mirror of
https://github.com/ZDoom/Raze.git
synced 2024-12-11 13:21:49 +00:00
156 lines
4.9 KiB
C++
156 lines
4.9 KiB
C++
|
//
|
||
|
//---------------------------------------------------------------------------
|
||
|
// 1D dynamic shadow maps (API independent part)
|
||
|
// Copyright(C) 2017 Magnus Norddahl
|
||
|
// All rights reserved.
|
||
|
//
|
||
|
// This program is free software: you can redistribute it and/or modify
|
||
|
// it under the terms of the GNU Lesser General Public License as published by
|
||
|
// the Free Software Foundation, either version 3 of the License, or
|
||
|
// (at your option) any later version.
|
||
|
//
|
||
|
// This program is distributed in the hope that it will be useful,
|
||
|
// but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||
|
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||
|
// GNU Lesser General Public License for more details.
|
||
|
//
|
||
|
// You should have received a copy of the GNU Lesser General Public License
|
||
|
// along with this program. If not, see http://www.gnu.org/licenses/
|
||
|
//
|
||
|
//--------------------------------------------------------------------------
|
||
|
//
|
||
|
|
||
|
#include "hw_shadowmap.h"
|
||
|
#include "hw_cvars.h"
|
||
|
#include "hw_dynlightdata.h"
|
||
|
#include "buffers.h"
|
||
|
#include "shaderuniforms.h"
|
||
|
#include "hwrenderer/postprocessing/hw_postprocess.h"
|
||
|
|
||
|
/*
|
||
|
The 1D shadow maps are stored in a 1024x1024 texture as float depth values (R32F).
|
||
|
|
||
|
Each line in the texture is assigned to a single light. For example, to grab depth values for light 20
|
||
|
the fragment shader (main.fp) needs to sample from row 20. That is, the V texture coordinate needs
|
||
|
to be 20.5/1024.
|
||
|
|
||
|
The texel row for each light is split into four parts. One for each direction, like a cube texture,
|
||
|
but then only in 2D where this reduces itself to a square. When main.fp samples from the shadow map
|
||
|
it first decides in which direction the fragment is (relative to the light), like cubemap sampling does
|
||
|
for 3D, but once again just for the 2D case.
|
||
|
|
||
|
Texels 0-255 is Y positive, 256-511 is X positive, 512-767 is Y negative and 768-1023 is X negative.
|
||
|
|
||
|
Generating the shadow map itself is done by FShadowMap::Update(). The shadow map texture's FBO is
|
||
|
bound and then a screen quad is drawn to make a fragment shader cover all texels. For each fragment
|
||
|
it shoots a ray and collects the distance to what it hit.
|
||
|
|
||
|
The shadowmap.fp shader knows which light and texel it is processing by mapping gl_FragCoord.y back
|
||
|
to the light index, and it knows which direction to ray trace by looking at gl_FragCoord.x. For
|
||
|
example, if gl_FragCoord.y is 20.5, then it knows its processing light 20, and if gl_FragCoord.x is
|
||
|
127.5, then it knows we are shooting straight ahead for the Y positive direction.
|
||
|
|
||
|
Ray testing is done by uploading two GPU storage buffers - one holding AABB tree nodes, and one with
|
||
|
the line segments at the leaf nodes of the tree. The fragment shader then performs a test same way
|
||
|
as on the CPU, except everything uses indexes as pointers are not allowed in GLSL.
|
||
|
*/
|
||
|
|
||
|
cycle_t IShadowMap::UpdateCycles;
|
||
|
int IShadowMap::LightsProcessed;
|
||
|
int IShadowMap::LightsShadowmapped;
|
||
|
|
||
|
CVAR(Bool, gl_light_shadowmap, false, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
|
||
|
|
||
|
ADD_STAT(shadowmap)
|
||
|
{
|
||
|
FString out;
|
||
|
out.Format("upload=%04.2f ms lights=%d shadowmapped=%d", IShadowMap::UpdateCycles.TimeMS(), IShadowMap::LightsProcessed, IShadowMap::LightsShadowmapped);
|
||
|
return out;
|
||
|
}
|
||
|
|
||
|
CUSTOM_CVAR(Int, gl_shadowmap_quality, 512, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
|
||
|
{
|
||
|
switch (self)
|
||
|
{
|
||
|
case 128:
|
||
|
case 256:
|
||
|
case 512:
|
||
|
case 1024:
|
||
|
break;
|
||
|
default:
|
||
|
self = 128;
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
bool IShadowMap::ShadowTest(const DVector3 &lpos, const DVector3 &pos)
|
||
|
{
|
||
|
if (mAABBTree && gl_light_shadowmap)
|
||
|
return mAABBTree->RayTest(lpos, pos) >= 1.0f;
|
||
|
else
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
bool IShadowMap::PerformUpdate()
|
||
|
{
|
||
|
UpdateCycles.Reset();
|
||
|
|
||
|
LightsProcessed = 0;
|
||
|
LightsShadowmapped = 0;
|
||
|
|
||
|
if (gl_light_shadowmap && (screen->hwcaps & RFL_SHADER_STORAGE_BUFFER) && CollectLights != nullptr)
|
||
|
{
|
||
|
UpdateCycles.Clock();
|
||
|
UploadAABBTree();
|
||
|
UploadLights();
|
||
|
return true;
|
||
|
}
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
void IShadowMap::UploadLights()
|
||
|
{
|
||
|
mLights.Resize(1024 * 4);
|
||
|
CollectLights();
|
||
|
|
||
|
if (mLightList == nullptr)
|
||
|
mLightList = screen->CreateDataBuffer(LIGHTLIST_BINDINGPOINT, true, false);
|
||
|
|
||
|
mLightList->SetData(sizeof(float) * mLights.Size(), &mLights[0]);
|
||
|
}
|
||
|
|
||
|
|
||
|
void IShadowMap::UploadAABBTree()
|
||
|
{
|
||
|
if (mNewTree)
|
||
|
{
|
||
|
mNewTree = false;
|
||
|
|
||
|
if (!mNodesBuffer)
|
||
|
mNodesBuffer = screen->CreateDataBuffer(LIGHTNODES_BINDINGPOINT, true, false);
|
||
|
mNodesBuffer->SetData(mAABBTree->NodesSize(), mAABBTree->Nodes());
|
||
|
|
||
|
if (!mLinesBuffer)
|
||
|
mLinesBuffer = screen->CreateDataBuffer(LIGHTLINES_BINDINGPOINT, true, false);
|
||
|
mLinesBuffer->SetData(mAABBTree->LinesSize(), mAABBTree->Lines());
|
||
|
}
|
||
|
else if (mAABBTree->Update())
|
||
|
{
|
||
|
mNodesBuffer->SetSubData(mAABBTree->DynamicNodesOffset(), mAABBTree->DynamicNodesSize(), mAABBTree->DynamicNodes());
|
||
|
mLinesBuffer->SetSubData(mAABBTree->DynamicLinesOffset(), mAABBTree->DynamicLinesSize(), mAABBTree->DynamicLines());
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void IShadowMap::Reset()
|
||
|
{
|
||
|
delete mLightList; mLightList = nullptr;
|
||
|
delete mNodesBuffer; mNodesBuffer = nullptr;
|
||
|
delete mLinesBuffer; mLinesBuffer = nullptr;
|
||
|
}
|
||
|
|
||
|
IShadowMap::~IShadowMap()
|
||
|
{
|
||
|
Reset();
|
||
|
}
|
||
|
|