mkjs/Code/Render/shadowRender.js

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//
// shadowRender.js
//--------------------
// Provides a shader to draw a shadowed scene using a depth and color texture. (plus depth texture for light source)
// by RHY3756547
//
window.shadowRender = new function() {
var shadFrag = "precision highp float;\n\
\n\
varying vec2 vTextureCoord;\n\
varying vec4 color;\n\
\n\
uniform sampler2D cSampler;\n\
uniform sampler2D depSampler;\n\
uniform sampler2D lightDSampler;\n\
uniform sampler2D farLightDSampler;\n\
\n\
uniform mat4 shadowMat;\n\
uniform mat4 farShadowMat;\n\
uniform mat4 invViewProj;\n\
\n\
\n\
vec3 positionFromDepth(vec2 vTex)\n\
{\n\
float z = texture2D(depSampler, vTex).r * 2.0 - 1.0;\n\
float x = vTex.x * 2.0 - 1.0;\n\
float y = vTex.y * 2.0 - 1.0;\n\
vec4 vProjectedPos = vec4(x, y, z, 1.0);\n\
\n\
// Transform by the inverse projection matrix\n\
vec4 vPositionVS = invViewProj*vProjectedPos;\n\
\n\
// Divide by w to get the view-space position\n\
return vPositionVS.xyz/vPositionVS.w;\n\
}\n\
\n\
void main(void) {\n\
vec3 pos = positionFromDepth(vTextureCoord);\n\
vec4 col = texture2D(cSampler, vTextureCoord);\n\
\n\
vec4 lightDist = (shadowMat*vec4(pos, 1.0) + vec4(1, 1, 1, 0)) / 2.0;\n\
if (lightDist.x<0.0 || lightDist.y<0.0 || lightDist.x>1.0 || lightDist.y>1.0) {\n\
vec4 flightDist = (farShadowMat*vec4(pos, 1.0) + vec4(1, 1, 1, 0)) / 2.0;\n\
if (texture2D(farLightDSampler, flightDist.xy).r+0.0005 < flightDist.z) {\n\
gl_FragColor = col*vec4(0.5, 0.5, 0.7, 1);\n\
} else {\n\
gl_FragColor = col;\n\
}\n\
} else {\n\
\n\
if (texture2D(lightDSampler, lightDist.xy).r+0.00005 < lightDist.z) {\n\
gl_FragColor = col*vec4(0.5, 0.5, 0.7, 1);\n\
} else {\n\
gl_FragColor = col;\n\
}\n\
}\n\
\n\
if (gl_FragColor.a == 0.0) discard;\n\
}\n\
\n\
"
var shadVert = "attribute vec3 aVertexPosition;\n\
attribute vec2 aTextureCoord;\n\
\n\
varying vec2 vTextureCoord;\n\
\n\
void main(void) {\n\
gl_Position = vec4(aVertexPosition, 1.0);\n\
vTextureCoord = vec3(aTextureCoord, 1.0).xy;\n\
}"
var shadowShader, vecPosBuffer, vecTxBuffer;
this.drawShadowed = drawShadowed;
this.init = function(ctx) {
gl = ctx;
this.gl = gl;
frag = getShader(shadFrag, "frag");
vert = getShader(shadVert, "vert");
shadowShader = gl.createProgram();
gl.attachShader(shadowShader, vert);
gl.attachShader(shadowShader, frag);
gl.linkProgram(shadowShader);
if (!gl.getProgramParameter(shadowShader, gl.LINK_STATUS)) {
alert("Could not initialise shaders");
}
shadowShader.vertexPositionAttribute = gl.getAttribLocation(shadowShader, "aVertexPosition");
gl.enableVertexAttribArray(shadowShader.vertexPositionAttribute);
shadowShader.textureCoordAttribute = gl.getAttribLocation(shadowShader, "aTextureCoord");
gl.enableVertexAttribArray(shadowShader.textureCoordAttribute);
shadowShader.colTexUniform = gl.getUniformLocation(shadowShader, "cSampler");
shadowShader.depTexUniform = gl.getUniformLocation(shadowShader, "depSampler");
shadowShader.lightTexUniform = gl.getUniformLocation(shadowShader, "lightDSampler");
shadowShader.lightFarTexUniform = gl.getUniformLocation(shadowShader, "farLightDSampler");
shadowShader.lightViewUniform = gl.getUniformLocation(shadowShader, "shadowMat");
shadowShader.lightFarViewUniform = gl.getUniformLocation(shadowShader, "farShadowMat");
shadowShader.camViewUniform = gl.getUniformLocation(shadowShader, "invViewProj");
this.shadowShader = shadowShader;
vecPosBuffer = gl.createBuffer();
vecTxBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, vecPosBuffer);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(
[-1, -1, 0,
1, -1, 0,
1, 1, 0,
1, 1, 0,
-1, 1, 0,
-1, -1, 0,
]
), gl.STATIC_DRAW);
gl.bindBuffer(gl.ARRAY_BUFFER, vecTxBuffer);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(
[
0, 0,
1, 0,
1, 1,
1, 1,
0, 1,
0, 0,
]
), gl.STATIC_DRAW);
}
function getShader(str, type) {
var shader;
if (type == "frag") {
shader = gl.createShader(gl.FRAGMENT_SHADER);
} else if (type == "vert") {
shader = gl.createShader(gl.VERTEX_SHADER);
} else {
return null;
}
gl.shaderSource(shader, str);
gl.compileShader(shader);
if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
alert(gl.getShaderInfoLog(shader));
return null;
}
return shader;
}
function drawShadowed(colTex, depTex, lightTex, lightFarTex, camView, lightView, lightFarView) {
var shader = shadowShader;
gl.useProgram(shader);
gl.uniformMatrix4fv(shader.lightViewUniform, false, lightView);
gl.uniformMatrix4fv(shader.lightFarViewUniform, false, lightFarView);
gl.uniformMatrix4fv(shader.camViewUniform, false, mat4.invert(mat4.create(), camView));
gl.activeTexture(gl.TEXTURE0);
gl.bindTexture(gl.TEXTURE_2D, lightTex); //load up material texture
gl.uniform1i(shader.lightTexUniform, 0);
gl.activeTexture(gl.TEXTURE1);
gl.bindTexture(gl.TEXTURE_2D, colTex); //load up material texture
gl.uniform1i(shader.colTexUniform, 1);
gl.activeTexture(gl.TEXTURE2);
gl.bindTexture(gl.TEXTURE_2D, depTex); //load up material texture
gl.uniform1i(shader.depTexUniform, 2);
gl.activeTexture(gl.TEXTURE3);
gl.bindTexture(gl.TEXTURE_2D, lightFarTex); //load up material texture
gl.uniform1i(shader.lightFarTexUniform, 3);
gl.bindBuffer(gl.ARRAY_BUFFER, vecPosBuffer);
gl.vertexAttribPointer(shader.vertexPositionAttribute, 3, gl.FLOAT, false, 0, 0);
gl.bindBuffer(gl.ARRAY_BUFFER, vecTxBuffer);
gl.vertexAttribPointer(shader.textureCoordAttribute, 2, gl.FLOAT, false, 0, 0);
gl.drawArrays(gl.TRIANGLES, 0, 6);
}
}