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https://github.com/ZDoom/raze-gles.git
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Shadows.
git-svn-id: https://svn.eduke32.com/eduke32@1268 1a8010ca-5511-0410-912e-c29ae57300e0
This commit is contained in:
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b2e3b85e6d
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ed3198b65f
2 changed files with 157 additions and 30 deletions
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@ -54,6 +54,7 @@ typedef enum {
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PR_BIT_DIFFUSE_MODULATION,
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PR_BIT_DIFFUSE_MIRROR_MAP,
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PR_BIT_DIFFUSE_GLOW_MAP,
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PR_BIT_SHADOW_MAP,
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PR_BIT_SPOT_LIGHT,
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PR_BIT_POINT_LIGHT,
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PR_BIT_FOOTER, // must be just before last
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@ -102,6 +103,9 @@ typedef struct s_prrograminfo {
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GLint uniform_mirrorMap;
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// PR_BIT_DIFFUSE_GLOW_MAP
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GLint uniform_glowMap;
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// PR_BIT_SHADOW_MAP
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GLint uniform_shadowMap;
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GLint uniform_shadowProjMatrix;
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// PR_BIT_SPOT_LIGHT
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GLint uniform_spotDir;
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GLint uniform_spotRadius;
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@ -132,13 +136,16 @@ typedef struct s_prlight {
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GLfloat proj[16];
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GLfloat transform[16];
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float frustum[5 * 4];
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int32_t rtindex;
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} _prlight;
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// RENDER TARGETS
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typedef struct s_prrt {
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GLenum target;
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GLuint color;
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GLuint z;
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GLuint fbo;
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int32_t xdim, ydim;
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} _prrt;
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// BUILD DATA
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@ -286,6 +293,7 @@ static void polymer_compileprogram(int32_t programbits);
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// LIGHTS
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static int32_t polymer_planeinlight(_prplane* plane, _prlight* light);
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static void polymer_culllight(char lightindex);
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static void polymer_prepareshadows(void);
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// RENDER TARGETS
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static void polymer_initrendertargets(int32_t count);
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@ -124,6 +124,15 @@ _prlight prlights[PR_MAXLIGHTS];
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int32_t lightcount;
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int32_t curlight;
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GLfloat shadowBias[] =
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{
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0.5, 0.0, 0.0, 0.0,
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0.0, 0.5, 0.0, 0.0,
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0.0, 0.0, 0.5, 0.0,
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0.5, 0.5, 0.5, 1.0
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};
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// MATERIALS
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_prprogrambit prprogrambits[PR_BIT_COUNT] = {
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{
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@ -288,6 +297,21 @@ _prprogrambit prprogrambits[PR_BIT_COUNT] = {
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" result = vec4((result.rgb * (1.0 - glowTexel.a)) + (glowTexel.rgb * glowTexel.a), result.a);\n"
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"\n",
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},
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{
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1 << PR_BIT_SHADOW_MAP,
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// vert_def
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"uniform mat4 shadowProjMatrix;\n"
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"\n",
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// vert_prog
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" gl_TexCoord[texCoord++] = shadowProjMatrix * curVertex;\n"
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"\n",
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// frag_def
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"uniform sampler2DShadow shadowMap;\n"
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"\n",
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// frag_prog
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" shadowResult = shadow2DProj(shadowMap, gl_TexCoord[texCoord++]).a;\n"
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"\n",
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},
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{
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1 << PR_BIT_SPOT_LIGHT,
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// vert_def
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@ -367,7 +391,7 @@ _prprogrambit prprogrambits[PR_BIT_COUNT] = {
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" E = normalize(eyeVector);\n"
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" R = reflect(-L, N);\n"
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"\n"
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" lightDiffuse = diffuseTexel.a * gl_Color.a * diffuseTexel.rgb *\n"
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" lightDiffuse = diffuseTexel.a * gl_Color.a * diffuseTexel.rgb * shadowResult *\n"
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" gl_LightSource[0].diffuse.rgb * lightAttenuation * spotAttenuation;\n"
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" result += vec4(lightDiffuse * NdotL, 0.0);\n"
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"\n"
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@ -402,6 +426,7 @@ _prprogrambit prprogrambits[PR_BIT_COUNT] = {
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" int isSpotLight = 0;\n"
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" vec3 spotVector;\n"
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" vec2 spotCosRadius;\n"
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" float shadowResult = 1;\n"
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"\n",
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// frag_prog
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" gl_FragColor = result;\n"
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@ -581,6 +606,9 @@ void polymer_drawrooms(int32_t daposx, int32_t daposy, int32_t da
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pos[1] = -(float)(daposz) / 16.0f;
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pos[2] = -daposx;
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depth = 0;
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polymer_prepareshadows();
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bglMatrixMode(GL_MODELVIEW);
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bglLoadIdentity();
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@ -648,7 +676,6 @@ void polymer_drawrooms(int32_t daposx, int32_t daposy, int32_t da
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rootsectnum = dacursectnum;
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// GO!
