git-svn-id: svn://db.shs.com.ru/libs@663 a8b55f48-bf90-11e4-a774-851b48703e85

This commit is contained in:
2019-12-08 22:53:21 +00:00
parent da962779d8
commit 1a210defb1
19 changed files with 4598 additions and 197 deletions

View File

@@ -117,70 +117,30 @@ bool QGLEngineShaders::loadShadersMulti(QOpenGLShaderProgram *& prog, const QStr
}
void QGLEngineShaders::setUniformMatrices(QOpenGLShaderProgram * prog, QMatrix4x4 proj, QMatrix4x4 view, QMatrix4x4 prevproj, QMatrix4x4 prevview) {
if (!prog) return;
if (!prog->isLinked()) return;
QMatrix4x4 mvpm = proj * view;
QMatrix4x4 pmvpm = prevproj * prevview;
QMatrix3x3 nm = view.normalMatrix();
//nm.in;
prog->setUniformValue("qgl_ModelViewMatrix", view);
prog->setUniformValue("qgl_ProjectionMatrix", proj);
prog->setUniformValue("prev_ModelViewProjectioMatrix", pmvpm);
prog->setUniformValue("prev_ModelViewMatrix", prevview);
prog->setUniformValue("qgl_ModelViewProjectionMatrix", mvpm);
prog->setUniformValue("qgl_NormalMatrix", nm);
//prog->setUniformValue("qgl_BumpMatrix", nm.);
prog->setUniformValue("qgl_ModelViewMatrixTranspose", view.transposed());
prog->setUniformValue("qgl_ProjectionMatrixTranspose", proj.transposed());
prog->setUniformValue("qgl_ModelViewProjectionMatrixTranspose", mvpm.transposed());
}
void QGLEngineShaders::setUniformLights(QOpenGLShaderProgram * prog, const QVector<Light*> & lights, const QMatrix4x4 & mat, int shadow_start) {
for (int i = 0; i < lights.size(); ++i)
;//setUniformLight(prog, lights[i], QString("qgl_Light[%1]").arg(i), mat, shadow_start + i);
}
/*
" vec3 position;\n"
" vec3 direction;\n"
" vec4 color;\n"
" float intensity;\n"
" float startAngle;\n"
" float endAngle;\n"
" float constantAttenuation;\n"
" float linearAttenuation;\n"
" float quadraticAttenuation;\n"
" sampler2DShadow shadow;\n"
" mat4 shadowMatrix;\n"
*/
void QGLEngineShaders::setUniformLight(QOpenGLShaderProgram * prog, Light * light, QString ulightn, const QMatrix4x4 & mat, int shadow) {
if (!prog) return;
if (!prog->isLinked()) return;
QMatrix4x4 m = mat * light->worldTransform();
QVector4D pos(0, 0, 0, 1.), dir(light->direction(), 1);//, dir0(light->dir0), dir1(light->dir1);
pos = m * pos;
dir = ((m * dir) - pos).normalized();
float ang_start = light->angle_start / 2.f, ang_end = light->angle_end / 2.f;
if (light->light_type == Light::Omni)
ang_start = ang_end = 180.;
//qDebug() << "light" << light->name() << ulightn << pos;
prog->setUniformValue((ulightn + ".position").toLatin1().constData(), pos);
prog->setUniformValue((ulightn + ".direction").toLatin1().constData(), dir);
prog->setUniformValue((ulightn + ".intensity").toLatin1().constData(), GLfloat(light->intensity));
prog->setUniformValue((ulightn + ".startAngle").toLatin1().constData(), GLfloat(ang_start));
prog->setUniformValue((ulightn + ".startAngleCos").toLatin1().constData(), GLfloat(cosf(ang_start * deg2rad)));
prog->setUniformValue((ulightn + ".endAngle").toLatin1().constData(), GLfloat(ang_end));
prog->setUniformValue((ulightn + ".endAngleCos").toLatin1().constData(), GLfloat(cosf(ang_end * deg2rad)));
//prog->setUniformValue((ulightn + ".color").toLatin1().constData(), light->color());
prog->setUniformValue((ulightn + ".constantAttenuation").toLatin1().constData(), GLfloat(light->decay_const));
prog->setUniformValue((ulightn + ".linearAttenuation").toLatin1().constData(), GLfloat(light->decay_linear));
prog->setUniformValue((ulightn + ".quadraticAttenuation").toLatin1().constData(), GLfloat(light->decay_quadratic));
prog->setUniformValue((ulightn + ".shadow").toLatin1().constData(), shadow);
prog->setUniformValue((ulightn + ".shadowColor").toLatin1().constData(), shadow);
prog->setUniformValue((ulightn + ".shadowMatrix").toLatin1().constData(), light->shadow_matrix);
//qDebug() << light->shadow_matrix;
//prog->setUniformValue((ulightn + ".shadowDir0").toLatin1().constData(), (mat * dir0));
//prog->setUniformValue((ulightn + ".shadowDir1").toLatin1().constData(), (mat * dir1));
//qDebug() << light->direction << light->dir0 << light->dir1;
bool QGLEngineShaders::loadShaders(QOpenGLShaderProgram *& prog, const QStringList & files, bool add_qgl, const QStringList & defines) {
if (!prog)
prog = new QOpenGLShaderProgram();
prog->removeAllShaders();
QString cur_shader, defs = prepareDefines(defines);
foreach (QString f, files) {
QFileInfo fi(f);
QOpenGLShader::ShaderType type = 0;
if (fi.suffix().toLower() == "vert") type = QOpenGLShader::Vertex ;
if (fi.suffix().toLower() == "frag") type = QOpenGLShader::Fragment;
if (fi.suffix().toLower() == "geom") type = QOpenGLShader::Geometry;
if (type == 0) continue;
QFile file(f);
if (!file.open(QIODevice::ReadOnly)) {
qDebug() << "[QGLView] Shader" << f << "Error: can`t open file!";
return false;
}
cur_shader = file.readAll();
if (!addShader(prog, type, cur_shader, f, add_qgl, defs)) return false;
}
if (!prog->link()) {
qDebug() << "[QGLView] Shader" << files << "Link error:\n" << prog->log();
return false;
}
qDebug() << "[QGLView] Shader" << files << "ok";
return true;
}