Point light working

This commit is contained in:
Confideo-IOM
2026-08-16 13:47:11 +01:00
parent f9b696f9e8
commit 98ff54c106
50 changed files with 1187 additions and 357 deletions
@@ -18,9 +18,14 @@ void HydraShadowBufferManager::Initialise()
{
m_available_spot.push(i);
}
for(uint32_t i = 0; i < MAX_POINT_SHADOWS; i++)
{
m_available_point.push(i);
}
m_directional_shadow_buffer.resize(MAX_DIRECTIONAL_SHADOWS);
m_spot_shadow_buffer.resize(MAX_SPOT_SHADOWS);
m_point_shadow_buffer.resize(MAX_POINT_SHADOWS);
uint32_t buffer_size = (MAX_DIRECTIONAL_SHADOWS * sizeof(HydraDirectionalShadowSourceComponent));
@@ -35,10 +40,17 @@ void HydraShadowBufferManager::Initialise()
HydraCreateGPUBufferTask *spot_task = static_cast<HydraCreateGPUBufferTask *>(task_scheduler->GetTask(create_gpu_buffer_task_id));
spot_task->Intialise("SpotShadowBuffer", 1, buffer_size, &m_spot_shadow_buffer_id, HYDRA_BUFFER_TYPE::HYDRA_SSBO_BUFFER);
task_scheduler->WaitForTask(create_gpu_buffer_task_id);
buffer_size = (MAX_POINT_SHADOWS * sizeof(HydraPointShadowSourceComponent));
create_gpu_buffer_task_id = task_scheduler->CreateTask<HydraCreateGPUBufferTask>(HydraThreadAffinity::Render);
HydraCreateGPUBufferTask *point_task = static_cast<HydraCreateGPUBufferTask *>(task_scheduler->GetTask(create_gpu_buffer_task_id));
point_task->Intialise("PointShadowBuffer", 1, buffer_size, &m_point_shadow_buffer_id, HYDRA_BUFFER_TYPE::HYDRA_SSBO_BUFFER);
task_scheduler->WaitForTask(create_gpu_buffer_task_id);
}
void HydraShadowBufferManager::Shutdown()
{
}
HydraID HydraShadowBufferManager::AddDirectionalShadow(HydraDirectionalShadowSourceComponent shadow)
{
@@ -66,6 +78,19 @@ HydraID HydraShadowBufferManager::AddSpotShadow(HydraSpotShadowSourceComponent s
return shadow_id;
}
HydraID HydraShadowBufferManager::AddPointShadow(HydraPointShadowSourceComponent shadow)
{
std::lock_guard<std::mutex> lock(m_mutex);
if(m_available_point.size() == 0)
{
return INVALID_HYDRA_ID;
}
HydraID shadow_id = m_available_point.front();
m_point_shadow_buffer[shadow_id] = shadow;
return shadow_id;
}
void HydraShadowBufferManager::UpdateDirectionalShadow(HydraID shadow_id, HydraDirectionalShadowSourceComponent shadow)
{
std::lock_guard<std::mutex> lock(m_mutex);
@@ -84,6 +109,15 @@ void HydraShadowBufferManager::UpdateSpotShadow(HydraID shadow_id, HydraSpotShad
}
}
void HydraShadowBufferManager::UpdatePointShadow(HydraID shadow_id, HydraPointShadowSourceComponent shadow)
{
std::lock_guard<std::mutex> lock(m_mutex);
if(shadow_id < MAX_SPOT_SHADOWS)
{
m_point_shadow_buffer[shadow_id] = shadow;
}
}
void HydraShadowBufferManager::RemoveDirectionalShadow(HydraID shadow_id)
{
@@ -93,6 +127,10 @@ void HydraShadowBufferManager::RemoveSpotShadow(HydraID shadow_id)
}
void HydraShadowBufferManager::RemovePointShadow(HydraID shadow_id)
{
}
void HydraShadowBufferManager::UpdateShadowBuffer()
{
HydraEngine *engine = GetEngine();
@@ -112,4 +150,11 @@ void HydraShadowBufferManager::UpdateShadowBuffer()
HydraUpdateWholeGPUBufferTask *spot_task = static_cast<HydraUpdateWholeGPUBufferTask *>(task_scheduler->GetTask(update_buffer_task_id));
spot_task->Intialise(m_spot_shadow_buffer_id, spot_buffer);
task_scheduler->WaitForTask(update_buffer_task_id);
void *point_buffer = static_cast<void *>(m_point_shadow_buffer.data());
update_buffer_task_id = task_scheduler->CreateTask<HydraUpdateWholeGPUBufferTask>(HydraThreadAffinity::Render);
HydraUpdateWholeGPUBufferTask *point_task = static_cast<HydraUpdateWholeGPUBufferTask *>(task_scheduler->GetTask(update_buffer_task_id));
point_task->Intialise(m_point_shadow_buffer_id, point_buffer);
task_scheduler->WaitForTask(update_buffer_task_id);
}
@@ -5,6 +5,7 @@
#include "HydraShadowBuffer.h"
#include "../ecs/components/HydraDirectionalShadowSourceComponent.h"
#include "../ecs/components/HydraSpotShadowSourceComponent.h"
#include "../ecs/components/HydraPointShadowSourceComponent.h"
#include <queue>
#include <mutex>
@@ -16,18 +17,27 @@ class HydraShadowBufferManager : public HydraObject
void Shutdown();
HydraID AddDirectionalShadow(HydraDirectionalShadowSourceComponent shadow);
HydraID AddSpotShadow(HydraSpotShadowSourceComponent shadow);
HydraID AddPointShadow(HydraPointShadowSourceComponent shadow);
