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https://github.com/ZDoom/gzdoom.git
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224 lines
7.4 KiB
C++
224 lines
7.4 KiB
C++
/*
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** gl_lightbuffer.cpp
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** Buffer data maintenance for dynamic lights
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**
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**---------------------------------------------------------------------------
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** Copyright 2014 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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#include "gl/system/gl_system.h"
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#include "gl/shaders/gl_shader.h"
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#include "gl/dynlights/gl_lightbuffer.h"
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#include "gl/dynlights/gl_dynlight.h"
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#include "gl/system/gl_interface.h"
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#include "gl/utility//gl_clock.h"
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static const int INITIAL_BUFFER_SIZE = 160000; // This means 80000 lights per frame and 160000*16 bytes == 2.56 MB.
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float *mMap;
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FLightBuffer::FLightBuffer()
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{
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mBufferSize = INITIAL_BUFFER_SIZE;
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mByteSize = mBufferSize * sizeof(float);
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if (gl.flags & RFL_SHADER_STORAGE_BUFFER)
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{
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mBufferType = GL_SHADER_STORAGE_BUFFER;
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mBlockAlign = 0;
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mBlockSize = mBufferSize;
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}
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else
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{
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mBufferType = GL_UNIFORM_BUFFER;
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mBlockSize = gl.maxuniformblock / 16;
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if (mBlockSize > 2048) mBlockSize = 2048; // we don't really need a larger buffer
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mBlockAlign = mBlockSize / 2;
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}
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glGenBuffers(1, &mBufferId);
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glBindBufferBase(mBufferType, LIGHTBUF_BINDINGPOINT, mBufferId);
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glBindBuffer(mBufferType, mBufferId); // Note: Some older AMD drivers don't do that in glBindBufferBase, as they should.
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if (gl.flags & RFL_BUFFER_STORAGE)
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{
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glBufferStorage(mBufferType, mByteSize, NULL, GL_MAP_WRITE_BIT | GL_MAP_PERSISTENT_BIT | GL_MAP_COHERENT_BIT);
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mBufferPointer = (float*)glMapBufferRange(mBufferType, 0, mByteSize, GL_MAP_WRITE_BIT | GL_MAP_PERSISTENT_BIT | GL_MAP_COHERENT_BIT);
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}
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else
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{
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glBufferData(mBufferType, mByteSize, NULL, GL_DYNAMIC_DRAW);
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mBufferPointer = NULL;
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}
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Clear();
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mLastMappedIndex = UINT_MAX;
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}
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FLightBuffer::~FLightBuffer()
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{
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glBindBuffer(mBufferType, 0);
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glDeleteBuffers(1, &mBufferId);
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}
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void FLightBuffer::Clear()
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{
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mIndex = 0;
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mIndices.Clear();
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mUploadIndex = 0;
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}
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int FLightBuffer::UploadLights(FDynLightData &data)
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{
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int size0 = data.arrays[0].Size()/4;
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int size1 = data.arrays[1].Size()/4;
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int size2 = data.arrays[2].Size()/4;
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int totalsize = size0 + size1 + size2 + 1;
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// pointless type casting because some compilers can't print enough warnings.
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if (mBlockAlign > 0 && (unsigned int)totalsize + (mIndex % mBlockAlign) > mBlockSize)
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{
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mIndex = ((mIndex + mBlockAlign) / mBlockAlign) * mBlockAlign;
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// can't be rendered all at once.
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if ((unsigned int)totalsize > mBlockSize)
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{
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int diff = totalsize - (int)mBlockSize;
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size2 -= diff;
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if (size2 < 0)
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{
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size1 += size2;
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size2 = 0;
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}
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if (size1 < 0)
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{
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size0 += size1;
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size1 = 0;
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}
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totalsize = size0 + size1 + size2 + 1;
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}
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}
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if (totalsize <= 1) return -1;
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if (mIndex + totalsize > mBufferSize/4)
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{
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// reallocate the buffer with twice the size
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unsigned int newbuffer;
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// first unmap the old buffer
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glBindBuffer(mBufferType, mBufferId);
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glUnmapBuffer(mBufferType);
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// create and bind the new buffer, bind the old one to a copy target (too bad that DSA is not yet supported well enough to omit this crap.)
