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https://github.com/ZDoom/gzdoom.git
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- moved gl_spritelight out of gl/. This required a few more changes:
* split gl_shadowmap.cpp into a GL dependent and an API independent part. * gl_drawinfo must be kept around for the HUD sprite because it connects the renderer with the hardware indpendent part of the engine.
This commit is contained in:
parent
819ea8f937
commit
634b3cf413
12 changed files with 256 additions and 193 deletions
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@ -825,7 +825,6 @@ set( FASTMATH_SOURCES
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gl/scene/gl_swscene.cpp
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gl/scene/gl_portal.cpp
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gl/scene/gl_walls_draw.cpp
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gl/scene/gl_spritelight.cpp
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gl_load/gl_load.c
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hwrenderer/dynlights/hw_dynlightdata.cpp
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hwrenderer/scene/hw_fakeflat.cpp
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@ -835,6 +834,7 @@ set( FASTMATH_SOURCES
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hwrenderer/scene/hw_renderhacks.cpp
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hwrenderer/scene/hw_sky.cpp
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hwrenderer/scene/hw_sprites.cpp
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hwrenderer/scene/hw_spritelight.cpp
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hwrenderer/scene/hw_walls.cpp
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hwrenderer/scene/hw_walls_vertex.cpp
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r_data/models/models.cpp
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@ -1059,6 +1059,7 @@ set (PCH_SOURCES
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gl/textures/gl_samplers.cpp
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hwrenderer/data/flatvertices.cpp
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hwrenderer/dynlights/hw_aabbtree.cpp
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hwrenderer/dynlights/hw_shadowmap.cpp
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hwrenderer/scene/hw_skydome.cpp
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hwrenderer/textures/hw_material.cpp
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hwrenderer/textures/hw_precache.cpp
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@ -1,6 +1,6 @@
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//
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//---------------------------------------------------------------------------
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// 1D dynamic shadow maps
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// 1D dynamic shadow maps (OpenGL dependent part)
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// Copyright(C) 2017 Magnus Norddahl
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// All rights reserved.
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//
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@ -32,77 +32,6 @@
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#include "hwrenderer/dynlights/hw_dynlightdata.h"
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#include "stats.h"
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/*
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The 1D shadow maps are stored in a 1024x1024 texture as float depth values (R32F).
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Each line in the texture is assigned to a single light. For example, to grab depth values for light 20
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the fragment shader (main.fp) needs to sample from row 20. That is, the V texture coordinate needs
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to be 20.5/1024.
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The texel row for each light is split into four parts. One for each direction, like a cube texture,
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but then only in 2D where this reduces itself to a square. When main.fp samples from the shadow map
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it first decides in which direction the fragment is (relative to the light), like cubemap sampling does
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for 3D, but once again just for the 2D case.
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Texels 0-255 is Y positive, 256-511 is X positive, 512-767 is Y negative and 768-1023 is X negative.
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Generating the shadow map itself is done by FShadowMap::Update(). The shadow map texture's FBO is
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bound and then a screen quad is drawn to make a fragment shader cover all texels. For each fragment
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it shoots a ray and collects the distance to what it hit.
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The shadowmap.fp shader knows which light and texel it is processing by mapping gl_FragCoord.y back
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to the light index, and it knows which direction to ray trace by looking at gl_FragCoord.x. For
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example, if gl_FragCoord.y is 20.5, then it knows its processing light 20, and if gl_FragCoord.x is
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127.5, then it knows we are shooting straight ahead for the Y positive direction.
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Ray testing is done by uploading two GPU storage buffers - one holding AABB tree nodes, and one with
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the line segments at the leaf nodes of the tree. The fragment shader then performs a test same way
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as on the CPU, except everything uses indexes as pointers are not allowed in GLSL.
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*/
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namespace
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{
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cycle_t UpdateCycles;
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int LightsProcessed;
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int LightsShadowmapped;
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}
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ADD_STAT(shadowmap)
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{
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FString out;
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out.Format("upload=%04.2f ms lights=%d shadowmapped=%d", UpdateCycles.TimeMS(), LightsProcessed, LightsShadowmapped);
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return out;
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}
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CUSTOM_CVAR(Int, gl_shadowmap_quality, 512, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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{
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switch (self)
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{
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case 128:
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case 256:
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case 512:
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case 1024:
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break;
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default:
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self = 128;
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break;
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}
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}
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CUSTOM_CVAR (Bool, gl_light_shadowmap, false, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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{
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if (!self)
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{
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// Unset any residual shadow map indices in the light actors.
