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Forked from mattdesl/GpuShadows.java
Created June 18, 2013 11:10
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import com.badlogic.gdx.ApplicationListener;
import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.Input.Keys;
import com.badlogic.gdx.InputAdapter;
import com.badlogic.gdx.backends.lwjgl.LwjglApplication;
import com.badlogic.gdx.graphics.Color;
import com.badlogic.gdx.graphics.GL10;
import com.badlogic.gdx.graphics.OrthographicCamera;
import com.badlogic.gdx.graphics.Pixmap.Format;
import com.badlogic.gdx.graphics.Texture;
import com.badlogic.gdx.graphics.Texture.TextureFilter;
import com.badlogic.gdx.graphics.Texture.TextureWrap;
import com.badlogic.gdx.graphics.g2d.BitmapFont;
import com.badlogic.gdx.graphics.g2d.SpriteBatch;
import com.badlogic.gdx.graphics.g2d.TextureRegion;
import com.badlogic.gdx.graphics.glutils.FrameBuffer;
import com.badlogic.gdx.graphics.glutils.ShaderProgram;
import com.badlogic.gdx.utils.Array;
import com.badlogic.gdx.utils.GdxRuntimeException;
/**
* Per-pixel shadows on GPU: https://github.com/mattdesl/lwjgl-basics/wiki/2D-Pixel-Perfect-Shadows
* @author mattdesl */
public class GpuShadows implements ApplicationListener {
public static void main(String[] args) {
new LwjglApplication(new GpuShadows(), "Test", 800, 600, true);
}
/**
* Compiles a new instance of the default shader for this batch and returns it. If compilation
* was unsuccessful, GdxRuntimeException will be thrown.
* @return the default shader
*/
public static ShaderProgram createShader(String vert, String frag) {
ShaderProgram prog = new ShaderProgram(vert, frag);
if (!prog.isCompiled())
throw new GdxRuntimeException("could not compile shader: " + prog.getLog());
if (prog.getLog().length() != 0)
Gdx.app.log("GpuShadows", prog.getLog());
return prog;
}
private int lightSize = 256;
private float upScale = 1f; //for example; try lightSize=128, upScale=1.5f
SpriteBatch batch;
OrthographicCamera cam;
BitmapFont font;
TextureRegion shadowMap1D; //1 dimensional shadow map
TextureRegion occluders; //occluder map
FrameBuffer shadowMapFBO;
FrameBuffer occludersFBO;
Texture casterSprites;
Texture light;
ShaderProgram shadowMapShader, shadowRenderShader;
Array<Light> lights = new Array<Light>();
boolean additive = true;
boolean softShadows = true;
class Light {
float x, y;
Color color;
public Light(float x, float y, Color color) {
this.x = x;
this.y = y;
this.color = color;
}
}
@Override
public void create() {
batch = new SpriteBatch();
ShaderProgram.pedantic = false;
//read vertex pass-through shader
final String VERT_SRC = Gdx.files.internal("data/pass.vert").readString();
// renders occluders to 1D shadow map
shadowMapShader = createShader(VERT_SRC, Gdx.files.internal("data/shadowMap.frag").readString());
// samples 1D shadow map to create the blurred soft shadow
shadowRenderShader = createShader(VERT_SRC, Gdx.files.internal("data/shadowRender.frag").readString());
//the occluders
casterSprites = new Texture("data/cat4.png");
//the light sprite
light = new Texture("data/light.png");
//build frame buffers
occludersFBO = new FrameBuffer(Format.RGBA8888, lightSize, lightSize, false);
occluders = new TextureRegion(occludersFBO.getColorBufferTexture());
occluders.flip(false, true);
//our 1D shadow map, lightSize x 1 pixels, no depth
shadowMapFBO = new FrameBuffer(Format.RGBA8888, lightSize, 1, false);
Texture shadowMapTex = shadowMapFBO.getColorBufferTexture();
//use linear filtering and repeat wrap mode when sampling
shadowMapTex.setFilter(TextureFilter.Linear, TextureFilter.Linear);
shadowMapTex.setWrap(TextureWrap.Repeat, TextureWrap.Repeat);
//for debugging only; in order to render the 1D shadow map FBO to screen
shadowMap1D = new TextureRegion(shadowMapTex);
shadowMap1D.flip(false, true);
font = new BitmapFont();
cam = new OrthographicCamera(Gdx.graphics.getWidth(), Gdx.graphics.getHeight());
cam.setToOrtho(false);
