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65 lines
2 KiB
C++
65 lines
2 KiB
C++
//
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//---------------------------------------------------------------------------
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// 1D dynamic shadow maps
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// Copyright(C) 2017 Magnus Norddahl
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// All rights reserved.
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Lesser General Public License as published by
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// the Free Software Foundation, either version 3 of the License, or
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// (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU Lesser General Public License for more details.
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//
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// You should have received a copy of the GNU Lesser General Public License
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// along with this program. If not, see http://www.gnu.org/licenses/
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//
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//--------------------------------------------------------------------------
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//
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#include "gl/system/gl_system.h"
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#include "gl/shaders/gl_shader.h"
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#include "gl/dynlights/gl_shadowmap.h"
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#include "gl/dynlights/gl_dynlight.h"
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#include "gl/system/gl_interface.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_postprocessstate.h"
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#include "gl/shaders/gl_shadowmapshader.h"
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#include "r_state.h"
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void FShadowMap::Clear()
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{
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mLightBSP.Clear();
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}
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void FShadowMap::Update()
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{
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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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}
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FGLDebug::PushGroup("ShadowMap");
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FGLPostProcessState savedState;
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GLRenderer->mShadowMapShader->Bind();
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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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glViewport(0, 0, 1024, 1024);
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GLRenderer->RenderScreenQuad();
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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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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 2, 0);
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 3, 0);
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FGLDebug::PopGroup();
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}
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