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TThinkerIterator<ADynamicLight> it(STAT_DLIGHT);
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while (auto light = it.Next())
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{
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light->mShadowmapIndex = 1024;
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}
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}
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}
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void FShadowMap::Update()
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{
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UpdateCycles.Reset();
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@ -145,52 +74,9 @@ void FShadowMap::Update()
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UpdateCycles.Unclock();
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}
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bool FShadowMap::ShadowTest(ADynamicLight *light, const DVector3 &pos)
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{
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if (light->shadowmapped && light->radius > 0.0 && IsEnabled() && mAABBTree)
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return mAABBTree->RayTest(light->Pos(), pos) >= 1.0f;
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else
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return true;
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}
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bool FShadowMap::IsEnabled() const
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{
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return gl_light_shadowmap && !!(gl.flags & RFL_SHADER_STORAGE_BUFFER);
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}
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void FShadowMap::UploadLights()
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{
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if (mLights.Size() != 1024 * 4) mLights.Resize(1024 * 4);
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int lightindex = 0;
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// Todo: this should go through the blockmap in a spiral pattern around the player so that closer lights are preferred.
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TThinkerIterator<ADynamicLight> it(STAT_DLIGHT);
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while (auto light = it.Next())
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{
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LightsProcessed++;
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if (light->shadowmapped && lightindex < 1024 * 4)
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{
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LightsShadowmapped++;
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light->mShadowmapIndex = lightindex >> 2;
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mLights[lightindex] = light->X();
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mLights[lightindex+1] = light->Y();
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mLights[lightindex+2] = light->Z();
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mLights[lightindex+3] = light->GetRadius();
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lightindex += 4;
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}
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else
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{
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light->mShadowmapIndex = 1024;
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}
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}
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for (; lightindex < 1024 * 4; lightindex++)
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{
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mLights[lightindex] = 0;
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}
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CollectLights();
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if (mLightList == 0)
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glGenBuffers(1, (GLuint*)&mLightList);
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@ -204,16 +90,8 @@ void FShadowMap::UploadLights()
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void FShadowMap::UploadAABBTree()
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{
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// Just comparing the level info is not enough. If two MAPINFO-less levels get played after each other,
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// they can both refer to the same default level info.
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if (level.info != mLastLevel && (level.nodes.Size() != mLastNumNodes || level.segs.Size() != mLastNumSegs))
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Clear();
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if (mAABBTree)
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return;
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mAABBTree.reset(new hwrenderer::LevelAABBTree());
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if (!ValidateAABBTree())
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{
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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, oldBinding);
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}
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}
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void FShadowMap::Clear()
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{
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@ -247,10 +126,4 @@ void FShadowMap::Clear()
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glDeleteBuffers(1, (GLuint*)&mLinesBuffer);
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mLinesBuffer = 0;
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}
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mAABBTree.reset();
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mLastLevel = level.info;
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mLastNumNodes = level.nodes.Size();
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mLastNumSegs = level.segs.Size();
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}
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@ -1,30 +1,18 @@
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#pragma once
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#include "hwrenderer/dynlights/hw_aabbtree.h"
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#include "tarray.h"
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#include <memory>
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#include "hwrenderer/dynlights/hw_shadowmap.h"
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class ADynamicLight;
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struct level_info_t;
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class FShadowMap
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class FShadowMap : public IShadowMap
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{
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public:
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FShadowMap() { }
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~FShadowMap() { Clear(); }
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// Release resources
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void Clear();
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void Clear() override;
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// Update shadow map texture
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void Update();
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// Test if a world position is in shadow relative to the specified light and returns false if it is
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bool ShadowTest(ADynamicLight *light, const DVector3 &pos);
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// Returns true if gl_light_shadowmap is enabled and supported by the hardware
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bool IsEnabled() const;
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void Update() override;
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private:
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// Upload the AABB-tree to the GPU
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@ -36,21 +24,7 @@ private:
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// OpenGL storage buffer with the list of lights in the shadow map texture
