Create a shadowmap texture and upload light list
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7a4b01471d
commit
62c285f7b3
5 changed files with 111 additions and 7 deletions
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@ -741,6 +741,44 @@ void FGLRenderBuffers::BindEyeFB(int eye, bool readBuffer)
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glBindFramebuffer(readBuffer ? GL_READ_FRAMEBUFFER : GL_FRAMEBUFFER, mEyeFBs[eye]);
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}
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//==========================================================================
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//
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// Shadow map texture and frame buffers
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//
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//==========================================================================
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void FGLRenderBuffers::BindShadowMapFB()
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{
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CreateShadowMap();
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glBindFramebuffer(GL_FRAMEBUFFER, mShadowMapFB);
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}
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void FGLRenderBuffers::BindShadowMapTexture(int texunit)
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{
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CreateShadowMap();
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glActiveTexture(GL_TEXTURE0 + texunit);
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glBindTexture(GL_TEXTURE_2D, mShadowMapTexture);
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}
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void FGLRenderBuffers::CreateShadowMap()
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{
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if (mShadowMapTexture != 0)
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return;
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GLint activeTex, textureBinding, frameBufferBinding;
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glGetIntegerv(GL_ACTIVE_TEXTURE, &activeTex);
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glActiveTexture(GL_TEXTURE0);
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glGetIntegerv(GL_TEXTURE_BINDING_2D, &textureBinding);
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glGetIntegerv(GL_FRAMEBUFFER_BINDING, &frameBufferBinding);
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mShadowMapTexture = Create2DTexture("ShadowMap", GL_R32F, 1024, 1024);
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mShadowMapFB = CreateFrameBuffer("ShadowMapFB", mShadowMapTexture);
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glBindTexture(GL_TEXTURE_2D, textureBinding);
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glActiveTexture(activeTex);
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glBindFramebuffer(GL_FRAMEBUFFER, frameBufferBinding);
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}
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//==========================================================================
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//
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// Makes the scene frame buffer active (multisample, depth, stecil, etc.)
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@ -49,6 +49,9 @@ public:
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void BindEyeTexture(int eye, int texunit);
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void BindEyeFB(int eye, bool readBuffer = false);
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void BindShadowMapFB();
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void BindShadowMapTexture(int index);
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enum { NumBloomLevels = 4 };
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FGLBloomTextureLevel BloomLevels[NumBloomLevels];
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@ -89,6 +92,7 @@ private:
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void CreateBloom(int width, int height);
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void CreateExposureLevels(int width, int height);
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void CreateEyeBuffers(int eye);
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void CreateShadowMap();
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void CreateAmbientOcclusion(int width, int height);
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GLuint Create2DTexture(const FString &name, GLuint format, int width, int height, const void *data = nullptr);
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GLuint Create2DMultisampleTexture(const FString &name, GLuint format, int width, int height, int samples, bool fixedSampleLocations);
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@ -133,6 +137,10 @@ private:
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TArray<GLuint> mEyeTextures;
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TArray<GLuint> mEyeFBs;
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// Shadow map texture
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GLuint mShadowMapTexture = 0;
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GLuint mShadowMapFB = 0;
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static bool FailedCreate;
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static bool BuffersActive;
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};
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