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https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-28 23:11:58 +00:00
Create a shadowmap texture and upload light list
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parent
7a4b01471d
commit
62c285f7b3
5 changed files with 111 additions and 7 deletions
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@ -28,27 +28,32 @@
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#include "gl/system/gl_debug.h"
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#include "gl/system/gl_debug.h"
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#include "gl/renderer/gl_renderer.h"
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#include "gl/renderer/gl_renderer.h"
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#include "gl/renderer/gl_postprocessstate.h"
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#include "gl/renderer/gl_postprocessstate.h"
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#include "gl/renderer/gl_renderbuffers.h"
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#include "gl/shaders/gl_shadowmapshader.h"
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#include "gl/shaders/gl_shadowmapshader.h"
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#include "r_state.h"
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#include "r_state.h"
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void FShadowMap::Clear()
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void FShadowMap::Clear()
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{
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{
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if (mLightList != 0)
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{
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glDeleteBuffers(1, (GLuint*)&mLightList);
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mLightList = 0;
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}
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mLightBSP.Clear();
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mLightBSP.Clear();
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}
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}
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void FShadowMap::Update()
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void FShadowMap::Update()
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{
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{
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TThinkerIterator<ADynamicLight> it(STAT_DLIGHT);
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UploadLights();
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while (true)
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{
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ADynamicLight *light = it.Next();
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if (!light) break;
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}
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FGLDebug::PushGroup("ShadowMap");
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FGLDebug::PushGroup("ShadowMap");
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FGLPostProcessState savedState;
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FGLPostProcessState savedState;
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GLRenderer->mBuffers->BindShadowMapFB();
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GLRenderer->mShadowMapShader->Bind();
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GLRenderer->mShadowMapShader->Bind();
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 1, mLightList);
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 2, mLightBSP.GetNodesBuffer());
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 2, mLightBSP.GetNodesBuffer());
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 3, mLightBSP.GetSegsBuffer());
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 3, mLightBSP.GetSegsBuffer());
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@ -58,8 +63,41 @@ void FShadowMap::Update()
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const auto &viewport = GLRenderer->mScreenViewport;
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const auto &viewport = GLRenderer->mScreenViewport;
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glViewport(viewport.left, viewport.top, viewport.width, viewport.height);
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glViewport(viewport.left, viewport.top, viewport.width, viewport.height);
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 1, 0);
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 2, 0);
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 2, 0);
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 3, 0);
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 3, 0);
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FGLDebug::PopGroup();
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FGLDebug::PopGroup();
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}
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}
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void FShadowMap::UploadLights()
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{
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lights.Clear();
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TThinkerIterator<ADynamicLight> it(STAT_DLIGHT);
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while (true)
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{
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ADynamicLight *light = it.Next();
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if (!light) break;
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lights.Push(light->X());
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lights.Push(light->Y());
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lights.Push(light->Z());
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lights.Push(light->GetRadius());
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if (lights.Size() == 1024) // Only 1024 lights for now
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break;
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}
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while (lights.Size() < 1024 * 4)
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lights.Push(0.0f);
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if (mLightList == 0)
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glGenBuffers(1, (GLuint*)&mLightList);
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int oldBinding = 0;
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glGetIntegerv(GL_SHADER_STORAGE_BUFFER_BINDING, &oldBinding);
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glBindBuffer(GL_SHADER_STORAGE_BUFFER, mLightList);
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glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(float) * lights.Size(), &lights[0], GL_STATIC_DRAW);
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glBindBuffer(GL_SHADER_STORAGE_BUFFER, oldBinding);
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}
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@ -13,7 +13,11 @@ public:
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void Update();
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void Update();
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private:
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private:
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void UploadLights();
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FLightBSP mLightBSP;
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FLightBSP mLightBSP;
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int mLightList = 0;
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TArray<float> lights;
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FShadowMap(const FShadowMap &) = delete;
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FShadowMap(const FShadowMap &) = delete;
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FShadowMap &operator=(FShadowMap &) = delete;
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FShadowMap &operator=(FShadowMap &) = delete;
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@ -741,6 +741,44 @@ void FGLRenderBuffers::BindEyeFB(int eye, bool readBuffer)
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glBindFramebuffer(readBuffer ? GL_READ_FRAMEBUFFER : GL_FRAMEBUFFER, mEyeFBs[eye]);
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glBindFramebuffer(readBuffer ? GL_READ_FRAMEBUFFER : GL_FRAMEBUFFER, mEyeFBs[eye]);
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}
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}
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//==========================================================================
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//
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// Shadow map texture and frame buffers
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//