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int mLightList = 0;
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// Working buffer for creating the list of lights. Stored here to avoid allocating memory each frame
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TArray<float> mLights;
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// OpenGL storage buffers for the AABB tree
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int mNodesBuffer = 0;
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int mLinesBuffer = 0;
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// Used to detect when a level change requires the AABB tree to be regenerated
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level_info_t *mLastLevel = nullptr;
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unsigned mLastNumNodes = 0;
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unsigned mLastNumSegs = 0;
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// AABB-tree of the level, used for ray tests
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std::unique_ptr<hwrenderer::LevelAABBTree> mAABBTree;
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FShadowMap(const FShadowMap &) = delete;
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FShadowMap &operator=(FShadowMap &) = delete;
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};
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@ -256,6 +256,7 @@ void GLSceneDrawer::CreateScene()
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gl_drawinfo->mAngles = GLRenderer->mAngles;
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gl_drawinfo->mViewVector = GLRenderer->mViewVector;
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gl_drawinfo->mViewActor = GLRenderer->mViewActor;
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gl_drawinfo->mShadowMap = &GLRenderer->mShadowMap;
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RenderBSPNode (level.HeadNode());
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if (GLRenderer->mCurrentPortal != NULL) GLRenderer->mCurrentPortal->RenderAttached();
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@ -581,7 +582,6 @@ void GLSceneDrawer::DrawEndScene2D(sector_t * viewsector)
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void GLSceneDrawer::ProcessScene(bool toscreen)
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{
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FDrawInfo::StartDrawInfo(this);
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iter_dlightf = iter_dlight = draw_dlight = draw_dlightf = 0;
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GLPortal::BeginScene();
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@ -590,7 +590,6 @@ void GLSceneDrawer::ProcessScene(bool toscreen)
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CurrentMapSections.Zero();
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CurrentMapSections.Set(mapsection);
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DrawScene(toscreen ? DM_MAINVIEW : DM_OFFSCREEN);
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FDrawInfo::EndDrawInfo();
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}
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@ -714,8 +713,11 @@ sector_t * GLSceneDrawer::RenderViewpoint (AActor * camera, GL_IRECT * bounds, f
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SetViewMatrix(r_viewpoint.Pos.X, r_viewpoint.Pos.Y, r_viewpoint.Pos.Z, false, false);
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gl_RenderState.ApplyMatrices();
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FDrawInfo::StartDrawInfo(this);
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ProcessScene(toscreen);
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if (mainview && toscreen) EndDrawScene(lviewsector); // do not call this for camera textures.
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FDrawInfo::EndDrawInfo();
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if (mainview && FGLRenderBuffers::IsEnabled())
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{
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GLRenderer->PostProcessScene(FixedColormap, [&]() { if (gl_bloom && FixedColormap == CM_DEFAULT) DrawEndScene2D(lviewsector); });
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@ -69,7 +69,7 @@ int gl_SetDynModelLight(AActor *self, int dynlightindex)
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if (gl.legacyMode)
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{
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float out[3];
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hw_GetDynSpriteLight(self, nullptr, out);
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gl_drawinfo->GetDynSpriteLight(self, nullptr, out);
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gl_RenderState.SetDynLight(out[0], out[1], out[2]);
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return -1;
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}
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@ -198,7 +198,7 @@ void FDrawInfo::DrawSprite(GLSprite *sprite, int pass)
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else
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{
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float out[3];
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hw_GetDynSpriteLight(gl_light_sprites ? sprite->actor : nullptr, gl_light_particles ? sprite->particle : nullptr, out);
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GetDynSpriteLight(gl_light_sprites ? sprite->actor : nullptr, gl_light_particles ? sprite->particle : nullptr, out);
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gl_RenderState.SetDynLight(out[0], out[1], out[2]);
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}
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}
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@ -491,7 +491,7 @@ void FDrawInfo::DrawDecal(GLDecal *gldecal)
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double x, y;
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float out[3];
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decal->GetXY(seg->sidedef, x, y);
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hw_GetDynSpriteLight(nullptr, x, y, gldecal->zcenter, wall->sub, out);
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GetDynSpriteLight(nullptr, x, y, gldecal->zcenter, wall->sub, out);
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gl_RenderState.SetDynLight(out[0], out[1], out[2]);
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}
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@ -457,7 +457,7 @@ void GLSceneDrawer::DrawPlayerSprites(sector_t * viewsector, bool hudModelStep)
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else
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{
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float out[3];
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hw_GetDynSpriteLight(playermo, nullptr, out);
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gl_drawinfo->GetDynSpriteLight(playermo, nullptr, out);
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gl_RenderState.SetDynLight(out[0], out[1], out[2]);
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}
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}
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162
src/hwrenderer/dynlights/hw_shadowmap.cpp
Normal file
162
src/hwrenderer/dynlights/hw_shadowmap.cpp
Normal file
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@ -0,0 +1,162 @@
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//
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//---------------------------------------------------------------------------
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// 1D dynamic shadow maps (API independent part)
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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
|
||||
// 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
|
||||
// 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 "hwrenderer/dynlights/hw_shadowmap.h"
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#include "hwrenderer/utility/hw_cvars.h"
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#include "hwrenderer/dynlights/hw_dynlightdata.h"
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#include "stats.h"
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#include "g_levellocals.h"
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/*
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The 1D shadow maps are stored in a 1024x1024 texture as float depth values (R32F).