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depth = 0;
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polymer_displayrooms(dacursectnum);
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curmodelviewmatrix = rootmodelviewmatrix;
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@ -962,6 +989,8 @@ void polymer_addlight(_prlight light)
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bglPopMatrix();
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polymer_extractfrustum(prlights[lightcount].transform, prlights[lightcount].proj, prlights[lightcount].frustum);
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prlights[lightcount].rtindex = -1;
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}
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polymer_culllight(lightcount);
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@ -984,6 +1013,7 @@ static void polymer_displayrooms(int16_t dacursectnum)
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GLuint queryid[MAXWALLS];
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int16_t drawingstate[MAXSECTORS];
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GLfloat localmodelviewmatrix[16];
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GLfloat localprojectionmatrix[16];
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float frustum[5 * 4];
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int32_t localspritesortcnt;
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spritetype localtsprite[MAXSPRITESONSCREEN];
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@ -994,15 +1024,11 @@ static void polymer_displayrooms(int16_t dacursectnum)
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GLdouble plane[4];
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float coeff;
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if (depth)
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{
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curmodelviewmatrix = localmodelviewmatrix;
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bglGetFloatv(GL_MODELVIEW_MATRIX, localmodelviewmatrix);
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}
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else
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curmodelviewmatrix = rootmodelviewmatrix;
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curmodelviewmatrix = localmodelviewmatrix;
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bglGetFloatv(GL_MODELVIEW_MATRIX, localmodelviewmatrix);
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bglGetFloatv(GL_PROJECTION_MATRIX, localprojectionmatrix);
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polymer_extractfrustum(curmodelviewmatrix, projectionmatrix, frustum);
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polymer_extractfrustum(localmodelviewmatrix, localprojectionmatrix, frustum);
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memset(querydelay, 0, sizeof(int16_t) * MAXSECTORS);
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memset(queryid, 0, sizeof(GLuint) * MAXWALLS);
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@ -3106,8 +3132,12 @@ static int32_t polymer_bindmaterial(_prmaterial material, char* lights, int
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if (lightcount) {
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programbits |= prprogrambits[PR_BIT_POINT_LIGHT].bit;
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// PR_BIT_SPOT_LIGHT
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if (prlights[lights[curlight]].radius)
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if (prlights[lights[curlight]].radius) {
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programbits |= prprogrambits[PR_BIT_SPOT_LIGHT].bit;
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// PR_BIT_SHADOW_MAP
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if (prlights[lights[curlight]].rtindex != -1)
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programbits |= prprogrambits[PR_BIT_SHADOW_MAP].bit;
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}
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}
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// material override
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@ -3256,6 +3286,28 @@ static int32_t polymer_bindmaterial(_prmaterial material, char* lights, int
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bglUniform3fvARB(prprograms[programbits].uniform_spotDir, 1, dir);
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bglUniform2fvARB(prprograms[programbits].uniform_spotRadius, 1, indir);
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// PR_BIT_SHADOW_MAP
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if (programbits & prprogrambits[PR_BIT_SHADOW_MAP].bit)
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{
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GLfloat matrix[16];
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bglMatrixMode(GL_TEXTURE);
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bglLoadMatrixf(shadowBias);
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bglMultMatrixf(prlights[lights[curlight]].proj);
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bglMultMatrixf(prlights[lights[curlight]].transform);
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bglGetFloatv(GL_TEXTURE_MATRIX, matrix);
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bglLoadIdentity();
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bglMatrixMode(GL_MODELVIEW);
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bglActiveTextureARB(texunit + GL_TEXTURE0_ARB);
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bglBindTexture(prrts[prlights[lights[curlight]].rtindex].target, prrts[prlights[lights[curlight]].rtindex].z);
