Work on geometry shader based shadows

This commit is contained in:
2023-03-11 22:59:19 +00:00
parent 5724a0543e
commit 7ee3f6581d
18 changed files with 235 additions and 144 deletions
+2
View File
@@ -9,6 +9,7 @@ layout (std140, binding = 1) uniform LightsBlock
} ;
uniform int lightID;
vec3 lightPos = posBool[lightID].xyz ;
float theBool = posBool[gl_InvocationID].w;
// this code is duplicated in lineShadow.geom, should not be changed on its own
vec4 projNear (vec4 pos)
{
@@ -29,6 +30,7 @@ void main()
( p0.z - lightPos.z > 0 )
&& ( p1.z - lightPos.z > 0 )
&& ( p2.z - lightPos.z > 0 )
&& theBool == 1
)
{
// the front cap
+9
View File
@@ -0,0 +1,9 @@
#version 450 core
uniform sampler2DArray screenTexture;
in vec3 gTexPos;
out vec4 fColor;
void main()
{
fColor = texture(screenTexture,gTexPos);
//fColor = vec4(0.05,0.01,0,1);
}
+30
View File
@@ -0,0 +1,30 @@
#version 450 core
layout (points) in;
layout (triangle_strip, max_vertices = 4) out;
layout (invocations = 20) in;
layout (std140, binding = 1) uniform LightsBlock
{
vec4 posBool[20];
vec4 colRad[20];
} ;
out vec3 gTexPos;
float theBool = posBool[gl_InvocationID].w;
float l = gl_InvocationID;
void main()
{
if (theBool == 1){
gTexPos = vec3(0,1,l);
gl_Position = vec4(-1,1,0,1) ;
EmitVertex();
gTexPos = vec3(0,0,l);
gl_Position = vec4(-1,-1,0,1) ;
EmitVertex();
gTexPos = vec3(1,1,l);
gl_Position = vec4(1,1,0,1) ;
EmitVertex();
gTexPos = vec3(1,0,l);
gl_Position = vec4(1,-1,0,1) ;
EmitVertex();
EndPrimitive();
}else {}
}
+4
View File
@@ -0,0 +1,4 @@
#version 450 core
void main()
{
}
+12 -12
View File
@@ -1,5 +1,6 @@
#version 450 core
layout (lines_adjacency) in;
layout (invocations = 20) in;
layout (triangle_strip, max_vertices = 4) out;
layout (std140, binding = 0) uniform TheMat { mat4 theMat; } ;
layout (std140, binding = 1) uniform LightsBlock
@@ -7,9 +8,8 @@ layout (std140, binding = 1) uniform LightsBlock
vec4 posBool[20];
vec4 colRad[20];
} ;
uniform int lightID;
vec3 lightPos1 = posBool[lightID].xyz;
float theBool = posBool[lightID].w;
vec3 lightPos1 = posBool[gl_InvocationID].xyz;
float theBool = posBool[gl_InvocationID].w;
vec4 shift (vec4 p) { return (vec4 (p.xyz + (100000*(p.xyz-lightPos1)), 1));} ;
vec4 shiftBy (float x,vec4 p) { return (vec4 (lightPos1 + (x*normalize(p.xyz-lightPos1)), 1));} ;
// copied from lighting/cap.geom, should not be changed on its own
@@ -34,7 +34,7 @@ void main()
{
if (theBool == 1){
// float ru2 = radiusUniform * radiusUniform ;
float ru = colRad[lightID].w ;
float ru = colRad[gl_InvocationID].w ;
float ru2 = ru * ru;
vec4 p0 = gl_in[0].gl_Position;
vec4 p1 = gl_in[1].gl_Position;
@@ -59,17 +59,17 @@ void main()
vec4 p3 = shiftNear(p1);
if ( dot(n0 , lightDir) > 0)
{
gl_Position = f(p0); EmitVertex();
gl_Position = f(p1); EmitVertex();
gl_Position = f(p2); EmitVertex();
gl_Position = f(p3); EmitVertex();
gl_Position = f(p0); gl_Layer = gl_InvocationID; EmitVertex();
gl_Position = f(p1); gl_Layer = gl_InvocationID; EmitVertex();
gl_Position = f(p2); gl_Layer = gl_InvocationID; EmitVertex();
gl_Position = f(p3); gl_Layer = gl_InvocationID; EmitVertex();
}
else
{
gl_Position = f(p1); EmitVertex();
gl_Position = f(p0); EmitVertex();
gl_Position = f(p3); EmitVertex();
gl_Position = f(p2); EmitVertex();
gl_Position = f(p1); gl_Layer = gl_InvocationID; EmitVertex();
gl_Position = f(p0); gl_Layer = gl_InvocationID; EmitVertex();
gl_Position = f(p3); gl_Layer = gl_InvocationID; EmitVertex();
gl_Position = f(p2); gl_Layer = gl_InvocationID; EmitVertex();
