Add class updating and managing the shadow map texture

This commit is contained in:
Magnus Norddahl 2017-03-01 04:05:54 +01:00
parent 6363c6cf58
commit 7a4b01471d
6 changed files with 91 additions and 3 deletions

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@ -940,6 +940,7 @@ set( FASTMATH_SOURCES
gl/dynlights/gl_dynlight1.cpp
gl/dynlights/gl_lightbuffer.cpp
gl/dynlights/gl_lightbsp.cpp
gl/dynlights/gl_shadowmap.cpp
gl/shaders/gl_shader.cpp
gl/shaders/gl_texshader.cpp
gl/shaders/gl_shaderprogram.cpp

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@ -0,0 +1,65 @@
//
//---------------------------------------------------------------------------
// 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/shaders/gl_shadowmapshader.h"
#include "r_state.h"
void FShadowMap::Clear()
{
mLightBSP.Clear();
}
void FShadowMap::Update()
{
TThinkerIterator<ADynamicLight> it(STAT_DLIGHT);
while (true)
{
ADynamicLight *light = it.Next();
if (!light) break;
}
FGLDebug::PushGroup("ShadowMap");
FGLPostProcessState savedState;
GLRenderer->mShadowMapShader->Bind();
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 2, mLightBSP.GetNodesBuffer());
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 3, mLightBSP.GetSegsBuffer());
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, 2, 0);
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 3, 0);
FGLDebug::PopGroup();
}

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@ -0,0 +1,20 @@
#pragma once
#include "gl/dynlights/gl_lightbsp.h"
class FShadowMap
{
public:
FShadowMap() { }
~FShadowMap() { Clear(); }
void Clear();
void Update();
private:
FLightBSP mLightBSP;
FShadowMap(const FShadowMap &) = delete;
FShadowMap &operator=(FShadowMap &) = delete;
};

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@ -6,7 +6,7 @@
#include "vectors.h"
#include "r_renderer.h"
#include "gl/data/gl_matrix.h"
#include "gl/dynlights/gl_lightbsp.h"
#include "gl/dynlights/gl_shadowmap.h"
struct particle_t;
class FCanvasTexture;
@ -126,7 +126,7 @@ public:
FPresent3DRowShader *mPresent3dRowShader;
FShadowMapShader *mShadowMapShader;
FLightBSP mLightBSP;
FShadowMap mShadowMap;
FTexture *gllight;
FTexture *glpart2;

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@ -950,6 +950,8 @@ void FGLRenderer::RenderView (player_t* player)
TThinkerIterator<ADynamicLight> it(STAT_DLIGHT);
GLRenderer->mLightCount = ((it.Next()) != NULL);
GLRenderer->mShadowMap.Update();
sector_t * viewsector = RenderViewpoint(player->camera, NULL, FieldOfView.Degrees, ratio, fovratio, true, true);
All.Unclock();

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@ -112,5 +112,5 @@ float rayTest(vec2 from, vec2 to)
void main()
{
FragColor = vec4(rayTest(vec2(0.0, 0.0), vec2(1.0, 1.0));
FragColor = vec4(rayTest(vec2(0.0, 0.0), vec2(1.0, 1.0)));
}