mirror of
https://github.com/ZDoom/qzdoom.git
synced 2024-11-24 13:01:47 +00:00
f10ded756e
- upload only the dynamic AABB subtree using glBufferSubData - change internal raytracing stack limit from 16 to 32 - update shadowmap AABB tree after R_SetupFrame for proper frame interpolation
190 lines
5.2 KiB
GLSL
190 lines
5.2 KiB
GLSL
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in vec2 TexCoord;
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layout(location=0) out vec4 FragColor;
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// A node in an AABB binary tree with lines stored in the leaf nodes
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struct GPUNode
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{
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vec2 aabb_min; // Min xy values for the axis-aligned box containing the node and its subtree
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vec2 aabb_max; // Max xy values
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int left; // Left subnode index
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int right; // Right subnode index
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int line_index; // Line index if it is a leaf node, otherwise -1
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int padding; // Unused - maintains 16 byte alignment
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};
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// 2D line segment, referenced by leaf nodes
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struct GPULine
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{
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vec2 pos; // Line start position
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vec2 delta; // Line end position - line start position
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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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// Overlap test between line segment and axis-aligned bounding box. Returns true if they overlap.
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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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// Intersection test between two line segments.
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// Returns the intersection point as a value between 0-1 on the ray line segment. 1.0 if there was no hit.
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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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// Returns true if an AABB tree node is a leaf node. Leaf nodes contains a line.
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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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// Perform ray intersection test between the ray line segment and all the lines in the AABB binary tree.
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// Returns the intersection point as a value between 0-1 on the ray line segment. 1.0 if there was no hit.
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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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// Walk the AABB binary tree searching for nodes touching the ray line segment's AABB box.
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// When it reaches a leaf node, use a line segment intersection test to see if we got a hit.
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int stack[32];
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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 == 32)
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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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// Find the light that belongs to this texel in the shadowmap texture we output to:
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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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// We found an active light. Calculate the ray direction for the texel.
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//
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// The texels are laid out so that there are four projections:
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//
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// * top-left to top-right
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// * top-right to bottom-right
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// * bottom-right to bottom-left
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// * bottom-left to top-left
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//
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vec2 raydir;
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float u = gl_FragCoord.x / ShadowmapQuality * 4.0;
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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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// Find the position for the ray starting at the light position and travelling until light contribution is zero:
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vec2 pixelpos = lightpos + raydir * radius;
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// Check if we hit any line between the light and the end position:
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float t = rayTest(lightpos, pixelpos);
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// Calculate the square distance for the hit, if any:
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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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