Commit graph

25 commits

Author SHA1 Message Date
Christoph Oelckers
3328821a98 - pass 'level' as a parameter to AABBTree. Also renamed a few things to make the code easier to read. 2019-01-06 08:24:04 +01:00
Magnus Norddahl
f10ded756e - split shadowmap AABB tree into two parts. one for static and one for dynamic
- upload only the dynamic AABB subtree using glBufferSubData
- change internal raytracing stack limit from 16 to 32
- update shadowmap AABB tree after R_SetupFrame for proper frame interpolation
2019-01-04 15:51:59 +01:00
Magnus Norddahl
4f4d10ce5f - disable polyobj AABBTree updates 2019-01-04 13:56:36 +01:00
Christoph Oelckers
3b77e2db68 - fixed: The update check for a changed AABBTree was inverted. 2019-01-04 08:46:07 +01:00
alexey.lysiuk
4cc78c3273 - fixed compilation warning with GCC and Clang
src/hwrenderer/dynlights/hw_aabbtree.cpp:143:24: warning: comparison of integers of different signs: 'const int' and 'unsigned int' [-Wsign-compare]
2019-01-03 14:24:09 +02:00
Christoph Oelckers
8da1b5c1b0 - properly handle passing of the light flags.
Since these can be changed on the placed light actor they have to be read from there, so this is now a pointer in FDynamicLight, just like the other properties that can be user-changed.
Also did some cleanup on the interface so that external code doesn't need to dereference the lightflags pointer but can use utility functions for all flags.
2019-01-03 09:24:22 +01:00
Christoph Oelckers
d654e02dea - rewrote dynamic lights to not use actors for the internal representation and made DynamicLight a purely scripted class.
This should be less of a drag on the playsim than having each light a separate actor. A quick check with ZDCMP2 showed that the light processing time was reduced to 1/3rd from 0.5 ms to 0.17 ms per tic.
It's also one native actor class less.
2019-01-01 19:35:55 +01:00
Magnus Norddahl
094ef39d5f - dynamically update polyobj lines 2018-12-26 14:26:57 +01:00
alexey.lysiuk
fb71563311 - fixed inconsistent dymanic lights setup with UBO
https://forum.zdoom.org/viewtopic.php?t=62585
2018-12-17 12:27:35 +02:00
alexey.lysiuk
504a7f00b6 - fixed two potentially dangerous compilation warnings
src/hwrenderer/dynlights/hw_lightbuffer.h:51:29: warning: comparison between signed and unsigned integer expressions
[-Wsign-compare]
src/hwrenderer/scene/hw_renderstate.h:196:44: warning: operation on '((FRenderState*)this)->FRenderState::mVertexOffsets[0]' may
be undefined [-Wsequence-point]
2018-11-01 12:51:22 +02:00
Christoph Oelckers
37166b5faf - fixed missing binding of the light buffer.
I thought this wasn't needed but apparently the buffer refactoring caused this not to be done automatically anymore.
Best have it once at the start of each frame where the cost is negligible.
2018-10-31 12:48:09 +01:00
Christoph Oelckers
e2e34f5245 - cleanup of the buffer binding interface.
Some stuff is not really needed and the vertex buffers no longer need to insert themselves into the render state.
2018-10-30 22:43:58 +01:00
Christoph Oelckers
b56e80a556 - disabled the buffer reallocation option for the light buffer.
The entire idea with CPU side buffering simply can not work since the buffer is being used live. To compensate the buffer's size was doubled.
2018-10-29 21:53:43 +01:00
Christoph Oelckers
e6efee61b1 - moved the last remaining function from gl_shadowmap.cpp elsewhere so that the file can be deleted. 2018-10-28 17:09:22 +01:00
Christoph Oelckers
54f46fdfee - moved most of FShadowMap to IShadowMap, except the main Update function. 2018-10-28 16:11:04 +01:00
Christoph Oelckers
b2776c9351 - moved lightbuffer files to hwrenderer. 2018-10-28 15:09:33 +01:00
Christoph Oelckers
5b7d3c91f9 - defaulted constructors and assignment operators of several trivial types. 2018-08-25 23:51:36 +02:00
Magnus Norddahl
31f29bbe8a - force model light to be attenuated 2018-05-25 19:23:47 +02:00
Christoph Oelckers
c0837f42bd - gl_system.h as well, in particular this has no place in hw_* files. 2018-05-16 23:34:52 +02:00
Christoph Oelckers
43b491ea33 - moved the global 'no dynamic lights' variable to FLevelLocals so that it is outside renderer specific data. 2018-05-03 21:27:45 +02:00
alexey.lysiuk
e9d84b8820 Fixed compilation of non-Windows targets
src/hwrenderer/dynlights/hw_aabbtree.h:45:2: error: no template named 'TArray'
src/hwrenderer/dynlights/hw_aabbtree.h:48:2: error: no template named 'TArray'
2018-04-29 16:12:33 +03:00
Christoph Oelckers
634b3cf413 - 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.
2018-04-29 11:00:34 +02:00
alexey.lysiuk
3212da8fcf Cleaned up #include's in dynamic lights code 2018-04-19 11:12:29 +03:00
Christoph Oelckers
c1ce6c90ca Moved gl_dynlight to hwrenderer because it does not depend on any direct renderer info. 2018-04-16 09:02:48 +02:00
Christoph Oelckers
60aebff4a1 - starting separation of hardware dependent and hardware independent code, starting with aabbtree, because it was easy. 2018-04-02 15:58:28 +02:00