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bglUniform1iARB(prprograms[programbits].uniform_shadowMap, texunit);
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bglUniformMatrix4fvARB(prprograms[programbits].uniform_shadowProjMatrix, 1, GL_FALSE, matrix);
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texunit++;
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}
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}
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range[0] = prlights[lights[curlight]].range / 1000.0f;
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@ -3414,6 +3466,13 @@ static void polymer_compileprogram(int32_t programbits)
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prprograms[programbits].uniform_glowMap = bglGetUniformLocationARB(program, "glowMap");
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}
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// PR_BIT_SHADOW_MAP
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if (programbits & prprogrambits[PR_BIT_SHADOW_MAP].bit)
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{
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prprograms[programbits].uniform_shadowMap = bglGetUniformLocationARB(program, "shadowMap");
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prprograms[programbits].uniform_shadowProjMatrix = bglGetUniformLocationARB(program, "shadowProjMatrix");
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}
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// PR_BIT_SPOT_LIGHT
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if (programbits & prprogrambits[PR_BIT_SPOT_LIGHT].bit)
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{
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@ -3529,6 +3588,49 @@ static void polymer_culllight(char lightindex)
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}
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}
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static void polymer_prepareshadows(void)
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{
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int32_t i, j;
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i = j = 0;
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while ((i < lightcount) && (j < 1))
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{
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if (prlights[i].radius)
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{
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prlights[i].rtindex = j + 1;
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bglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, prrts[prlights[i].rtindex].fbo);
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bglPushAttrib(GL_VIEWPORT_BIT);
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bglViewport(0, 0, prrts[prlights[i].rtindex].xdim, prrts[prlights[i].rtindex].ydim);
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bglClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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bglMatrixMode(GL_PROJECTION);
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bglPushMatrix();
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bglLoadMatrixf(prlights[i].proj);
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bglMatrixMode(GL_MODELVIEW);
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bglLoadMatrixf(prlights[i].transform);
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bglEnable(GL_POLYGON_OFFSET_FILL);
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bglPolygonOffset(15, 15);
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polymer_displayrooms(prlights[i].sector);
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bglDisable(GL_POLYGON_OFFSET_FILL);
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bglMatrixMode(GL_PROJECTION);
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bglPopMatrix();
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bglPopAttrib();
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bglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
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j++;
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}
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i++;
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}
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}
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// RENDER TARGETS
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static void polymer_initrendertargets(int32_t count)
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{
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@ -3539,39 +3641,56 @@ static void polymer_initrendertargets(int32_t count)
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i = 0;
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while (i < count)
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{
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bglGenTextures(1, &prrts[i].color);
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bglBindTexture(GL_TEXTURE_RECTANGLE, prrts[i].color);
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if (!i) {
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prrts[i].target = GL_TEXTURE_RECTANGLE;
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prrts[i].xdim = xdim;
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prrts[i].ydim = ydim;
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bglCopyTexImage2D(GL_TEXTURE_RECTANGLE, 0, GL_RGBA, 0, 0, xdim, ydim, 0);
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bglTexParameteri(GL_TEXTURE_RECTANGLE, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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bglTexParameteri(GL_TEXTURE_RECTANGLE, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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bglTexParameteri(GL_TEXTURE_RECTANGLE, GL_TEXTURE_WRAP_S, GL_CLAMP);
