mirror of
https://github.com/ZDoom/gzdoom.git
synced 2024-11-17 01:41:23 +00:00
162 lines
3.5 KiB
GLSL
162 lines
3.5 KiB
GLSL
|
|
in vec2 TexCoord;
|
|
out vec4 FragColor;
|
|
|
|
struct GPUNode
|
|
{
|
|
vec2 aabb_min;
|
|
vec2 aabb_max;
|
|
int left;
|
|
int right;
|
|
int line_index;
|
|
int padding;
|
|
};
|
|
|
|
struct GPULine
|
|
{
|
|
vec2 pos;
|
|
vec2 delta;
|
|
};
|
|
|
|
layout(std430, binding = 2) buffer LightNodes
|
|
{
|
|
GPUNode nodes[];
|
|
};
|
|
|
|
layout(std430, binding = 3) buffer LightLines
|
|
{
|
|
GPULine lines[];
|
|
};
|
|
|
|
layout(std430, binding = 4) buffer LightList
|
|
{
|
|
vec4 lights[];
|
|
};
|
|
|
|
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;
|
|
}
|
|
|
|
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;
|
|
}
|
|
|
|
bool isLeaf(int node_index)
|
|
{
|
|
return nodes[node_index].line_index != -1;
|
|
}
|
|
|
|
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;
|
|
|
|
int stack[16];
|
|
int stack_pos = 1;
|
|
stack[0] = nodes.length() - 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 == 16)
|
|
{
|
|
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()
|
|
{
|
|
int lightIndex = int(gl_FragCoord.y);
|
|
|
|
vec4 light = lights[lightIndex];
|
|
float radius = light.w;
|
|
vec2 lightpos = light.xy;
|
|
|
|
if (radius > 0.0)
|
|
{
|
|
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;
|
|
|
|
float t = rayTest(lightpos, pixelpos);
|
|
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);
|
|
}
|
|
}
|