mirror of
https://github.com/ZDoom/gzdoom.git
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243 lines
No EOL
7.2 KiB
C++
243 lines
No EOL
7.2 KiB
C++
/*
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** gl_dynlight1.cpp
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** dynamic light buffer for shader rendering
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**
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**---------------------------------------------------------------------------
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** Copyright 2009 Christoph Oelckers
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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** 4. When not used as part of GZDoom or a GZDoom derivative, this code will be
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** covered by the terms of the GNU Lesser General Public License as published
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** by the Free Software Foundation; either version 2.1 of the License, or (at
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** your option) any later version.
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** 5. Full disclosure of the entire project's source code, except for third
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** party libraries is mandatory. (NOTE: This clause is non-negotiable!)
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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*/
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#if 0 // unused for now. Code doesn't work
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#include "gl/system/gl_system.h"
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#include "c_dispatch.h"
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#include "p_local.h"
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#include "vectors.h"
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#include "g_level.h"
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#include "gl/system/gl_cvars.h"
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#include "gl/renderer/gl_renderer.h"
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#include "gl/renderer/gl_lightdata.h"
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#include "gl/data/gl_data.h"
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#include "gl/dynlights/gl_dynlight.h"
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#include "gl/dynlights/gl_lightbuffer.h"
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#include "gl/scene/gl_drawinfo.h"
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#include "gl/scene/gl_portal.h"
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#include "gl/shaders/gl_shader.h"
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#include "gl/textures/gl_material.h"
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//==========================================================================
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//
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//
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//
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//==========================================================================
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FLightBuffer::FLightBuffer()
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{
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gl.GenBuffers(1, &mIDbuf_RGB);
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gl.BindBuffer(GL_TEXTURE_BUFFER, mIDbuf_RGB);
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gl.GenBuffers(1, &mIDbuf_Position);
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gl.BindBuffer(GL_TEXTURE_BUFFER, mIDbuf_Position);
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glGenTextures(1, &mIDtex_RGB);
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glBindTexture(GL_TEXTURE_BUFFER, mIDtex_RGB);
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gl.TexBufferARB(GL_TEXTURE_BUFFER, GL_RGBA8, mIDbuf_RGB);
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glGenTextures(1, &mIDtex_Position);
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glBindTexture(GL_TEXTURE_BUFFER, mIDtex_Position);
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gl.TexBufferARB(GL_TEXTURE_BUFFER, GL_RGBA32F, mIDbuf_Position);
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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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FLightBuffer::~FLightBuffer()
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{
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gl.BindBuffer(GL_TEXTURE_BUFFER, 0);
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gl.DeleteBuffers(1, &mIDbuf_RGB);
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gl.DeleteBuffers(1, &mIDbuf_Position);
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glBindTexture(GL_TEXTURE_BUFFER, 0);
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glDeleteTextures(1, &mIDtex_RGB);
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glDeleteTextures(1, &mIDtex_Position);
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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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void FLightBuffer::BindTextures(int texunit1, int texunit2)
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{
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gl.ActiveTexture(texunit1);
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glBindTexture(GL_TEXTURE_BUFFER, mIDtex_RGB);
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gl.ActiveTexture(texunit2);
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glBindTexture(GL_TEXTURE_BUFFER, mIDtex_Position);
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gl.ActiveTexture(GL_TEXTURE0);
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}
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//==========================================================================
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//
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// This collects all currently actove
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//
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//==========================================================================
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void FLightBuffer::CollectLightSources()
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{
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if (gl_dynlight_shader && gl_lights && GLRenderer->mLightCount && gl_fixedcolormap == CM_DEFAULT)
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{
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TArray<FLightRGB> pLights(100);
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TArray<FLightPosition> pPos(100);
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TThinkerIterator<ADynamicLight> it(STAT_DLIGHT);
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ADynamicLight *light;
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while ((light = it.Next()) != NULL)
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{
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if (!(light->flags2 & MF2_DORMANT))
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{
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FLightRGB rgb;
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FLightPosition pos;
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rgb.R = light->GetRed();
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rgb.G = light->GetGreen();
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rgb.B = light->GetBlue();
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rgb.Type = (light->flags4 & MF4_SUBTRACTIVE)? 128 : (light->flags4 & MF4_ADDITIVE || foggy)? 255:0;
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pos.X = FIXED2FLOAT(light->x);
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pos.Y = FIXED2FLOAT(light->y);
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pos.Z = FIXED2FLOAT(light->z);
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pos.Distance = (light->GetRadius() * gl_lights_size);
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light->bufferindex = pPos.Size();
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pLights.Push(rgb);
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pPos.Push(pos);
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}
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else light->bufferindex = -1;
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}
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GLRenderer->mLightCount = pPos.Size();
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gl.BindBuffer(GL_TEXTURE_BUFFER, mIDbuf_RGB);
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gl.BufferData(GL_TEXTURE_BUFFER, pLights.Size() * sizeof (FLightRGB), &pLights[0], GL_STREAM_DRAW);
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gl.BindBuffer(GL_TEXTURE_BUFFER, mIDbuf_Position);
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gl.BufferData(GL_TEXTURE_BUFFER, pPos.Size() * sizeof (FLightPosition), &pPos[0], GL_STREAM_DRAW);
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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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//==========================================================================
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FLightIndexBuffer::FLightIndexBuffer()
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{
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gl.GenBuffers(1, &mIDBuffer);
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gl.BindBuffer(GL_TEXTURE_BUFFER, mIDBuffer);
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glGenTextures(1, &mIDTexture);
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glBindTexture(GL_TEXTURE_BUFFER, mIDTexture);
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gl.TexBufferARB(GL_TEXTURE_BUFFER, GL_R16UI, mIDBuffer);
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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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FLightIndexBuffer::~FLightIndexBuffer()
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{
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gl.BindBuffer(GL_TEXTURE_BUFFER, 0);
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gl.DeleteBuffers(1, &mIDBuffer);
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glBindTexture(GL_TEXTURE_BUFFER, 0);
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glDeleteTextures(1, &mIDTexture);
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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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void FLightIndexBuffer::AddLight(ADynamicLight *light)
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{
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if (light->bufferindex >= 0)
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{
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mBuffer.Push(light->bufferindex);
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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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//==========================================================================
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void FLightIndexBuffer::SendBuffer()
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{
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gl.BindBuffer(GL_TEXTURE_BUFFER, mIDBuffer);
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gl.BufferData(GL_TEXTURE_BUFFER, mBuffer.Size() * sizeof (short), &mBuffer[0], GL_STREAM_DRAW);
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gl.BindBuffer(GL_TEXTURE_BUFFER, 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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void FLightIndexBuffer::BindTexture(int texunit1)
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{
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gl.ActiveTexture(texunit1);
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glBindTexture(GL_TEXTURE_BUFFER, mIDTexture);
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gl.ActiveTexture(GL_TEXTURE0);
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}
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#endif
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