diff --git a/qglview/glcamera.cpp b/qglview/glcamera.cpp index 359334e..09c8ea2 100644 --- a/qglview/glcamera.cpp +++ b/qglview/glcamera.cpp @@ -48,7 +48,7 @@ void Camera::apply(const GLdouble & aspect) { glScaled(aspect, aspect, 1.); QMatrix4x4 pm;// = glMatrixPerspective(fov_, aspect, depth_start, depth_end); pm.perspective(fov_, aspect, depth_start, depth_end); - //qDebug() << pm << glMatrixPerspective(fov_, aspect, depth_start, depth_end);; + //qDebug() << pm;// << glMatrixPerspective(fov_, aspect, depth_start, depth_end); setGLMatrix(pm); glMatrixMode(GL_MODELVIEW); pm.setToIdentity(); diff --git a/qglview/glrendererbase.cpp b/qglview/glrendererbase.cpp index 95e20b7..cbdf97c 100644 --- a/qglview/glrendererbase.cpp +++ b/qglview/glrendererbase.cpp @@ -238,11 +238,13 @@ void GLRendererBase::renderShadow(Light * l, QGLShaderProgram * prog, QMatrix4x4 cam.setDepthEnd(view.camera().depthEnd()); cam.setFOV(l->angle_end); cam.apply(1.); - cam.rotateXY(l->angle_end); - l->dir0 = cam.direction(); + /*cam.rotateXY(l->angle_end); + QVector3D rdir = l->direction * cos(l->angle_end / 2. * deg2rad); + l->dir0 = cam.direction() - rdir; cam.rotateXY(-l->angle_end); cam.rotateZ(l->angle_end); - l->dir1 = cam.direction(); + l->dir1 = cam.direction() - rdir;*/ + //qDebug() << rdir << l->dir0 << l->dir1; RenderingParameters rpl; rpl.pass = GLObjectBase::Solid; rpl.shaders = prog; @@ -252,7 +254,7 @@ void GLRendererBase::renderShadow(Light * l, QGLShaderProgram * prog, QMatrix4x4 QMatrix4x4 mbias; mbias.scale(0.5, 0.5, 0.5); mbias.translate(1., 1., 1.); - l->shadow_matrix = mbias*rpl.proj_matrix*rpl.view_matrix;//*mat;//;// * mbias; + l->shadow_matrix = mbias*rpl.proj_matrix*rpl.view_matrix*mat;//;// * mbias; //qDebug() << mbias; //glPushMatrix(); renderSingleShadow(view.objects_, rpl); diff --git a/qglview/glshaders.cpp b/qglview/glshaders.cpp index 98b6d96..1d3785d 100644 --- a/qglview/glshaders.cpp +++ b/qglview/glshaders.cpp @@ -67,9 +67,9 @@ const char qgl_structs[] = " float quadraticAttenuation;\n" " sampler2DShadow shadow;\n" //" sampler2D shadowColor\n" - //" mat4 shadowMatrix;\n" - " vec4 shadowDir0;\n" - " vec4 shadowDir1;\n" + " mat4 shadowMatrix;\n" + //" vec4 shadowDir0;\n" + //" vec4 shadowDir1;\n" "};\n" "struct QGLMap {\n" " float offset;\n" @@ -217,7 +217,7 @@ void setUniformLights(QGLShaderProgram * prog, const QVector & lights, c */ void setUniformLight(QGLShaderProgram * prog, Light * light, QString ulightn, const QMatrix4x4 & mat, int shadow) { QMatrix4x4 m = mat * light->worldTransform(); - QVector4D pos(0, 0, 0, 1.), dir(light->direction), dir0(light->dir0), dir1(light->dir1); + QVector4D pos(0, 0, 0, 1.), dir(light->direction);//, dir0(light->dir0), dir1(light->dir1); pos = m * pos; dir = (mat * dir).normalized(); double ang_start = light->angle_start / 2., ang_end = light->angle_end / 2.; @@ -237,8 +237,8 @@ void setUniformLight(QGLShaderProgram * prog, Light * light, QString ulightn, co prog->setUniformValue((ulightn + ".quadraticAttenuation").toLatin1().constData(), GLfloat(light->decay_quadratic)); prog->setUniformValue((ulightn + ".shadow").toLatin1().constData(), shadow); prog->setUniformValue((ulightn + ".shadowColor").toLatin1().constData(), shadow); - prog->setUniformValue((ulightn + ".shadowDir0").toLatin1().constData(), (mat * dir0).normalized()); - prog->setUniformValue((ulightn + ".shadowDir1").toLatin1().constData(), (mat * dir1).normalized()); + prog->setUniformValue((ulightn + ".shadowMatrix").toLatin1().constData(), light->shadow_matrix); + //prog->setUniformValue((ulightn + ".shadowDir0").toLatin1().constData(), (mat * dir0)); + //prog->setUniformValue((ulightn + ".shadowDir1").toLatin1().constData(), (mat * dir1)); //qDebug() << light->direction << light->dir0 << light->dir1; - //prog->setUniformValue((ulightn + ".shadowMatrix").toLatin1().constData(), light->shadow_matrix); } diff --git a/qglview/gltypes.cpp b/qglview/gltypes.cpp index d27782d..bc8cbf4 100644 --- a/qglview/gltypes.cpp +++ b/qglview/gltypes.cpp @@ -51,19 +51,19 @@ QString findFile(const QString & file, const QStringList & pathes) { } -void glDrawQuad(QGLShaderProgram * prog, GLfloat x, GLfloat y, GLfloat w, GLfloat h) { +void glDrawQuad(QGLShaderProgram * prog, QVector4D * corner_dirs, GLfloat x, GLfloat y, GLfloat w, GLfloat h) { glResetAllTransforms(); glSetPolygonMode(GL_FILL); int loc = prog ? prog->attributeLocation("qgl_Color") : 0, locv = prog ? prog->attributeLocation("qgl_Vertex") : 0, - loct = prog ? prog->attributeLocation("qgl_Texture") : 0; - //locc = prog ? prog->attributeLocation("view_corner") : 0; + loct = prog ? prog->attributeLocation("qgl_Texture") : 0, + locc = prog ? prog->attributeLocation("view_corner") : 0; glBegin(GL_QUADS); if (prog) glVertexAttrib3f(loc, 1.f, 1.f, 1.f); glColor3f(1.f, 1.f, 1.f); - if (prog) {/*prog->setAttributeValue(locc, corner_dirs[0]);*/ glVertexAttrib2f(loct, 0.f, 0.f); glVertexAttrib2f(locv, x, y);} glTexCoord2f(0.f, 0.f); glVertex2f(x, y); - if (prog) {/*prog->setAttributeValue(locc, corner_dirs[1]);*/ glVertexAttrib2f(loct, 1.f, 0.f); glVertexAttrib2f(locv, x + w, y);} glTexCoord2f(1.f, 0.f); glVertex2f(x + w, y); - if (prog) {/*prog->setAttributeValue(locc, corner_dirs[2]);*/ glVertexAttrib2f(loct, 1.f, 1.f); glVertexAttrib2f(locv, x + w, y + h);} glTexCoord2f(1.f, 1.f); glVertex2f(x + w, y + h); - if (prog) {/*prog->setAttributeValue(locc, corner_dirs[3]);*/ glVertexAttrib2f(loct, 0.f, 1.f); glVertexAttrib2f(locv, x, y + h);} glTexCoord2f(0.f, 1.f); glVertex2f(x, y + h); + if (prog) {if (corner_dirs) prog->setAttributeValue(locc, corner_dirs[0]); glVertexAttrib2f(loct, 0.f, 0.f); glVertexAttrib2f(locv, x, y);} glTexCoord2f(0.f, 0.f); glVertex2f(x, y); + if (prog) {if (corner_dirs) prog->setAttributeValue(locc, corner_dirs[1]); glVertexAttrib2f(loct, 1.f, 0.f); glVertexAttrib2f(locv, x + w, y);} glTexCoord2f(1.f, 0.f); glVertex2f(x + w, y); + if (prog) {if (corner_dirs) prog->setAttributeValue(locc, corner_dirs[2]); glVertexAttrib2f(loct, 1.f, 1.f); glVertexAttrib2f(locv, x + w, y + h);} glTexCoord2f(1.f, 1.f); glVertex2f(x + w, y + h); + if (prog) {if (corner_dirs) prog->setAttributeValue(locc, corner_dirs[3]); glVertexAttrib2f(loct, 0.f, 1.f); glVertexAttrib2f(locv, x, y + h);} glTexCoord2f(0.f, 1.f); glVertex2f(x, y + h); glEnd(); } diff --git a/qglview/gltypes.h b/qglview/gltypes.h index 16a25af..7c5d8e2 100644 --- a/qglview/gltypes.h +++ b/qglview/gltypes.h @@ -155,7 +155,7 @@ inline void glSetCapEnabled(GLenum