Add a shadowmap shader

This commit is contained in:
Magnus Norddahl 2017-03-01 03:33:53 +01:00
parent 58c7c3c902
commit 6363c6cf58
6 changed files with 183 additions and 0 deletions

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@ -952,6 +952,7 @@ set( FASTMATH_SOURCES
gl/shaders/gl_tonemapshader.cpp
gl/shaders/gl_lensshader.cpp
gl/shaders/gl_fxaashader.cpp
gl/shaders/gl_shadowmapshader.cpp
gl/system/gl_interface.cpp
gl/system/gl_framebuffer.cpp
gl/system/gl_debug.cpp

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@ -60,6 +60,7 @@
#include "gl/shaders/gl_fxaashader.h"
#include "gl/shaders/gl_presentshader.h"
#include "gl/shaders/gl_present3dRowshader.h"
#include "gl/shaders/gl_shadowmapshader.h"
#include "gl/stereo3d/gl_stereo3d.h"
#include "gl/textures/gl_texture.h"
#include "gl/textures/gl_translate.h"
@ -125,6 +126,7 @@ FGLRenderer::FGLRenderer(OpenGLFrameBuffer *fb)
mSSAOCombineShader = nullptr;
mFXAAShader = nullptr;
mFXAALumaShader = nullptr;
mShadowMapShader = nullptr;
}
void gl_LoadModels();
@ -153,6 +155,7 @@ void FGLRenderer::Initialize(int width, int height)
mPresent3dCheckerShader = new FPresent3DCheckerShader();
mPresent3dColumnShader = new FPresent3DColumnShader();
mPresent3dRowShader = new FPresent3DRowShader();
mShadowMapShader = new FShadowMapShader();
m2DDrawer = new F2DDrawer;
// needed for the core profile, because someone decided it was a good idea to remove the default VAO.
@ -223,6 +226,7 @@ FGLRenderer::~FGLRenderer()
if (mTonemapPalette) delete mTonemapPalette;
if (mColormapShader) delete mColormapShader;
if (mLensShader) delete mLensShader;
if (mShadowMapShader) delete mShadowMapShader;
delete mFXAAShader;
delete mFXAALumaShader;
}

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@ -41,6 +41,7 @@ class FPresent3DColumnShader;
class FPresent3DRowShader;
class F2DDrawer;
class FHardwareTexture;
class FShadowMapShader;
inline float DEG2RAD(float deg)
{
@ -123,6 +124,7 @@ public:
FPresent3DCheckerShader *mPresent3dCheckerShader;
FPresent3DColumnShader *mPresent3dColumnShader;
FPresent3DRowShader *mPresent3dRowShader;
FShadowMapShader *mShadowMapShader;
FLightBSP mLightBSP;

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@ -0,0 +1,45 @@
//
//---------------------------------------------------------------------------
//
// Copyright(C) 2016 Magnus Norddahl
// All rights reserved.
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Lesser General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU Lesser General Public License for more details.
//
// You should have received a copy of the GNU Lesser General Public License
// along with this program. If not, see http://www.gnu.org/licenses/
//
//--------------------------------------------------------------------------
//
#include "gl/system/gl_system.h"
#include "files.h"
#include "m_swap.h"
#include "v_video.h"
#include "gl/gl_functions.h"
#include "vectors.h"
#include "gl/system/gl_interface.h"
#include "gl/system/gl_framebuffer.h"
#include "gl/system/gl_cvars.h"
#include "gl/shaders/gl_shadowmapshader.h"
void FShadowMapShader::Bind()
{
if (!mShader)
{
mShader.Compile(FShaderProgram::Vertex, "shaders/glsl/screenquad.vp", "", 430);
mShader.Compile(FShaderProgram::Fragment, "shaders/glsl/shadowmap.fp", "", 430);
mShader.SetFragDataLocation(0, "FragColor");
mShader.Link("shaders/glsl/shadowmap");
mShader.SetAttribLocation(0, "PositionInProjection");
}
mShader.Bind();
}

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@ -0,0 +1,15 @@
#ifndef __GL_SHADOWMAPSHADER_H
#define __GL_SHADOWMAPSHADER_H
#include "gl_shaderprogram.h"
class FShadowMapShader
{
public:
void Bind();
private:
FShaderProgram mShader;
};
#endif

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@ -0,0 +1,116 @@
in vec2 TexCoord;
out vec4 FragColor;
struct GPUNode
{
vec4 plane;
int children[2];
int linecount[2];
};
struct GPUSeg
{
vec2 pos;
vec2 delta;
vec4 bSolid;
};
layout(std430, binding = 2) buffer LightNodes
{
GPUNode bspNodes[];
};
layout(std430, binding = 3) buffer LightSegs
{
GPUSeg bspSegs[];
};
//===========================================================================
//
// Ray/BSP collision test. Returns 0 if the ray hit a line, 1 otherwise.
//
//===========================================================================
float rayTest(vec2 from, vec2 to)
{
const int max_iterations = 50;
const float epsilon = 0.0000001;
// Avoid wall acne by adding some margin
vec2 margin = normalize(to - from);
to -= margin;
vec2 raydelta = to - from;
float raydist2 = dot(raydelta, raydelta);
vec2 raynormal = vec2(raydelta.y, -raydelta.x);
float rayd = dot(raynormal, from);
if (raydist2 < 1.0 || bspNodes.length() == 0)
return 1.0;
int nodeIndex = bspNodes.length() - 1;
for (int iteration = 0; iteration < max_iterations; iteration++)
{
GPUNode node = bspNodes[nodeIndex];
int side = (dot(node.plane, vec4(from, 0.0, 1.0)) > 0.0) ? 1 : 0;
int linecount = node.linecount[side];
if (linecount < 0)
{
nodeIndex = node.children[side];
}
else
{
int startLineIndex = node.children[side];
// Ray/line test each line segment.
bool hit_line = false;
for (int i = 0; i < linecount; i++)
{
GPUSeg seg = bspSegs[startLineIndex + i];
float den = dot(raynormal, seg.delta);
if (abs(den) > epsilon)
{
float t_seg = (rayd - dot(raynormal, seg.pos)) / den;
if (t_seg >= 0.0 && t_seg <= 1.0)
{
vec2 seghitdelta = seg.pos + seg.delta * t_seg - from;
if (dot(raydelta, seghitdelta) > 0.0 && dot(seghitdelta, seghitdelta) < raydist2) // We hit a line segment.
{
if (seg.bSolid.x > 0.0) // segment line is one-sided
return 0.0;
// We hit a two-sided segment line. Move to the other side and continue ray tracing.
from = from + seghitdelta + margin;
raydelta = to - from;
raydist2 = dot(raydelta, raydelta);
raynormal = vec2(raydelta.y, -raydelta.x);
rayd = dot(raynormal, from);
if (raydist2 < 1.0 || bspNodes.length() == 0)
return 1.0;
nodeIndex = bspNodes.length() - 1;
hit_line = true;
break;
}
}
}
}
if (!hit_line)
return 1.0;
}
}
return 0.0;
}
void main()
{
FragColor = vec4(rayTest(vec2(0.0, 0.0), vec2(1.0, 1.0));
}