git-svn-id: svn://db.shs.com.ru/libs@55 a8b55f48-bf90-11e4-a774-851b48703e85

This commit is contained in:
2015-12-01 20:27:03 +00:00
parent c8ceb3e328
commit eed954203d
9 changed files with 74 additions and 50 deletions

View File

@@ -210,7 +210,7 @@ void GLObjectBase::render(int * id, QMap<int, GLObjectBase * > * ids, int sh_id_
Light::Light(): GLObjectBase(), shadow_map(0, true, GL_R16F) {
Light::Light(): GLObjectBase(), shadow_map(1, true, GL_R16F) {
type_ = GLObjectBase::Light;
light_type = Omni;
intensity = 1.;
@@ -221,7 +221,7 @@ Light::Light(): GLObjectBase(), shadow_map(0, true, GL_R16F) {
}
Light::Light(const QVector3D & p, const QColor & c, GLdouble i): GLObjectBase(), shadow_map(0, true, GL_R16F) {
Light::Light(const QVector3D & p, const QColor & c, GLdouble i): GLObjectBase(), shadow_map(1, true, GL_R16F) {
type_ = GLObjectBase::Light;
light_type = Omni;
pos_ = p;

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@@ -66,6 +66,7 @@ const char qgl_structs[] =
" float linearAttenuation;\n"
" float quadraticAttenuation;\n"
" sampler2DShadow shadow;\n"
" sampler2D shadowColor;\n"
" mat4 shadowMatrix;\n"
"};\n"
"struct QGLMap {\n"
@@ -233,5 +234,6 @@ void setUniformLight(QGLShaderProgram * prog, Light * light, QString ulightn, co
prog->setUniformValue((ulightn + ".linearAttenuation").toLatin1().constData(), GLfloat(light->decay_linear));
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 + ".shadowMatrix").toLatin1().constData(), light->shadow_matrix);
}

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@@ -127,9 +127,9 @@ void RendererDeferredShading::renderScene() {
if (l->light_type == Light::Omni) continue;
l->shadow_map.resize(sms, sms);
l->shadow_map.bind();
//l->shadow_map.setWriteBuffer(0);
//glClearFramebuffer();
glClear(GL_DEPTH_BUFFER_BIT);
l->shadow_map.setWriteBuffer(0);
glClearFramebuffer();
//glClear(GL_DEPTH_BUFFER_BIT);
renderShadow(l, shader_shadow, mviewi);
l->shadow_map.release();
}
@@ -364,10 +364,10 @@ void RendererDeferredShading::setupDSLights(int pass, const QMatrix4x4 & view_ma
for (int i = light_start; i < light_end; ++i) {
lv << view.lights()[i];
glActiveTextureChannel(shadow_start + i - light_start);
glBindTexture(GL_TEXTURE_2D, lv.back()->shadow_map.depthTexture());
glBindTexture(GL_TEXTURE_2D, lv.back()->shadow_map.colorTexture());
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_REF_TO_TEXTURE);
//glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_REF_TO_TEXTURE);
}
amb_light.setName("null");
for (int i = light_end; i < lmax; ++i)

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@@ -1,6 +1,6 @@
#version 150
in vec3 src_normal, normal;//, et;
in vec3 src_normal, normal, binormal;//, et;
in vec4 pos, ppos;
in float fogCoord;
in mat3 TBN;
@@ -18,14 +18,15 @@ void main(void) {
float hei = dot(texture(qgl_Material.map_relief.map, tc).rgb, luma) * qgl_Material.map_relief.amount + qgl_Material.map_relief.offset;
//if (acc_fog) dc.xyz = mix(dc.rgb, gl_Fog.color.rgb, fogCoord);
vec3 n, dn;
vec3 n, dn, bn;
dn = (texture(qgl_Material.map_normal.map, tc).rgb - vec3(0.5, 0.5, 1.)) * qgl_Material.map_normal.amount + qgl_Material.map_normal.offset;
//float tx = dn.x;
dn.y = -dn.y;
//dn.y = tx;
dn = TBN * dn;
//dn = dn * mat3(qgl_ModelViewMatrix)*10;//*(mat3(qgl_NormalMatrix));
n = normalize(qgl_NormalMatrix*(normal+dn));//normalize(qgl_NormalMatrix * (normal - dn));
n = normalize(qgl_NormalMatrix * (normal + dn));//normalize(qgl_NormalMatrix * (normal - dn));
bn = normalize(qgl_NormalMatrix * binormal);//normalize(qgl_NormalMatrix * (normal - dn));
//n = dn;
/*vec2 dpm = normalize(gl_FragCoord.xy * dt * 2. - vec2(1., 1.)), ntc;
@@ -45,11 +46,11 @@ void main(void) {
vec3 speed = pos.xyz/pos.w - ppos.xyz/ppos.w;
//speed /= abs(pos.z);
qgl_FragData[0] = vec4(dc.rgb, z);
qgl_FragData[0] = vec4(dc.rgb, pos.w);
qgl_FragData[1] = vec4(n.xyz / 2. + vec3(0.5), specularity);
qgl_FragData[2] = vec4(spec.rgb, hei);
qgl_FragData[3] = vec4(self.rgb, pos.w);
qgl_FragData[4] = vec4(speed.xy, 0, 0);
qgl_FragData[3] = vec4(self.rgb, bn.x);
qgl_FragData[4] = vec4(speed.xy, bn.yz);
//gl_FragData[0] = vec4(et.xyz, pos.w);
//gl_FragDepth = gl_FragCoord.z - clamp(hei / pos.z / pos.z / (abs(n.z) + 1), -0.01, 0.01);