Gdx.input.setInputProcessor(new InputAdapter() {
public boolean touchDown(int x, int y, int pointer, int button) {
float mx = x;
float my = Gdx.graphics.getHeight() - y;
lights.add(new Light(mx, my, randomColor()));
return true;
}
public boolean keyDown(int key) {
if (key==Keys.SPACE){
clearLights();
return true;
} else if (key==Keys.A){
additive = !additive;
return true;
} else if (key==Keys.S){
softShadows = !softShadows;
return true;
}
return false;
}
});
clearLights();
}
@Override
public void resize(int width, int height) {
cam.setToOrtho(false, width, height);
batch.setProjectionMatrix(cam.combined);
}
@Override
public void render() {
//clear frame
Gdx.gl.glClearColor(0.25f,0.25f,0.25f,1f);
Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT);
float mx = Gdx.input.getX();
float my = Gdx.graphics.getHeight() - Gdx.input.getY();
if (additive)
batch.setBlendFunction(GL10.GL_SRC_ALPHA, GL10.GL_ONE);
for (int i=0; i<lights.size; i++) {
Light o = lights.get(i);
if (i==lights.size-1) {
o.x = mx;
o.y = my;
}
renderLight(o);
}
if (additive)
batch.setBlendFunction(GL10.GL_SRC_ALPHA, GL10.GL_ONE_MINUS_SRC_ALPHA);
//STEP 4. render sprites in full colour
batch.begin();
batch.setShader(null); //default shader
batch.draw(casterSprites, 0, 0);
//DEBUG RENDERING -- show occluder map and 1D shadow map
batch.setColor(Color.BLACK);
batch.draw(occluders, Gdx.graphics.getWidth()-lightSize, 0);
batch.setColor(Color.WHITE);
batch.draw(shadowMap1D, Gdx.graphics.getWidth()-lightSize, lightSize+5);
//DEBUG RENDERING -- show light
batch.draw(light, mx-light.getWidth()/2f, my-light.getHeight()/2f); //mouse
batch.draw(light, Gdx.graphics.getWidth()-lightSize/2f-light.getWidth()/2f, lightSize/2f-light.getHeight()/2f);
//draw FPS
font.drawMultiLine(batch, "FPS: "+Gdx.graphics.getFramesPerSecond()
+"\n\nLights: "+lights.size
+"\nSPACE to clear lights"
+"\nA to toggle additive blending"
+"\nS to toggle soft shadows", 10, Gdx.graphics.getHeight()-10);
batch.end();
}
void clearLights() {
lights.clear();
lights.add(new Light(Gdx.input.getX(), Gdx.graphics.getHeight()-Gdx.input.getY(), Color.WHITE));
}
static Color randomColor() {
float intensity = (float)Math.random() * 0.5f + 0.5f;
return new Color((float)Math.random(), (float)Math.random(), (float)Math.random(), intensity);
}
void renderLight(Light o) {
float mx = o.x;
float my = o.y;
//STEP 1. render light region to occluder FBO
//bind the occluder FBO
occludersFBO.begin();
//clear the FBO
Gdx.gl.glClearColor(0f,0f,0f,0f);
Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT);
//set the orthographic camera to the size of our FBO
cam.setToOrtho(false, occludersFBO.getWidth(), occludersFBO.getHeight());
//translate camera so that light is in the center
cam.translate(mx - lightSize/2f, my - lightSize/2f);
//update camera matrices
cam.update();
//set up our batch for the occluder pass
batch.setProjectionMatrix(cam.combined);
batch.setShader(null); //use default shader
batch.begin();
// ... draw any sprites that will cast shadows here ... //
batch.draw(casterSprites, 0, 0);
//end the batch before unbinding the FBO
batch.end();
//unbind the FBO
occludersFBO.end();
//STEP 2. build a 1D shadow map from occlude FBO
//bind shadow map
shadowMapFBO.begin();
//clear it
Gdx.gl.glClearColor(0f,0f,0f,0f);
Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT);
//set our shadow map shader
batch.setShader(shadowMapShader);
batch.begin();
shadowMapShader.setUniformf("resolution", lightSize, lightSize);
shadowMapShader.setUniformf("upScale", upScale);
//reset our projection matrix to the FBO size
cam.setToOrtho(false, shadowMapFBO.getWidth(), shadowMapFBO.getHeight());
batch.setProjectionMatrix(cam.combined);
//draw the occluders texture to our 1D shadow map FBO
batch.draw(occluders.getTexture(), 0, 0, lightSize, shadowMapFBO.getHeight());
//flush batch
batch.end();
//unbind shadow map FBO
shadowMapFBO.end();
//STEP 3. render the blurred shadows
