git-svn-id: svn://db.shs.com.ru/libs@53 a8b55f48-bf90-11e4-a774-851b48703e85
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@@ -30,7 +30,8 @@ fbo_g(5, true, GL_RGBA16F), fbo_out(3, false, GL_RGB16F), fbo_hsmall(1, false, G
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<< ShaderPair("bloom_pass_0", &shader_bloom_0)
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<< ShaderPair("bloom_pass_1", &shader_bloom_1)
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<< ShaderPair("fbo_add", &shader_fbo_add)
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<< ShaderPair("motion_blur", &shader_motion_blur);
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<< ShaderPair("motion_blur", &shader_motion_blur)
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<< ShaderPair("shadow", &shader_shadow);
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for (int i = 0; i < shaders.size(); ++i)
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*(shaders[i].second) = 0;
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lights_per_pass = 2;
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@@ -63,6 +64,7 @@ void RendererDeferredShading::renderScene() {
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QMatrix4x4 mproj = rp.proj_matrix;
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QMatrix4x4 mproji = rp.proj_matrix_i;
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QMatrix4x4 mview = rp.view_matrix;
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QMatrix4x4 mprojviewi = rp.view_matrix_i * rp.proj_matrix_i;
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rp.prev_proj_matrix = prev_proj;
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rp.prev_view_matrix = prev_view;
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corner_dirs[0] = (QVector4D(-1, -1, 1, 1) * rp.viewproj_matrix).normalized();
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@@ -104,6 +106,7 @@ void RendererDeferredShading::renderScene() {
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//glReleaseShaders();
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fbo_g.release();
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shader_shadow->bind();
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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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@@ -123,8 +126,10 @@ void RendererDeferredShading::renderScene() {
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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.setWriteBuffer(0);
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glClearFramebuffer();
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//glClear(GL_DEPTH_BUFFER_BIT);
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renderShadow(l, shader_shadow, mprojviewi);
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l->shadow_map.release();
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}
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}
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@@ -360,7 +365,7 @@ void RendererDeferredShading::setupDSLights(int pass, const QMatrix4x4 & view_ma
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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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glBindTexture(GL_TEXTURE_2D, lv.back()->shadow_map.colorTexture());
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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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