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https://github.com/ZDoom/qzdoom.git
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108 lines
No EOL
3.2 KiB
C++
108 lines
No EOL
3.2 KiB
C++
//
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//---------------------------------------------------------------------------
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// 1D dynamic shadow maps
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// Copyright(C) 2017 Magnus Norddahl
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// All rights reserved.
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Lesser General Public License as published by
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// the Free Software Foundation, either version 3 of the License, or
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// (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU Lesser General Public License for more details.
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//
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// You should have received a copy of the GNU Lesser General Public License
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// along with this program. If not, see http://www.gnu.org/licenses/
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//
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//--------------------------------------------------------------------------
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//
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#include "gl/system/gl_system.h"
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#include "gl/shaders/gl_shader.h"
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#include "gl/dynlights/gl_shadowmap.h"
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#include "gl/dynlights/gl_dynlight.h"
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#include "gl/system/gl_interface.h"
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#include "gl/system/gl_debug.h"
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#include "gl/renderer/gl_renderer.h"
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#include "gl/renderer/gl_postprocessstate.h"
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#include "gl/renderer/gl_renderbuffers.h"
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#include "gl/shaders/gl_shadowmapshader.h"
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#include "r_state.h"
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void FShadowMap::Clear()
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{
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if (mLightList != 0)
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{
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glDeleteBuffers(1, (GLuint*)&mLightList);
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mLightList = 0;
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}
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mLightBSP.Clear();
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}
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void FShadowMap::Update()
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{
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UploadLights();
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FGLDebug::PushGroup("ShadowMap");
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FGLPostProcessState savedState;
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GLRenderer->mBuffers->BindShadowMapFB();
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GLRenderer->mShadowMapShader->Bind();
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 4, mLightList);
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 2, mLightBSP.GetNodesBuffer());
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 3, mLightBSP.GetSegsBuffer());
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glViewport(0, 0, 1024, 1024);
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GLRenderer->RenderScreenQuad();
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const auto &viewport = GLRenderer->mScreenViewport;
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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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FGLDebug::PopGroup();
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}
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void FShadowMap::UploadLights()
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{
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mLights.Clear();
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mLightToShadowmap.Clear(mLightToShadowmap.CountUsed() * 2); // To do: allow clearing a TMap while building up a reserve
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TThinkerIterator<ADynamicLight> it(STAT_DLIGHT);
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while (true)
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{
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ADynamicLight *light = it.Next();
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if (!light) break;
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mLightToShadowmap[light] = mLights.Size() / 4;
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mLights.Push(light->X());
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mLights.Push(light->Y());
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mLights.Push(light->Z());
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mLights.Push(light->GetRadius());
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if (mLights.Size() == 1024) // Only 1024 lights for now
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break;
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}
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while (mLights.Size() < 1024 * 4)
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mLights.Push(0.0f);
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if (mLightList == 0)
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glGenBuffers(1, (GLuint*)&mLightList);
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int oldBinding = 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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} |