130 lines
3.8 KiB
C++
130 lines
3.8 KiB
C++
//
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//---------------------------------------------------------------------------
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// 1D dynamic shadow maps (OpenGL dependent part)
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// Copyright(C) 2017 Magnus Norddahl
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// All rights reserved.
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Lesser General Public License as published by
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// the Free Software Foundation, either version 3 of the License, or
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// (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU Lesser General Public License for more details.
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//
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// You should have received a copy of the GNU Lesser General Public License
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// along with this program. If not, see http://www.gnu.org/licenses/
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//
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//--------------------------------------------------------------------------
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//
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#include "gl_load/gl_system.h"
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#include "gl/shaders/gl_shader.h"
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#include "gl/dynlights/gl_shadowmap.h"
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#include "gl/system/gl_debug.h"
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#include "hwrenderer/utility/hw_cvars.h"
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#include "gl/renderer/gl_renderer.h"
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#include "gl/renderer/gl_postprocessstate.h"
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#include "gl/renderer/gl_renderbuffers.h"
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#include "hwrenderer/postprocessing/hw_shadowmapshader.h"
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#include "hwrenderer/dynlights/hw_dynlightdata.h"
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#include "stats.h"
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void FShadowMap::Update()
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{
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UpdateCycles.Reset();
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LightsProcessed = 0;
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LightsShadowmapped = 0;
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if (!IsEnabled())
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return;
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UpdateCycles.Clock();
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UploadAABBTree();
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UploadLights();
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FGLDebug::PushGroup("ShadowMap");
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FGLPostProcessState savedState;
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GLRenderer->mBuffers->BindShadowMapFB();
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GLRenderer->mShadowMapShader->Bind(NOQUEUE);
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GLRenderer->mShadowMapShader->Uniforms->ShadowmapQuality = gl_shadowmap_quality;
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GLRenderer->mShadowMapShader->Uniforms.Set();
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 4, mLightList);
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 2, mNodesBuffer);
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 3, mLinesBuffer);
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glViewport(0, 0, gl_shadowmap_quality, 1024);
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GLRenderer->RenderScreenQuad();
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const auto &viewport = screen->mScreenViewport;
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glViewport(viewport.left, viewport.top, viewport.width, viewport.height);
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 4, 0);
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 2, 0);
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 3, 0);
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GLRenderer->mBuffers->BindShadowMapTexture(16);
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FGLDebug::PopGroup();
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UpdateCycles.Unclock();
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}
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void FShadowMap::UploadLights()
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{
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CollectLights();
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if (mLightList == 0)
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glGenBuffers(1, (GLuint*)&mLightList);
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int oldBinding = 0;
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glGetIntegerv(GL_SHADER_STORAGE_BUFFER_BINDING, &oldBinding);
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glBindBuffer(GL_SHADER_STORAGE_BUFFER, mLightList);
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glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(float) * mLights.Size(), &mLights[0], GL_STATIC_DRAW);
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glBindBuffer(GL_SHADER_STORAGE_BUFFER, oldBinding);
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}
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void FShadowMap::UploadAABBTree()
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{
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if (!ValidateAABBTree())
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{
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int oldBinding = 0;
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glGetIntegerv(GL_SHADER_STORAGE_BUFFER_BINDING, &oldBinding);
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glGenBuffers(1, (GLuint*)&mNodesBuffer);
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glBindBuffer(GL_SHADER_STORAGE_BUFFER, mNodesBuffer);
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glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(hwrenderer::AABBTreeNode) * mAABBTree->nodes.Size(), &mAABBTree->nodes[0], GL_STATIC_DRAW);
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glGenBuffers(1, (GLuint*)&mLinesBuffer);
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glBindBuffer(GL_SHADER_STORAGE_BUFFER, mLinesBuffer);
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glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(hwrenderer::AABBTreeLine) * mAABBTree->lines.Size(), &mAABBTree->lines[0], GL_STATIC_DRAW);
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glBindBuffer(GL_SHADER_STORAGE_BUFFER, oldBinding);
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}
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}
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void FShadowMap::Clear()
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{
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if (mLightList != 0)
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{
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glDeleteBuffers(1, (GLuint*)&mLightList);
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mLightList = 0;
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}
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if (mNodesBuffer != 0)
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{
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glDeleteBuffers(1, (GLuint*)&mNodesBuffer);
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mNodesBuffer = 0;
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}
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if (mLinesBuffer != 0)
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{
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glDeleteBuffers(1, (GLuint*)&mLinesBuffer);
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mLinesBuffer = 0;
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}
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}
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