mirror of
https://github.com/ZDoom/gzdoom.git
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167 lines
3.9 KiB
GLSL
167 lines
3.9 KiB
GLSL
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in vec2 TexCoord;
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out vec4 FragColor;
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// This constant must match the same constant in gl_shadowmap.h
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// #define ShadowmapQuality 1024
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//#define ShadowmapQuality 128
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uniform float ShadowmapQuality;
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struct GPUNode
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{
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vec2 aabb_min;
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vec2 aabb_max;
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int left;
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int right;
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int line_index;
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int padding;
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};
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struct GPULine
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{
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vec2 pos;
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vec2 delta;
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};
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layout(std430, binding = 2) buffer LightNodes
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{
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GPUNode nodes[];
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};
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layout(std430, binding = 3) buffer LightLines
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{
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GPULine lines[];
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};
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layout(std430, binding = 4) buffer LightList
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{
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vec4 lights[];
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};
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bool overlapRayAABB(vec2 ray_start2d, vec2 ray_end2d, vec2 aabb_min2d, vec2 aabb_max2d)
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{
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// To do: simplify test to use a 2D test
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vec3 ray_start = vec3(ray_start2d, 0.0);
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vec3 ray_end = vec3(ray_end2d, 0.0);
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vec3 aabb_min = vec3(aabb_min2d, -1.0);
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vec3 aabb_max = vec3(aabb_max2d, 1.0);
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vec3 c = (ray_start + ray_end) * 0.5f;
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vec3 w = ray_end - c;
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vec3 h = (aabb_max - aabb_min) * 0.5f; // aabb.extents();
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c -= (aabb_max + aabb_min) * 0.5f; // aabb.center();
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vec3 v = abs(w);
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if (abs(c.x) > v.x + h.x || abs(c.y) > v.y + h.y || abs(c.z) > v.z + h.z)
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return false; // disjoint;
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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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return false; // disjoint;
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return true; // overlap;
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}
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float intersectRayLine(vec2 ray_start, vec2 ray_end, int line_index, vec2 raydelta, float rayd, float raydist2)
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{
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const float epsilon = 0.0000001;
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GPULine line = lines[line_index];
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vec2 raynormal = vec2(raydelta.y, -raydelta.x);
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float den = dot(raynormal, line.delta);
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if (abs(den) > epsilon)
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{
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float t_line = (rayd - dot(raynormal, line.pos)) / den;
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if (t_line >= 0.0 && t_line <= 1.0)
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{
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vec2 linehitdelta = line.pos + line.delta * t_line - ray_start;
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float t = dot(raydelta, linehitdelta) / raydist2;
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return t > 0.0 ? t : 1.0;
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}
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}
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return 1.0;
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}
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bool isLeaf(int node_index)
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{
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return nodes[node_index].line_index != -1;
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}
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float rayTest(vec2 ray_start, vec2 ray_end)
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{
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vec2 raydelta = ray_end - ray_start;
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float raydist2 = dot(raydelta, raydelta);
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vec2 raynormal = vec2(raydelta.y, -raydelta.x);
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float rayd = dot(raynormal, ray_start);
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if (raydist2 < 1.0)
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return 1.0;
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float t = 1.0;
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int stack[16];
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int stack_pos = 1;
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stack[0] = nodes.length() - 1;
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while (stack_pos > 0)
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{
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int node_index = stack[stack_pos - 1];
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if (!overlapRayAABB(ray_start, ray_end, nodes[node_index].aabb_min, nodes[node_index].aabb_max))
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{
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stack_pos--;
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}
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else if (isLeaf(node_index))
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{
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t = min(intersectRayLine(ray_start, ray_end, nodes[node_index].line_index, raydelta, rayd, raydist2), t);
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stack_pos--;
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}
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else if (stack_pos == 16)
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{
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stack_pos--; // stack overflow
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}
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else
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{
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stack[stack_pos - 1] = nodes[node_index].left;
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stack[stack_pos] = nodes[node_index].right;
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stack_pos++;
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}
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}
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return t;
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}
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void main()
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{
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int lightIndex = int(gl_FragCoord.y);
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vec4 light = lights[lightIndex];
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float radius = light.w;
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vec2 lightpos = light.xy;
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if (radius > 0.0)
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{
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vec2 pixelpos;
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switch (int(gl_FragCoord.x) / int(ShadowmapQuality/4.0))
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{
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case 0: pixelpos = vec2((gl_FragCoord.x - float(ShadowmapQuality/8.0)) / float(ShadowmapQuality/8.0), 1.0); break;
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case 1: pixelpos = vec2(1.0, (gl_FragCoord.x - float(ShadowmapQuality/4.0 + ShadowmapQuality/8.0)) / float(ShadowmapQuality/8.0)); break;
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case 2: pixelpos = vec2(-(gl_FragCoord.x - float(ShadowmapQuality/2.0 + ShadowmapQuality/8.0)) / float(ShadowmapQuality/8.0), -1.0); break;
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case 3: pixelpos = vec2(-1.0, -(gl_FragCoord.x - float(ShadowmapQuality*3.0/4.0 + ShadowmapQuality/8.0)) / float(ShadowmapQuality/8.0)); break;
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}
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pixelpos = lightpos + pixelpos * radius;
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float t = rayTest(lightpos, pixelpos);
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vec2 delta = (pixelpos - lightpos) * t;
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float dist2 = dot(delta, delta);
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FragColor = vec4(dist2, 0.0, 0.0, 1.0);
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}
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else
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{
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FragColor = vec4(1.0, 0.0, 0.0, 1.0);
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}
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}
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