Files
Terrarum/assets/raytracelight.frag
2020-11-29 16:42:01 +09:00

109 lines
3.5 KiB
GLSL

#version 120
#ifdef GL_ES
precision mediump float;
#endif
varying vec4 v_color;
varying vec2 v_texCoords;
// all 3 must have the same dimension!
// the divisor of 2 input and an output must be the same. I.e. either divide all by 4, or not.
uniform sampler2D shades;
uniform sampler2D lights;
// WARNING -- Gdx.Color.toIntBits returns ABGR, but GLSL expects RGBA. Use the function Color.toRGBA() in LightmapRenderNew
uniform sampler2D u_texture;
uniform vec2 outSize;
uniform float multiplier = 4.0; // if divided by four, put 4.0 in there
#define TRAVERSE_SIZE 128 // should be good for screen size up to 1920 for tile size of 16
vec4 sampleFrom(sampler2D from, vec2 which) {
return texture2D(from, which / outSize);
}
int traceRayCount(vec2 delta) {
vec2 absDelta = abs(delta);
int arraySize = int(max(absDelta.x, absDelta.y));
return arraySize + 1;
}
vec2[TRAVERSE_SIZE] traceRay(int arraySize, vec2 from, vec2 to) {
vec2 delta = to - from;
vec2[TRAVERSE_SIZE] returnArray;
int arri = 0;
// if the line is not vertical...
if (delta.x != 0) {
float deltaError = abs(delta.y / delta.x);
float error = 0.0;
float traceY = from.y;
for (float traceX = from.x; traceX <= to.x; traceX++) {
// plot(traceX, traceY)
returnArray[arri] = vec2(traceX, traceY);
arri = arri + 1;
error = error + deltaError;
if (error >= 0.5) {
traceY = traceY + sign(delta.y);
error = error - 1.0;
}
}
}
else {
for (float traceY = from.y; traceY <= to.y; traceY++) {
returnArray[arri] = vec2(from.x, traceY);
}
}
return returnArray;
}
void main() {
// this code will produce y-flipped image. It's your job to flip it again (e.g. using y-flipped fullscreen quad)
// Nice try, but it kills GPU :(
// reason: looks like traceRayCount() returns value greater than TRAVERSE_SIZE.
// even if I make traceRayCount() to return constant 3, I get less than 1 fps on GTX 970.
vec4 outColor = vec4(0.0,0.0,0.0,0.0);
// 1. pick a light source
for (int y = 0; y < int(outSize.y); y++) {
for (int x = 0; x < int(outSize.x); x++) {
vec2 from = vec2(x + 0.5, y + 0.5); // +0.5 is used because gl_FragCoord does
vec2 to = gl_FragCoord.xy;
vec2 delta = to - from;
int traceCount = traceRayCount(delta);
vec4 light = sampleFrom(lights, from);
// 2. get a trace path
vec2[TRAVERSE_SIZE] returnArray = traceRay(traceCount, from, to);
// 2.1 get angular darkening coefficient
vec2 unitVec = delta / max(delta.x, delta.y);
float angularDimming = sqrt(unitVec.x * unitVec.x + unitVec.y * unitVec.y);
//float angularDimming = 1.0; // TODO depends on the angle of (lightPos, gl_FragCoord.x)
// 3. traverse the light path to dim the "light"
// var "light" will be attenuated after this loop
for (int i = 0; i < traceCount; i++) {
vec4 shade = sampleFrom(shades, returnArray[i]) * angularDimming;
light = light - shade;
}
// 4. mix the incoming light into the light buffer.
outColor = max(outColor, light);
}
}
gl_FragColor = outColor * multiplier;
//gl_FragColor = vec4(0,1,0,1);
//gl_FragColor = sampleFrom(lights, gl_FragCoord.xy) * multiplier;
}