git-svn-id: svn://db.shs.com.ru/libs@58 a8b55f48-bf90-11e4-a774-851b48703e85

This commit is contained in:
2015-12-03 14:54:31 +00:00
parent 86c101eb79
commit edfd396059
5 changed files with 31 additions and 54 deletions

View File

@@ -225,7 +225,7 @@ public:
virtual void init() {shadow_map.resize(512, 512); is_init = true;} virtual void init() {shadow_map.resize(512, 512); is_init = true;}
virtual void draw(QGLShaderProgram * prog, bool simplest = false); virtual void draw(QGLShaderProgram * prog, bool simplest = false);
QVector3D direction; QVector3D direction, dir0, dir1;
GLdouble angle_start; GLdouble angle_start;
GLdouble angle_end; GLdouble angle_end;
GLdouble intensity; GLdouble intensity;

View File

@@ -238,7 +238,11 @@ void GLRendererBase::renderShadow(Light * l, QGLShaderProgram * prog, QMatrix4x4
cam.setDepthEnd(view.camera().depthEnd()); cam.setDepthEnd(view.camera().depthEnd());
cam.setFOV(l->angle_end); cam.setFOV(l->angle_end);
cam.apply(1.); cam.apply(1.);
view.objects_.preparePos(cam); cam.rotateXY(l->angle_end);
l->dir0 = cam.direction();
cam.rotateXY(-l->angle_end);
cam.rotateZ(l->angle_end);
l->dir1 = cam.direction();
RenderingParameters rpl; RenderingParameters rpl;
rpl.pass = GLObjectBase::Solid; rpl.pass = GLObjectBase::Solid;
rpl.shaders = prog; rpl.shaders = prog;
@@ -248,7 +252,7 @@ void GLRendererBase::renderShadow(Light * l, QGLShaderProgram * prog, QMatrix4x4
QMatrix4x4 mbias; QMatrix4x4 mbias;
mbias.scale(0.5, 0.5, 0.5); mbias.scale(0.5, 0.5, 0.5);
mbias.translate(1., 1., 1.); mbias.translate(1., 1., 1.);
l->shadow_matrix = mbias*rpl.proj_matrix*rpl.view_matrix;//*mat; l->shadow_matrix = mbias*rpl.proj_matrix*rpl.view_matrix;//*mat;//;// * mbias;
//qDebug() << mbias; //qDebug() << mbias;
//glPushMatrix(); //glPushMatrix();
renderSingleShadow(view.objects_, rpl); renderSingleShadow(view.objects_, rpl);

View File

@@ -67,7 +67,9 @@ const char qgl_structs[] =
" float quadraticAttenuation;\n" " float quadraticAttenuation;\n"
" sampler2DShadow shadow;\n" " sampler2DShadow shadow;\n"
//" sampler2D shadowColor\n" //" sampler2D shadowColor\n"
" mat4 shadowMatrix;\n" //" mat4 shadowMatrix;\n"
" vec4 shadowDir0;\n"
" vec4 shadowDir1;\n"
"};\n" "};\n"
"struct QGLMap {\n" "struct QGLMap {\n"
" float offset;\n" " float offset;\n"
@@ -215,7 +217,7 @@ void setUniformLights(QGLShaderProgram * prog, const QVector<Light*> & lights, c
*/ */
void setUniformLight(QGLShaderProgram * prog, Light * light, QString ulightn, const QMatrix4x4 & mat, int shadow) { void setUniformLight(QGLShaderProgram * prog, Light * light, QString ulightn, const QMatrix4x4 & mat, int shadow) {
QMatrix4x4 m = mat * light->worldTransform(); QMatrix4x4 m = mat * light->worldTransform();
QVector4D pos(0, 0, 0, 1.), dir(light->direction); QVector4D pos(0, 0, 0, 1.), dir(light->direction), dir0(light->dir0), dir1(light->dir1);
pos = m * pos; pos = m * pos;
dir = (mat * dir).normalized(); dir = (mat * dir).normalized();
double ang_start = light->angle_start / 2., ang_end = light->angle_end / 2.; double ang_start = light->angle_start / 2., ang_end = light->angle_end / 2.;
@@ -235,5 +237,8 @@ void setUniformLight(QGLShaderProgram * prog, Light * light, QString ulightn, co
prog->setUniformValue((ulightn + ".quadraticAttenuation").toLatin1().constData(), GLfloat(light->decay_quadratic)); prog->setUniformValue((ulightn + ".quadraticAttenuation").toLatin1().constData(), GLfloat(light->decay_quadratic));
prog->setUniformValue((ulightn + ".shadow").toLatin1().constData(), shadow); prog->setUniformValue((ulightn + ".shadow").toLatin1().constData(), shadow);
prog->setUniformValue((ulightn + ".shadowColor").toLatin1().constData(), shadow); prog->setUniformValue((ulightn + ".shadowColor").toLatin1().constData(), shadow);
prog->setUniformValue((ulightn + ".shadowMatrix").toLatin1().constData(), light->shadow_matrix); prog->setUniformValue((ulightn + ".shadowDir0").toLatin1().constData(), (mat * dir0).normalized());
prog->setUniformValue((ulightn + ".shadowDir1").toLatin1().constData(), (mat * dir1).normalized());
//qDebug() << light->direction << light->dir0 << light->dir1;
//prog->setUniformValue((ulightn + ".shadowMatrix").toLatin1().constData(), light->shadow_matrix);
} }

