git-svn-id: svn://db.shs.com.ru/libs@52 a8b55f48-bf90-11e4-a774-851b48703e85

This commit is contained in:
2015-11-30 20:53:22 +00:00
parent fc0b593329
commit 36ba0a0ba7
12 changed files with 143 additions and 94 deletions

View File

@@ -104,15 +104,40 @@ void RendererDeferredShading::renderScene() {
//glReleaseShaders();
fbo_g.release();
if (view.isFeatureEnabled(QGLView::qglShadowsEnabled)) {
int sms = view.feature(QGLView::qglShadowsMapSize).toInt();
glDisable(GL_TEXTURE_1D);
glDisable(GL_TEXTURE_2D);
glDisable(GL_TEXTURE_CUBE_MAP);
glDisable(GL_MULTISAMPLE);
glDisable(GL_LIGHTING);
glDisable(GL_BLEND);
glDisable(GL_ALPHA_TEST);
glDisable(GL_RESCALE_NORMAL);
glDisableClientState(GL_NORMAL_ARRAY);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glDisableClientState(GL_COLOR_ARRAY);
//qDebug() << "render shadows";
for (int i = 0; i < view.lightsCount(); ++i) {
Light * l = view.light(i);
if (l->light_type == Light::Omni) continue;
l->shadow_map.resize(sms, sms);
l->shadow_map.bind();
glClear(GL_DEPTH_BUFFER_BIT);
renderShadow(l);
l->shadow_map.release();
}
}
glResetAllTransforms();
rp.prepare();
glSetLightEnabled(false);
glEnable(GL_TEXTURE_2D);
glDisable(GL_BLEND);
//glBlendFunc(GL_ONE, GL_ONE);
glDisableDepth();
shader_ds_1->bind();
rp.setUniform(shader_ds_1);
rp.prepare();
//qDebug() << rp.view_matrix;
shader_ds_1->bind();
shader_ds_1->setUniformValue("z_far", GLfloat(view.depthEnd()));
shader_ds_1->setUniformValue("z_near", GLfloat(view.depthStart()));
shader_ds_1->setUniformValue("t0", 0);
@@ -124,6 +149,7 @@ void RendererDeferredShading::renderScene() {
shader_ds_1->setUniformValue("back_color", view.backColor());
shader_ds_1->setUniformValue("mat_proji", mproji);
shader_ds_1->setUniformValue("dt", QVector2D(1. / view.viewport()->width(), 1. / view.viewport()->height()));
rp.setUniform(shader_ds_1);
fbo_g.bindColorTextures();
fbo_g.bindDepthTexture(5);
fbo_out.bind();
@@ -131,10 +157,10 @@ void RendererDeferredShading::renderScene() {
glClearFramebuffer(Qt::black, false);
//QVector<QVector4D> lpos;
//qDebug() << view_matrix;
int passes = (view.lightsCount() - 1) / lights_per_pass + 1;
if (passes < 1) passes = 1;
shader_ds_1->setUniformValue("t_pp", 6);
//qDebug() << "render in" << passes << "passes (" << lights_per_pass << ")";
int passes = (view.lightsCount() - 1) / lights_per_pass + 1;
if (passes < 1) passes = 1;
int wi, ri;
for (int l = 0; l < passes; ++l) {
wi = 1 - l % 2;
@@ -321,7 +347,7 @@ void RendererDeferredShading::setupShadersTextures(GLObjectBase & object, GLRend
void RendererDeferredShading::setupDSLights(int pass, const QMatrix4x4 & view_matrix) {
int light_start, light_end, lmax;
int light_start, light_end, lmax, shadow_start = 7;
light_start = pass * lights_per_pass;
light_end = qMin<int>((pass + 1) * lights_per_pass, view.lights().size());
lmax = light_start + lights_per_pass;
@@ -331,14 +357,17 @@ void RendererDeferredShading::setupDSLights(int pass, const QMatrix4x4 & view_ma
setUniformLight(shader_ds_1, &amb_light, "qgl_AmbientLight");
amb_light.intensity = 0.;
QVector<Light*> lv;
for (int i = light_start; i < light_end; ++i)
for (int i = light_start; i < light_end; ++i) {
lv << view.lights()[i];
glActiveTextureChannel(shadow_start + i - light_start);
glBindTexture(GL_TEXTURE_2D, lv.back()->shadow_map.depthTexture());
}
amb_light.setName("null");
for (int i = light_end; i < lmax; ++i)
lv << &amb_light;
//QStringList lnl; foreach (Light * l, lv) lnl << l->name();
//qDebug() << " lights" << light_start << "->" << light_end << ", inactive" << (lmax - light_end) << lnl;
setUniformLights(shader_ds_1, lv, view_matrix, view.camera().pos());
setUniformLights(shader_ds_1, lv, view_matrix, shadow_start);
}