/* 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 . */ #include "renderer_simple.h" RendererSimple::RendererSimple(QGLView * view_): GLRendererBase(view_), fbo(2) , fbo_c(1, true, GL_RGBA32F) /// WARNING { shader_fxaa = 0; shader = 0; /// WARNING } void RendererSimple::reloadShaders() { if (shader_fxaa == 0) { shader_fxaa = new QGLShaderProgram(view.context()); loadShaders(shader_fxaa, "FXAA", "shaders"); } /*if (shader == 0) { shader = new QGLShaderProgram(view.context()); /// WARNING loadShaders(shader, "test", "shaders"); /// WARNING }*/ } void RendererSimple::resizeFBO(int w, int h) { fbo.resize(w, h); fbo_c.resize(w, h); /// WARNING } 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(); } glEnable(GL_RESCALE_NORMAL); for (int l = 0; l < passes; ++l) { if (passes > 1) fbo.setWriteBuffer(1); if (l == 0) { glClearFramebuffer(view.backColor()); glEnableDepth(); } else { glClearFramebuffer(Qt::black, false); glEnable(GL_DEPTH_TEST); glDepthMask(GL_FALSE); glDepthFunc(GL_EQUAL); } view.camera().apply(view.aspect); rp.prepare(); setupLights(l, 8); /*fbo_c.bind(); glClearFramebuffer(); //shader->bind(); /// WARNING renderObjects(GLObjectBase::Solid, l, 0, true, view.isLightEnabled(), view.isFogEnabled()); //shader->release(); /// WARNING if (QRect(QPoint(), fbo_c.size()).contains(mpos)) { //qDebug() << mpos; GLfloat data[4] = {0, 0, 0, 0}; glReadPixels(mpos.x(), fbo_c.height() - mpos.y(), 1, 1, GL_RGBA, GL_FLOAT, data); //qDebug() << QVector3D(data[0], data[1], data[2]); } fbo_c.release();*/ //qDebug() << rp.viewproj_matrix << (getGLMatrix(GL_PROJECTION_MATRIX)*getGLMatrix(GL_MODELVIEW_MATRIX)); renderObjects(GLObjectBase::Solid, l, 0, true, view.isLightEnabled(), view.isFogEnabled()); //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)); glDisableDepth(); 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); glDisableDepth(); 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(); } } }