/* ** gl_lightbuffer.cpp ** Buffer data maintenance for dynamic lights ** **--------------------------------------------------------------------------- ** Copyright 2014 Christoph Oelckers ** All rights reserved. ** ** Redistribution and use in source and binary forms, with or without ** modification, are permitted provided that the following conditions ** are met: ** ** 1. Redistributions of source code must retain the above copyright ** notice, this list of conditions and the following disclaimer. ** 2. Redistributions in binary form must reproduce the above copyright ** notice, this list of conditions and the following disclaimer in the ** documentation and/or other materials provided with the distribution. ** 3. The name of the author may not be used to endorse or promote products ** derived from this software without specific prior written permission. ** 4. When not used as part of GZDoom or a GZDoom derivative, this code will be ** covered by the terms of the GNU Lesser General Public License as published ** by the Free Software Foundation; either version 2.1 of the License, or (at ** your option) any later version. ** 5. Full disclosure of the entire project's source code, except for third ** party libraries is mandatory. (NOTE: This clause is non-negotiable!) ** ** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR ** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES ** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. ** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT, ** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT ** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, ** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY ** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT ** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF ** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. **--------------------------------------------------------------------------- ** */ #include "gl/system/gl_system.h" #include "gl/shaders/gl_shader.h" #include "gl/dynlights/gl_lightbuffer.h" #include "gl/dynlights/gl_dynlight.h" #include "gl/system/gl_interface.h" #include "gl/utility//gl_clock.h" static const int BUFFER_SIZE = 160000; // This means 80000 lights per frame and 160000*16 bytes == 2.56 MB. FLightBuffer::FLightBuffer() { if (gl.flags & RFL_SHADER_STORAGE_BUFFER) { mBufferType = GL_SHADER_STORAGE_BUFFER; mBlockAlign = 0; } else { mBufferType = GL_UNIFORM_BUFFER; mBlockSize = 2048;// gl.maxuniformblock / 4 - 100; mBlockAlign = 1024;// ((mBlockSize * 2) & ~(gl.uniformblockalignment - 1)) / 4; // count in vec4's } glGenBuffers(1, &mBufferId); glBindBuffer(mBufferType, mBufferId); unsigned int bytesize = BUFFER_SIZE * 4 * sizeof(float); glBufferStorage(mBufferType, bytesize, NULL, GL_MAP_WRITE_BIT | GL_MAP_PERSISTENT_BIT | GL_MAP_COHERENT_BIT); void *map = glMapBufferRange(mBufferType, 0, bytesize, GL_MAP_WRITE_BIT | GL_MAP_PERSISTENT_BIT | GL_MAP_COHERENT_BIT); mBufferPointer = (float*)map; glBindBufferBase(mBufferType, LIGHTBUF_BINDINGPOINT, mBufferId); Clear(); mLastMappedIndex = UINT_MAX; } FLightBuffer::~FLightBuffer() { glBindBuffer(mBufferType, 0); glDeleteBuffers(1, &mBufferId); } void FLightBuffer::Clear() { mIndex = 0; mBufferArray.Clear(); } int FLightBuffer::UploadLights(FDynLightData &data) { int size0 = data.arrays[0].Size()/4; int size1 = data.arrays[1].Size()/4; int size2 = data.arrays[2].Size()/4; int totalsize = size0 + size1 + size2 + 1; if (totalsize <= 1) return -1; if (mIndex + totalsize > BUFFER_SIZE) { return -1; // we ran out of space. All following lights will be ignored } float *copyptr; copyptr = mBufferPointer + mIndex * 4; float parmcnt[] = { 0, size0, size0 + size1, size0 + size1 + size2 }; memcpy(©ptr[0], parmcnt, 4 * sizeof(float)); memcpy(©ptr[4], &data.arrays[0][0], 4 * size0*sizeof(float)); memcpy(©ptr[4 + 4*size0], &data.arrays[1][0], 4 * size1*sizeof(float)); memcpy(©ptr[4 + 4*(size0 + size1)], &data.arrays[2][0], 4 * size2*sizeof(float)); unsigned int bufferindex = mIndex; mIndex += totalsize; draw_dlight += (totalsize-1) / 2; return bufferindex; } void FLightBuffer::Finish() { Clear(); } int FLightBuffer::BindUBO(unsigned int index) { unsigned int offset = (index / mBlockAlign) * mBlockAlign; if (offset != mLastMappedIndex) { // this will only get called if a uniform buffer is used. For a shader storage buffer we only need to bind the buffer once at the start to all shader programs mLastMappedIndex = offset; glBindBufferRange(GL_UNIFORM_BUFFER, LIGHTBUF_BINDINGPOINT, mBufferId, offset*16, mBlockSize*16); // we go from counting vec4's to counting bytes here. } return (index - offset); }