mirror of
https://github.com/ptitSeb/Serious-Engine
synced 2024-11-24 19:30:26 +01:00
692 lines
22 KiB
C++
Executable File
692 lines
22 KiB
C++
Executable File
/* Copyright (c) 2002-2012 Croteam Ltd.
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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 version 2 of the GNU General Public License as published by
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the Free Software Foundation
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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 General Public License for more details.
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You should have received a copy of the GNU General Public License along
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with this program; if not, write to the Free Software Foundation, Inc.,
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51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. */
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#include <Engine/StdH.h>
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#include <Engine/Graphics/ShadowMap.h>
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#include <Engine/Base/Console.h>
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#include <Engine/Base/Memory.h>
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#include <Engine/Base/Stream.h>
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#include <Engine/Math/Functions.h>
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#include <Engine/Graphics/GfxLibrary.h>
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#include <Engine/Graphics/Color.h>
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#include <Engine/Graphics/Texture.h>
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#include <Engine/Graphics/GfxProfile.h>
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#include <Engine/Brushes/Brush.h>
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#include <Engine/Base/Statistics_Internal.h>
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#define SHADOWMAXBYTES (256*256*4*4/3)
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extern INDEX shd_iStaticSize;
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extern INDEX shd_iDynamicSize;
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extern INDEX shd_bFineQuality;
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extern INDEX shd_iDithering;
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extern INDEX shd_bDynamicMipmaps;
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extern INDEX gap_bAllowSingleMipmap;
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extern FLOAT gfx_tmProbeDecay;
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extern BOOL _bShadowsUpdated;
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extern BOOL _bMultiPlayer;
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/*
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* Routines that manipulates with shadow cluster map class
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*/
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CShadowMap::CShadowMap()
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{
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sm_pulCachedShadowMap = NULL;
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sm_pulDynamicShadowMap = NULL;
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sm_slMemoryUsed = 0;
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sm_ulObject = NONE;
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sm_ulProbeObject = NONE;
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sm_ulInternalFormat = NONE;
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sm_iRenderFrame = -1;
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sm_ulFlags = NONE;
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Clear();
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}
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CShadowMap::~CShadowMap()
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{
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Clear();
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}
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// report shadowmap memory usage (in bytes)
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ULONG CShadowMap::GetShadowSize(void)
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{
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CBrushPolygon *pbpo=((CBrushShadowMap *)this)->GetBrushPolygon();
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ULONG ulFlags=pbpo->bpo_ulFlags;
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BOOL bIsTransparent = (ulFlags&BPOF_PORTAL) && !(ulFlags&(BPOF_TRANSLUCENT|BPOF_TRANSPARENT));
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BOOL bTakesShadow = !(ulFlags&BPOF_FULLBRIGHT);
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BOOL bIsFlat = sm_pulCachedShadowMap==&sm_colFlat;
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if( bIsTransparent || !bTakesShadow || bIsFlat) return 0; // not influenced
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const PIX pixSizeU = sm_mexWidth >>sm_iFirstMipLevel;
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const PIX pixSizeV = sm_mexHeight>>sm_iFirstMipLevel;
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return pixSizeU*pixSizeV *BYTES_PER_TEXEL;
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}
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// cache the shadow map
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void CShadowMap::Cache( INDEX iWantedMipLevel)
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{
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_pfGfxProfile.StartTimer( CGfxProfile::PTI_CACHESHADOW);
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_bShadowsUpdated = TRUE;
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// level must be in valid range and caching has to be needed
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ASSERT( iWantedMipLevel>=sm_iFirstMipLevel && iWantedMipLevel<=sm_iLastMipLevel);
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ASSERT( sm_pulCachedShadowMap==NULL || iWantedMipLevel<sm_iFirstCachedMipLevel);
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// dynamic layers are invalid when shadowmap is cached
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sm_ulFlags |= SMF_DYNAMICINVALID;
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if( sm_pulDynamicShadowMap!=NULL) {
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FreeMemory( sm_pulDynamicShadowMap);
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sm_pulDynamicShadowMap = NULL;
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}
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// calculate (new) amount of memory
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const PIX pixSizeU = sm_mexWidth >>iWantedMipLevel;
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const PIX pixSizeV = sm_mexHeight>>iWantedMipLevel;
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const SLONG slSize = GetMipmapOffset( 15, pixSizeU, pixSizeV) *BYTES_PER_TEXEL;
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const BOOL bWasFlat = sm_pulCachedShadowMap==&sm_colFlat;
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const BOOL bCached = sm_pulCachedShadowMap!=NULL;
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// determine whether shadowmap is all flat (once flat - always flat!)
