vkdoom_m/src/gl/dynlights/gl_shadowmap.cpp
2018-06-13 23:32:43 +02:00

130 lines
3.8 KiB
C++

//
//---------------------------------------------------------------------------
// 1D dynamic shadow maps (OpenGL dependent 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 "gl_load/gl_system.h"
#include "gl/shaders/gl_shader.h"
#include "gl/dynlights/gl_shadowmap.h"
#include "gl/system/gl_debug.h"
#include "hwrenderer/utility/hw_cvars.h"
#include "gl/renderer/gl_renderer.h"
#include "gl/renderer/gl_postprocessstate.h"
#include "gl/renderer/gl_renderbuffers.h"
#include "hwrenderer/postprocessing/hw_shadowmapshader.h"
#include "hwrenderer/dynlights/hw_dynlightdata.h"
#include "stats.h"
void FShadowMap::Update()
{
UpdateCycles.Reset();
LightsProcessed = 0;
LightsShadowmapped = 0;
if (!IsEnabled())
return;
UpdateCycles.Clock();
UploadAABBTree();
UploadLights();
FGLDebug::PushGroup("ShadowMap");
FGLPostProcessState savedState;
GLRenderer->mBuffers->BindShadowMapFB();
GLRenderer->mShadowMapShader->Bind(NOQUEUE);
GLRenderer->mShadowMapShader->Uniforms->ShadowmapQuality = gl_shadowmap_quality;
GLRenderer->mShadowMapShader->Uniforms.Set();
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 4, mLightList);
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 2, mNodesBuffer);
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 3, mLinesBuffer);
glViewport(0, 0, gl_shadowmap_quality, 1024);
GLRenderer->RenderScreenQuad();
const auto &viewport = screen->mScreenViewport;
glViewport(viewport.left, viewport.top, viewport.width, viewport.height);
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 4, 0);
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 2, 0);
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 3, 0);
GLRenderer->mBuffers->BindShadowMapTexture(16);
FGLDebug::PopGroup();
UpdateCycles.Unclock();
}
void FShadowMap::UploadLights()
{
CollectLights();
if (mLightList == 0)
glGenBuffers(1, (GLuint*)&mLightList);
int oldBinding = 0;
glGetIntegerv(GL_SHADER_STORAGE_BUFFER_BINDING, &oldBinding);
glBindBuffer(GL_SHADER_STORAGE_BUFFER, mLightList);
glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(float) * mLights.Size(), &mLights[0], GL_STATIC_DRAW);
glBindBuffer(GL_SHADER_STORAGE_BUFFER, oldBinding);
}
void FShadowMap::UploadAABBTree()
{
if (!ValidateAABBTree())
{
int oldBinding = 0;
glGetIntegerv(GL_SHADER_STORAGE_BUFFER_BINDING, &oldBinding);
glGenBuffers(1, (GLuint*)&mNodesBuffer);
glBindBuffer(GL_SHADER_STORAGE_BUFFER, mNodesBuffer);
glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(hwrenderer::AABBTreeNode) * mAABBTree->nodes.Size(), &mAABBTree->nodes[0], GL_STATIC_DRAW);
glGenBuffers(1, (GLuint*)&mLinesBuffer);
glBindBuffer(GL_SHADER_STORAGE_BUFFER, mLinesBuffer);
glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(hwrenderer::AABBTreeLine) * mAABBTree->lines.Size(), &mAABBTree->lines[0], GL_STATIC_DRAW);
glBindBuffer(GL_SHADER_STORAGE_BUFFER, oldBinding);
}
}
void FShadowMap::Clear()
{
if (mLightList != 0)
{
glDeleteBuffers(1, (GLuint*)&mLightList);
mLightList = 0;
}
if (mNodesBuffer != 0)
{
glDeleteBuffers(1, (GLuint*)&mNodesBuffer);
mNodesBuffer = 0;
}
if (mLinesBuffer != 0)
{
glDeleteBuffers(1, (GLuint*)&mLinesBuffer);
mLinesBuffer = 0;
}
}