git-svn-id: svn://db.shs.com.ru/libs@52 a8b55f48-bf90-11e4-a774-851b48703e85
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@@ -104,15 +104,40 @@ void RendererDeferredShading::renderScene() {
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//glReleaseShaders();
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fbo_g.release();
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if (view.isFeatureEnabled(QGLView::qglShadowsEnabled)) {
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int sms = view.feature(QGLView::qglShadowsMapSize).toInt();
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glDisable(GL_TEXTURE_1D);
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glDisable(GL_TEXTURE_2D);
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glDisable(GL_TEXTURE_CUBE_MAP);
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glDisable(GL_MULTISAMPLE);
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glDisable(GL_LIGHTING);
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glDisable(GL_BLEND);
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glDisable(GL_ALPHA_TEST);
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glDisable(GL_RESCALE_NORMAL);
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glDisableClientState(GL_NORMAL_ARRAY);
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glDisableClientState(GL_TEXTURE_COORD_ARRAY);
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glDisableClientState(GL_COLOR_ARRAY);
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//qDebug() << "render shadows";
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for (int i = 0; i < view.lightsCount(); ++i) {
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Light * l = view.light(i);
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if (l->light_type == Light::Omni) continue;
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l->shadow_map.resize(sms, sms);
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l->shadow_map.bind();
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glClear(GL_DEPTH_BUFFER_BIT);
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renderShadow(l);
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l->shadow_map.release();
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}
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}
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glResetAllTransforms();
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rp.prepare();
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glSetLightEnabled(false);
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glEnable(GL_TEXTURE_2D);
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glDisable(GL_BLEND);
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//glBlendFunc(GL_ONE, GL_ONE);
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glDisableDepth();
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shader_ds_1->bind();
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rp.setUniform(shader_ds_1);
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rp.prepare();
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//qDebug() << rp.view_matrix;
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shader_ds_1->bind();
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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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@@ -124,6 +149,7 @@ void RendererDeferredShading::renderScene() {
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shader_ds_1->setUniformValue("back_color", view.backColor());
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shader_ds_1->setUniformValue("mat_proji", mproji);
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shader_ds_1->setUniformValue("dt", QVector2D(1. / view.viewport()->width(), 1. / view.viewport()->height()));
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rp.setUniform(shader_ds_1);
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fbo_g.bindColorTextures();
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fbo_g.bindDepthTexture(5);
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fbo_out.bind();
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@@ -131,10 +157,10 @@ void RendererDeferredShading::renderScene() {
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glClearFramebuffer(Qt::black, false);
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//QVector<QVector4D> lpos;
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//qDebug() << view_matrix;
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int passes = (view.lightsCount() - 1) / lights_per_pass + 1;
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if (passes < 1) passes = 1;
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shader_ds_1->setUniformValue("t_pp", 6);
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//qDebug() << "render in" << passes << "passes (" << lights_per_pass << ")";
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int passes = (view.lightsCount() - 1) / lights_per_pass + 1;
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if (passes < 1) passes = 1;
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int wi, ri;
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for (int l = 0; l < passes; ++l) {
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wi = 1 - l % 2;
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@@ -321,7 +347,7 @@ void RendererDeferredShading::setupShadersTextures(GLObjectBase & object, GLRend
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void RendererDeferredShading::setupDSLights(int pass, const QMatrix4x4 & view_matrix) {
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int light_start, light_end, lmax;
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int light_start, light_end, lmax, shadow_start = 7;
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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 + lights_per_pass;
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@@ -331,14 +357,17 @@ void RendererDeferredShading::setupDSLights(int pass, const QMatrix4x4 & view_ma
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setUniformLight(shader_ds_1, &amb_light, "qgl_AmbientLight");
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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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for (int i = light_start; i < light_end; ++i) {
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lv << view.lights()[i];
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glActiveTextureChannel(shadow_start + i - light_start);
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glBindTexture(GL_TEXTURE_2D, lv.back()->shadow_map.depthTexture());
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}
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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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//QStringList lnl; foreach (Light * l, lv) lnl << l->name();
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//qDebug() << " lights" << light_start << "->" << light_end << ", inactive" << (lmax - light_end) << lnl;
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setUniformLights(shader_ds_1, lv, view_matrix, view.camera().pos());
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setUniformLights(shader_ds_1, lv, view_matrix, shadow_start);
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}
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