git-svn-id: svn://db.shs.com.ru/libs@47 a8b55f48-bf90-11e4-a774-851b48703e85

This commit is contained in:
2015-11-26 11:53:29 +00:00
parent 2ace72ff47
commit 4cbcbb5174
26 changed files with 346 additions and 105 deletions

View File

@@ -17,14 +17,40 @@
*/
#include "renderer_deferred_shading.h"
#include <QBoxLayout>
RendererDeferredShading::RendererDeferredShading(QGLView * view_): GLRendererBase(view_), fbo_g(4, true, GL_RGBA16F), fbo_out(2, GL_RGBA16F) {
shader_fxaa = shader_ds_0 = shader_ds_1 = 0;
RendererDeferredShading::RendererDeferredShading(QGLView * view_): GLRendererBase(view_),
fbo_g(4, true, GL_RGBA16F), fbo_out(2, false, GL_RGB16F), fbo_hsmall(1, false, GL_RGB16F) {
shader_fxaa = shader_ds_0 = shader_ds_1 = shader_hdr = shader_small = 0;
lights_per_pass = 2;
exposure_ = 1.;
df = new QWidget();
df->setLayout(new QBoxLayout(QBoxLayout::TopToBottom));
label_exp = new QLabel();
label_exp_step = new QLabel();
df->layout()->addWidget(label_exp);
df->layout()->addWidget(label_exp_step);
QPalette pal(df->palette());
pal.setBrush(QPalette::Window, QColor(255, 255, 255, 192));
df->setPalette(pal);
if (view_)
view_->addObject(df);
}
RendererDeferredShading::~RendererDeferredShading() {
if (shader_fxaa != 0) delete shader_fxaa;
if (shader_ds_0 != 0) delete shader_ds_0;
if (shader_ds_1 != 0) delete shader_ds_1;
if (shader_hdr != 0) delete shader_hdr;
if (shader_small != 0) delete shader_small;
delete df;
}
void RendererDeferredShading::renderScene() {
//qDebug() << lights_per_pass;
QMatrix4x4 mproji = rp.proj_matrix_i;
QMatrix4x4 mview = rp.view_matrix;
corner_dirs[0] = (QVector4D(-1, -1, 1, 1) * rp.viewproj_matrix).normalized();
@@ -48,7 +74,7 @@ void RendererDeferredShading::renderScene() {
glActiveTextureChannel(0);
}
glClearFramebuffer(QColor(0, 0, 0, 0));
//glEnable(GL_TEXTURE_2D);
glDisable(GL_RESCALE_NORMAL);
glEnableDepth();
shader_ds_0->bind();
rp.setUniform(shader_ds_0);
@@ -61,7 +87,7 @@ void RendererDeferredShading::renderScene() {
shader_ds_0->setUniformValue("dt", QVector2D(1. / view.viewport()->width(), 1. / view.viewport()->height()));
renderObjects(GLObjectBase::Solid, 0, shader_ds_0, true, false, false);
//glReleaseShaders();
//fbo.release();
fbo_g.release();
glResetAllTransforms();
rp.prepare();
@@ -89,28 +115,72 @@ void RendererDeferredShading::renderScene() {
glClearFramebuffer(Qt::black, false);
//QVector<QVector4D> lpos;
//qDebug() << view_matrix;
int passes = (view.lightsCount() - 1) / 16 + 1;
int passes = (view.lightsCount() - 1) / lights_per_pass + 1;
if (passes < 1) passes = 1;
shader_ds_1->setUniformValue("t_pp", 5);
//qDebug() << "render in" << passes << "passes";
//qDebug() << "render in" << passes << "passes (" << lights_per_pass << ")";
int wi, ri;
for (int l = 0; l < passes; ++l) {
int wi = 1 - l % 2, ri = l % 2;
wi = 1 - l % 2;
ri = l % 2;
//qDebug() << " pass" << l << "read from" << ri << "write to" << wi;
glActiveTextureChannel(5);
glBindTexture(GL_TEXTURE_2D, fbo_out.colorTexture(ri));
fbo_out.setWriteBuffer(wi);
setupDSLights(l, 16, mview);
setupDSLights(l, mview);
//shader_ds_1->setUniformValue("lightsCount", cplc);
glDrawQuad(shader_ds_1);
//renderObjects(GLObjectBase::Solid, l, 0, true, true, view.isFogEnabled());
//renderObjects(GLObjectBase::Transparent, l, 0, true, true, view.isFogEnabled());
glFinish();
//glFinish();
//break;
}
fbo_out.release();
glReleaseShaders();
wi = 1 - passes % 2;
ri = passes % 2;
glActiveTextureChannel(0);
glBindTexture(GL_TEXTURE_2D, fbo_out.colorTexture(passes % 2));
glBindTexture(GL_TEXTURE_2D, fbo_out.colorTexture(ri));
