mirror of
https://github.com/ZDoom/gzdoom.git
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230 lines
5 KiB
GLSL
230 lines
5 KiB
GLSL
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// Check if light is in shadow
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#ifdef SUPPORTS_RAYTRACING
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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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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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#else
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float traceShadow(vec4 lightpos, int quality)
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{
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return 1.0;
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}
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#endif
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#ifdef SUPPORTS_SHADOWMAPS
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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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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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if (uShadowmapFilter < 0)
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return traceShadow(lightpos, 1 - uShadowmapFilter);
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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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