY)
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bool traceHit(vec3 origin, vec3 direction, float dist)
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{
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rayQueryEXT rayQuery;
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rayQueryInitializeEXT(rayQuery, TopLevelAS, gl_RayFlagsTerminateOnFirstHitEXT, 0xFF, origin, 0.01f, direction, dist);
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while(rayQueryProceedEXT(rayQuery)) { }
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return rayQueryGetIntersectionTypeEXT(rayQuery, true) != gl_RayQueryCommittedIntersectionNoneEXT;
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}
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#else
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struct RayBBox
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{
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vec3 start, end;
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vec3 c, w, v;
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};
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RayBBox create_ray(vec3 ray_start, vec3 ray_end)
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{
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RayBBox ray;
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ray.start = ray_start;
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ray.end = ray_end;
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ray.c = (ray_start + ray_end) * 0.5;
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ray.w = ray_end - ray.c;
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ray.v = abs(ray.w);
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return ray;
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}
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bool overlap_bv_ray(RayBBox ray, int a)
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{
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vec3 v = ray.v;
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vec3 w = ray.w;
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vec3 h = nodes[a].extents;
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vec3 c = ray.c - nodes[a].center;
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if (abs(c.x) > v.x + h.x ||
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abs(c.y) > v.y + h.y ||
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abs(c.z) > v.z + h.z)
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{
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return false;
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}
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if (abs(c.y * w.z - c.z * w.y) > h.y * v.z + h.z * v.y ||
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abs(c.x * w.z - c.z * w.x) > h.x * v.z + h.z * v.x ||
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abs(c.x * w.y - c.y * w.x) > h.x * v.y + h.y * v.x)
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{
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return false;
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}
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return true;
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}
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#define FLT_EPSILON 1.192092896e-07F // smallest such that 1.0+FLT_EPSILON != 1.0
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float intersect_triangle_ray(RayBBox ray, int a, out float barycentricB, out float barycentricC)
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{
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int start_element = nodes[a].element_index;
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vec3 p[3];
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p[0] = vertices[elements[start_element]].xyz;
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p[1] = vertices[elements[start_element + 1]].xyz;
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p[2] = vertices[elements[start_element + 2]].xyz;
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// Moeller-Trumbore ray-triangle intersection algorithm:
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vec3 D = ray.end - ray.start;
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// Find vectors for two edges sharing p[0]
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vec3 e1 = p[1] - p[0];
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vec3 e2 = p[2] - p[0];
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// Begin calculating determinant - also used to calculate u parameter
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vec3 P = cross(D, e2);
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float det = dot(e1, P);
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// Backface check
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//if (det < 0.0f)
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// return 1.0f;
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// If determinant is near zero, ray lies in plane of triangle
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if (det > -FLT_EPSILON && det < FLT_EPSILON)
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return 1.0f;
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float inv_det = 1.0f / det;
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// Calculate distance from p[0] to ray origin
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vec3 T = ray.start - p[0];
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// Calculate u parameter and test bound
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float u = dot(T, P) * inv_det;
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// Check if the intersection lies outside of the triangle
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if (u < 0.f || u > 1.f)
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return 1.0f;
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// Prepare to test v parameter
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vec3 Q = cross(T, e1);
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// Calculate V parameter and test bound
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float v = dot(D, Q) * inv_det;
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// The intersection lies outside of the triangle
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if (v < 0.f || u + v > 1.f)
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return 1.0f;
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float t = dot(e2, Q) * inv_det;
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if (t <= FLT_EPSILON)
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return 1.0f;
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// Return hit location on triangle in barycentric coordinates
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barycentricB = u;
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barycentricC = v;
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return t;
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}
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bool is_leaf(int node_index)
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{
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return nodes[node_index].element_index != -1;
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}
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bool TraceAnyHit(vec3 origin, float tmin, vec3 dir, float tmax)
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{
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if (tmax <= 0.0f)
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return false;
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RayBBox ray = create_ray(origin, origin + dir * tmax);
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tmin /= tmax;
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int stack[64];
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int stackIndex = 0;
