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libs/qglengine/renderer.h

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C++

/*
QGLView
Copyright (C) 2019 Ivan Pelipenko peri4ko@yandex.ru
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/>.
*/
#ifndef RENDERER_H
#define RENDERER_H
#include "renderer_base.h"
#include "renderer_material.h"
#include "renderer_service.h"
#include <QQueue>
class Renderer: public RendererBase {
friend class QGLView;
friend class RendererMaterial;
friend class RendererService;
enum RenderPass {
rpSolid,
rpTransparent,
rpSelection,
rpShadow,
rpNoProc,
};
enum ShaderRole {
// Selection
srSelectionFill,
srSelectionHalo,
srSelectionApply,
srSelectionFrame,
// Service
srService,
// Deferred shading
srGeometryPass,
srLightingPass,
srFinalPass,
};
enum DeferredBufferRole {
dbrDiffuseRough,
dbrNormalReflect,
dbrSpecularHeight,
dbrEmissionBitangX,
dbrSpeedBitangXY,
};
enum SelectionBufferRole {
sbrSrcHover,
sbrSrcSelect,
sbrHovered,
sbrSelected
};
public:
Renderer(QGLView * view_);
virtual ~Renderer();
void init(int width, int height);
void resize(int width, int height);
void reloadShaders();
void renderScene();
void setCameraLightOn(bool on);
bool isCameraLightOn() const {return is_camera_light;}
QImage materialThumbnail(Material * m) {return rend_mat.materialThumbnail(m);}
void recreateMaterialThumbnails(bool force_all = false) {rend_mat.recreateMaterialThumbnails(force_all);}
protected:
void generateObjectsID(Scene & scene);
void fillSelectionsBuffer(const QList<ObjectBase *> & ol);
void fillObjectsBuffer(const QList<ObjectBase*> & ol, RenderPass pass);
void reloadObjects();
void renderObjects(Scene & scene, RenderPass pass);
void renderSelection(Scene & scene);
void renderSelectionFrame();
bool bindShader(ShaderRole role, QOpenGLShaderProgram ** ret = 0);
void initShaders();
void releaseShader();
private:
float exposure_, line_thick_;
bool edit_mode, proc_sel_pbo, need_init_shaders, is_camera_light;
Framebuffer fbo_selection, fbo_ds, fbo_out, fbo_hsmall;
/*QOpenGLShaderProgram * shader_fxaa, * shader_ds_0, * shader_ds_1, * shader_hdr, * shader_small;
QOpenGLShaderProgram * shader_bloom_0, * shader_bloom_1, * shader_motion_blur, * shader_fbo_add;
QOpenGLShaderProgram * shader_shadow, * shader_ssr, * shader_ssr_blur, * shader_ssr_merge;
QOpenGLShaderProgram * shader_ssao_blur, * shader_ssao_merge, * shader_dof;*/
QMap<ShaderRole, QString> shader_files;
QMap<ShaderRole, QOpenGLShaderProgram*> shaders;
RendererMaterial rend_mat;
RendererService rend_service;
Mesh * quad, * sel_frame;
Light * cam_light;
QHash<uint, ObjectBase * > ids;
uint id_hover;
QPoint mouse_pos;
QRect mouse_rect;
QMatrix4x4 prev_view, prev_proj;
QMatrix3x3 nm;
QVector4D corner_dirs[4];
QVector<QVector3D> hcontent;
};
#endif // RENDERER_H