git-svn-id: svn://db.shs.com.ru/libs@47 a8b55f48-bf90-11e4-a774-851b48703e85
This commit is contained in:
@@ -17,14 +17,40 @@
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*/
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#include "renderer_deferred_shading.h"
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#include <QBoxLayout>
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RendererDeferredShading::RendererDeferredShading(QGLView * view_): GLRendererBase(view_), fbo_g(4, true, GL_RGBA16F), fbo_out(2, GL_RGBA16F) {
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shader_fxaa = shader_ds_0 = shader_ds_1 = 0;
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RendererDeferredShading::RendererDeferredShading(QGLView * view_): GLRendererBase(view_),
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fbo_g(4, true, GL_RGBA16F), fbo_out(2, false, GL_RGB16F), fbo_hsmall(1, false, GL_RGB16F) {
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shader_fxaa = shader_ds_0 = shader_ds_1 = shader_hdr = shader_small = 0;
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lights_per_pass = 2;
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exposure_ = 1.;
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df = new QWidget();
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df->setLayout(new QBoxLayout(QBoxLayout::TopToBottom));
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label_exp = new QLabel();
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label_exp_step = new QLabel();
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df->layout()->addWidget(label_exp);
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df->layout()->addWidget(label_exp_step);
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QPalette pal(df->palette());
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pal.setBrush(QPalette::Window, QColor(255, 255, 255, 192));
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df->setPalette(pal);
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if (view_)
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view_->addObject(df);
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}
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RendererDeferredShading::~RendererDeferredShading() {
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if (shader_fxaa != 0) delete shader_fxaa;
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if (shader_ds_0 != 0) delete shader_ds_0;
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if (shader_ds_1 != 0) delete shader_ds_1;
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if (shader_hdr != 0) delete shader_hdr;
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if (shader_small != 0) delete shader_small;
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delete df;
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}
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void RendererDeferredShading::renderScene() {
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//qDebug() << lights_per_pass;
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QMatrix4x4 mproji = rp.proj_matrix_i;
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QMatrix4x4 mview = rp.view_matrix;
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corner_dirs[0] = (QVector4D(-1, -1, 1, 1) * rp.viewproj_matrix).normalized();
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@@ -48,7 +74,7 @@ void RendererDeferredShading::renderScene() {
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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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glDisable(GL_RESCALE_NORMAL);
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glEnableDepth();
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shader_ds_0->bind();
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rp.setUniform(shader_ds_0);
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@@ -61,7 +87,7 @@ void RendererDeferredShading::renderScene() {
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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, shader_ds_0, true, false, false);
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//glReleaseShaders();
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//fbo.release();
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fbo_g.release();
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glResetAllTransforms();
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rp.prepare();
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@@ -89,28 +115,72 @@ 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) / 16 + 1;
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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", 5);
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//qDebug() << "render in" << passes << "passes";
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//qDebug() << "render in" << passes << "passes (" << lights_per_pass << ")";
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int wi, ri;
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for (int l = 0; l < passes; ++l) {
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int wi = 1 - l % 2, ri = l % 2;
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wi = 1 - l % 2;
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ri = l % 2;
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//qDebug() << " pass" << l << "read from" << ri << "write to" << wi;
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glActiveTextureChannel(5);
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glBindTexture(GL_TEXTURE_2D, fbo_out.colorTexture(ri));
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fbo_out.setWriteBuffer(wi);
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setupDSLights(l, 16, mview);
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setupDSLights(l, mview);
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//shader_ds_1->setUniformValue("lightsCount", cplc);
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glDrawQuad(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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//glFinish();
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//break;
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}
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fbo_out.release();
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glReleaseShaders();
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wi = 1 - passes % 2;
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ri = passes % 2;
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glActiveTextureChannel(0);
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glBindTexture(GL_TEXTURE_2D, fbo_out.colorTexture(passes % 2));
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glBindTexture(GL_TEXTURE_2D, fbo_out.colorTexture(ri));