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//==========================================================================
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void FGLRenderBuffers::BindShadowMapFB()
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{
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CreateShadowMap();
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glBindFramebuffer(GL_FRAMEBUFFER, mShadowMapFB);
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}
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void FGLRenderBuffers::BindShadowMapTexture(int texunit)
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{
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CreateShadowMap();
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glActiveTexture(GL_TEXTURE0 + texunit);
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glBindTexture(GL_TEXTURE_2D, mShadowMapTexture);
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}
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void FGLRenderBuffers::CreateShadowMap()
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{
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if (mShadowMapTexture != 0)
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return;
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GLint activeTex, textureBinding, frameBufferBinding;
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glGetIntegerv(GL_ACTIVE_TEXTURE, &activeTex);
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glActiveTexture(GL_TEXTURE0);
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glGetIntegerv(GL_TEXTURE_BINDING_2D, &textureBinding);
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glGetIntegerv(GL_FRAMEBUFFER_BINDING, &frameBufferBinding);
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mShadowMapTexture = Create2DTexture("ShadowMap", GL_R32F, 1024, 1024);
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mShadowMapFB = CreateFrameBuffer("ShadowMapFB", mShadowMapTexture);
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glBindTexture(GL_TEXTURE_2D, textureBinding);
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glActiveTexture(activeTex);
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glBindFramebuffer(GL_FRAMEBUFFER, frameBufferBinding);
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}
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//==========================================================================
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//==========================================================================
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//
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//
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// Makes the scene frame buffer active (multisample, depth, stecil, etc.)
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// Makes the scene frame buffer active (multisample, depth, stecil, etc.)
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@ -49,6 +49,9 @@ public:
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void BindEyeTexture(int eye, int texunit);
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void BindEyeTexture(int eye, int texunit);
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void BindEyeFB(int eye, bool readBuffer = false);
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void BindEyeFB(int eye, bool readBuffer = false);
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void BindShadowMapFB();
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void BindShadowMapTexture(int index);
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enum { NumBloomLevels = 4 };
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enum { NumBloomLevels = 4 };
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FGLBloomTextureLevel BloomLevels[NumBloomLevels];
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FGLBloomTextureLevel BloomLevels[NumBloomLevels];
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@ -89,6 +92,7 @@ private:
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void CreateBloom(int width, int height);
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void CreateBloom(int width, int height);
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void CreateExposureLevels(int width, int height);
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void CreateExposureLevels(int width, int height);
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void CreateEyeBuffers(int eye);
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void CreateEyeBuffers(int eye);
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void CreateShadowMap();
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void CreateAmbientOcclusion(int width, int height);
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void CreateAmbientOcclusion(int width, int height);
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GLuint Create2DTexture(const FString &name, GLuint format, int width, int height, const void *data = nullptr);
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GLuint Create2DTexture(const FString &name, GLuint format, int width, int height, const void *data = nullptr);
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GLuint Create2DMultisampleTexture(const FString &name, GLuint format, int width, int height, int samples, bool fixedSampleLocations);
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GLuint Create2DMultisampleTexture(const FString &name, GLuint format, int width, int height, int samples, bool fixedSampleLocations);
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@ -133,6 +137,10 @@ private:
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TArray<GLuint> mEyeTextures;
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TArray<GLuint> mEyeTextures;
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TArray<GLuint> mEyeFBs;
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TArray<GLuint> mEyeFBs;
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// Shadow map texture
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GLuint mShadowMapTexture = 0;
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GLuint mShadowMapFB = 0;
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static bool FailedCreate;
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static bool FailedCreate;
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static bool BuffersActive;
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static bool BuffersActive;
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};
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};
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@ -16,6 +16,11 @@ struct GPUSeg
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vec4 bSolid;
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vec4 bSolid;
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};
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};
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layout(std430, binding = 1) buffer LightList
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{
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vec4 lights[];
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};
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layout(std430, binding = 2) buffer LightNodes
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layout(std430, binding = 2) buffer LightNodes
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{
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{
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GPUNode bspNodes[];
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GPUNode bspNodes[];
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@ -112,5 +117,16 @@ float rayTest(vec2 from, vec2 to)
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void main()
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void main()
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{
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{
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FragColor = vec4(rayTest(vec2(0.0, 0.0), vec2(1.0, 1.0)));
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int lightIndex = int(gl_FragCoord.y);
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int x = int(gl_FragCoord.x);
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vec4 light = lights[lightIndex];
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float radius = light.w;
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vec2 lightpos = light.xy;
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vec2 pixelpos = lightpos + vec2(10.0);
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if (radius > 0.0)
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FragColor = vec4(rayTest(lightpos, pixelpos), 0.0, 0.0, 1.0);
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else
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FragColor = vec4(1.0, 0.0, 0.0, 1.0);
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}
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}
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