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

View file

@ -3,6 +3,8 @@
#include "hwrenderer/dynlights/hw_shadowmap.h"
class IDataBuffer;
class FShadowMap : public IShadowMap
{
public:
@ -22,9 +24,9 @@ private:
void UploadLights();
// 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
int mNodesBuffer = 0;
int mLinesBuffer = 0;
IDataBuffer *mNodesBuffer = nullptr;
IDataBuffer *mLinesBuffer = nullptr;
};