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if( IsShadowFlat(sm_colFlat)) {
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// release memory if allocated
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if( bCached) {
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ASSERT( sm_slMemoryUsed>0 && sm_slMemoryUsed<=SHADOWMAXBYTES);
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if( !bWasFlat) FreeMemory( sm_pulCachedShadowMap);
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}
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sm_pulCachedShadowMap = &sm_colFlat;
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sm_iFirstCachedMipLevel = iWantedMipLevel;
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sm_slMemoryUsed = slSize;
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// add it to shadow list
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if( !sm_lnInGfx.IsLinked()) _pGfx->gl_lhCachedShadows.AddTail(sm_lnInGfx);
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_pfGfxProfile.StopTimer( CGfxProfile::PTI_CACHESHADOW);
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return;
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}
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// if not yet allocated
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if( !bCached || bWasFlat)
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{
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// allocate the memory
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sm_pulCachedShadowMap = (ULONG*)AllocMemory(slSize);
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sm_slMemoryUsed = slSize;
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ASSERT( sm_slMemoryUsed>0 && sm_slMemoryUsed<=SHADOWMAXBYTES);
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}
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// if already allocated, but too small
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else if( iWantedMipLevel<sm_iFirstCachedMipLevel)
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{
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// allocate new block
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ULONG *pulNew = (ULONG*)AllocMemory(slSize);
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ASSERT( sm_slMemoryUsed>0 && sm_slMemoryUsed<=SHADOWMAXBYTES);
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if( slSize>sm_slMemoryUsed && !bWasFlat) {
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// copy old shadow map at the end of buffer
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memcpy( pulNew + (slSize-sm_slMemoryUsed)/BYTES_PER_TEXEL, sm_pulCachedShadowMap, sm_slMemoryUsed);
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} // free old block if needed and use the new one
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if( !bWasFlat) FreeMemory( sm_pulCachedShadowMap);
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sm_pulCachedShadowMap = pulNew;
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sm_slMemoryUsed = slSize;
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ASSERT( sm_slMemoryUsed>0 && sm_slMemoryUsed<=SHADOWMAXBYTES);
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} else {
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// WHAT?
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ASSERTALWAYS( "Trying to cache shadowmap again in the same mipmap!");
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}
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// let the higher level driver mix its layers
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INDEX iLastMipLevelToCache = Min( sm_iLastMipLevel, sm_iFirstCachedMipLevel-1);
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sm_iFirstCachedMipLevel = iWantedMipLevel;
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ASSERT( iWantedMipLevel <= iLastMipLevelToCache);
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// colorize shadowmap?
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extern INDEX shd_bColorize;
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if( _bMultiPlayer) shd_bColorize = FALSE; // don't allow in multiplayer mode!
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if( shd_bColorize) {
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#define GSIZE 4.0f
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#define RSIZE 8.0f
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FLOAT fLogSize = Log2((sm_mexWidth>>sm_iFirstCachedMipLevel) * (sm_mexHeight>>sm_iFirstCachedMipLevel)) /2;
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fLogSize = Max(fLogSize,GSIZE) -GSIZE;
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FLOAT fR = fLogSize / (RSIZE-GSIZE);
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COLOR colSize;
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if( fR>0.5f) colSize = LerpColor( C_dYELLOW, C_dRED, (fR-0.5f)*2);
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else colSize = LerpColor( C_dGREEN, C_dYELLOW, fR*2);
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// fill!