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glGenBuffers(1, &newbuffer);
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glBindBufferBase(mBufferType, LIGHTBUF_BINDINGPOINT, newbuffer);
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glBindBuffer(mBufferType, newbuffer); // Note: Some older AMD drivers don't do that in glBindBufferBase, as they should.
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glBindBuffer(GL_COPY_READ_BUFFER, mBufferId);
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// create the new buffer's storage (twice as large as the old one)
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mBufferSize *= 2;
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mByteSize *= 2;
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if (gl.flags & RFL_BUFFER_STORAGE)
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{
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glBufferStorage(mBufferType, mByteSize, NULL, GL_MAP_WRITE_BIT | GL_MAP_PERSISTENT_BIT | GL_MAP_COHERENT_BIT);
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mBufferPointer = (float*)glMapBufferRange(mBufferType, 0, mByteSize, GL_MAP_WRITE_BIT | GL_MAP_PERSISTENT_BIT | GL_MAP_COHERENT_BIT);
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}
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else
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{
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glBufferData(mBufferType, mByteSize, NULL, GL_DYNAMIC_DRAW);
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mBufferPointer = (float*)glMapBufferRange(mBufferType, 0, mByteSize, GL_MAP_WRITE_BIT|GL_MAP_INVALIDATE_BUFFER_BIT);
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}
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// copy contents and delete the old buffer.
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glCopyBufferSubData(GL_COPY_READ_BUFFER, mBufferType, 0, 0, mByteSize/2);
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glBindBuffer(GL_COPY_READ_BUFFER, 0);
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glDeleteBuffers(1, &mBufferId);
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mBufferId = newbuffer;
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}
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float *copyptr;
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assert(mBufferPointer != NULL);
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if (mBufferPointer == NULL) return -1;
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copyptr = mBufferPointer + mIndex * 4;
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float parmcnt[] = { 0, float(size0), float(size0 + size1), float(size0 + size1 + size2) };
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memcpy(©ptr[0], parmcnt, 4 * sizeof(float));
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memcpy(©ptr[4], &data.arrays[0][0], 4 * size0*sizeof(float));
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memcpy(©ptr[4 + 4*size0], &data.arrays[1][0], 4 * size1*sizeof(float));
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memcpy(©ptr[4 + 4*(size0 + size1)], &data.arrays[2][0], 4 * size2*sizeof(float));
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unsigned int bufferindex = mIndex;
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mIndex += totalsize;
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draw_dlight += (totalsize-1) / 2;
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return bufferindex;
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}
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void FLightBuffer::Begin()
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{
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if (!(gl.flags & RFL_BUFFER_STORAGE))
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{
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glBindBuffer(mBufferType, mBufferId);
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mBufferPointer = (float*)glMapBufferRange(mBufferType, 0, mByteSize, GL_MAP_WRITE_BIT);
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}
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}
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void FLightBuffer::Finish()
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{
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if (!(gl.flags & RFL_BUFFER_STORAGE))
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{
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glBindBuffer(mBufferType, mBufferId);
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glUnmapBuffer(mBufferType);
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mBufferPointer = NULL;
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}
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}
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int FLightBuffer::BindUBO(unsigned int index)
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{
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unsigned int offset = (index / mBlockAlign) * mBlockAlign;
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if (offset != mLastMappedIndex)
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{
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// this will only get called if a uniform buffer is used. For a shader storage buffer we only need to bind the buffer once at the start to all shader programs
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mLastMappedIndex = offset;
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glBindBufferRange(GL_UNIFORM_BUFFER, LIGHTBUF_BINDINGPOINT, mBufferId, offset*16, mBlockSize*16); // we go from counting vec4's to counting bytes here.
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}
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return (index - offset);
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}
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