void UpdateDirectionalShadow(HydraID shadow_id, HydraDirectionalShadowSourceComponent shadow);
void UpdateSpotShadow(HydraID shadow_id, HydraSpotShadowSourceComponent shadow);
void UpdatePointShadow(HydraID shadow_id, HydraPointShadowSourceComponent shadow);
void RemoveDirectionalShadow(HydraID shadow_id);
void RemoveSpotShadow(HydraID shadow_id);
void RemovePointShadow(HydraID shadow_id);
void UpdateShadowBuffer();
private:
std::vector<HydraDirectionalShadowSourceComponent> m_directional_shadow_buffer;
std::vector<HydraSpotShadowSourceComponent> m_spot_shadow_buffer;
std::vector<HydraPointShadowSourceComponent> m_point_shadow_buffer;
std::queue<HydraID> m_available_dir;
std::queue<HydraID> m_available_spot;
std::queue<HydraID> m_available_point;
uint32_t m_directional_shadow_buffer_id;
uint32_t m_spot_shadow_buffer_id;
uint32_t m_point_shadow_buffer_id;
std::mutex m_mutex;
};
@@ -116,12 +116,10 @@ HydraID HydraTextureBufferManager::CreateTextureArray(std::string texture_name,
)
{
uint32_t gl_tex_id = 0;
glCreateTextures(GL_TEXTURE_2D_ARRAY, 1, &gl_tex_id);
glCreateTextures(GL_TEXTURE_2D_ARRAY,1, &gl_tex_id);
glBindTexture(GL_TEXTURE_2D_ARRAY, gl_tex_id);
glTextureStorage3D(gl_tex_id, 1, internal_format, width, height, levels);
glTextureParameteri(gl_tex_id, GL_TEXTURE_MIN_FILTER, min_filter);
glTextureParameteri(gl_tex_id, GL_TEXTURE_MAG_FILTER, mag_filter);
@@ -144,6 +142,44 @@ HydraID HydraTextureBufferManager::CreateTextureArray(std::string texture_name,
return texture_id;
}
HydraID HydraTextureBufferManager::CreateCubemapTexture(std::string texture_name, uint32_t width, uint32_t height, uint32_t internal_format, uint32_t min_filter, uint32_t mag_filter)
{
uint32_t gl_tex_id = 0;
glGenTextures(1, &gl_tex_id);
glBindTexture(GL_TEXTURE_CUBE_MAP, gl_tex_id);
for(uint32_t i = 0; i < 6; i++)
{
glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, internal_format, SHADOW_MAP_SIZE, SHADOW_MAP_SIZE, 0, GL_DEPTH_COMPONENT, GL_FLOAT, NULL);
}
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, min_filter);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, mag_filter);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
glBindTexture(GL_TEXTURE_CUBE_MAP, 0);
HydraTextureBuffer texture_buffer = {};
HydraID texture_id = _GetTextureID();
texture_buffer.texture_id = texture_id;
texture_buffer.format = 0;
texture_buffer.internal_format = internal_format;
texture_buffer.width = width;
texture_buffer.height = height;
texture_buffer.gl_tex_id = gl_tex_id;
texture_buffer.mag_filter = mag_filter;
texture_buffer.min_filter = min_filter;
m_textures[texture_id] = texture_buffer;
m_texture_lookup.insert(std::pair<std::string, HydraID>(texture_name, texture_id));
return texture_id;
}
HydraID HydraTextureBufferManager::CreateTexture(std::string texture_name,
uint32_t width,
uint32_t height,
@@ -206,10 +242,11 @@ void HydraTextureBufferManager::BindTexture(HydraID texture_id, uint32_t target)
}
HydraTextureBuffer texture = m_textures[texture_id];
glBindTexture(target, texture.gl_tex_id);
glTextureParameteri(texture.gl_tex_id, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTextureParameteri(texture.gl_tex_id, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTextureParameteri(texture.gl_tex_id, GL_TEXTURE_MIN_FILTER, texture.min_filter);
glTextureParameteri(texture.gl_tex_id, GL_TEXTURE_MAG_FILTER, texture.mag_filter);
// glTextureParameteri(texture.gl_tex_id, GL_TEXTURE_WRAP_S, GL_REPEAT);
// glTextureParameteri(texture.gl_tex_id, GL_TEXTURE_WRAP_T, GL_REPEAT);
// glTextureParameteri(texture.gl_tex_id, GL_TEXTURE_MIN_FILTER, texture.min_filter);
// glTextureParameteri(texture.gl_tex_id, GL_TEXTURE_MAG_FILTER, texture.mag_filter);
texture.texture_binding = glGetTextureHandleARB(texture.gl_tex_id);
glMakeTextureHandleResidentARB(texture.texture_binding);
@@ -30,7 +30,14 @@ class HydraTextureBufferManager : public HydraObject
uint32_t min_filter,
uint32_t mag_filter,
uint32_t levels);
HydraID CreateCubemapTexture(std::string texture_name,
uint32_t width,
uint32_t height,
uint32_t internal_format,
uint32_t min_filter,
uint32_t mag_filter);
void BindTexture(HydraID texture_id, uint32_t target);
void UnbindTexture(HydraID texture_id);
void DeleteTexture(HydraID texture_id);
HydraID LoadTexture(std::string texture_filename);