mirror of
https://github.com/ZDoom/gzdoom.git
synced 2024-11-13 07:57:52 +00:00
- removed the remaining dependencies of the shadowmap code on game data.
Everything is handled with callbacks now.
This commit is contained in:
parent
ba0b42465d
commit
c30165db0d
5 changed files with 71 additions and 76 deletions
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@ -20,8 +20,7 @@
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//--------------------------------------------------------------------------
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//--------------------------------------------------------------------------
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//
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//
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#include "r_state.h"
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#include <algorithm>
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#include "g_levellocals.h"
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#include "hw_aabbtree.h"
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#include "hw_aabbtree.h"
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namespace hwrenderer
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namespace hwrenderer
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@ -82,7 +81,7 @@ double LevelAABBTree::RayTest(const DVector3 &ray_start, const DVector3 &ray_end
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else if (nodes[node_index].line_index != -1) // isLeaf(node_index)
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else if (nodes[node_index].line_index != -1) // isLeaf(node_index)
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{
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{
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// We reached a leaf node. Do a ray/line intersection test to see if we hit the line.
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// We reached a leaf node. Do a ray/line intersection test to see if we hit the line.
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hit_fraction = MIN(IntersectRayLine(ray_start, ray_end, nodes[node_index].line_index, raydelta, rayd, raydist2), hit_fraction);
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hit_fraction = std::min(IntersectRayLine(ray_start, ray_end, nodes[node_index].line_index, raydelta, rayd, raydist2), hit_fraction);
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stack_pos--;
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stack_pos--;
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}
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}
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else if (stack_pos == 32)
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else if (stack_pos == 32)
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@ -28,6 +28,7 @@
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#include "actorinlines.h"
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#include "actorinlines.h"
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#include "a_dynlight.h"
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#include "a_dynlight.h"
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#include "hw_dynlightdata.h"
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#include "hw_dynlightdata.h"
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#include"hw_cvars.h"
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#include "hwrenderer/scene/hw_drawstructs.h"
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#include "hwrenderer/scene/hw_drawstructs.h"
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// If we want to share the array to avoid constant allocations it needs to be thread local unless it'd be littered with expensive synchronization.
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// If we want to share the array to avoid constant allocations it needs to be thread local unless it'd be littered with expensive synchronization.
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@ -105,10 +106,15 @@ void AddLightToList(FDynLightData &dld, int group, FDynamicLight * light, bool f
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i = 1;
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i = 1;
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}
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}
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float shadowIndex = light->mShadowmapIndex + 1.0f;
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float shadowIndex;
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if (gl_light_shadowmap)
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{
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shadowIndex = light->mShadowmapIndex + 1.0f;
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// Store attenuate flag in the sign bit of the float.
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// Store attenuate flag in the sign bit of the float.
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if (light->IsAttenuated() || forceAttenuate) shadowIndex = -shadowIndex;
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if (light->IsAttenuated() || forceAttenuate) shadowIndex = -shadowIndex;
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}
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else shadowIndex = 1025.f;
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float lightType = 0.0f;
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float lightType = 0.0f;
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float spotInnerAngle = 0.0f;
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float spotInnerAngle = 0.0f;
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@ -25,10 +25,6 @@
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#include "hw_dynlightdata.h"
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#include "hw_dynlightdata.h"
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#include "hwrenderer/data/buffers.h"
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#include "hwrenderer/data/buffers.h"
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#include "hwrenderer/data/shaderuniforms.h"
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#include "hwrenderer/data/shaderuniforms.h"
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#include "stats.h"
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#include "g_levellocals.h"
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#include "v_video.h"
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#include "a_dynlight.h"
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#include "hwrenderer/postprocessing/hw_postprocess.h"
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#include "hwrenderer/postprocessing/hw_postprocess.h"
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/*
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/*
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@ -63,6 +59,8 @@ cycle_t IShadowMap::UpdateCycles;
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int IShadowMap::LightsProcessed;
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int IShadowMap::LightsProcessed;
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int IShadowMap::LightsShadowmapped;
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int IShadowMap::LightsShadowmapped;
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CVAR(Bool, gl_light_shadowmap, false, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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ADD_STAT(shadowmap)
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ADD_STAT(shadowmap)
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{
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{
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FString out;
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FString out;
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@ -85,68 +83,14 @@ CUSTOM_CVAR(Int, gl_shadowmap_quality, 512, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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}
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}
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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) for (auto Level : AllLevels())
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{
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auto light = Level->lights;
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while (light)
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{
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light->mShadowmapIndex = 1024;
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light = light->next;
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}
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}
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}
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bool IShadowMap::ShadowTest(const DVector3 &lpos, const DVector3 &pos)
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bool IShadowMap::ShadowTest(const DVector3 &lpos, const DVector3 &pos)
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{
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{
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if (mAABBTree)
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if (mAABBTree && gl_light_shadowmap)
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return mAABBTree->RayTest(lpos, pos) >= 1.0f;
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return mAABBTree->RayTest(lpos, pos) >= 1.0f;
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else
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else
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return true;
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return true;
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}
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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()
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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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auto Level = &level;
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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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for (auto light = Level->lights; light; light = light->next)
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{
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LightsProcessed++;
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if (light->shadowmapped && light->IsActive() && 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] = (float)light->X();
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mLights[lightindex+1] = (float)light->Y();