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for( INDEX iPix=0; iPix<sm_slMemoryUsed/4; iPix++) sm_pulCachedShadowMap[iPix] = ByteSwap(colSize);
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}
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// no colorization - just mix the layers in
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else MixLayers( iWantedMipLevel, iLastMipLevelToCache);
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// add it to shadow list
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if( !sm_lnInGfx.IsLinked()) _pGfx->gl_lhCachedShadows.AddTail( sm_lnInGfx);
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_pfGfxProfile.StopTimer( CGfxProfile::PTI_CACHESHADOW);
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}
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// update dynamic layers of the shadow map
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// (returns mip in which shadow needs to be uploaded)
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ULONG CShadowMap::UpdateDynamicLayers(void)
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{
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// call this only if needed
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ASSERT( sm_ulFlags&SMF_DYNAMICINVALID);
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sm_ulFlags &= ~SMF_DYNAMICINVALID;
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// if there are no dynamic layers
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if( !HasDynamicLayers()) {
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// free dynamic shadows if allocated
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if( sm_pulDynamicShadowMap!=NULL) {
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_bShadowsUpdated = TRUE;
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ASSERT( sm_slMemoryUsed>0 && sm_slMemoryUsed<=SHADOWMAXBYTES);
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FreeMemory( sm_pulDynamicShadowMap);
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sm_pulDynamicShadowMap = NULL;
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return sm_iFirstCachedMipLevel;
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} else return 31;
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}
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_pfGfxProfile.StartTimer( CGfxProfile::PTI_CACHESHADOW);
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// allocate the memory if not yet allocated
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if( sm_pulDynamicShadowMap==NULL) {
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ASSERT( sm_slMemoryUsed>0 && sm_slMemoryUsed<=SHADOWMAXBYTES);
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sm_pulDynamicShadowMap = (ULONG*)AllocMemory(sm_slMemoryUsed);
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}
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// determine and clamp to max allowed dynamic shadow dimension
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const INDEX iMinSize = Max( shd_iStaticSize-2L, 5L);
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shd_iDynamicSize = Clamp( shd_iDynamicSize, iMinSize, shd_iStaticSize);
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PIX pixClampAreaSize = 1L<<(shd_iDynamicSize*2);
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INDEX iFinestMipLevel = sm_iFirstCachedMipLevel +
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ClampTextureSize( pixClampAreaSize, _pGfx->gl_pixMaxTextureDimension,
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sm_mexWidth>>sm_iFirstCachedMipLevel, sm_mexHeight>>sm_iFirstCachedMipLevel);
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// check if need to generate only one mip-map
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INDEX iLastMipLevel = sm_iLastMipLevel;
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if( !shd_bDynamicMipmaps && gap_bAllowSingleMipmap) iLastMipLevel = iFinestMipLevel;
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// let the higher level driver mix its layers
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MixLayers( iFinestMipLevel, iLastMipLevel, TRUE);
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_pfGfxProfile.StopTimer( CGfxProfile::PTI_CACHESHADOW);
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// skip if there was nothing to mix-in
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if( sm_ulFlags&SMF_DYNAMICBLACK) return 31;
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_bShadowsUpdated = TRUE;
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return iFinestMipLevel;
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}
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// invalidate the shadow map
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void CShadowMap::Invalidate( BOOL bDynamicOnly/*=FALSE*/)
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{
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// if only dynamic layers are to be uncached
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if( bDynamicOnly) {
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// just mark that they are not valid any more
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sm_ulFlags |= SMF_DYNAMICINVALID;
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// if static layers are to be uncached
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} else {
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// mark that no mipmaps are cached
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sm_iFirstCachedMipLevel = 31;
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}
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}
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// mark that shadow has been drawn
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void CShadowMap::MarkDrawn(void)
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{
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// remove from list
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ASSERT( sm_lnInGfx.IsLinked());
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sm_lnInGfx.Remove();
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// set time stamp
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sm_tvLastDrawn = _pTimer->GetLowPrecisionTimer();
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// put at the end of the list
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_pGfx->gl_lhCachedShadows.AddTail(sm_lnInGfx);