View File

@@ -139,7 +139,7 @@ void QGLView::drawBackground(QPainter * painter, const QRectF & rect) {
void QGLView::initializeGL() { void QGLView::initializeGL() {
qDebug() << "init glview"; //qDebug() << "init glview";
makeCurrent(); makeCurrent();
currentQGLView = (QGLWidget * )viewport(); currentQGLView = (QGLWidget * )viewport();
currentGLTextureManager = &textures_manager; currentGLTextureManager = &textures_manager;
@@ -509,7 +509,7 @@ void QGLView::resizeGL(int width, int height) {
if (!is_init) return; if (!is_init) return;
aspect = double(width) / double(height); aspect = double(width) / double(height);
if (renderer_ != 0) renderer_->resize(width, height); if (renderer_ != 0) renderer_->resize(width, height);
qDebug() << "resize" << width << height; //qDebug() << "resize" << width << height;
fbo_selection.resize(width, height); fbo_selection.resize(width, height);
mouse_first = true; mouse_first = true;
iaspect = (aspect == 0.) ? 0. : 1 / aspect; iaspect = (aspect == 0.) ? 0. : 1 / aspect;

View File

@@ -24,7 +24,7 @@ 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 = mat_viewi * vec4(view_pos, 1); shp = mat_viewi * vec4(view_pos, 1);
shp += vec4(dpos, 0); shp += vec4(dpos, 0);
shp = qgl_Light[light].shadowMatrix * shp; //shp = qgl_Light[light].shadowMatrix * shp;
//shp.xyz /= shp.w; //shp.xyz /= shp.w;
shp.z -= 0.1; shp.z -= 0.1;
return textureProj(qgl_Light[light].shadow, shp); return textureProj(qgl_Light[light].shadow, shp);
@@ -43,10 +43,7 @@ void calcLight(in int index, in vec3 n, in vec3 v, in vec4 v2) {
if (qgl_Light[index].endAngle <= 90.) { if (qgl_Light[index].endAngle <= 90.) {
float scos = max(dot(-ldir, qgl_Light[index].direction.xyz), 0.); float scos = max(dot(-ldir, qgl_Light[index].direction.xyz), 0.);
spot *= scos * step(qgl_Light[index].endAngleCos, scos); spot *= scos * step(qgl_Light[index].endAngleCos, scos);
//spot = clamp(scos / (-qgl_Light[index].endAngleCos + qgl_Light[index].startAngleCos + 0.0001),0,1);
spot *= smoothstep(qgl_Light[index].endAngleCos, qgl_Light[index].startAngleCos, scos); spot *= smoothstep(qgl_Light[index].endAngleCos, qgl_Light[index].startAngleCos, scos);
//spot = pow(spot, (qgl_Light[index].spotExponent + 0.001));
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));
@@ -54,7 +51,7 @@ void calcLight(in int index, in vec3 n, in vec3 v, in vec4 v2) {
//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 = 1;/* 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. +
@@ -74,47 +71,8 @@ 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 *= shadow / 29.; spot *= shadow;// / 29.;
/*shp = qgl_Light[index].shadowMatrix*vec4(pos.xyz,1);
//shp.z -= 0.1;
shp.xyz /= shp.w;
float shr = texture(qgl_Light[index].shadowColor, shp.xy).r;
sdist = shp.w - shr - 1.;
//if (sdist > 0.) {
shadow = //shr + //texture(qgl_Light[index].shadowColor, shp.xy, shp.zw)) +
clamp(shp.w - texture(qgl_Light[index].shadowColor, shp.xy + vds ).r - 1, 0, 1)