|
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|
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Each line in the texture is assigned to a single light. For example, to grab depth values for light 20
|
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the fragment shader (main.fp) needs to sample from row 20. That is, the V texture coordinate needs
|
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to be 20.5/1024.
|
||||
|
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The texel row for each light is split into four parts. One for each direction, like a cube texture,
|
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but then only in 2D where this reduces itself to a square. When main.fp samples from the shadow map
|
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it first decides in which direction the fragment is (relative to the light), like cubemap sampling does
|
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for 3D, but once again just for the 2D case.
|
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|
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Texels 0-255 is Y positive, 256-511 is X positive, 512-767 is Y negative and 768-1023 is X negative.
|
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|
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Generating the shadow map itself is done by FShadowMap::Update(). The shadow map texture's FBO is
|
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bound and then a screen quad is drawn to make a fragment shader cover all texels. For each fragment
|
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it shoots a ray and collects the distance to what it hit.
|
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|
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The shadowmap.fp shader knows which light and texel it is processing by mapping gl_FragCoord.y back
|
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to the light index, and it knows which direction to ray trace by looking at gl_FragCoord.x. For
|
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example, if gl_FragCoord.y is 20.5, then it knows its processing light 20, and if gl_FragCoord.x is
|
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127.5, then it knows we are shooting straight ahead for the Y positive direction.
|
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|
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Ray testing is done by uploading two GPU storage buffers - one holding AABB tree nodes, and one with
|
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the line segments at the leaf nodes of the tree. The fragment shader then performs a test same way
|
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as on the CPU, except everything uses indexes as pointers are not allowed in GLSL.
|
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*/
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cycle_t IShadowMap::UpdateCycles;
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int IShadowMap::LightsProcessed;
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int IShadowMap::LightsShadowmapped;
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ADD_STAT(shadowmap)
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{
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FString out;
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out.Format("upload=%04.2f ms lights=%d shadowmapped=%d", IShadowMap::UpdateCycles.TimeMS(), IShadowMap::LightsProcessed, IShadowMap::LightsShadowmapped);
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return out;
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}
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CUSTOM_CVAR(Int, gl_shadowmap_quality, 512, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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{
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switch (self)
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{
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||||
case 128:
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||||
case 256:
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||||
case 512:
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||||
case 1024:
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break;
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default:
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self = 128;
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break;
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}
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}
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CUSTOM_CVAR (Bool, gl_light_shadowmap, false, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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{
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if (!self)
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{
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// Unset any residual shadow map indices in the light actors.
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TThinkerIterator<ADynamicLight> it(STAT_DLIGHT);
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while (auto light = it.Next())
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{
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light->mShadowmapIndex = 1024;
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}
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}
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}
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bool IShadowMap::ShadowTest(ADynamicLight *light, const DVector3 &pos)
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{
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if (light->shadowmapped && light->radius > 0.0 && IsEnabled() && mAABBTree)
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return mAABBTree->RayTest(light->Pos(), pos) >= 1.0f;
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else
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return true;
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}
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bool IShadowMap::IsEnabled() const
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{
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return gl_light_shadowmap && (screen->hwcaps & RFL_SHADER_STORAGE_BUFFER);
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}
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||||
|
||||
void IShadowMap::CollectLights()
|
||||
{
|
||||
if (mLights.Size() != 1024 * 4) mLights.Resize(1024 * 4);
|
||||
int lightindex = 0;
|
||||
|
||||
// Todo: this should go through the blockmap in a spiral pattern around the player so that closer lights are preferred.
