- moved most of FShadowMap to IShadowMap, except the main Update function.

This commit is contained in:
Christoph Oelckers 2018-10-28 16:11:04 +01:00
parent cc058f98a5
commit 54f46fdfee
4 changed files with 59 additions and 59 deletions

View file

@ -43,8 +43,7 @@ void FShadowMap::Update()
UpdateCycles.Clock();
UploadAABBTree();
UploadLights();
PerformUpdate();
FGLDebug::PushGroup("ShadowMap");
FGLPostProcessState savedState;
@ -54,9 +53,6 @@ void FShadowMap::Update()
GLRenderer->mShadowMapShader->Bind(NOQUEUE);
GLRenderer->mShadowMapShader->Uniforms->ShadowmapQuality = gl_shadowmap_quality;
GLRenderer->mShadowMapShader->Uniforms.Set();
mLightList->BindBase();
mNodesBuffer->BindBase();
mLinesBuffer->BindBase();
glViewport(0, 0, gl_shadowmap_quality, 1024);
GLRenderer->RenderScreenQuad();
@ -71,34 +67,3 @@ void FShadowMap::Update()
UpdateCycles.Unclock();
}
void FShadowMap::UploadLights()
{
CollectLights();
if (mLightList == nullptr)
mLightList = screen->CreateDataBuffer(4, true);
mLightList->SetData(sizeof(float) * mLights.Size(), &mLights[0]);
}
void FShadowMap::UploadAABBTree()
{
if (!ValidateAABBTree())
{
mNodesBuffer = screen->CreateDataBuffer(2, true);
mNodesBuffer->SetData(sizeof(hwrenderer::AABBTreeNode) * mAABBTree->nodes.Size(), &mAABBTree->nodes[0]);
mLinesBuffer = screen->CreateDataBuffer(3, true);
mLinesBuffer->SetData(sizeof(hwrenderer::AABBTreeLine) * mAABBTree->lines.Size(), &mAABBTree->lines[0]);
}
}
void FShadowMap::Clear()
{
if (mLightList) delete mLightList;
if (mNodesBuffer) delete mNodesBuffer;
if (mLinesBuffer) delete mLinesBuffer;
}

View file

@ -8,25 +8,6 @@ class IDataBuffer;
class FShadowMap : public IShadowMap
{
public:
~FShadowMap() { Clear(); }
// Release resources
void Clear() override;
// Update shadow map texture
void Update() override;
private:
// Upload the AABB-tree to the GPU
void UploadAABBTree();
// Upload light list to the GPU
void UploadLights();
// OpenGL storage buffer with the list of lights in the shadow map texture
IDataBuffer *mLightList = nullptr;
// OpenGL storage buffers for the AABB tree
IDataBuffer *mNodesBuffer = nullptr;
IDataBuffer *mLinesBuffer = nullptr;
};

View file

@ -23,6 +23,7 @@
#include "hwrenderer/dynlights/hw_shadowmap.h"
#include "hwrenderer/utility/hw_cvars.h"
#include "hwrenderer/dynlights/hw_dynlightdata.h"
#include "hwrenderer/data/buffers.h"
#include "stats.h"
#include "g_levellocals.h"
@ -160,3 +161,43 @@ bool IShadowMap::ValidateAABBTree()
mAABBTree.reset(new hwrenderer::LevelAABBTree());
return false;
}
void IShadowMap::PerformUpdate()
{
UploadAABBTree();
UploadLights();
mLightList->BindBase();
mNodesBuffer->BindBase();
mLinesBuffer->BindBase();
}
void IShadowMap::UploadLights()
{
CollectLights();
if (mLightList == nullptr)
mLightList = screen->CreateDataBuffer(4, true);
mLightList->SetData(sizeof(float) * mLights.Size(), &mLights[0]);
}
void IShadowMap::UploadAABBTree()
{
if (!ValidateAABBTree())
{
mNodesBuffer = screen->CreateDataBuffer(2, true);
mNodesBuffer->SetData(sizeof(hwrenderer::AABBTreeNode) * mAABBTree->nodes.Size(), &mAABBTree->nodes[0]);
mLinesBuffer = screen->CreateDataBuffer(3, true);
mLinesBuffer->SetData(sizeof(hwrenderer::AABBTreeLine) * mAABBTree->lines.Size(), &mAABBTree->lines[0]);
}
}
IShadowMap::~IShadowMap()
{
if (mLightList) delete mLightList;
if (mNodesBuffer) delete mNodesBuffer;
if (mLinesBuffer) delete mLinesBuffer;
}

View file

@ -7,15 +7,13 @@
class ADynamicLight;
struct level_info_t;
class IDataBuffer;
class IShadowMap
{
public:
IShadowMap() { }
virtual ~IShadowMap() { }
// Release resources
virtual void Clear() = 0;
virtual ~IShadowMap();
// Update shadow map texture
virtual void Update() = 0;
@ -33,6 +31,13 @@ public:
protected:
void CollectLights();
bool ValidateAABBTree();
void PerformUpdate();
// Upload the AABB-tree to the GPU
void UploadAABBTree();
// Upload light list to the GPU
void UploadLights();
// Working buffer for creating the list of lights. Stored here to avoid allocating memory each frame
TArray<float> mLights;
@ -47,4 +52,12 @@ protected:
IShadowMap(const IShadowMap &) = delete;
IShadowMap &operator=(IShadowMap &) = delete;
// OpenGL storage buffer with the list of lights in the shadow map texture
IDataBuffer *mLightList = nullptr;
// OpenGL storage buffers for the AABB tree
IDataBuffer *mNodesBuffer = nullptr;
IDataBuffer *mLinesBuffer = nullptr;
};