git-svn-id: svn://db.shs.com.ru/libs@1 a8b55f48-bf90-11e4-a774-851b48703e85
This commit is contained in:
2015-02-28 21:28:53 +00:00
commit ba8bc27298
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/*
QGLView
Copyright (C) 2012 Ivan Pelipenko peri4ko@gmail.com
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
#include "renderer_simple.h"
RendererSimple::RendererSimple(QGLView * view_): GLRendererBase(view_), fbo(2) {
shader_fxaa = 0;
}
void RendererSimple::renderScene() {
int passes = (view.lightsCount() - 1) / 8 + 1;
//QMatrix4x4 pm = getGLMatrix(GL_PROJECTION_MATRIX), mvm = getGLMatrix(GL_MODELVIEW_MATRIX), pmvm = pm * mvm, lpm, lmvm, lpmvm;
glSetCapEnabled(GL_MULTISAMPLE, view.isMultisamplingEnabled());
if (passes < 1) passes = 1;
//glEnable(GL_FOG);
if (view.isFXAAEnabled()) fbo.bind();
//glEnable(GL_TEXTURE_2D);
if (passes > 1) {
fbo.bind();
fbo.setWriteBuffer(0);
glClearFramebuffer();
}
for (int l = 0; l < passes; ++l) {
if (passes > 1) fbo.setWriteBuffer(1);
if (l == 0) {
glClearFramebuffer(view.backColor());
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LESS);
glDepthMask(GL_TRUE);
} else {
glClearFramebuffer(Qt::black, false);
glEnable(GL_DEPTH_TEST);
glDepthMask(GL_FALSE);
glDepthFunc(GL_EQUAL);
}
view.camera().apply(view.aspect);
setupLights(l, 8);
//glEnable(GL_MULTISAMPLE);
renderObjects(GLObjectBase::Solid, l, 0, true, true, view.isFogEnabled());
renderObjects(GLObjectBase::Transparent, l, 0, true, true, view.isFogEnabled());
if (passes > 1) {
glSetLightEnabled(false);
glSetCapEnabled(GL_BLEND);
glBlendFunc(GL_ONE, GL_ONE);
glReleaseTextures();
glBindTexture(GL_TEXTURE_2D, fbo.colorTexture(1));
glDisable(GL_DEPTH_TEST);
glDepthMask(GL_FALSE);
fbo.setWriteBuffer(0);
glDrawQuad();
}
}
if (view.isFXAAEnabled() || passes > 1) {
fbo.release();
//glClearFramebuffer();
glActiveTextureChannel(0);
glBindTexture(GL_TEXTURE_2D, fbo.colorTexture());
glSetLightEnabled(false);
glSetCapEnabled(GL_BLEND, false);
glDisable(GL_DEPTH_TEST);
if (view.isFXAAEnabled()) {
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
shader_fxaa->bind();
shader_fxaa->setUniformValue("dt", QVector2D(1. / view.viewport()->width(), 1. / view.viewport()->height()));
glDrawQuad();
shader_fxaa->release();
} else {
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glDrawQuad();
}
}
}