fbo_hsmall.bind();
fbo_hsmall.setWriteBuffer(0);
shader_small->bind();
shader_small->setUniformValue("qgl_ModelViewProjectionMatrix", QMatrix4x4());
shader_small->setUniformValue("t0", 0);
glDrawQuad(shader_small);
hcontent.resize(fbo_hsmall.width() * fbo_hsmall.height());
glReadPixels(0, 0, fbo_hsmall.width(), fbo_hsmall.height(), GL_RGB, GL_FLOAT, hcontent.data());
GLfloat max[3] = {0.,0.,0.};//min[3] = {10000.,10000.,10000.}, ;
for (int i = 0; i < hcontent.size(); ++i) {
//if (min[0] > hcontent[i].x) min[0] = hcontent[i].x;
if (max[0] < hcontent[i].x) max[0] = hcontent[i].x;
//if (min[1] > hcontent[i].y) min[1] = hcontent[i].y;
if (max[1] < hcontent[i].y) max[1] = hcontent[i].y;
//if (min[2] > hcontent[i].z) min[2] = hcontent[i].z;
if (max[2] < hcontent[i].z) max[2] = hcontent[i].z;
}
GLfloat mluma = (0.299 * max[0]) + (0.587 * max[1]) + (0.114 * max[2]);
double nexp = mluma / 16., dexp = nexp - exposure_, mestep = exposure_ * view.accomodationMaxSpeed();
dexp /= view.accomodationTime();
if (dexp > 0. && dexp > mestep/4) dexp = mestep/4;
if (dexp < 0. && dexp < -mestep) dexp = -mestep;
exposure_ += dexp;
label_exp->setText(QString("exposure: %1").arg(exposure_));
label_exp_step->setText(QString("d_exposure: %1").arg(dexp));
//qDebug() << min[0] << max[0] << min[1] << max[1] << min[2] << max[2];
fbo_hsmall.release();
//glBindTexture(GL_TEXTURE_2D, fbo_out.colorTexture(ri));
fbo_out.bind();
fbo_out.setWriteBuffer(wi);
shader_hdr->bind();
shader_hdr->setUniformValue("qgl_ModelViewProjectionMatrix", QMatrix4x4());
shader_hdr->setUniformValue("t0", 0);
shader_hdr->setUniformValue("exposure", GLfloat(1./exposure_));
glDrawQuad(shader_hdr);
fbo_out.release();
glBindTexture(GL_TEXTURE_2D, fbo_out.colorTexture(wi));
glReleaseShaders();
if (view.isFXAAEnabled()) {
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
@@ -127,14 +197,16 @@ void RendererDeferredShading::renderScene() {
void RendererDeferredShading::init(int width, int height) {
fbo_g.resize(width, height);
fbo_out.resize(width, height);
resize(width, height);
}
void RendererDeferredShading::resize(int width, int height) {
fbo_g.resize(width, height);
fbo_out.resize(width, height);
fbo_hsmall.resize(width / 16, height / 16);
view.setSceneRect(QRect(0, 0, width, height)); /// WARNING
//df->move(-width / 2, -height / 2);
}
@@ -142,10 +214,13 @@ void RendererDeferredShading::reloadShaders() {
if (shader_fxaa == 0) shader_fxaa = new QGLShaderProgram(view.context());
if (shader_ds_0 == 0) shader_ds_0 = new QGLShaderProgram(view.context());
if (shader_ds_1 == 0) shader_ds_1 = new QGLShaderProgram(view.context());
//if (shader_ds_0 == 0) shader_ds_0 = new QGLShaderProgram(view.context());
if (shader_hdr == 0) shader_hdr = new QGLShaderProgram(view.context());
if (shader_small == 0) shader_small = new QGLShaderProgram(view.context());
loadShaders(shader_fxaa, "FXAA", "shaders");
loadShaders(shader_ds_0, "dsl_pass_0", "shaders");
loadShaders(shader_ds_1, "dsl_pass_1", "shaders");
loadShaders(shader_hdr, "hdr", "shaders");
loadShaders(shader_small, "downscale", "shaders");
}
@@ -162,7 +237,7 @@ void RendererDeferredShading::setupShadersTextures(GLObjectBase & object, GLRend
}
void RendererDeferredShading::setupDSLights(int pass, int lights_per_pass, const QMatrix4x4 & view_matrix) {
void RendererDeferredShading::setupDSLights(int pass, const QMatrix4x4 & view_matrix) {
int light_start, light_end, lmax;
light_start = pass * lights_per_pass;
light_end = qMin<int>((pass + 1) * lights_per_pass, view.lights().size());