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stack[stackIndex++] = nodesRoot;
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do
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{
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int a = stack[--stackIndex];
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if (overlap_bv_ray(ray, a))
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{
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if (is_leaf(a))
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{
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float baryB, baryC;
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float t = intersect_triangle_ray(ray, a, baryB, baryC);
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if (t >= tmin && t < 1.0)
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{
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return true;
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}
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}
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else
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{
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stack[stackIndex++] = nodes[a].right;
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stack[stackIndex++] = nodes[a].left;
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}
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}
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} while (stackIndex > 0);
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return false;
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}
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bool traceHit(vec3 origin, vec3 direction, float dist)
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{
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return TraceAnyHit(origin, 0.01f, direction, dist);
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}
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#endif
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vec2 softshadow[9 * 3] = vec2[](
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vec2( 0.0, 0.0),
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vec2(-2.0,-2.0),
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vec2( 2.0, 2.0),
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vec2( 2.0,-2.0),
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vec2(-2.0, 2.0),
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vec2(-1.0,-1.0),
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vec2( 1.0, 1.0),
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vec2( 1.0,-1.0),
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vec2(-1.0, 1.0),
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vec2( 0.0, 0.0),
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vec2(-1.5,-1.5),
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vec2( 1.5, 1.5),
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vec2( 1.5,-1.5),
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vec2(-1.5, 1.5),
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vec2(-0.5,-0.5),
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vec2( 0.5, 0.5),
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vec2( 0.5,-0.5),
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vec2(-0.5, 0.5),
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vec2( 0.0, 0.0),
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vec2(-1.25,-1.75),
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vec2( 1.75, 1.25),
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vec2( 1.25,-1.75),
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vec2(-1.75, 1.75),
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vec2(-0.75,-0.25),
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vec2( 0.25, 0.75),
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vec2( 0.75,-0.25),
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vec2(-0.25, 0.75)
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);
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float traceShadow(vec4 lightpos, int quality)
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{
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vec3 origin = pixelpos.xzy;
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vec3 target = lightpos.xzy + 0.01; // nudge light position slightly as Doom maps tend to have their lights perfectly aligned with planes
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vec3 direction = normalize(target - origin);
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float dist = distance(origin, target);
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if (quality == 0)
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{
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return traceHit(origin, direction, dist) ? 0.0 : 1.0;
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}
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else
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{
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vec3 v = (abs(direction.x) > abs(direction.y)) ? vec3(0.0, 1.0, 0.0) : vec3(1.0, 0.0, 0.0);
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vec3 xdir = normalize(cross(direction, v));
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vec3 ydir = cross(direction, xdir);
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float sum = 0.0;
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int step_count = quality * 9;
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for (int i = 0; i <= step_count; i++)
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{
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vec3 pos = target + xdir * softshadow[i].x + ydir * softshadow[i].y;
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sum += traceHit(origin, normalize(pos - origin), dist) ? 0.0 : 1.0;
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}
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return sum / step_count;
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}
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}
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float shadowAttenuation(vec4 lightpos, float lightcolorA)
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{
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if (lightpos.w > 1000000.0)
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return 1.0; // Sunlight
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return traceShadow(lightpos, uShadowmapFilter);
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}
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#elif defined(USE_SHADOWMAP)
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float shadowDirToU(vec2 dir)
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{
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if (abs(dir.y) > abs(dir.x))
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{
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float x = dir.x / dir.y * 0.125;
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if (dir.y >= 0.0)
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return 0.125 + x;
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else
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return (0.50 + 0.125) + x;
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}
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else
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{
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float y = dir.y / dir.x * 0.125;
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if (dir.x >= 0.0)
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return (0.25 + 0.125) - y;
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else
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return (0.75 + 0.125) - y;
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}
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}
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vec2 shadowUToDir(float u)