//reset projection matrix to screen
cam.setToOrtho(false);
batch.setProjectionMatrix(cam.combined);
//set the shader which actually draws the light/shadow
batch.setShader(shadowRenderShader);
batch.begin();
shadowRenderShader.setUniformf("resolution", lightSize, lightSize);
shadowRenderShader.setUniformf("softShadows", softShadows ? 1f : 0f);
//set color to light
batch.setColor(o.color);
float finalSize = lightSize * upScale;
//draw centered on light position
batch.draw(shadowMap1D.getTexture(), mx-finalSize/2f, my-finalSize/2f, finalSize, finalSize);
//flush the batch before swapping shaders
batch.end();
//reset color
batch.setColor(Color.WHITE);
}
@Override
public void pause() {
}
@Override
public void resume() {
// TODO Auto-generated method stub
}
@Override
public void dispose() {
// TODO Auto-generated method stub
}
}
attribute vec4 a_position;
attribute vec4 a_color;
attribute vec2 a_texCoord0;
uniform mat4 u_projTrans;
varying vec2 vTexCoord0;
varying vec4 vColor;
void main() {
vColor = a_color;
vTexCoord0 = a_texCoord0;
gl_Position = u_projTrans * a_position;
}
#ifdef GL_ES
#define LOWP lowp
precision mediump float;
#else
#define LOWP
#endif
#define PI 3.14
varying vec2 vTexCoord0;
varying LOWP vec4 vColor;
uniform sampler2D u_texture;
uniform vec2 resolution;
//for debugging; use a constant value in final release
uniform float upScale;
//alpha threshold for our occlusion map
const float THRESHOLD = 0.75;
void main(void) {
float distance = 1.0;
for (float y=0.0; y<resolution.y; y+=1.0) {
//rectangular to polar filter
vec2 norm = vec2(vTexCoord0.s, y/resolution.y) * 2.0 - 1.0;
float theta = PI*1.5 + norm.x * PI;
float r = (1.0 + norm.y) * 0.5;
//coord which we will sample from occlude map
vec2 coord = vec2(-r * sin(theta), -r * cos(theta))/2.0 + 0.5;
//sample the occlusion map
vec4 data = texture2D(u_texture, coord);
//the current distance is how far from the top we've come
float dst = y/resolution.y / upScale;
//if we've hit an opaque fragment (occluder), then get new distance
//if the new distance is below the current, then we'll use that for our ray
float caster = data.a;
if (caster > THRESHOLD) {
distance = min(distance, dst);
}
}
gl_FragColor = vec4(vec3(distance), 1.0);
}
#ifdef GL_ES
#define LOWP lowp
precision mediump float;
#else
#define LOWP
#endif
#define PI 3.14
varying vec2 vTexCoord0;
varying LOWP vec4 vColor;
uniform sampler2D u_texture;
uniform vec2 resolution;
uniform float softShadows;
//sample from the distance map
float sample(vec2 coord, float r) {
return step(r, texture2D(u_texture, coord).r);
}
void main(void) {
//rectangular to polar
vec2 norm = vTexCoord0.st * 2.0 - 1.0;
float theta = atan(norm.y, norm.x);
float r = length(norm);
float coord = (theta + PI) / (2.0*PI);
//the tex coord to sample our 1D lookup texture
//always 0.0 on y axis
vec2 tc = vec2(coord, 0.0);
//the center tex coord, which gives us hard shadows
float center = sample(vec2(tc.x, tc.y), r);
//we multiply the blur amount by our distance from center
//this leads to more blurriness as the shadow "fades away"
float blur = (1./resolution.x) * smoothstep(0., 1., r);
//now we use a simple gaussian blur
float sum = 0.0;
sum += sample(vec2(tc.x - 4.0*blur, tc.y), r) * 0.05;
sum += sample(vec2(tc.x - 3.0*blur, tc.y), r) * 0.09;
sum += sample(vec2(tc.x - 2.0*blur, tc.y), r) * 0.12;
sum += sample(vec2(tc.x - 1.0*blur, tc.y), r) * 0.15;
sum += center * 0.16;
sum += sample(vec2(tc.x + 1.0*blur, tc.y), r) * 0.15;
sum += sample(vec2(tc.x + 2.0*blur, tc.y), r) * 0.12;
sum += sample(vec2(tc.x + 3.0*blur, tc.y), r) * 0.09;
sum += sample(vec2(tc.x + 4.0*blur, tc.y), r) * 0.05;
//1.0 -> in light, 0.0 -> in shadow
float lit = mix(center, sum, softShadows);
//multiply the summed amount by our distance, which gives us a radial falloff
//then multiply by vertex (light) color
gl_FragColor = vColor * vec4(vec3(1.0), lit * smoothstep(1.0, 0.0, r));
}
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