- use the light buffer to handle dynamic lighting.
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01a1e10084
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7967082e60
17 changed files with 189 additions and 192 deletions
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@ -39,93 +39,79 @@
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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_lightbuffer.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/utility//gl_clock.h"
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static const int LIGHTBUF_BINDINGPOINT = 1;
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static const int BUFFER_SIZE = 160000; // This means 80000 lights per frame and 160000*16 bytes == 2.56 MB.
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FLightBuffer::FLightBuffer()
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{
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if (gl.flags & RFL_SHADER_STORAGE_BUFFER)
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{
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mBufferType = GL_SHADER_STORAGE_BUFFER;
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mBufferSize = 80000; // 40000 lights per scene should be plenty. The largest I've ever seen was around 5000.
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mBlockAlign = 0;
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}
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else
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{
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mBufferType = GL_UNIFORM_BUFFER;
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mBufferSize = gl.maxuniformblock / 4 - 100; // we need to be a bit careful here so don't use the full buffer size
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mBlockSize = 2048;// gl.maxuniformblock / 4 - 100;
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mBlockAlign = 1024;// ((mBlockSize * 2) & ~(gl.uniformblockalignment - 1)) / 4; // count in vec4's
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}
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AddBuffer();
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glGenBuffers(1, &mBufferId);
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glBindBuffer(mBufferType, mBufferId);
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unsigned int bytesize = BUFFER_SIZE * 4 * sizeof(float);
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if (gl.flags & RFL_BUFFER_STORAGE)
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{
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glBufferStorage(mBufferType, bytesize, NULL, GL_MAP_WRITE_BIT | GL_MAP_PERSISTENT_BIT | GL_MAP_COHERENT_BIT);
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void *map = glMapBufferRange(mBufferType, 0, bytesize, GL_MAP_WRITE_BIT | GL_MAP_PERSISTENT_BIT | GL_MAP_COHERENT_BIT);
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mBufferPointer = (float*)map;
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glBindBufferBase(mBufferType, LIGHTBUF_BINDINGPOINT, mBufferId);
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}
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else
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{
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glBufferData(mBufferType, bytesize, NULL, GL_STREAM_DRAW);
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mBufferPointer = NULL;
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}
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Clear();
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mLastMappedIndex = UINT_MAX;
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}
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FLightBuffer::~FLightBuffer()
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{
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glBindBuffer(mBufferType, 0);
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for (unsigned int i = 0; i < mBufferIds.Size(); i++)
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{
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glDeleteBuffers(1, &mBufferIds[i]);
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}
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}
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void FLightBuffer::AddBuffer()
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{
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unsigned int id;
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glGenBuffers(1, &id);
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mBufferIds.Push(id);
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glBindBuffer(mBufferType, id);
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unsigned int bytesize = mBufferSize * 8 * sizeof(float);
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if (gl.flags & RFL_BUFFER_STORAGE)
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{
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glBufferStorage(mBufferType, bytesize, NULL, GL_MAP_WRITE_BIT | GL_MAP_PERSISTENT_BIT | GL_MAP_COHERENT_BIT);
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void *map = glMapBufferRange(mBufferType, 0, bytesize, GL_MAP_WRITE_BIT | GL_MAP_PERSISTENT_BIT | GL_MAP_COHERENT_BIT);
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mBufferPointers.Push((float*)map);
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}
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else
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{
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glBufferData(mBufferType, bytesize, NULL, GL_STREAM_DRAW);
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}
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glDeleteBuffers(1, &mBufferId);
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}
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void FLightBuffer::Clear()
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{
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mBufferNum = 0;
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mIndex = 0;
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mBufferArray.Clear();
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mBufferStart.Clear();
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}
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void FLightBuffer::UploadLights(FDynLightData &data, unsigned int &buffernum, unsigned int &bufferindex)
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int FLightBuffer::UploadLights(FDynLightData &data)
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{
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int size0 = data.arrays[0].Size()/4;
