git-svn-id: svn://db.shs.com.ru/libs@63 a8b55f48-bf90-11e4-a774-851b48703e85

This commit is contained in:
2015-12-06 18:50:40 +00:00
parent 5afafe8ac0
commit 95ca60b482
2 changed files with 16 additions and 14 deletions

View File

@@ -81,10 +81,11 @@ MainWindow::MainWindow(QWidget * parent): QMainWindow(parent), Ui::MainWindow()
} }
view->addObject(obj); view->addObject(obj);
obj->setPos(1000000, -1000000, -10000000); //obj->setPos(1000000, -1000000, -10000000);
obj->child("Box001")->addChild(&(view->camera())); //obj->child("Box001")->addChild(&(view->camera()));
//obj->child("Box001")->VBO().translatePoints(QVector3D(20,30,40));
view->camera().setPos(QVector3D(10, -20, 20)); view->camera().setPos(QVector3D(10, -20, 20));
//view->camera().setAim(obj->pos()); view->camera().setAim(obj->pos());
view->camera().flyToDistance(500); view->camera().flyToDistance(500);
double al = 7.; double al = 7.;

View File

@@ -23,8 +23,8 @@ vec3 vds, vds2;
float sh_pow, sh_mul, dist, NdotL, NdotH, spot, ldist, diff, sdist, shadow; float sh_pow, sh_mul, dist, NdotL, NdotH, spot, ldist, diff, sdist, shadow;
float getShadow(int light, vec3 view_pos, vec3 dpos) { float getShadow(int light, vec3 view_pos, vec3 dpos) {
shp = qgl_Light[light].shadowMatrix * vec4(view_pos, 1); shp = qgl_Light[light].shadowMatrix * vec4(view_pos + dpos, 1);
shp.z -= 0.1; shp.z -= 0.05;
return textureProj(qgl_Light[light].shadow, shp); return textureProj(qgl_Light[light].shadow, shp);
} }
@@ -43,13 +43,13 @@ void calcLight(in int index, in vec3 n, in vec3 v, in vec4 v2) {
spot *= scos * step(qgl_Light[index].endAngleCos, scos); spot *= scos * step(qgl_Light[index].endAngleCos, scos);
spot *= smoothstep(qgl_Light[index].endAngleCos, qgl_Light[index].startAngleCos, scos); spot *= smoothstep(qgl_Light[index].endAngleCos, qgl_Light[index].startAngleCos, scos);
lwdir = mat3(mat_viewi) * qgl_Light[index].direction.xyz; lwdir = mat3(mat_viewi) * qgl_Light[index].direction.xyz;
bn = normalize(cross(lwdir, vec3(1, 0, 0))); //bn = normalize(cross(lwdir, vec3(1, 0, 0)));
bn2 = normalize(cross(lwdir, bn)); //bn2 = normalize(cross(lwdir, bn));
float ds = ldist/100;//max(abs(sdist) / 5000, 0.02); float ds = ldist/200.;//max(abs(sdist) / 5000, 0.02);
//spot *= clamp(1. - sdist, 0, 1); //spot *= clamp(1. - sdist, 0, 1);
vds = ds * bn.xyz; vds = ds * bn.xyz;
vds2 = ds * bn2.xyz; vds2 = ds * bn2.xyz;
float shadow = 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, - vds ) * 2. + getShadow(index, pos.xyz, - vds ) * 2. +
getShadow(index, pos.xyz, - vds2 ) * 2. + getShadow(index, pos.xyz, - vds2 ) * 2. +
@@ -69,8 +69,8 @@ void calcLight(in int index, in vec3 n, in vec3 v, in vec4 v2) {
getShadow(index, pos.xyz, vds - vds2 - vds2) + getShadow(index, pos.xyz, vds - vds2 - vds2) +
getShadow(index, pos.xyz, vds + vds2 + vds2) + getShadow(index, pos.xyz, vds + vds2 + vds2) +
getShadow(index, pos.xyz, - vds - vds2 - vds2) + getShadow(index, pos.xyz, - vds - vds2 - vds2) +
getShadow(index, pos.xyz, - vds + vds2 + vds2)*/; getShadow(index, pos.xyz, - vds + vds2 + vds2);
spot *= mix(1., shadow, shadow_on);// / 29.; spot *= mix(1., shadow / 29., shadow_on);
} }
spot /= (qgl_Light[index].constantAttenuation + ldist * (qgl_Light[index].linearAttenuation + ldist * qgl_Light[index].quadraticAttenuation)); spot /= (qgl_Light[index].constantAttenuation + ldist * (qgl_Light[index].linearAttenuation + ldist * qgl_Light[index].quadraticAttenuation));
///li += spot * gl_LightSource[index].diffuse.rgb * light_diffuse(0, ldir, n); ///li += spot * gl_LightSource[index].diffuse.rgb * light_diffuse(0, ldir, n);
@@ -101,8 +101,8 @@ void main(void) {
v4 = texelFetch(t4, tc, 0); v4 = texelFetch(t4, tc, 0);
vec2 sp = gl_FragCoord.xy * dt * 2 - vec2(1, 1); vec2 sp = gl_FragCoord.xy * dt * 2 - vec2(1, 1);
vec3 dc = v0.rgb, n = v1.xyz * 2. - vec3(1.); vec3 dc = v0.rgb, n = v1.xyz * 2. - vec3(1.);
//bn = vec3(v3.w, v4.zw); bn = normalize(vec3(v3.w, v4.zw));
//bn2 = normalize(cross(n, bn)); bn2 = normalize(cross(n, bn));
float height = v2.w; float height = v2.w;
li = qgl_AmbientLight.color.rgb * qgl_AmbientLight.intensity; li = qgl_AmbientLight.color.rgb * qgl_AmbientLight.intensity;
si = vec3(0.); si = vec3(0.);
@@ -131,9 +131,10 @@ void main(void) {
sh_mul = max(1. - v1.w, 0.0001); sh_mul = max(1. - v1.w, 0.0001);
for (int i = 0; i < 8; ++i) for (int i = 0; i < 8; ++i)
calcLight(i, n, v, v2); calcLight(i, n, v, v2);
// calcLight(0, n, v, v2); 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 = li * dc + si * v2.rgb + v3.rgb + texelFetch(t_pp, tc, 0).rgb;
//qgl_FragData[0].rgb = vec3(vds2.x*1);
//qgl_FragData[0].rgb = li + vec3(texelFetch(t_pp, tc, 0).xyz); //qgl_FragData[0].rgb = li + vec3(texelFetch(t_pp, tc, 0).xyz);
//shd = shd - shp.w; //shd = shd - shp.w;