|
||||
TThinkerIterator<ADynamicLight> it(STAT_DLIGHT);
|
||||
while (auto light = it.Next())
|
||||
{
|
||||
LightsProcessed++;
|
||||
if (light->shadowmapped && light->IsActive() && lightindex < 1024 * 4)
|
||||
{
|
||||
LightsShadowmapped++;
|
||||
|
||||
light->mShadowmapIndex = lightindex >> 2;
|
||||
|
||||
mLights[lightindex] = (float)light->X();
|
||||
mLights[lightindex+1] = (float)light->Y();
|
||||
mLights[lightindex+2] = (float)light->Z();
|
||||
mLights[lightindex+3] = light->GetRadius();
|
||||
lightindex += 4;
|
||||
}
|
||||
else
|
||||
{
|
||||
light->mShadowmapIndex = 1024;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
for (; lightindex < 1024 * 4; lightindex++)
|
||||
{
|
||||
mLights[lightindex] = 0;
|
||||
}
|
||||
}
|
||||
|
||||
bool IShadowMap::ValidateAABBTree()
|
||||
{
|
||||
// Just comparing the level info is not enough. If two MAPINFO-less levels get played after each other,
|
||||
// they can both refer to the same default level info.
|
||||
if (level.info != mLastLevel && (level.nodes.Size() != mLastNumNodes || level.segs.Size() != mLastNumSegs))
|
||||
{
|
||||
mAABBTree.reset();
|
||||
|
||||
mLastLevel = level.info;
|
||||
mLastNumNodes = level.nodes.Size();
|
||||
mLastNumSegs = level.segs.Size();
|
||||
}
|
||||
|
||||
if (mAABBTree)
|
||||
return true;
|
||||
|
||||
mAABBTree.reset(new hwrenderer::LevelAABBTree());
|
||||
return false;
|
||||
}
|
51
src/hwrenderer/dynlights/hw_shadowmap.h
Normal file
51
src/hwrenderer/dynlights/hw_shadowmap.h
Normal file
|
@ -0,0 +1,51 @@
|
|||
|
||||
#pragma once
|
||||
|
||||
#include "hw_aabbtree.h"
|
||||
#include "tarray.h"
|
||||
#include "stats.h"
|
||||
#include <memory>
|
||||
|
||||
class ADynamicLight;
|
||||
struct level_info_t;
|
||||
|
||||
class IShadowMap
|
||||
{
|
||||
public:
|
||||
IShadowMap() { }
|
||||
virtual ~IShadowMap() { }
|
||||
|
||||
// Release resources
|
||||
virtual void Clear() = 0;
|
||||
|
||||
// Update shadow map texture
|
||||
virtual void Update() = 0;
|
||||
|
||||
// Test if a world position is in shadow relative to the specified light and returns false if it is
|
||||
bool ShadowTest(ADynamicLight *light, const DVector3 &pos);
|
||||
|
||||
// Returns true if gl_light_shadowmap is enabled and supported by the hardware
|
||||
bool IsEnabled() const;
|
||||
|
||||
static cycle_t UpdateCycles;
|
||||
static int LightsProcessed;
|
||||
static int LightsShadowmapped;
|
||||
|
||||
protected:
|
||||
void CollectLights();
|
||||
bool ValidateAABBTree();
|
||||
|
||||
// Working buffer for creating the list of lights. Stored here to avoid allocating memory each frame
|
||||
TArray<float> mLights;
|
||||
|
||||
// Used to detect when a level change requires the AABB tree to be regenerated
|
||||
level_info_t *mLastLevel = nullptr;
|
||||
unsigned mLastNumNodes = 0;
|
||||
unsigned mLastNumSegs = 0;
|
||||
|
||||
// AABB-tree of the level, used for ray tests
|
||||
std::unique_ptr<hwrenderer::LevelAABBTree> mAABBTree;
|
||||
|
||||
IShadowMap(const IShadowMap &) = delete;
|
||||
IShadowMap &operator=(IShadowMap &) = delete;
|
||||
};
|
|
@ -10,6 +10,8 @@ class GLWall;
|
|||
class GLFlat;
|
||||
class GLSprite;
|
||||
struct GLDecal;
|
||||
class IShadowMap;
|
||||
struct particle_t;
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
|
@ -78,6 +80,7 @@ struct HWDrawInfo
|
|||
FRotator mAngles;
|
||||
FVector2 mViewVector;
|
||||
AActor *mViewActor;
|
||||
IShadowMap *mShadowMap;
|
||||
|
||||
TArray<MissingTextureInfo> MissingUpperTextures;
|
||||