clamp(shp.w - texture(qgl_Light[index].shadowColor, shp.xy + vds - vds2 ).r - 1, 0, 1) +
clamp(shp.w - texture(qgl_Light[index].shadowColor, shp.xy + vds + vds2 ).r - 1, 0, 1) +
clamp(shp.w - texture(qgl_Light[index].shadowColor, shp.xy - vds ).r - 1, 0, 1) +
clamp(shp.w - texture(qgl_Light[index].shadowColor, shp.xy - vds - vds2 ).r - 1, 0, 1) +
clamp(shp.w - texture(qgl_Light[index].shadowColor, shp.xy - vds + vds2 ).r - 1, 0, 1) +
clamp(shp.w - texture(qgl_Light[index].shadowColor, shp.xy - vds2 ).r - 1, 0, 1) +
clamp(shp.w - texture(qgl_Light[index].shadowColor, shp.xy + vds2 ).r - 1, 0, 1) +
clamp(shp.w - texture(qgl_Light[index].shadowColor, shp.xy + vds + vds ).r - 1, 0, 1) +
clamp(shp.w - texture(qgl_Light[index].shadowColor, shp.xy - vds - vds ).r - 1, 0, 1) +
clamp(shp.w - texture(qgl_Light[index].shadowColor, shp.xy - vds2 - vds2).r - 1, 0, 1) +
clamp(shp.w - texture(qgl_Light[index].shadowColor, shp.xy + vds2 + vds2).r - 1, 0, 1)*/;
/*texture(qgl_Light[index].shadowColor, shp.xy - vds ).r +
texture(qgl_Light[index].shadowColor, shp.xy - vds + vds2 ).r +
texture(qgl_Light[index].shadowColor, shp.xy + vds2 ).r +
texture(qgl_Light[index].shadowColor, shp.xy ).r +
texture(qgl_Light[index].shadowColor, shp.xy - vds ).r +
texture(qgl_Light[index].shadowColor, shp.xy - vds2 ).r +
texture(qgl_Light[index].shadowColor, shp.xy - vds - vds2 ).r +
texture(qgl_Light[index].shadowColor, shp.xy ).r +
texture(qgl_Light[index].shadowColor, shp.xy + vds + vds + vds2 + vds2).r +
texture(qgl_Light[index].shadowColor, shp.xy + vds + vds + vds2 + vds2).r +
texture(qgl_Light[index].shadowColor, shp.xy + vds + vds + vds2 + vds2).r +
texture(qgl_Light[index].shadowColor, shp.xy + vds + vds + vds2 + vds2).r +
texture(qgl_Light[index].shadowColor, shp.xy + vds + vds + vds2 + vds2).r +
texture(qgl_Light[index].shadowColor, shp.xy + vds + vds + vds2 + vds2).r +
texture(qgl_Light[index].shadowColor, shp.xy + vds + vds + vds2 + vds2).r +
texture(qgl_Light[index].shadowColor, shp.xy + vds + vds + vds2 + vds2).r;
shadow = shadow / 1;// - 0.5;
spot *= ds*100;//clamp(1. - shadow, 0, 1);
//}*/
///spot *= textureProj(qgl_Light[index].shadow, shp);
} }
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);
@@ -175,7 +133,17 @@ void main(void) {
//qgl_FragData[0].rgb = vec3(abs(lpos.xyz - pos.xyz)/10); //qgl_FragData[0].rgb = vec3(abs(lpos.xyz - pos.xyz)/10);
//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;
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);
vec3 _lt = normalize(cross(_ld, _dlp));
vec3 _lt2 = normalize(cross(_lt, _dlp));
float ly = dot(qgl_Light[0].shadowDir0.xyz, normalize(_dlp));
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(abs(shp.xy/shp.w)/1,0);
qgl_FragData[0].rgb = vec3(lx*qgl_Light[0].endAngleCos/1);
//qgl_FragData[0].rgb = vec3(abs(mat3(mat_viewi)* qgl_Light[0].direction.xyz)); //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].rgb = vec3(texture(qgl_Light[0].shadow,shp.xyz/shp.w)/2);
//qgl_FragData[0].a = 0.; //qgl_FragData[0].a = 0.;