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{
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u *= 4.0;
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vec2 raydir;
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switch (int(u))
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{
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case 0: raydir = vec2(u * 2.0 - 1.0, 1.0); break;
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case 1: raydir = vec2(1.0, 1.0 - (u - 1.0) * 2.0); break;
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case 2: raydir = vec2(1.0 - (u - 2.0) * 2.0, -1.0); break;
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case 3: raydir = vec2(-1.0, (u - 3.0) * 2.0 - 1.0); break;
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}
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return raydir;
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}
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float sampleShadowmap(vec3 planePoint, float v)
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{
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float bias = 1.0;
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float negD = dot(vWorldNormal.xyz, planePoint);
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vec3 ray = planePoint;
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vec2 isize = textureSize(ShadowMap, 0);
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float scale = float(isize.x) * 0.25;
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// Snap to shadow map texel grid
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if (abs(ray.z) > abs(ray.x))
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{
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ray.y = ray.y / abs(ray.z);
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ray.x = ray.x / abs(ray.z);
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ray.x = (floor((ray.x + 1.0) * 0.5 * scale) + 0.5) / scale * 2.0 - 1.0;
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ray.z = sign(ray.z);
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}
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else
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{
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ray.y = ray.y / abs(ray.x);
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ray.z = ray.z / abs(ray.x);
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ray.z = (floor((ray.z + 1.0) * 0.5 * scale) + 0.5) / scale * 2.0 - 1.0;
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ray.x = sign(ray.x);
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}
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float t = negD / dot(vWorldNormal.xyz, ray) - bias;
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vec2 dir = ray.xz * t;
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float u = shadowDirToU(dir);
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float dist2 = dot(dir, dir);
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return step(dist2, texture(ShadowMap, vec2(u, v)).x);
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}
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float sampleShadowmapPCF(vec3 planePoint, float v)
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{
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float bias = 1.0;
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float negD = dot(vWorldNormal.xyz, planePoint);
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vec3 ray = planePoint;
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if (abs(ray.z) > abs(ray.x))
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ray.y = ray.y / abs(ray.z);
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else
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ray.y = ray.y / abs(ray.x);
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vec2 isize = textureSize(ShadowMap, 0);
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float scale = float(isize.x);
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float texelPos = floor(shadowDirToU(ray.xz) * scale);
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float sum = 0.0;
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float step_count = uShadowmapFilter;
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texelPos -= step_count + 0.5;
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for (float x = -step_count; x <= step_count; x++)
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{
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float u = fract(texelPos / scale);
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vec2 dir = shadowUToDir(u);
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ray.x = dir.x;
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ray.z = dir.y;
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float t = negD / dot(vWorldNormal.xyz, ray) - bias;
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dir = ray.xz * t;
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float dist2 = dot(dir, dir);
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sum += step(dist2, texture(ShadowMap, vec2(u, v)).x);
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texelPos++;
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}
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return sum / (uShadowmapFilter * 2.0 + 1.0);
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}
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float shadowmapAttenuation(vec4 lightpos, float shadowIndex)
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{
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vec3 planePoint = pixelpos.xyz - lightpos.xyz;
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planePoint += 0.01; // nudge light position slightly as Doom maps tend to have their lights perfectly aligned with planes
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if (dot(planePoint.xz, planePoint.xz) < 1.0)
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return 1.0; // Light is too close
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float v = (shadowIndex + 0.5) / 1024.0;
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if (uShadowmapFilter == 0)
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{
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return sampleShadowmap(planePoint, v);
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}
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else
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{
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return sampleShadowmapPCF(planePoint, v);
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}
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}
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float shadowAttenuation(vec4 lightpos, float lightcolorA)
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{
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if (lightpos.w > 1000000.0)
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return 1.0; // Sunlight
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float shadowIndex = abs(lightcolorA) - 1.0;
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if (shadowIndex >= 1024.0)
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return 1.0; // No shadowmap available for this light
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return shadowmapAttenuation(lightpos, shadowIndex);
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}
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#else
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float shadowAttenuation(vec4 lightpos, float lightcolorA)
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{
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return 1.0;
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}
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#endif
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