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@@ -1,14 +0,0 @@
#version 130
layout(triangles, invocations = 1) in;
in vec3 normal[];
out vec3 tangent[];
void main() {
for (int i = 0; i < gl_in.length(); i++) {
gl_Position = gl_in[i].gl_Position;
EmitVertex();
}
EndPrimitive();
}

View File

@@ -1,6 +1,6 @@
#version 150
out vec3 src_normal, normal;//, et;
out vec3 src_normal, normal, binormal;//, et;
out vec4 pos, ppos;
out float fogCoord, fs_gid;
out mat3 TBN;
@@ -12,6 +12,7 @@ uniform mat4 prev_ModelViewProjectioMatrix;
void main(void) {
normal = qgl_Normal;//(qgl_NormalMatrix * qgl_Normal);
binormal = qgl_Tangent;//(qgl_NormalMatrix * qgl_Normal);
pos = qgl_ftransform();
TBN = mat3(qgl_Tangent, qgl_Bitangent, qgl_Normal);
/*if (acc_fog) {

View File

@@ -17,8 +17,11 @@ float light_diffuse(int model, vec3 l, vec3 n) {return max(0., dot(l, n));}
float light_specular(int model, vec3 l, vec3 n, vec3 h, vec3 v, float shininess) {return max(0., pow(dot(n, h), shininess));}
vec4 pos, lpos, shp;
vec3 li, si, ldir, halfV;
float sh_pow, sh_mul, dist, NdotL, NdotH, spot, ldist, diff;
vec3 li, si, ldir, halfV, bn, bn2;
vec2 vds, vds2;
float sh_pow, sh_mul, dist, NdotL, NdotH, spot, ldist, diff, sdist, shadow;
void calcLight(in int index, in vec3 n, in vec3 v, in vec4 v2) {
lpos = qgl_Light[index].position;
@@ -37,23 +40,47 @@ void calcLight(in int index, in vec3 n, in vec3 v, in vec4 v2) {
spot *= smoothstep(qgl_Light[index].endAngleCos, qgl_Light[index].startAngleCos, scos);
//spot = pow(spot, (qgl_Light[index].spotExponent + 0.001));
shp = qgl_Light[index].shadowMatrix*vec4(pos.xyz,1);
shp.z -= 0.1;
///spot *= textureProj(qgl_Light[index].shadow, shp);
float ds = shp.z / 100, dds = ds + ds;
float shadow = textureProj(qgl_Light[index].shadow, vec4(shp.xy, shp.zw))/* +
textureProj(qgl_Light[index].shadow, vec4(shp.xy + vec2( 0, ds), shp.zw)) +
textureProj(qgl_Light[index].shadow, vec4(shp.xy + vec2( 0, -ds), shp.zw)) +
textureProj(qgl_Light[index].shadow, vec4(shp.xy + vec2( ds, 0), shp.zw)) +
textureProj(qgl_Light[index].shadow, vec4(shp.xy + vec2( -ds, 0), shp.zw)) +
textureProj(qgl_Light[index].shadow, vec4(shp.xy + vec2( ds, ds), shp.zw)) +
textureProj(qgl_Light[index].shadow, vec4(shp.xy + vec2( ds, -ds), shp.zw)) +
textureProj(qgl_Light[index].shadow, vec4(shp.xy + vec2( -ds, -ds), shp.zw)) +
textureProj(qgl_Light[index].shadow, vec4(shp.xy + vec2( -ds, ds), shp.zw)) +
textureProj(qgl_Light[index].shadow, vec4(shp.xy + vec2( dds, 0), shp.zw)) +
textureProj(qgl_Light[index].shadow, vec4(shp.xy + vec2(-dds, 0), shp.zw)) +
textureProj(qgl_Light[index].shadow, vec4(shp.xy + vec2( 0, dds), shp.zw)) +
textureProj(qgl_Light[index].shadow, vec4(shp.xy + vec2( 0, -dds), shp.zw))*/;
spot *= shadow / 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.) {
float ds = 0.01;//max(abs(sdist) / 5000, 0.02);
//spot *= clamp(1. - sdist, 0, 1);
vds = vec2(ds,0);//bn.xy * ds;
vds2 = vec2(0,ds);//bn2.xy * ds;
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));
@@ -85,13 +112,15 @@ void main(void) {
v4 = texelFetch(t4, tc, 0);
vec2 sp = gl_FragCoord.xy * dt * 2 - vec2(1, 1);
vec3 dc = v0.rgb, n = v1.xyz * 2. - vec3(1.);
bn = vec3(v3.w, v4.zw);
bn2 = normalize(cross(n, bn));
float height = v2.w;
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);
pos = vec4(sp, 0., 1) * mat_proji;
pos.xy *= v3.w;
pos.xy *= v0.w;
pos.z = posz;
//pos.xyz += n * height;
//pos.xyz = v3.xyz;
@@ -115,6 +144,6 @@ void main(void) {
//shd = shd - shp.w;
//qgl_FragData[0].rgb = vec3(abs(shd)/10000);
//qgl_FragData[0].rgb = vec3((shp.z)/1000);
//qgl_FragData[0].rgb = vec3(abs(pos.xyz)/1000);
qgl_FragData[0].rgb = vec3((shp.w-1 - texture(qgl_Light[4].shadowColor, shp.xy-vec2(0.01,0)).r));
//qgl_FragData[0].a = 0.;
}

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@@ -1,5 +1,7 @@
#version 150
in float w;
void main(void) {
qgl_FragData[0].r = w;
}

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@@ -1,7 +1,10 @@
#version 150
out float w;
void main(void) {
qgl_FragTexture = qgl_Texture;
gl_Position = qgl_ftransform();
vec4 pos = qgl_ftransform();
w = pos.w;
gl_Position = pos;
}