qzdoom/src/gl/dynlights/gl_shadowmap.cpp

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//
//---------------------------------------------------------------------------
// 1D dynamic shadow maps
// Copyright(C) 2017 Magnus Norddahl
// All rights reserved.
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Lesser General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU Lesser General Public License for more details.
//
// You should have received a copy of the GNU Lesser General Public License
// along with this program. If not, see http://www.gnu.org/licenses/
//
//--------------------------------------------------------------------------
//
#include "gl/system/gl_system.h"
#include "gl/shaders/gl_shader.h"
#include "gl/dynlights/gl_shadowmap.h"
#include "gl/dynlights/gl_dynlight.h"
#include "gl/system/gl_interface.h"
#include "gl/system/gl_debug.h"
#include "gl/renderer/gl_renderer.h"
#include "gl/renderer/gl_postprocessstate.h"
#include "gl/renderer/gl_renderbuffers.h"
#include "gl/shaders/gl_shadowmapshader.h"
#include "r_state.h"
void FShadowMap::Clear()
{
if (mLightList != 0)
{
glDeleteBuffers(1, (GLuint*)&mLightList);
mLightList = 0;
}
mLightBSP.Clear();
}
void FShadowMap::Update()
{
UploadLights();
FGLDebug::PushGroup("ShadowMap");
FGLPostProcessState savedState;
GLRenderer->mBuffers->BindShadowMapFB();
GLRenderer->mShadowMapShader->Bind();
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 4, mLightList);
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 2, mLightBSP.GetNodesBuffer());
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 3, mLightBSP.GetLinesBuffer());
glViewport(0, 0, 1024, 1024);
GLRenderer->RenderScreenQuad();
const auto &viewport = GLRenderer->mScreenViewport;
glViewport(viewport.left, viewport.top, viewport.width, viewport.height);
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 4, 0);
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 2, 0);
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 3, 0);
GLRenderer->mBuffers->BindShadowMapTexture(16);
FGLDebug::PopGroup();
}
void FShadowMap::UploadLights()
{
mLights.Clear();
mLightToShadowmap.Clear(mLightToShadowmap.CountUsed() * 2); // To do: allow clearing a TMap while building up a reserve
TThinkerIterator<ADynamicLight> it(STAT_DLIGHT);
while (true)
{
ADynamicLight *light = it.Next();
if (!light) break;
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mLightToShadowmap[light] = mLights.Size() / 4;
mLights.Push(light->X());
mLights.Push(light->Y());
mLights.Push(light->Z());
mLights.Push(light->GetRadius());
if (mLights.Size() == 1024) // Only 1024 lights for now
break;
}
while (mLights.Size() < 1024 * 4)
mLights.Push(0.0f);
if (mLightList == 0)
glGenBuffers(1, (GLuint*)&mLightList);
int oldBinding = 0;
glGetIntegerv(GL_SHADER_STORAGE_BUFFER_BINDING, &oldBinding);
glBindBuffer(GL_SHADER_STORAGE_BUFFER, mLightList);
glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(float) * mLights.Size(), &mLights[0], GL_STATIC_DRAW);
glBindBuffer(GL_SHADER_STORAGE_BUFFER, oldBinding);
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}
bool FShadowMap::ShadowTest(ADynamicLight *light, const DVector3 &pos)
{
return mLightBSP.ShadowTest(light->Pos(), pos);
}