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int size1 = data.arrays[1].Size()/4;
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int size2 = data.arrays[2].Size()/4;
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int totalsize = size0 + size1 + size2 + 1;
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if (totalsize == 0) return;
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if (totalsize <= 1) return -1;
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if (mIndex + totalsize > mBufferSize)
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if (mIndex + totalsize > BUFFER_SIZE)
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{
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if (gl.flags & RFL_SHADER_STORAGE_BUFFER)
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{
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return; // we do not want multiple shader storage blocks. 40000 lights is too much already
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}
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else
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{
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mBufferNum++;
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mBufferStart.Push(mIndex);
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mIndex = 0;
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if (mBufferIds.Size() <= mBufferNum) AddBuffer();
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}
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return -1; // we ran out of space. All following lights will be ignored
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}
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float *copyptr;
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if (gl.flags & RFL_BUFFER_STORAGE)
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if (mBufferPointer != NULL)
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{
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copyptr = mBufferPointers[mBufferNum] + mIndex * 4;
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copyptr = mBufferPointer + mIndex * 4;
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}
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else
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{
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@ -133,20 +119,48 @@ void FLightBuffer::UploadLights(FDynLightData &data, unsigned int &buffernum, un
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copyptr = &mBufferArray[pos];
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}
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float parmcnt[] = { mIndex + 1, mIndex + 1 + size0, mIndex + 1 + size0 + size1, mIndex + totalsize };
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float parmcnt[] = { 0, size0, size0 + size1, size0 + size1 + size2 };
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memcpy(©ptr[0], parmcnt, 4 * sizeof(float));
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memcpy(©ptr[1], &data.arrays[0][0], 4 * size0*sizeof(float));
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memcpy(©ptr[1 + size0], &data.arrays[1][0], 4 * size1*sizeof(float));
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memcpy(©ptr[1 + size0 + size1], &data.arrays[2][0], 4 * size2*sizeof(float));
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buffernum = mBufferNum;
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bufferindex = mIndex;
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memcpy(©ptr[4], &data.arrays[0][0], 4 * size0*sizeof(float));
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memcpy(©ptr[4 + 4*size0], &data.arrays[1][0], 4 * size1*sizeof(float));
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memcpy(©ptr[4 + 4*(size0 + size1)], &data.arrays[2][0], 4 * size2*sizeof(float));
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if (mBufferPointer == NULL) // if we can't persistently map the buffer we need to upload it after all lights have been added.
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{
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glBindBuffer(mBufferType, mBufferId);
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glBufferSubData(mBufferType, mIndex, totalsize * 4 * sizeof(float), copyptr);
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}
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unsigned int bufferindex = mIndex;
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mIndex += totalsize;
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draw_dlight += (totalsize-1) / 2;
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return bufferindex;
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}
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void FLightBuffer::Finish()
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{
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//glBindBufferBase(mBufferType, LIGHTBUF_BINDINGPOINT, mBufferIds[0]);
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/*
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if (!(gl.flags & RFL_BUFFER_STORAGE)) // if we can't persistently map the buffer we need to upload it after all lights have been added.
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{
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glBindBuffer(mBufferType, mBufferId);
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glBufferSubData(mBufferType, 0, mBufferArray.Size() * sizeof(float), &mBufferArray[0]);
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}
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*/
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Clear();
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}
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int FLightBuffer::BindUBO(unsigned int index)
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{
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unsigned int offset = (index / mBlockAlign) * mBlockAlign;
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if (offset != mLastMappedIndex)
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{
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// 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
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mLastMappedIndex = offset;
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glBindBufferRange(GL_UNIFORM_BUFFER, LIGHTBUF_BINDINGPOINT, mBufferId, offset*16, mBlockSize*16); // we go from counting vec4's to counting bytes here.
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}
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return (index - offset);
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}
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