Paranoia2/cl_dll/render/gl_shadowmap.cpp

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2020-08-31 18:50:41 +02:00
/*
gl_shadowmap.cpp - render shadowmaps for directional lights
Copyright (C) 2018 Uncle Mike
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU 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 General Public License for more details.
*/
#include "hud.h"
#include "cl_util.h"
#include "const.h"
#include "gl_local.h"
#include <mathlib.h>
#include <stringlib.h>
#include "gl_studio.h"
#include "gl_sprite.h"
#include "gl_world.h"
#include "gl_grass.h"
#include "pm_defs.h"
/*
=============================================================================
SHADOWMAP ALLOCATION
=============================================================================
*/
static void SM_InitBlock( void )
{
gl_shadowmap_t *sms = &tr.shadowmap;
memset( sms->allocated, 0, sizeof( sms->allocated ));
sms->shadowmap.Init( FBO_DEPTH, SHADOW_SIZE, SHADOW_SIZE );
}
static int SM_AllocBlock( unsigned short w, unsigned short h, unsigned short *x, unsigned short *y )
{
gl_shadowmap_t *sms = &tr.shadowmap;
unsigned short i, j, best, best2;
best = SHADOW_SIZE;
for( i = 0; i < SHADOW_SIZE - w; i++ )
{
best2 = 0;
for( j = 0; j < w; j++ )
{
if( sms->allocated[i+j] >= best )
break;
if( sms->allocated[i+j] > best2 )
best2 = sms->allocated[i+j];
}
if( j == w )
{
// this is a valid spot
*x = i;
*y = best = best2;
}
}
// atlas is full
if( best + h > SHADOW_SIZE )
return false;
for( i = 0; i < w; i++ )
sms->allocated[*x + i] = best + h;
return true;
}
/*
================
R_RenderShadowScene
fast version of R_RenderScene: no colors, no texcords etc
================
*/
void R_RenderShadow( mworldlight_t *wl )
{
if( !wl->shadow_w || !wl->shadow_h )
{
wl->shadow_w = 256;
wl->shadow_h = 256;
SM_AllocBlock( wl->shadow_w, wl->shadow_h, &wl->shadow_x, &wl->shadow_y );
}
}
void R_RenderDeferredShadows( void )
{
unsigned int oldFBO;
mworldlight_t *wl;
int i;
if( R_FullBright() || !CVAR_TO_BOOL( r_shadows ) || tr.fGamePaused )
return;
if( FBitSet( RI->params, ( RP_NOSHADOWS|RP_ENVVIEW|RP_SKYVIEW )))
return;
// check for static lights
if( !HasStaticLights( )) return;
R_PushRefState(); // make refinst backup
oldFBO = glState.frameBuffer;
for( i = 0, wl = world->worldlights; i < world->numworldlights; i++, wl++ )
{
if( wl->emittype == emit_ignored )
continue;
// single visible check
if( !CHECKVISBIT( RI->view.vislight, i ))
continue;
switch( wl->emittype )
{
case emit_surface:
R_RenderShadow( wl );
break;
}
R_ResetRefState(); // restore ref instance
}
R_PopRefState(); // restore ref instance
// restore FBO state
GL_BindFBO( oldFBO );
GL_BindShader( NULL );
}