}
EndPrimitive();
}
+4 -3
View File
@@ -8,14 +8,15 @@ uniform int lightID;
vec3 lightPos = posBool[lightID].xyz;
vec4 lumRad = colRad[lightID];
uniform sampler2D screenTexture;
in vec2 vTexPos;
in vec2 gTexPos;
out vec4 fColor;
void main()
{
vec3 distVec = texture(screenTexture,vTexPos).xyz - lightPos;
vec3 distVec = texture(screenTexture,gTexPos).xyz - lightPos;
float dist = dot(distVec,distVec);
if (dist > lumRad.a) {discard;}
float x = 1 - dist / lumRad.a ;
vec3 c = (x * x * x) * lumRad.rgb ;
fColor = vec4(c,0);
//fColor = vec4(c,0);
fColor = vec4(1,0,0,0);
}
+25
View File
@@ -0,0 +1,25 @@
#version 450 core
layout (triangles) in;
layout (triangle_strip, max_vertices = 3) out;
layout (invocations = 20) in;
layout (std140, binding = 1) uniform LightsBlock
{
vec4 posBool[20];
vec4 colRad[20];
} ;
float theBool = posBool[gl_InvocationID].w;
in vec2 vTexPos[];
out vec2 gTexPos;
void main()
{
if (theBool == 1){
for (int i = 0; i < 3; i++)
{
gTexPos = vTexPos[i];
gl_Layer = gl_InvocationID;
gl_Position = gl_in[i].gl_Position;
EmitVertex();
}
EndPrimitive();
}else {}
}
+12 -32
View File
@@ -1,5 +1,6 @@
#version 450 core
layout (points) in;
layout (invocations = 20) in;
layout (triangle_strip, max_vertices = 8) out;
layout (std140, binding = 0) uniform TheMat { mat4 theMat; } ;
layout (std140, binding = 1) uniform LightsBlock
@@ -7,8 +8,8 @@ layout (std140, binding = 1) uniform LightsBlock
vec4 posBool[20];
vec4 colRad[20];
} ;
uniform int lightID;
vec3 lightPos = posBool[lightID].xyz;
vec3 lightPos = posBool[gl_InvocationID].xyz;
float theBool = posBool[gl_InvocationID].w;
vec4 shift (vec4 p)
{ return vec4 (p.xy + (200 * (p.xy-lightPos.xy)), 0 , 1);
}
@@ -21,7 +22,7 @@ void main()
{
vec4 p1 = vec4 (gl_in[0].gl_Position.xy,0,1);
vec4 p2 = vec4 (gl_in[0].gl_Position.zw,0,1);
if (isLHS (p1.xy - lightPos.xy, p2.xy - lightPos.xy) < 0)
if (theBool==1 && isLHS (p1.xy - lightPos.xy, p2.xy - lightPos.xy) < 0)
{
vec4 p3 = vec4 (p1.xy,100,1);
vec4 p4 = vec4 (p2.xy,100,1);
@@ -39,35 +40,14 @@ vec4 a6 = theMat * p6;
vec4 a7 = theMat * p7;
vec4 a8 = theMat * p8;
//gl_Position = a4; EmitVertex();
//gl_Position = a3; EmitVertex();
//gl_Position = a7; EmitVertex();
//gl_Position = a8; EmitVertex();
//gl_Position = a5; EmitVertex();
//gl_Position = a3; EmitVertex();
//gl_Position = a1; EmitVertex();
//gl_Position = a4; EmitVertex();
//gl_Position = a2; EmitVertex();
//gl_Position = a7; EmitVertex();
//gl_Position = a6; EmitVertex();
gl_Position = a1; EmitVertex();
gl_Position = a5; EmitVertex();
gl_Position = a3; EmitVertex();
gl_Position = a8; EmitVertex();
gl_Position = a4; EmitVertex();
gl_Position = a7; EmitVertex();
gl_Position = a2; EmitVertex();
gl_Position = a6; EmitVertex();
//gl_Position = a5; EmitVertex();
//gl_Position = a1; EmitVertex();
//gl_Position = a8; EmitVertex();
//gl_Position = a3; EmitVertex();
//gl_Position = a7; EmitVertex();
//gl_Position = a4; EmitVertex();
//gl_Position = a6; EmitVertex();
//gl_Position = a2; EmitVertex();
gl_Position = a1; gl_Layer = gl_InvocationID; EmitVertex();
gl_Position = a5; gl_Layer = gl_InvocationID; EmitVertex();
gl_Position = a3; gl_Layer = gl_InvocationID; EmitVertex();
gl_Position = a8; gl_Layer = gl_InvocationID; EmitVertex();
gl_Position = a4; gl_Layer = gl_InvocationID; EmitVertex();
gl_Position = a7; gl_Layer = gl_InvocationID; EmitVertex();
gl_Position = a2; gl_Layer = gl_InvocationID; EmitVertex();
gl_Position = a6; gl_Layer = gl_InvocationID; EmitVertex();
EndPrimitive();
} else {}