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}
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// uncache the shadow map (returns total ammount of memory that has been freed)
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SLONG CShadowMap::Uncache( void)
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{
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_bShadowsUpdated = TRUE;
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// discard uploaded portion
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if( sm_ulObject!=NONE) {
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gfxDeleteTexture(sm_ulObject);
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gfxDeleteTexture(sm_ulProbeObject);
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sm_ulInternalFormat = NONE;
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}
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SLONG slFreed = 0;
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// if dynamic allocated, release memory
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if( sm_pulDynamicShadowMap != NULL) {
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FreeMemory( sm_pulDynamicShadowMap);
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sm_pulDynamicShadowMap = NULL;
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ASSERT( sm_slMemoryUsed>0 && sm_slMemoryUsed<=SHADOWMAXBYTES);
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slFreed += sm_slMemoryUsed;
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}
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// if static non-flat has been allocated
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if( sm_pulCachedShadowMap!=NULL) {
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// release memory
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ASSERT( sm_slMemoryUsed>0 && sm_slMemoryUsed<=SHADOWMAXBYTES);
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if( sm_pulCachedShadowMap!=&sm_colFlat) {
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FreeMemory( sm_pulCachedShadowMap);
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slFreed += sm_slMemoryUsed;
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} else slFreed += sizeof(sm_colFlat);
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}
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// reset params
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sm_iFirstCachedMipLevel = 31;
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sm_pulCachedShadowMap = NULL;
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sm_slMemoryUsed = 0;
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sm_tvLastDrawn = (__int64) 0;
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sm_iRenderFrame = -1;
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sm_ulFlags = NONE;
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sm_tpLocal.Clear();
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// if added to list of all shadows, remove from there
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if( sm_lnInGfx.IsLinked()) sm_lnInGfx.Remove();
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return slFreed;
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}
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// clear the object
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void CShadowMap::Clear()
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{
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// uncache the shadow map
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Uncache();
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// reset structure members
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sm_pulCachedShadowMap = NULL;
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sm_pulDynamicShadowMap = NULL;
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sm_iFirstMipLevel = 0;
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sm_slMemoryUsed = 0;
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sm_tvLastDrawn = (__int64) 0;
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sm_mexOffsetX = 0;
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sm_mexOffsetY = 0;
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sm_mexWidth = 0;
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sm_mexHeight = 0;
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sm_ulFlags = NONE;
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}
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// initialize the shadow map
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void CShadowMap::Initialize( INDEX iMipLevel, MEX mexOffsetX, MEX mexOffsetY, MEX mexWidth, MEX mexHeight)
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{
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// clear old shadow
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Clear();
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// just remember new values
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sm_iFirstMipLevel = iMipLevel;
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sm_mexOffsetX = mexOffsetX;
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sm_mexOffsetY = mexOffsetY;
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sm_mexWidth = mexWidth;
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sm_mexHeight = mexHeight;
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sm_iLastMipLevel = FastLog2( Min(mexWidth, mexHeight));
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ASSERT( (mexWidth >>sm_iLastMipLevel)>=1);
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ASSERT( (mexHeight>>sm_iLastMipLevel)>=1);
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}
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// skip old shadows saved in stream
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void CShadowMap::Read_old_t(CTStream *pstrm) // throw char *
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{
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Clear();
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// read shadow map header
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// pstrm->ExpectID_t( CChunkID("CTSM")); // read in Read_t()
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if( pstrm->GetSize_t() != 5*4) throw( TRANS("Invalid shadow cluster map file."));
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INDEX idx; // this was the only way I could coerce GCC into playing. --ryan.
