- use IDataBuffer for the shadow map generator's buffers.

This commit is contained in:
Christoph Oelckers 2018-10-28 15:59:20 +01:00
parent 926a918e0c
commit cc058f98a5
2 changed files with 21 additions and 45 deletions

View File

@ -54,9 +54,9 @@ void FShadowMap::Update()
GLRenderer->mShadowMapShader->Bind(NOQUEUE); GLRenderer->mShadowMapShader->Bind(NOQUEUE);
GLRenderer->mShadowMapShader->Uniforms->ShadowmapQuality = gl_shadowmap_quality; GLRenderer->mShadowMapShader->Uniforms->ShadowmapQuality = gl_shadowmap_quality;
GLRenderer->mShadowMapShader->Uniforms.Set(); GLRenderer->mShadowMapShader->Uniforms.Set();
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 4, mLightList); mLightList->BindBase();
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 2, mNodesBuffer); mNodesBuffer->BindBase();
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 3, mLinesBuffer); mLinesBuffer->BindBase();
glViewport(0, 0, gl_shadowmap_quality, 1024); glViewport(0, 0, gl_shadowmap_quality, 1024);
GLRenderer->RenderScreenQuad(); GLRenderer->RenderScreenQuad();
@ -64,10 +64,6 @@ void FShadowMap::Update()
const auto &viewport = screen->mScreenViewport; const auto &viewport = screen->mScreenViewport;
glViewport(viewport.left, viewport.top, viewport.width, viewport.height); 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); GLRenderer->mBuffers->BindShadowMapTexture(16);
FGLDebug::PopGroup(); FGLDebug::PopGroup();
@ -75,56 +71,34 @@ void FShadowMap::Update()
UpdateCycles.Unclock(); UpdateCycles.Unclock();
} }
void FShadowMap::UploadLights() void FShadowMap::UploadLights()
{ {
CollectLights(); CollectLights();
if (mLightList == 0) if (mLightList == nullptr)
glGenBuffers(1, (GLuint*)&mLightList); mLightList = screen->CreateDataBuffer(4, true);
int oldBinding = 0; mLightList->SetData(sizeof(float) * mLights.Size(), &mLights[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);
} }
void FShadowMap::UploadAABBTree() void FShadowMap::UploadAABBTree()
{ {
if (!ValidateAABBTree()) if (!ValidateAABBTree())
{ {
int oldBinding = 0; mNodesBuffer = screen->CreateDataBuffer(2, true);
glGetIntegerv(GL_SHADER_STORAGE_BUFFER_BINDING, &oldBinding); mNodesBuffer->SetData(sizeof(hwrenderer::AABBTreeNode) * mAABBTree->nodes.Size(), &mAABBTree->nodes[0]);
glGenBuffers(1, (GLuint*)&mNodesBuffer); mLinesBuffer = screen->CreateDataBuffer(3, true);
glBindBuffer(GL_SHADER_STORAGE_BUFFER, mNodesBuffer); mLinesBuffer->SetData(sizeof(hwrenderer::AABBTreeLine) * mAABBTree->lines.Size(), &mAABBTree->lines[0]);
glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(hwrenderer::AABBTreeNode) * mAABBTree->nodes.Size(), &mAABBTree->nodes[0], GL_STATIC_DRAW);
glGenBuffers(1, (GLuint*)&mLinesBuffer);
glBindBuffer(GL_SHADER_STORAGE_BUFFER, mLinesBuffer);
glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(hwrenderer::AABBTreeLine) * mAABBTree->lines.Size(), &mAABBTree->lines[0], GL_STATIC_DRAW);
glBindBuffer(GL_SHADER_STORAGE_BUFFER, oldBinding);
} }
} }
void FShadowMap::Clear() void FShadowMap::Clear()
{ {
if (mLightList != 0) if (mLightList) delete mLightList;
{ if (mNodesBuffer) delete mNodesBuffer;
glDeleteBuffers(1, (GLuint*)&mLightList); if (mLinesBuffer) delete mLinesBuffer;
mLightList = 0;
}
if (mNodesBuffer != 0)
{
glDeleteBuffers(1, (GLuint*)&mNodesBuffer);
mNodesBuffer = 0;
}
if (mLinesBuffer != 0)
{
glDeleteBuffers(1, (GLuint*)&mLinesBuffer);
mLinesBuffer = 0;
}
} }

View File

@ -3,6 +3,8 @@
#include "hwrenderer/dynlights/hw_shadowmap.h" #include "hwrenderer/dynlights/hw_shadowmap.h"
class IDataBuffer;
class FShadowMap : public IShadowMap class FShadowMap : public IShadowMap
{ {
public: public:
@ -22,9 +24,9 @@ private:
void UploadLights(); void UploadLights();
// OpenGL storage buffer with the list of lights in the shadow map texture // OpenGL storage buffer with the list of lights in the shadow map texture
int mLightList = 0; IDataBuffer *mLightList = nullptr;
// OpenGL storage buffers for the AABB tree // OpenGL storage buffers for the AABB tree
int mNodesBuffer = 0; IDataBuffer *mNodesBuffer = nullptr;
int mLinesBuffer = 0; IDataBuffer *mLinesBuffer = nullptr;
}; };