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fbo_hsmall.bind();
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fbo_hsmall.setWriteBuffer(0);
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shader_small->bind();
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shader_small->setUniformValue("qgl_ModelViewProjectionMatrix", QMatrix4x4());
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shader_small->setUniformValue("t0", 0);
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glDrawQuad(shader_small);
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hcontent.resize(fbo_hsmall.width() * fbo_hsmall.height());
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glReadPixels(0, 0, fbo_hsmall.width(), fbo_hsmall.height(), GL_RGB, GL_FLOAT, hcontent.data());
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GLfloat max[3] = {0.,0.,0.};//min[3] = {10000.,10000.,10000.}, ;
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for (int i = 0; i < hcontent.size(); ++i) {
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//if (min[0] > hcontent[i].x) min[0] = hcontent[i].x;
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if (max[0] < hcontent[i].x) max[0] = hcontent[i].x;
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//if (min[1] > hcontent[i].y) min[1] = hcontent[i].y;
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if (max[1] < hcontent[i].y) max[1] = hcontent[i].y;
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//if (min[2] > hcontent[i].z) min[2] = hcontent[i].z;
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if (max[2] < hcontent[i].z) max[2] = hcontent[i].z;
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}
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GLfloat mluma = (0.299 * max[0]) + (0.587 * max[1]) + (0.114 * max[2]);
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double nexp = mluma / 16., dexp = nexp - exposure_, mestep = exposure_ * view.accomodationMaxSpeed();
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dexp /= view.accomodationTime();
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if (dexp > 0. && dexp > mestep/4) dexp = mestep/4;
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if (dexp < 0. && dexp < -mestep) dexp = -mestep;
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exposure_ += dexp;
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label_exp->setText(QString("exposure: %1").arg(exposure_));
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label_exp_step->setText(QString("d_exposure: %1").arg(dexp));
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//qDebug() << min[0] << max[0] << min[1] << max[1] << min[2] << max[2];
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fbo_hsmall.release();
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//glBindTexture(GL_TEXTURE_2D, fbo_out.colorTexture(ri));
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fbo_out.bind();
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fbo_out.setWriteBuffer(wi);
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shader_hdr->bind();
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shader_hdr->setUniformValue("qgl_ModelViewProjectionMatrix", QMatrix4x4());
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shader_hdr->setUniformValue("t0", 0);
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shader_hdr->setUniformValue("exposure", GLfloat(1./exposure_));
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glDrawQuad(shader_hdr);
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fbo_out.release();
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glBindTexture(GL_TEXTURE_2D, fbo_out.colorTexture(wi));
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glReleaseShaders();
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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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@@ -127,14 +197,16 @@ void RendererDeferredShading::renderScene() {
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void RendererDeferredShading::init(int width, int height) {
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fbo_g.resize(width, height);
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fbo_out.resize(width, height);
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resize(width, height);
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}
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void RendererDeferredShading::resize(int width, int height) {
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fbo_g.resize(width, height);
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fbo_out.resize(width, height);
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fbo_hsmall.resize(width / 16, height / 16);
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view.setSceneRect(QRect(0, 0, width, height)); /// WARNING
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//df->move(-width / 2, -height / 2);
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}
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@@ -142,10 +214,13 @@ void RendererDeferredShading::reloadShaders() {
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if (shader_fxaa == 0) shader_fxaa = new QGLShaderProgram(view.context());
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if (shader_ds_0 == 0) shader_ds_0 = new QGLShaderProgram(view.context());
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if (shader_ds_1 == 0) shader_ds_1 = new QGLShaderProgram(view.context());
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//if (shader_ds_0 == 0) shader_ds_0 = new QGLShaderProgram(view.context());
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if (shader_hdr == 0) shader_hdr = new QGLShaderProgram(view.context());
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if (shader_small == 0) shader_small = new QGLShaderProgram(view.context());
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loadShaders(shader_fxaa, "FXAA", "shaders");
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loadShaders(shader_ds_0, "dsl_pass_0", "shaders");
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loadShaders(shader_ds_1, "dsl_pass_1", "shaders");
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loadShaders(shader_hdr, "hdr", "shaders");
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loadShaders(shader_small, "downscale", "shaders");
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}
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@@ -162,7 +237,7 @@ void RendererDeferredShading::setupShadersTextures(GLObjectBase & object, GLRend
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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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void RendererDeferredShading::setupDSLights(int 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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