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*pstrm >> idx;
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sm_iFirstMipLevel = idx;
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INDEX iNoOfMipmaps;
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*pstrm >> iNoOfMipmaps;
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*pstrm >> idx;
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sm_mexOffsetX = idx;
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*pstrm >> idx;
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sm_mexOffsetY = idx;
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*pstrm >> idx;
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sm_mexWidth = idx;
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*pstrm >> idx;
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sm_mexHeight = idx;
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BOOL bStaticImagePresent, bAnimatingImagePresent;
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*pstrm >> (INDEX&)bStaticImagePresent;
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*pstrm >> (INDEX&)bAnimatingImagePresent;
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// skip mip-map offsets
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pstrm->Seek_t( MAX_MEX_LOG2*4, CTStream::SD_CUR);
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// skip the shadow map data
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if( bStaticImagePresent) {
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pstrm->ExpectID_t("SMSI");
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SLONG slSize;
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*pstrm>>slSize;
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pstrm->Seek_t(slSize, CTStream::SD_CUR);
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}
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if( bAnimatingImagePresent) {
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pstrm->ExpectID_t("SMAI");
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SLONG slSize;
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*pstrm>>slSize;
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pstrm->Seek_t(slSize, CTStream::SD_CUR);
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}
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}
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// reads image info raw format from file
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void CShadowMap::Read_t( CTStream *pstrm) // throw char *
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{
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Clear();
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// read the header chunk ID
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CChunkID cidHeader = pstrm->GetID_t();
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// if it is the old shadow format
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if (cidHeader==CChunkID("CTSM")) {
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// read shadows in old format
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Read_old_t(pstrm);
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return;
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// if it is not the new shadow format
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} else if (!(cidHeader==CChunkID("LSHM"))) { // layered shadow map
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// error
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FatalError(TRANS("Error loading shadow map! Wrong header chunk."));
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}
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// load the shadow map data
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*pstrm >> sm_ulFlags;
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*pstrm >> sm_iFirstMipLevel;
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*pstrm >> sm_mexOffsetX;
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*pstrm >> sm_mexOffsetY;
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*pstrm >> sm_mexWidth;
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*pstrm >> sm_mexHeight;
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sm_iLastMipLevel = FastLog2( Min(sm_mexWidth, sm_mexHeight));
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ASSERT((sm_mexWidth >>sm_iLastMipLevel)>=1);
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ASSERT((sm_mexHeight>>sm_iLastMipLevel)>=1);
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// read the layers of the shadow