TArray<MissingTextureInfo> MissingLowerTextures;
|
||||
|
@ -137,6 +140,10 @@ public:
|
|||
void AddOtherFloorPlane(int sector, gl_subsectorrendernode * node);
|
||||
void AddOtherCeilingPlane(int sector, gl_subsectorrendernode * node);
|
||||
|
||||
void GetDynSpriteLight(AActor *self, float x, float y, float z, subsector_t * subsec, float *out);
|
||||
void GetDynSpriteLight(AActor *thing, particle_t *particle, float *out);
|
||||
|
||||
|
||||
virtual void FloodUpperGap(seg_t * seg) = 0;
|
||||
virtual void FloodLowerGap(seg_t * seg) = 0;
|
||||
virtual void ProcessLowerMinisegs(TArray<seg_t *> &lowersegs) = 0;
|
||||
|
|
|
@ -432,8 +432,6 @@ inline float Dist2(float x1,float y1,float x2,float y2)
|
|||
}
|
||||
|
||||
bool hw_SetPlaneTextureRotation(const GLSectorPlane * secplane, FMaterial * gltexture, VSMatrix &mat);
|
||||
void hw_GetDynSpriteLight(AActor *self, float x, float y, float z, subsector_t *subsec, float *out);
|
||||
void hw_GetDynSpriteLight(AActor *actor, particle_t *particle, float *out);
|
||||
void hw_GetDynModelLight(AActor *self, FDynLightData &modellightdata);
|
||||
|
||||
extern const float LARGE_VALUE;
|
||||
|
|
|
@ -33,13 +33,8 @@
|
|||
#include "g_levellocals.h"
|
||||
#include "actorinlines.h"
|
||||
#include "hwrenderer/dynlights/hw_dynlightdata.h"
|
||||
|
||||
#include "gl/renderer/gl_renderer.h"
|
||||
#include "gl/renderer/gl_lightdata.h"
|
||||
#include "gl/scene/gl_drawinfo.h"
|
||||
#include "gl/shaders/gl_shader.h"
|
||||
#include "gl/dynlights/gl_lightbuffer.h"
|
||||
|
||||
#include "hwrenderer/dynlights/hw_shadowmap.h"
|
||||
#include "hwrenderer/scene/hw_drawinfo.h"
|
||||
|
||||
template<class T>
|
||||
T smoothstep(const T edge0, const T edge1, const T x)
|
||||
|
@ -54,7 +49,7 @@ T smoothstep(const T edge0, const T edge1, const T x)
|
|||
//
|
||||
//==========================================================================
|
||||
|
||||
void hw_GetDynSpriteLight(AActor *self, float x, float y, float z, subsector_t * subsec, float *out)
|
||||
void HWDrawInfo::GetDynSpriteLight(AActor *self, float x, float y, float z, subsector_t * subsec, float *out)
|
||||
{
|
||||
ADynamicLight *light;
|
||||
float frac, lr, lg, lb;
|
||||
|
@ -109,7 +104,7 @@ void hw_GetDynSpriteLight(AActor *self, float x, float y, float z, subsector_t *
|
|||
frac *= (float)smoothstep(light->SpotOuterAngle.Cos(), light->SpotInnerAngle.Cos(), cosDir);
|
||||
}
|
||||
|
||||
if (frac > 0 && GLRenderer->mShadowMap.ShadowTest(light, { x, y, z }))
|
||||
if (frac > 0 && (!light->shadowmapped || mShadowMap->ShadowTest(light, { x, y, z })))
|
||||
{
|
||||
lr = light->GetRed() / 255.0f;
|
||||
lg = light->GetGreen() / 255.0f;
|
||||
|
@ -133,15 +128,15 @@ void hw_GetDynSpriteLight(AActor *self, float x, float y, float z, subsector_t *
|
|||
}
|
||||
}
|
||||
|
||||
void hw_GetDynSpriteLight(AActor *thing, particle_t *particle, float *out)
|
||||
void HWDrawInfo::GetDynSpriteLight(AActor *thing, particle_t *particle, float *out)
|
||||
{
|
||||
if (thing != NULL)
|
||||
{
|
||||
hw_GetDynSpriteLight(thing, thing->X(), thing->Y(), thing->Center(), thing->subsector, out);
|
||||
GetDynSpriteLight(thing, thing->X(), thing->Y(), thing->Center(), thing->subsector, out);
|
||||
}
|
||||
else if (particle != NULL)
|
||||
{
|
||||
hw_GetDynSpriteLight(NULL, particle->Pos.X, particle->Pos.Y, particle->Pos.Z, particle->subsector, out);
|
||||
GetDynSpriteLight(NULL, particle->Pos.X, particle->Pos.Y, particle->Pos.Z, particle->subsector, out);
|
||||
}
|
||||
}
|
||||
|
Loading…
Reference in a new issue