git-svn-id: svn://db.shs.com.ru/libs@44 a8b55f48-bf90-11e4-a774-851b48703e85
This commit is contained in:
@@ -19,67 +19,86 @@
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#include "renderer_deferred_shading.h"
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RendererDeferredShading::RendererDeferredShading(QGLView * view_): GLRendererBase(view_), fbo(5, true, GL_RGBA16F) {
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RendererDeferredShading::RendererDeferredShading(QGLView * view_): GLRendererBase(view_), fbo(6, true, GL_RGBA16F) {
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shader_fxaa = shader_ds_0 = shader_ds_1 = 0;
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}
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void RendererDeferredShading::renderScene() {
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prepareUniform();
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QMatrix4x4 view_matrix = getGLMatrix(GL_MODELVIEW_MATRIX);
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QMatrix4x4 proj_matrix = getGLMatrix(GL_PROJECTION_MATRIX);
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QMatrix4x4 viewprojinv = (proj_matrix * view_matrix).inverted();
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corner_dirs[0] = (QVector4D(-1, -1, 1, 1) * viewprojinv).normalized();
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corner_dirs[1] = (QVector4D( 1, -1, 1, 1) * viewprojinv).normalized();
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corner_dirs[2] = (QVector4D( 1, 1, 1, 1) * viewprojinv).normalized();
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corner_dirs[3] = (QVector4D(-1, 1, 1, 1) * viewprojinv).normalized();
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//qDebug() << corner_dirs[0] << corner_dirs[1] << corner_dirs[2] << corner_dirs[3];
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int passes = (view.lightsCount() - 1) / 8 + 1;
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QMatrix4x4 pm = getGLMatrix(GL_PROJECTION_MATRIX);//, mvm = getGLMatrix(GL_MODELVIEW_MATRIX), pmvm = pm * mvm, lpm, lmvm, lpmvm;
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if (passes < 1) passes = 1;
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fbo.bind();
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int buffs[] = {0, 1, 2};
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int buffs[] = {0, 1, 2, 3};
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fbo.setWriteBuffers(buffs);
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if (white_image_id == 0) {
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glActiveTextureChannel(6);
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white_image_id = ((GLTextureManagerBase*)currentGLTextureManager)->loadTexture(white_image, false);
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glBindTexture(GL_TEXTURE_2D, white_image_id);
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glActiveTextureChannel(0);
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}
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glClearFramebuffer(QColor(0, 0, 0, 0));
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//glEnable(GL_TEXTURE_2D);
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glEnable(GL_DEPTH_TEST);
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glDepthFunc(GL_LESS);
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glDepthMask(GL_TRUE);
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glEnableDepth();
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shader_ds_0->bind();
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setUniform(shader_ds_0);
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shader_ds_0->setUniformValue("z_far", GLfloat(view.depthEnd()));
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shader_ds_0->setUniformValue("z_near", GLfloat(view.depthStart()));
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shader_ds_0->setUniformValue("t0", 0);
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shader_ds_0->setUniformValue("t1", 1);
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shader_ds_0->setUniformValue("t2", 2);
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shader_ds_0->setUniformValue("t3", 3);
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shader_ds_0->setUniformValue("dt", QVector2D(1. / view.viewport()->width(), 1. / view.viewport()->height()));
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renderObjects(GLObjectBase::Solid, 0, 0, true, false, false);
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renderObjects(GLObjectBase::Solid, 0, shader_ds_0, true, false, false);
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//glReleaseShaders();
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//fbo.release();
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glResetAllTransforms();
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prepareUniform();
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glSetLightEnabled(false);
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glDisable(GL_BLEND);
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//glBlendFunc(GL_ONE, GL_ONE);
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glDisable(GL_DEPTH_TEST);
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glDepthMask(GL_FALSE);
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glDisableDepth();
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shader_ds_1->bind();
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setUniform(shader_ds_1);
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shader_ds_1->setUniformValue("z_far", GLfloat(view.depthEnd()));
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shader_ds_1->setUniformValue("z_near", GLfloat(view.depthStart()));
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shader_ds_1->setUniformValue("t0", 0);
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shader_ds_1->setUniformValue("t1", 1);