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ReadLayers_t(pstrm);
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}
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// writes shadow cluster map format to file
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void CShadowMap::Write_t( CTStream *pstrm) // throw char *
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{
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pstrm->WriteID_t("LSHM"); // layered shadow map
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// load the shadow map data
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*pstrm << sm_ulFlags;
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*pstrm << sm_iFirstMipLevel;
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*pstrm << sm_mexOffsetX;
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*pstrm << sm_mexOffsetY;
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*pstrm << sm_mexWidth;
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*pstrm << sm_mexHeight;
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// write the layers of the shadow
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WriteLayers_t(pstrm);
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}
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// mix all layers into cached shadow map
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void CShadowMap::MixLayers( INDEX iFirstMip, INDEX iLastMip, BOOL bDynamic/*=FALSE*/)
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{
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// base function is used only for testing
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(void)iFirstMip;
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(void)iLastMip;
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// just fill with white
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ULONG ulValue = ByteSwap(C_WHITE);
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ASSERT( sm_pulCachedShadowMap!=NULL);
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if( sm_pulCachedShadowMap==NULL || sm_pulCachedShadowMap==&sm_colFlat) return;
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for( INDEX i=0; i<(sm_mexWidth>>sm_iFirstMipLevel)*(sm_mexHeight>>sm_iFirstMipLevel); i++) {
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sm_pulCachedShadowMap[i] = ulValue;
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}
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}
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// check if all layers are up to date
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void CShadowMap::CheckLayersUpToDate(void)
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{
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NOTHING;
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}
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// test if there is any dynamic layer
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BOOL CShadowMap::HasDynamicLayers(void)
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{
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return FALSE;
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}
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void CShadowMap::ReadLayers_t( CTStream *pstrm) // throw char *
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{
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}
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void CShadowMap::WriteLayers_t( CTStream *pstrm) // throw char *
|
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{
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}
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// prepare shadow map for upload and bind (returns whether the shadowmap is flat or not)
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void CShadowMap::Prepare(void)
|
|
{
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// determine probing
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ASSERT(this!=NULL);
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extern BOOL ProbeMode( CTimerValue tvLast);
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BOOL bUseProbe = ProbeMode(sm_tvLastDrawn);
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|
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// determine and clamp to max allowed shadow dimension
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shd_iStaticSize = Clamp( shd_iStaticSize, 5, 8);
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PIX pixClampAreaSize = 1L<<(shd_iStaticSize*2);
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// determine largest allowed mip level