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mLights[lightindex+2] = (float)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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}
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bool IShadowMap::PerformUpdate()
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bool IShadowMap::PerformUpdate()
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{
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{
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UpdateCycles.Reset();
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UpdateCycles.Reset();
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@ -154,7 +98,7 @@ bool IShadowMap::PerformUpdate()
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LightsProcessed = 0;
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LightsProcessed = 0;
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LightsShadowmapped = 0;
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LightsShadowmapped = 0;
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if (IsEnabled())
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if (gl_light_shadowmap && (screen->hwcaps & RFL_SHADER_STORAGE_BUFFER) && CollectLights != nullptr)
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{
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{
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UpdateCycles.Clock();
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UpdateCycles.Clock();
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UploadAABBTree();
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UploadAABBTree();
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@ -166,6 +110,7 @@ bool IShadowMap::PerformUpdate()
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void IShadowMap::UploadLights()
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void IShadowMap::UploadLights()
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{
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{
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mLights.Resize(1024 * 4);
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CollectLights();
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CollectLights();
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if (mLightList == nullptr)
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if (mLightList == nullptr)
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@ -207,3 +152,4 @@ IShadowMap::~IShadowMap()
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{
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{
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Reset();
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Reset();
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}
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}
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@ -5,10 +5,7 @@
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#include "stats.h"
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#include "stats.h"
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#include <memory>
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#include <memory>
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struct FDynamicLight;
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struct level_info_t;
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class IDataBuffer;
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class IDataBuffer;
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struct FLevelLocals;
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class IShadowMap
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class IShadowMap
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{
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{
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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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// 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(const DVector3 &lpos, const DVector3 &pos);
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bool ShadowTest(const DVector3 &lpos, 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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static cycle_t UpdateCycles;
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static cycle_t UpdateCycles;
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static int LightsProcessed;
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static int LightsProcessed;
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static int LightsShadowmapped;
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static int LightsShadowmapped;
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mNewTree = true;
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mNewTree = true;
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}
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}
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protected:
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void SetCollectLights(std::function<void()> func)
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void CollectLights();
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{
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CollectLights = std::move(func);
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}
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void SetLight(int index, float x, float y, float z, float r)
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{
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index *= 4;
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mLights[index] = x;
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mLights[index + 1] = y;
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mLights[index + 2] = z;
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mLights[index + 3] = r;
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}
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protected:
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// Upload the AABB-tree to the GPU
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// Upload the AABB-tree to the GPU
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void UploadAABBTree();
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void UploadAABBTree();
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// Upload light list to the GPU
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void UploadLights();
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void UploadLights();
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// Working buffer for creating the list of lights. Stored here to avoid allocating memory each frame
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// Working buffer for creating the list of lights. Stored here to avoid allocating memory each frame
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IDataBuffer *mNodesBuffer = nullptr;
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IDataBuffer *mNodesBuffer = nullptr;
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IDataBuffer *mLinesBuffer = nullptr;
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IDataBuffer *mLinesBuffer = nullptr;
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std::function<void()> CollectLights = nullptr;
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};
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};
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swdrawer = nullptr;
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swdrawer = nullptr;
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}
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}
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#include "g_levellocals.h"
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#include "a_dynlight.h"
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void CollectLights(FLevelLocals* Level)
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{
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IShadowMap* sm = &screen->mShadowMap;
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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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for (auto light = Level->lights; light; light = light->next)
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{
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IShadowMap::LightsProcessed++;
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if (light->shadowmapped && light->IsActive() && lightindex < 1024 * 4)
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{
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IShadowMap::LightsShadowmapped++;
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light->mShadowmapIndex = lightindex;
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sm->SetLight(lightindex, (float)light->X(), (float)light->Y(), (float)light->Z(), light->GetRadius());
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lightindex++;
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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; lightindex++)
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{
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sm->SetLight(lightindex, 0, 0, 0, 0);
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}
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}
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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//
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//
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// Renders one viewpoint in a scene
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// Renders one viewpoint in a scene
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{
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{
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screen->SetAABBTree(camera->Level->aabbTree);
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screen->SetAABBTree(camera->Level->aabbTree);
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screen->UpdateShadowMap();
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screen->UpdateShadowMap();
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screen->mShadowMap.SetCollectLights([=] {
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CollectLights(camera->Level);
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});
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}
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}
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// Update the attenuation flag of all light defaults for each viewpoint.
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// Update the attenuation flag of all light defaults for each viewpoint.
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