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shader_ds_1->setUniformValue("t2", 2);
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shader_ds_1->setUniformValue("t3", 3);
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shader_ds_1->setUniformValue("td", 4);
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shader_ds_1->setUniformValue("back_color", view.backColor());
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shader_ds_1->setUniformValue("mat", pm.inverted());
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shader_ds_1->setUniformValue("mat_proji", proj_matrix.inverted());
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shader_ds_1->setUniformValue("dt", QVector2D(1. / view.viewport()->width(), 1. / view.viewport()->height()));
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fbo.setWriteBuffer(3);
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fbo.setWriteBuffer(4);
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fbo.bindColorTextures();
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fbo.bindDepthTexture(4);
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glClearFramebuffer(Qt::black, false);
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QVector<QVector4D> lpos;
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GLfloat glmvm[16];
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glGetFloatv(GL_MODELVIEW_MATRIX, glmvm);
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//glResetAllTransforms();
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//QVector<QVector4D> lpos;
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//qDebug() << view_matrix;
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for (int l = 0; l < passes; ++l) {
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fbo.setWriteBuffer(4 - l % 2);
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shader_ds_1->setUniformValue("tb", 3 + l % 2);
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glMatrixMode(GL_MODELVIEW);
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glLoadMatrixf(glmvm);
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setupLights(l, 8);
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shader_ds_1->setUniformValue("lightsCount", cplc);
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glDrawQuad();
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fbo.setWriteBuffer(5 - l % 2);
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shader_ds_1->setUniformValue("tb", 4 + l % 2);
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setupDSLights(l, 16, view_matrix);
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//shader_ds_1->setUniformValue("lightsCount", cplc);
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drawFB(shader_ds_1);
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//renderObjects(GLObjectBase::Solid, l, 0, true, true, view.isFogEnabled());
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//renderObjects(GLObjectBase::Transparent, l, 0, true, true, view.isFogEnabled());
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glFinish();
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glFlush();
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}
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fbo.release();
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glReleaseShaders();
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glActiveTextureChannel(0);
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glBindTexture(GL_TEXTURE_2D, fbo.colorTexture(3 + passes % 2));
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glBindTexture(GL_TEXTURE_2D, fbo.colorTexture(4 + passes % 2));
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if (view.isFXAAEnabled()) {
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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@@ -107,9 +126,82 @@ void RendererDeferredShading::reloadShaders() {
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void RendererDeferredShading::setupShadersTextures(GLObjectBase & object, GLRendererBase::RenderingParameters & rp) {
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shader_ds_0->setUniformValue("has_diffuse", object.material().diffuse.bitmap_id != 0);
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shader_ds_0->setUniformValue("has_bump", object.material().bump.bitmap_id != 0);
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shader_ds_0->setUniformValue("has_height", object.material().relief.bitmap_id != 0);
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shader_ds_0->setUniformValue("bump_scale", object.material().bump_scale);
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shader_ds_0->setUniformValue("height_scale", object.material().relief_scale);
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shader_ds_0->setUniformValue("has_diffuse", object.material().map_diffuse.bitmap_id != 0);
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shader_ds_0->setUniformValue("has_bump", object.material().map_bump.bitmap_id != 0);
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shader_ds_0->setUniformValue("has_height", object.material().map_relief.bitmap_id != 0);
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shader_ds_0->setUniformValue("bump_scale", object.material().map_bump.color_amount);
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shader_ds_0->setUniformValue("height_scale", object.material().map_relief.color_amount);
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glActiveTextureChannel(6);
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glBindTexture(GL_TEXTURE_2D, white_image_id);
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}
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void RendererDeferredShading::setupDSLights(int pass, int lights_per_pass, const QMatrix4x4 & view_matrix) {
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int light_start, light_end, lmax;