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INDEX iFinestMipLevel = sm_iFirstMipLevel +
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ClampTextureSize( pixClampAreaSize, _pGfx->gl_pixMaxTextureDimension,
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sm_mexWidth>>sm_iFirstMipLevel, sm_mexHeight>>sm_iFirstMipLevel);
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// make sure we didn't run out of range
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INDEX iWantedMipLevel = ClampUp( iFinestMipLevel, sm_iLastMipLevel);
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sm_iFirstUploadMipLevel = 31;
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const PIX pixShadowSize = (sm_mexWidth>>iFinestMipLevel) * (sm_mexHeight>>iFinestMipLevel);
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|
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// see if shadowmap can be pulled out of probe mode
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if( pixShadowSize<=16*16*4 || ((sm_ulFlags&SMF_PROBED) && _pGfx->gl_slAllowedUploadBurst>=0)) bUseProbe = FALSE;
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|
if( bUseProbe) {
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// adjust mip-level for probing
|
|
ULONG *pulDummy = NULL;
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|
PIX pixProbeWidth = sm_mexWidth >>iFinestMipLevel;
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PIX pixProbeHeight = sm_mexHeight>>iFinestMipLevel;
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INDEX iMipOffset = GetMipmapOfSize( 16*16, pulDummy, pixProbeWidth, pixProbeHeight);
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if( iMipOffset<2) bUseProbe = FALSE;
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else iWantedMipLevel += iMipOffset;
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|
}
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|
|
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// cache if it is not cached at all of not in this mip level
|
|
if( sm_pulCachedShadowMap==NULL || iWantedMipLevel<sm_iFirstCachedMipLevel) {
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|
Cache( iWantedMipLevel);
|
|
ASSERT( sm_iFirstCachedMipLevel<31);
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|
sm_iFirstUploadMipLevel = sm_iFirstCachedMipLevel;
|
|
}
|
|
|
|
// update the dynamic layers if they're invalid
|
|
if( sm_ulFlags&SMF_DYNAMICINVALID) {
|
|
INDEX iRet = UpdateDynamicLayers();
|
|
if( iRet<31) sm_iFirstUploadMipLevel = iRet;
|
|
}
|
|
|
|
// update statistics if not updated already for this frame
|
|
if( sm_iRenderFrame != _pGfx->gl_iFrameNumber) {
|
|
sm_iRenderFrame = _pGfx->gl_iFrameNumber;
|
|
// determine size and update
|
|
SLONG slBytes = pixShadowSize * gfxGetFormatPixRatio(sm_ulInternalFormat);
|
|
if( !sm_tpLocal.tp_bSingleMipmap) slBytes = slBytes *4/3;
|
|
_sfStats.IncrementCounter( CStatForm::SCI_SHADOWBINDS, 1);
|
|
_sfStats.IncrementCounter( CStatForm::SCI_SHADOWBINDBYTES, slBytes);
|
|
}
|
|
|
|
// reduce allowed burst value if upload is required in non-probe mode
|
|
if( !bUseProbe && sm_iFirstUploadMipLevel<31) {
|
|
const PIX pixWidth = sm_mexWidth >>sm_iFirstUploadMipLevel;
|
|
const PIX pixHeight = sm_mexHeight >>sm_iFirstUploadMipLevel;
|
|
const INDEX iPixSize = shd_bFineQuality ? 4 : 2;
|
|
SLONG slSize = pixWidth*pixHeight *iPixSize;
|
|
_pGfx->gl_slAllowedUploadBurst -= slSize;
|
|
}
|
|
// update probe requirements
|
|
if( bUseProbe) sm_ulFlags |= SMF_WANTSPROBE;
|
|
else sm_ulFlags &=~SMF_WANTSPROBE;
|
|
}
|
|
|
|
|
|
|
|
// provide the data for uploading
|
|
void CShadowMap::SetAsCurrent(void)
|
|
{
|
|
ASSERT( sm_pulCachedShadowMap!=NULL && sm_iFirstCachedMipLevel<31);
|
|
|
|
// eventually re-adjust LOD bias
|
|
extern FLOAT _fCurrentLODBias;
|
|
extern void UpdateLODBias( const FLOAT fLODBias);
|
|
if( _fCurrentLODBias != _pGfx->gl_fTextureLODBias) UpdateLODBias( _pGfx->gl_fTextureLODBias);
|
|
|
|
// determine actual need for upload and eventaully colorize shadowmaps
|
|
const BOOL bFlat = IsFlat();
|
|
|
|
// done here if flat and non-dynamic
|
|
if( bFlat) {
|
|
// bind flat texture
|
|
_ptdFlat->SetAsCurrent();
|
|
MarkDrawn();
|
|
return;
|
|
}
|
|
|
|
// init use probe flag
|
|
BOOL bUseProbe = (sm_ulFlags & SMF_WANTSPROBE);
|
|
|
|
// if needs to be uploaded
|
|
if( sm_iFirstUploadMipLevel<31 || ((sm_ulFlags&SMF_DYNAMICUPLOADED) && (sm_ulFlags&SMF_DYNAMICBLACK)))
|
|
{
|
|
// generate bind number(s) if needed
|
|
if( sm_ulObject==NONE) {
|
|
gfxGenerateTexture( sm_ulObject);
|
|
sm_pixUploadWidth = sm_pixUploadHeight = 0;