cap, bool on = true) {if (on) glEnable(cap); inline void glSetLightEnabled(bool on) {if (on) glEnable(GL_LIGHTING); else glDisable(GL_LIGHTING);} inline void glSetFogEnabled(bool on) {if (on) glEnable(GL_FOG); else glDisable(GL_FOG);} inline void glSetPolygonMode(GLenum mode) {glPolygonMode(GL_FRONT_AND_BACK, mode);} -void glDrawQuad(QGLShaderProgram * prog = 0, GLfloat x = -1.f, GLfloat y = -1.f, GLfloat w = 2.f, GLfloat h = 2.f); +void glDrawQuad(QGLShaderProgram * prog = 0, QVector4D * corner_dirs = 0, GLfloat x = -1.f, GLfloat y = -1.f, GLfloat w = 2.f, GLfloat h = 2.f); QMatrix4x4 getGLMatrix(GLenum matrix); void setGLMatrix(QMatrix4x4 matrix); inline void deleteGLTexture(GLuint & tex) {if (tex != 0) glDeleteTextures(1, &tex); tex = 0;} diff --git a/qglview/qglview.cpp b/qglview/qglview.cpp index 8b48289..d01526b 100644 --- a/qglview/qglview.cpp +++ b/qglview/qglview.cpp @@ -403,7 +403,11 @@ void QGLView::renderHalo(const GLObjectBase * obj, const int iid, const QColor & void QGLView::renderSelection() { cid = 1; ids.clear(); - if (shaders_supported) sh_id_loc = shader_select->uniformLocation("id"); + if (shaders_supported) { + sh_id_loc = shader_select->uniformLocation("id"); + shader_select->setUniformValue("z_far", GLfloat(depthEnd())); + shader_select->setUniformValue("z_near", GLfloat(depthStart())); + } //qDebug() << sh_id_loc; start_rp.view_matrix = getGLMatrix(GL_MODELVIEW_MATRIX); glPushMatrix(); diff --git a/qglview/renderer_deferred_shading.cpp b/qglview/renderer_deferred_shading.cpp index 8ec43fc..fe51334 100644 --- a/qglview/renderer_deferred_shading.cpp +++ b/qglview/renderer_deferred_shading.cpp @@ -68,10 +68,13 @@ void RendererDeferredShading::renderScene() { QMatrix4x4 mviewproji = (mview * mproj).inverted(); rp.prev_proj_matrix = prev_proj; rp.prev_view_matrix = prev_view; - corner_dirs[0] = (QVector4D(-1, -1, 1, 1) * rp.viewproj_matrix).normalized(); - corner_dirs[1] = (QVector4D( 1, -1, 1, 1) * rp.viewproj_matrix).normalized(); - corner_dirs[2] = (QVector4D( 1, 1, 1, 1) * rp.viewproj_matrix).normalized(); - corner_dirs[3] = (QVector4D(-1, 1, 1, 1) * rp.viewproj_matrix).normalized(); + QMatrix4x4 vc_proji; + vc_proji.perspective(90., 1., view.camera().depthStart(), view.camera().depthEnd()); + vc_proji = vc_proji.inverted(); + corner_dirs[0] = (mproji * QVector4D( 1, 1, 0, 1)); + corner_dirs[1] = (mproji * QVector4D(-1, 1, 0, 1)); + corner_dirs[2] = (mproji * QVector4D(-1, -1, 0, 1)); + corner_dirs[3] = (mproji * QVector4D( 1, -1, 0, 1)); //qDebug() << corner_dirs[0] << corner_dirs[1] << corner_dirs[2] << corner_dirs[3]; fbo_g.bind(); int buffs[] = {0, 1, 2, 3, 4}; @@ -179,7 +182,7 @@ void RendererDeferredShading::renderScene() { glBindTexture(GL_TEXTURE_2D, fbo_out.colorTexture(ri)); fbo_out.setWriteBuffer(wi); setupDSLights(l, mview); - glDrawQuad(shader_ds_1); + glDrawQuad(shader_ds_1, corner_dirs); //break; } //fbo_out.release(); diff --git a/qglview/shaders/dsl_pass_0.frag b/qglview/shaders/dsl_pass_0.frag index f3acccd..9b2ec41 100644 --- a/qglview/shaders/dsl_pass_0.frag +++ b/qglview/shaders/dsl_pass_0.frag @@ -1,8 +1,11 @@ #version 150 +//#extension GL_ARB_conservative_depth: enable +//layout(depth_less) out float gl_FragDepth; + in vec3 