gzdoom/wadsrc/static/shaders/glsl/shadowmap.fp
alexey.lysiuk 791d29b732 - removed array length() function from shadowmap shader
Array's length() function is not yet supported by SPIRV-cross and MoltenVK
Its usage was replaced by explicit nodes count value passed as uniform
2019-06-07 10:34:31 -04:00

190 lines
5.2 KiB
GLSL

layout(location=0) in vec2 TexCoord;
layout(location=0) out vec4 FragColor;
// A node in an AABB binary tree with lines stored in the leaf nodes
struct GPUNode
{
vec2 aabb_min; // Min xy values for the axis-aligned box containing the node and its subtree
vec2 aabb_max; // Max xy values
int left; // Left subnode index
int right; // Right subnode index
int line_index; // Line index if it is a leaf node, otherwise -1
int padding; // Unused - maintains 16 byte alignment
};
// 2D line segment, referenced by leaf nodes
struct GPULine
{
vec2 pos; // Line start position
vec2 delta; // Line end position - line start position
};
layout(std430, binding = 4) buffer LightNodes
{
GPUNode nodes[];
};
layout(std430, binding = 5) buffer LightLines
{
GPULine lines[];
};
layout(std430, binding = 6) buffer LightList
{
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)
{
// To do: simplify test to use a 2D test
vec3 ray_start = vec3(ray_start2d, 0.0);
vec3 ray_end = vec3(ray_end2d, 0.0);
vec3 aabb_min = vec3(aabb_min2d, -1.0);
vec3 aabb_max = vec3(aabb_max2d, 1.0);
vec3 c = (ray_start + ray_end) * 0.5f;
vec3 w = ray_end - c;
vec3 h = (aabb_max - aabb_min) * 0.5f; // aabb.extents();
c -= (aabb_max + aabb_min) * 0.5f; // aabb.center();
vec3 v = abs(w);
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;
}
// 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)
{
const float epsilon = 0.0000001;
GPULine line = lines[line_index];
vec2 raynormal = vec2(raydelta.y, -raydelta.x);
float den = dot(raynormal, line.delta);
if (abs(den) > epsilon)
{
float t_line = (rayd - dot(raynormal, line.pos)) / den;
if (t_line >= 0.0 && t_line <= 1.0)
{
vec2 linehitdelta = line.pos + line.delta * t_line - ray_start;
float t = dot(raydelta, linehitdelta) / raydist2;
return t > 0.0 ? t : 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)
{
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)
{
vec2 raydelta = ray_end - ray_start;
float raydist2 = dot(raydelta, raydelta);
vec2 raynormal = vec2(raydelta.y, -raydelta.x);
float rayd = dot(raynormal, ray_start);
if (raydist2 < 1.0)
return 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[32];
int stack_pos = 1;
stack[0] = NodesCount - 1;
while (stack_pos > 0)
{
int node_index = stack[stack_pos - 1];
if (!overlapRayAABB(ray_start, ray_end, nodes[node_index].aabb_min, nodes[node_index].aabb_max))
{
stack_pos--;
}
else if (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 == 32)
{
stack_pos--; // stack overflow
}
else
{
stack[stack_pos - 1] = nodes[node_index].left;
stack[stack_pos] = nodes[node_index].right;
stack_pos++;
}
}
return t;
}
void main()
{
// Find the light that belongs to this texel in the shadowmap texture we output to:
int lightIndex = int(gl_FragCoord.y);
vec4 light = lights[lightIndex];
float radius = light.w;
vec2 lightpos = light.xy;
if (radius > 0.0)
{
// 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;
switch (int(u))
{
case 0: raydir = vec2(u * 2.0 - 1.0, 1.0); break;
case 1: raydir = vec2(1.0, 1.0 - (u - 1.0) * 2.0); break;
case 2: raydir = vec2(1.0 - (u - 2.0) * 2.0, -1.0); break;
case 3: raydir = vec2(-1.0, (u - 3.0) * 2.0 - 1.0); break;
}
// 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);
// Calculate the square distance for the hit, if any:
vec2 delta = (pixelpos - lightpos) * t;
float dist2 = dot(delta, delta);
FragColor = vec4(dist2, 0.0, 0.0, 1.0);
}
else
{
FragColor = vec4(1.0, 0.0, 0.0, 1.0);
}
}