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https://github.com/ZDoom/qzdoom.git
synced 2024-11-11 07:11:54 +00:00
- use IDataBuffer for the shadow map generator's buffers.
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926a918e0c
commit
cc058f98a5
2 changed files with 21 additions and 45 deletions
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@ -54,9 +54,9 @@ void FShadowMap::Update()
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GLRenderer->mShadowMapShader->Bind(NOQUEUE);
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GLRenderer->mShadowMapShader->Bind(NOQUEUE);
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GLRenderer->mShadowMapShader->Uniforms->ShadowmapQuality = gl_shadowmap_quality;
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GLRenderer->mShadowMapShader->Uniforms->ShadowmapQuality = gl_shadowmap_quality;
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GLRenderer->mShadowMapShader->Uniforms.Set();
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GLRenderer->mShadowMapShader->Uniforms.Set();
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 4, mLightList);
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mLightList->BindBase();
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 2, mNodesBuffer);
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mNodesBuffer->BindBase();
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 3, mLinesBuffer);
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mLinesBuffer->BindBase();
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glViewport(0, 0, gl_shadowmap_quality, 1024);
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glViewport(0, 0, gl_shadowmap_quality, 1024);
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GLRenderer->RenderScreenQuad();
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GLRenderer->RenderScreenQuad();
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@ -64,10 +64,6 @@ void FShadowMap::Update()
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const auto &viewport = screen->mScreenViewport;
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const auto &viewport = screen->mScreenViewport;
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glViewport(viewport.left, viewport.top, viewport.width, viewport.height);
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glViewport(viewport.left, viewport.top, viewport.width, viewport.height);
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 4, 0);
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 2, 0);
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 3, 0);
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GLRenderer->mBuffers->BindShadowMapTexture(16);
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GLRenderer->mBuffers->BindShadowMapTexture(16);
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FGLDebug::PopGroup();
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FGLDebug::PopGroup();
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@ -75,56 +71,34 @@ void FShadowMap::Update()
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UpdateCycles.Unclock();
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UpdateCycles.Unclock();
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}
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}
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void FShadowMap::UploadLights()
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void FShadowMap::UploadLights()
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{
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{
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CollectLights();
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CollectLights();
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if (mLightList == 0)
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if (mLightList == nullptr)
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glGenBuffers(1, (GLuint*)&mLightList);
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mLightList = screen->CreateDataBuffer(4, true);
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int oldBinding = 0;
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mLightList->SetData(sizeof(float) * mLights.Size(), &mLights[0]);
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glGetIntegerv(GL_SHADER_STORAGE_BUFFER_BINDING, &oldBinding);
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glBindBuffer(GL_SHADER_STORAGE_BUFFER, mLightList);
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glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(float) * mLights.Size(), &mLights[0], GL_STATIC_DRAW);
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glBindBuffer(GL_SHADER_STORAGE_BUFFER, oldBinding);
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}
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}
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void FShadowMap::UploadAABBTree()
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void FShadowMap::UploadAABBTree()
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{
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{
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if (!ValidateAABBTree())
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if (!ValidateAABBTree())
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{
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{
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int oldBinding = 0;
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mNodesBuffer = screen->CreateDataBuffer(2, true);
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glGetIntegerv(GL_SHADER_STORAGE_BUFFER_BINDING, &oldBinding);
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mNodesBuffer->SetData(sizeof(hwrenderer::AABBTreeNode) * mAABBTree->nodes.Size(), &mAABBTree->nodes[0]);
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glGenBuffers(1, (GLuint*)&mNodesBuffer);
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mLinesBuffer = screen->CreateDataBuffer(3, true);
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glBindBuffer(GL_SHADER_STORAGE_BUFFER, mNodesBuffer);
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mLinesBuffer->SetData(sizeof(hwrenderer::AABBTreeLine) * mAABBTree->lines.Size(), &mAABBTree->lines[0]);
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glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(hwrenderer::AABBTreeNode) * mAABBTree->nodes.Size(), &mAABBTree->nodes[0], GL_STATIC_DRAW);
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glGenBuffers(1, (GLuint*)&mLinesBuffer);
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glBindBuffer(GL_SHADER_STORAGE_BUFFER, mLinesBuffer);
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glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(hwrenderer::AABBTreeLine) * mAABBTree->lines.Size(), &mAABBTree->lines[0], GL_STATIC_DRAW);
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glBindBuffer(GL_SHADER_STORAGE_BUFFER, oldBinding);
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}
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}
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}
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}
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void FShadowMap::Clear()
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void FShadowMap::Clear()
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{
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{
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if (mLightList != 0)
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if (mLightList) delete mLightList;
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{
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if (mNodesBuffer) delete mNodesBuffer;
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glDeleteBuffers(1, (GLuint*)&mLightList);
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if (mLinesBuffer) delete mLinesBuffer;
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mLightList = 0;
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}
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}
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if (mNodesBuffer != 0)
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{
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glDeleteBuffers(1, (GLuint*)&mNodesBuffer);
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mNodesBuffer = 0;
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}
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if (mLinesBuffer != 0)
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{
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glDeleteBuffers(1, (GLuint*)&mLinesBuffer);
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mLinesBuffer = 0;
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}
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}
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@ -3,6 +3,8 @@
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#include "hwrenderer/dynlights/hw_shadowmap.h"
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#include "hwrenderer/dynlights/hw_shadowmap.h"
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class IDataBuffer;
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class FShadowMap : public IShadowMap
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class FShadowMap : public IShadowMap
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{
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{
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public:
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public:
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@ -22,9 +24,9 @@ private:
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void UploadLights();
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void UploadLights();
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// OpenGL storage buffer with the list of lights in the shadow map texture
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// OpenGL storage buffer with the list of lights in the shadow map texture
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int mLightList = 0;
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IDataBuffer *mLightList = nullptr;
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// OpenGL storage buffers for the AABB tree
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// OpenGL storage buffers for the AABB tree
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int mNodesBuffer = 0;
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IDataBuffer *mNodesBuffer = nullptr;
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int mLinesBuffer = 0;
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IDataBuffer *mLinesBuffer = nullptr;
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};
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};
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