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bglTexParameteri(GL_TEXTURE_RECTANGLE, GL_TEXTURE_WRAP_T, GL_CLAMP);
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bglGenTextures(1, &prrts[i].color);
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bglBindTexture(prrts[i].target, prrts[i].color);
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bglCopyTexImage2D(prrts[i].target, 0, GL_RGBA, 0, 0, prrts[i].xdim, prrts[i].ydim, 0);
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bglTexParameteri(prrts[i].target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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bglTexParameteri(prrts[i].target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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bglTexParameteri(prrts[i].target, GL_TEXTURE_WRAP_S, GL_CLAMP);
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bglTexParameteri(prrts[i].target, GL_TEXTURE_WRAP_T, GL_CLAMP);
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} else {
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prrts[i].target = GL_TEXTURE_2D;
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prrts[i].xdim = 512;
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prrts[i].ydim = 512;
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prrts[i].color = 0;
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}
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bglGenTextures(1, &prrts[i].z);
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bglBindTexture(GL_TEXTURE_RECTANGLE, prrts[i].z);
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bglBindTexture(prrts[i].target, prrts[i].z);
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bglCopyTexImage2D(GL_TEXTURE_RECTANGLE, 0, GL_DEPTH_COMPONENT, 0, 0, xdim, ydim, 0);
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bglTexParameteri(GL_TEXTURE_RECTANGLE, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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bglTexParameteri(GL_TEXTURE_RECTANGLE, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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bglTexParameteri(GL_TEXTURE_RECTANGLE, GL_TEXTURE_WRAP_S, GL_CLAMP);
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bglTexParameteri(GL_TEXTURE_RECTANGLE, GL_TEXTURE_WRAP_T, GL_CLAMP);
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bglTexParameteri(GL_TEXTURE_RECTANGLE, GL_TEXTURE_COMPARE_MODE_ARB, GL_COMPARE_R_TO_TEXTURE_ARB);
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bglTexParameteri(GL_TEXTURE_RECTANGLE, GL_TEXTURE_COMPARE_FUNC_ARB, GL_GREATER);
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bglTexParameteri(GL_TEXTURE_RECTANGLE, GL_DEPTH_TEXTURE_MODE_ARB, GL_ALPHA);
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bglCopyTexImage2D(prrts[i].target, 0, GL_DEPTH_COMPONENT, 0, 0, prrts[i].xdim, prrts[i].ydim, 0);
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bglTexParameteri(prrts[i].target, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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bglTexParameteri(prrts[i].target, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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bglTexParameteri(prrts[i].target, GL_TEXTURE_WRAP_S, GL_CLAMP);
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bglTexParameteri(prrts[i].target, GL_TEXTURE_WRAP_T, GL_CLAMP);
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bglTexParameteri(prrts[i].target, GL_TEXTURE_COMPARE_MODE_ARB, GL_COMPARE_R_TO_TEXTURE_ARB);
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bglTexParameteri(prrts[i].target, GL_TEXTURE_COMPARE_FUNC_ARB, GL_LEQUAL);
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bglTexParameteri(prrts[i].target, GL_DEPTH_TEXTURE_MODE_ARB, GL_ALPHA);
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bglGenFramebuffersEXT(1, &prrts[i].fbo);
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bglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, prrts[i].fbo);
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bglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_RECTANGLE, prrts[i].color, 0);
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bglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_RECTANGLE, prrts[i].z, 0);
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if (prrts[i].color)
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bglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT,
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prrts[i].target, prrts[i].color, 0);
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else {
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bglDrawBuffer(GL_NONE);
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bglReadBuffer(GL_NONE);
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}
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bglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, prrts[i].target, prrts[i].z, 0);
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if (bglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT) != GL_FRAMEBUFFER_COMPLETE_EXT)
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{
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OSD_Printf("FBO #%d initialization failed.\n", i);
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}
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bglBindTexture(GL_TEXTURE_RECTANGLE, 0);
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bglBindTexture(prrts[i].target, 0);
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bglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
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i++;
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