gzdoom/src/gl/dynlights/gl_lightbuffer.cpp

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7.2 KiB
C++

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