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light_start = pass * lights_per_pass;
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light_end = qMin<int>((pass + 1) * lights_per_pass, view.lights().size());
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lmax = light_start + 8;
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amb_light.intensity = (pass == 0 ? 1. : 0.);
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amb_light.setColor(pass == 0 ? view.ambientColor() : Qt::black);
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amb_light.setName("ambient");
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setUniformLight(shader_ds_1, &amb_light, "qgl_AmbientLight", QMatrix4x4());
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amb_light.intensity = 0.;
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QVector<Light*> lv;
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for (int i = light_start; i < light_end; ++i)
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lv << view.lights()[i];
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amb_light.setName("null");
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for (int i = light_end; i < lmax; ++i)
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lv << &amb_light;
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setUniformLights(shader_ds_1, lv, view_matrix);
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}
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void RendererDeferredShading::setupAmbientLight(const QColor & a, bool first_pass) {
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}
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void RendererDeferredShading::prepareUniform() {
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pm = getGLMatrix(GL_PROJECTION_MATRIX);
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mvm = getGLMatrix(GL_MODELVIEW_MATRIX);
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mvpm = pm * mvm;
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pim = pm.inverted();
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mvim = mvm.inverted();
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mvpim = mvpm.inverted();
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nm = mvm.normalMatrix();
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}
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void RendererDeferredShading::setUniform(QGLShaderProgram * prog) {
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//qDebug() << mvm;
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prog->setUniformValue("qgl_ModelViewMatrix", mvm);
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prog->setUniformValue("qgl_ProjectionMatrix", pm);
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prog->setUniformValue("qgl_ModelViewProjectionMatrix", mvpm);
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prog->setUniformValue("qgl_NormalMatrix", nm);
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prog->setUniformValue("qgl_ModelViewMatrixInverse", mvim);
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prog->setUniformValue("qgl_ProjectionMatrixInverse", pim);
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prog->setUniformValue("qgl_ModelViewProjectionMatrixInverse", mvpim);
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prog->setUniformValue("qgl_ModelViewMatrixTranspose", mvm.transposed());
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prog->setUniformValue("qgl_ProjectionMatrixTranspose", pm.transposed());
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prog->setUniformValue("qgl_ModelViewProjectionMatrixTranspose", mvpm.transposed());
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prog->setUniformValue("qgl_ModelViewMatrixInverseTranspose", mvim.transposed());
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prog->setUniformValue("qgl_ProjectionMatrixInverseTranspose", pim.transposed());
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prog->setUniformValue("qgl_ModelViewProjectionMatrixInverseTranspose", mvpim.transposed());
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}
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void RendererDeferredShading::drawFB(QGLShaderProgram * prog) {
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glSetPolygonMode(GL_FILL);
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int loc = prog->attributeLocation("qgl_Color");
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glVertexAttrib3f(loc, 1.f, 1.f, 1.f);
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int locv = prog->attributeLocation("qgl_Vertex"),
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loct = prog->attributeLocation("qgl_Texture"),
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locc = prog->attributeLocation("view_corner");
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glBegin(GL_QUADS);
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glColor3f(1.f, 1.f, 1.f);
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prog->setAttributeValue(locc, corner_dirs[0]); glVertexAttrib2f(loct, 0.f, 0.f); glTexCoord2f(0.f, 0.f); glVertexAttrib2f(locv, -1.f, -1.f); glVertex2f(-1.f, -1.f);
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prog->setAttributeValue(locc, corner_dirs[1]); glVertexAttrib2f(loct, 1.f, 0.f); glTexCoord2f(1.f, 0.f); glVertexAttrib2f(locv, 1.f, -1.f); glVertex2f(1.f, -1.f);
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prog->setAttributeValue(locc, corner_dirs[2]); glVertexAttrib2f(loct, 1.f, 1.f); glTexCoord2f(1.f, 1.f); glVertexAttrib2f(locv, 1.f, 1.f); glVertex2f(1.f, 1.f);
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prog->setAttributeValue(locc, corner_dirs[3]); glVertexAttrib2f(loct, 0.f, 1.f); glTexCoord2f(0.f, 1.f); glVertexAttrib2f(locv, -1.f, 1.f); glVertex2f(-1.f, 1.f);
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glEnd();
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}
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