src_normal, normal, binormal;//, et; in vec4 pos, ppos; -in float fogCoord; +in float fogCoord, logz; in mat3 TBN; uniform bool acc_fog; @@ -12,7 +15,7 @@ uniform float z_far, z_near; const vec3 luma = vec3(0.299, 0.587, 0.114); void main(void) { - float z = pos.w;//((z_near / (z_near-z_far)) * z_far) / (pos.w - (z_far / (z_far-z_near))); + //float z = pos.w;//((z_near / (z_near-z_far)) * z_far) / (pos.w - (z_far / (z_far-z_near))); vec4 dc = qgl_FragColor; vec2 tc = qgl_FragTexture.xy; float hei = dot(texture(qgl_Material.map_relief.map, tc).rgb, luma) * qgl_Material.map_relief.amount + qgl_Material.map_relief.offset; @@ -46,7 +49,8 @@ void main(void) { vec3 speed = pos.xyz/pos.w - ppos.xyz/ppos.w; //speed /= abs(pos.z); - qgl_FragData[0] = vec4(dc.rgb, pos.w); + gl_FragDepth = logz; + qgl_FragData[0] = vec4(dc.rgb, pos.z); qgl_FragData[1] = vec4(n.xyz / 2. + vec3(0.5), specularity); qgl_FragData[2] = vec4(spec.rgb, hei); qgl_FragData[3] = vec4(self.rgb, bn.x); diff --git a/qglview/shaders/dsl_pass_0.vert b/qglview/shaders/dsl_pass_0.vert index 2a9baca..39c2f68 100644 --- a/qglview/shaders/dsl_pass_0.vert +++ b/qglview/shaders/dsl_pass_0.vert @@ -2,13 +2,17 @@ out vec3 src_normal, normal, binormal;//, et; out vec4 pos, ppos; -out float fogCoord, fs_gid; +out float fogCoord, logz; out mat3 TBN; uniform bool acc_fog; uniform vec2 dt; uniform vec3 eye; uniform mat4 prev_ModelViewProjectioMatrix; +uniform float z_near, z_far; + +const float C = 0.0001; +float FC = 1. / log(z_far * C + 1.); void main(void) { normal = qgl_Normal;//(qgl_NormalMatrix * qgl_Normal); @@ -33,5 +37,11 @@ void main(void) { //speed /= (abs(speed) + 1.); //speed.xyz *= speed.w; //pos *= pos.w; + + //logz = gl_Position.w*C + 1; //version with fragment code + logz = log(pos.w * C + 1.) * FC; + //pos.z = (logz + logz - 1) * pos.w; + gl_Position = pos; + } diff --git a/qglview/shaders/dsl_pass_1.frag b/qglview/shaders/dsl_pass_1.frag index b209d6c..57bb556 100644 --- a/qglview/shaders/dsl_pass_1.frag +++ b/qglview/shaders/dsl_pass_1.frag @@ -1,7 +1,8 @@ #version 150 //#extension GL_EXT_gpu_shader4 : enable -in vec4 view_dir, view_pos; +in vec3 view_dir; +in vec4 view_pos; uniform vec3 ambient; uniform sampler2D t0, t1, t2, t3, t4, t_pp; @@ -22,9 +23,10 @@ vec3 vds, vds2; float sh_pow, sh_mul, dist, NdotL, NdotH, spot, ldist, diff, sdist, shadow; float getShadow(int light, vec3 view_pos, vec3 dpos) { - shp = mat_viewi * vec4(view_pos, 1); - shp += vec4(dpos, 0); - //shp = qgl_Light[light].shadowMatrix * shp; + //shp = mat_viewi * vec4(view_pos, 1); + //shp += vec4(dpos, 0); + + shp = qgl_Light[light].shadowMatrix * vec4(view_pos, 1); //shp.xyz /= shp.w; shp.z -= 0.1; return textureProj(qgl_Light[light].shadow, shp); @@ -51,7 +53,7 @@ void calcLight(in int index, in vec3 n, in vec3 v, in vec4 v2) { //spot *= clamp(1. - sdist, 0, 1); vds = ds * bn.xyz; vds2 = ds * bn2.xyz; - float shadow = 1;/* getShadow(index, pos.xyz, vec3(0))/* * 3. + + float shadow = getShadow(index, pos.xyz, vec3(0))/* * 3. + getShadow(index, pos.xyz, vds ) * 2. + getShadow(index, pos.xyz, - vds ) * 2. + getShadow(index, pos.xyz, - vds2 ) * 2. + @@ -92,7 +94,7 @@ void calcLight(in int index, in vec3 n, in vec3 v, in vec4 v2) { void main(void) { //if (d == 1.) discard; ivec2 tc = ivec2(gl_FragCoord.xy); - vec4 v0 = texture2D(t0, qgl_FragTexture.xy); + vec4 v0 = texelFetch(t0, tc, 0); if (v0.w == 0.) { qgl_FragData[0] = back_color; return; @@ -109,10 +111,15 @@ void main(void) { li = qgl_AmbientLight.color.rgb * qgl_AmbientLight.intensity; si = vec3(0.); - float posz = z_near * z_far / (texelFetch(td, tc, 0).r * (z_far - z_near) - z_far); + /*float posz = z_near * z_far / (texelFetch(td, tc, 0).r * (z_far - z_near) - z_far); pos = vec4(sp, 0., 1) * mat_proji; - pos.xy *= v0.w; - pos.z = posz; + pos.xy *= v0.z; + pos.z = posz;*/ + + pos.xyz = view_dir * v0.w; + pos.z = -pos.z; + + //pos.z = posz; //pos.xyz += n * height; //pos.xyz = v3.xyz; //pos = v3; @@ -130,10 +137,11 @@ void main(void) { calcLight(0, n, v, v2); qgl_FragData[0].rgb = li * dc + si * v2.rgb + v3.rgb + texelFetch(t_pp, tc, 0).rgb; - //qgl_FragData[0].rgb = vec3(abs(lpos.xyz - pos.xyz)/10); + qgl_FragData[0].rgb = vec3(abs(shp.xy/shp.w)/1,0); //qgl_FragData[0].rgb = li + vec3(texelFetch(t_pp, tc, 0).xyz); //shd = shd - shp.w; - vec3 fp = pos.xyz * lpos.w; + + /*vec3 fp = pos.xyz;// * lpos.w; vec3 _dlp = fp - qgl_Light[0].position.xyz; vec3 _ld = qgl_Light[0].direction.xyz; float lz = dot(_ld, _dlp); @@ -143,7 +151,10 @@ void main(void) { float lx = dot(qgl_Light[0].shadowDir1.xyz, normalize(_dlp)); vec3 dd = mat3(mat_viewi)*(normalize(_dlp) - _ld); //qgl_FragData[0].rgb = vec3(abs(shp.xy/shp.w)/1,0); - qgl_FragData[0].rgb = vec3(lx*qgl_Light[0].endAngleCos/1); + float Y = dot(_dlp, qgl_Light[0].shadowDir0.xyz) / length(qgl_Light[0].shadowDir0.xyz); + float X = dot(_dlp, qgl_Light[0].shadowDir1.xyz) / length(qgl_Light[0].shadowDir1.xyz); + qgl_FragData[0].rgb = vec3(abs((mat3(mat_viewi)*_dlp).x)/100);*/ + //qgl_FragData[0].rgb = vec3(abs(mat3(mat_viewi)* qgl_Light[0].direction.xyz)); //qgl_FragData[0].rgb = vec3(texture(qgl_Light[0].shadow,shp.xyz/shp.w)/2); //qgl_FragData[0].a = 0.; diff --git a/qglview/shaders/dsl_pass_1.vert b/qglview/shaders/dsl_pass_1.vert index e06345c..30d914a 100644 --- a/qglview/shaders/dsl_pass_1.vert +++ b/qglview/shaders/dsl_pass_1.vert @@ -1,11 +1,11 @@ #version 150 -in vec4 view_corner; -out vec4 view_dir; +in vec3 view_corner; +out vec3 view_dir; out vec4 view_pos; void main(void) { - view_dir = view_corner; + view_dir = view_corner / view_corner.z; view_pos = vec4(qgl_ModelViewMatrix * vec4(qgl_Vertex.xy, 1, 1)); view_pos /= view_pos.w; qgl_FragTexture = qgl_Texture; diff --git a/qglview/shaders/selection.frag b/qglview/shaders/selection.frag index 43ccb95..dff03a8 100644 --- a/qglview/shaders/selection.frag +++ b/qglview/shaders/selection.frag @@ -1,7 +1,10 @@ #version 150 +in float logz; + uniform vec4 id; void main(void) { + gl_FragDepth = logz; qgl_FragData[0] = id; } diff --git a/qglview/shaders/selection.vert b/qglview/shaders/selection.vert index 3c87db4..f7c51ff 100644 --- a/qglview/shaders/selection.vert +++ b/qglview/shaders/selection.vert @@ -1,5 +1,14 @@ #version 150 +out float logz; + +uniform float z_near, z_far; + +const float C = 0.0001; +float FC = 1. / log(z_far * C + 1.); + void main(void) { - gl_Position = qgl_ftransform(); + vec4 pos = qgl_ftransform(); + logz = log(pos.w * C + 1.) * FC; + gl_Position = pos; }