|
|
sm_ulInternalFormat = NONE;
|
|
}
|
|
// determine shadow map pointer (static or dynamic shadow)
|
|
ULONG *pulShadowMap = sm_pulCachedShadowMap;
|
|
BOOL bSingleMipmap = FALSE;
|
|
sm_ulFlags &= ~SMF_DYNAMICUPLOADED;
|
|
if( sm_pulDynamicShadowMap!=NULL && !(sm_ulFlags&SMF_DYNAMICBLACK)) {
|
|
pulShadowMap = sm_pulDynamicShadowMap;
|
|
if( !shd_bDynamicMipmaps && gap_bAllowSingleMipmap) bSingleMipmap = TRUE;
|
|
sm_ulFlags |= SMF_DYNAMICUPLOADED;
|
|
bUseProbe = FALSE; // don't probe dynamic shadowmaps
|
|
}
|
|
|
|
// reset mapping parameters if needed
|
|
if( sm_tpLocal.tp_bSingleMipmap != bSingleMipmap) {
|
|
sm_tpLocal.Clear();
|
|
sm_tpLocal.tp_bSingleMipmap = bSingleMipmap;
|
|
sm_pixUploadWidth = sm_pixUploadHeight = 0; // will not use subimage
|
|
}
|
|
|
|
// determine corresponding shadowmap's texture internal format, memory offset and flatness
|
|
if( sm_iFirstUploadMipLevel>30) sm_iFirstUploadMipLevel = sm_iFirstCachedMipLevel;
|
|
PIX pixWidth=1, pixHeight=1;
|
|
pixWidth = sm_mexWidth >>sm_iFirstUploadMipLevel;
|
|
pixHeight = sm_mexHeight >>sm_iFirstUploadMipLevel;
|
|
pulShadowMap += sm_slMemoryUsed/BYTES_PER_TEXEL - GetMipmapOffset( 15, pixWidth, pixHeight);
|
|
|
|
// paranoid
|
|
ASSERT( pixWidth>0 && pixHeight>0);
|
|
|
|
// determine internal shadow texture format and usage of faster glTexSubImage function instead of slow glTexImage
|
|
BOOL bUseSubImage = TRUE;
|
|
ULONG ulInternalFormat = TS.ts_tfRGB5;
|
|
if( !(_pGfx->gl_ulFlags&GLF_32BITTEXTURES)) shd_bFineQuality = FALSE;
|
|
if( shd_bFineQuality) ulInternalFormat = TS.ts_tfRGB8;
|
|
if( _slShdSaturation<4) ulInternalFormat = TS.ts_tfL8; // better quality for grayscale shadow mode
|
|
// eventually re-adjust uploading parameters
|
|
if( sm_pixUploadWidth!=pixWidth || sm_pixUploadHeight!=pixHeight || sm_ulInternalFormat!=ulInternalFormat) {
|
|
sm_pixUploadWidth = pixWidth;
|
|
sm_pixUploadHeight = pixHeight;
|
|
sm_ulInternalFormat = ulInternalFormat;
|
|
bUseSubImage = FALSE;
|
|
}
|
|
|
|
// upload probe (if needed)
|
|
if( bUseProbe) {
|
|
sm_ulFlags |= SMF_PROBED;
|
|
if( sm_ulProbeObject==NONE) gfxGenerateTexture( sm_ulProbeObject);
|
|
CTexParams tpTmp = sm_tpLocal;
|
|
gfxSetTexture( sm_ulProbeObject, tpTmp);
|
|
gfxUploadTexture( pulShadowMap, pixWidth, pixHeight, TS.ts_tfRGB5, FALSE);
|
|
} else {
|
|
// upload shadow in required format and size
|
|
if( sm_ulFlags&SMF_PROBED) { // cannot subimage shadowmap that has been probed
|
|
bUseSubImage = FALSE;
|
|
sm_ulFlags &= ~SMF_PROBED;
|
|
}
|
|
// colorize mipmaps if needed
|
|
extern INDEX tex_bColorizeMipmaps;
|
|
if( tex_bColorizeMipmaps && pixWidth>1 && pixHeight>1) ColorizeMipmaps( 1, pulShadowMap, pixWidth, pixHeight);
|
|
MarkDrawn(); // mark that shadowmap has been referenced
|
|
gfxSetTexture( sm_ulObject, sm_tpLocal);
|
|
gfxUploadTexture( pulShadowMap, pixWidth, pixHeight, ulInternalFormat, bUseSubImage);
|
|
}
|
|
// paranoid android
|
|
ASSERT( sm_iFirstCachedMipLevel<31 && sm_pulCachedShadowMap!=NULL);
|
|
return;
|
|
}
|
|
|
|
// set corresponding probe or texture frame as current
|
|
if( bUseProbe && sm_ulProbeObject!=NONE && (_pGfx->gl_slAllowedUploadBurst<0 || (sm_ulFlags&SMF_PROBED))) {
|
|
CTexParams tpTmp = sm_tpLocal;
|
|
gfxSetTexture( sm_ulProbeObject, tpTmp);
|
|
return;
|
|
}
|
|
|
|
// set non-probe shadowmap and mark that this shadowmap has been drawn
|
|
gfxSetTexture( sm_ulObject, sm_tpLocal);
|
|
MarkDrawn();
|
|
}
|
|
|
|
|
|
|
|
|
|
// returns used memory - static, dynamic and uploaded size separately, slack space ratio (0-1 float)
|
|
// and whether the shadowmap is flat or not
|
|
BOOL CShadowMap::GetUsedMemory( SLONG &slStaticSize, SLONG &slDynamicSize, SLONG &slUploadSize, FLOAT &fSlackRatio)
|
|
{
|
|
const BOOL bFlat = (sm_pulCachedShadowMap==&sm_colFlat);
|
|
|
|
// determine static portion size
|
|
slStaticSize = 0;
|
|
if( sm_pulCachedShadowMap!=NULL) slStaticSize = sm_slMemoryUsed;
|
|
|
|
// determine dynamic portion size
|
|
slDynamicSize = 0;
|
|
if( sm_pulDynamicShadowMap!=NULL) slDynamicSize = sm_slMemoryUsed;
|
|
|
|
// determine uploaded portion size
|
|
slUploadSize = 0;
|
|
const PIX pixMemoryUsed = Max(slStaticSize,slDynamicSize)/BYTES_PER_TEXEL;
|
|
if( pixMemoryUsed==0) return bFlat; // done if no memory is used
|
|
|
|
if( sm_ulObject!=NONE) {
|
|
slUploadSize = gfxGetTexturePixRatio(sm_ulObject);
|
|
if( !bFlat || slDynamicSize!=0) slUploadSize *= pixMemoryUsed;
|
|
}
|
|
|
|
// determine slack space
|
|
const FLOAT fPolySize = sm_pixPolygonSizeU*sm_pixPolygonSizeV;
|
|
fSlackRatio = 1.0f - ClampUp( fPolySize*4/3/pixMemoryUsed, 1.0f);
|
|
return bFlat;
|
|
}
|
|
|
|
|
|
|