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libs/qglview/renderer_deferred_shading.cpp

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7.4 KiB
C++

/*
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_deferred_shading.h"
RendererDeferredShading::RendererDeferredShading(QGLView * view_): GLRendererBase(view_), fbo_g(4, true, GL_RGBA16F), fbo_out(2, GL_RGBA16F) {
shader_fxaa = shader_ds_0 = shader_ds_1 = 0;
}
void RendererDeferredShading::renderScene() {
QMatrix4x4 mproji = rp.proj_matrix_i;
QMatrix4x4 mview = rp.view_matrix;
corner_dirs[0] = (QVector4D(-1, -1, 1, 1) * rp.viewproj_matrix).normalized();
corner_dirs[1] = (QVector4D( 1, -1, 1, 1) * rp.viewproj_matrix).normalized();
corner_dirs[2] = (QVector4D( 1, 1, 1, 1) * rp.viewproj_matrix).normalized();
corner_dirs[3] = (QVector4D(-1, 1, 1, 1) * rp.viewproj_matrix).normalized();
//qDebug() << corner_dirs[0] << corner_dirs[1] << corner_dirs[2] << corner_dirs[3];
fbo_g.bind();
int buffs[] = {0, 1, 2, 3};
fbo_g.setWriteBuffers(buffs);
if (white_image_id == 0) {
glActiveTextureChannel(6);
white_image_id = ((GLTextureManagerBase*)currentGLTextureManager)->loadTexture(white_image, false);
glBindTexture(GL_TEXTURE_2D, white_image_id);
glActiveTextureChannel(0);
}
if (violent_image_id == 0) {
glActiveTextureChannel(7);
violent_image_id = ((GLTextureManagerBase*)currentGLTextureManager)->loadTexture(violent_image, false);
glBindTexture(GL_TEXTURE_2D, violent_image_id);
glActiveTextureChannel(0);
}
glClearFramebuffer(QColor(0, 0, 0, 0));
//glEnable(GL_TEXTURE_2D);
glEnableDepth();
shader_ds_0->bind();
rp.setUniform(shader_ds_0);
shader_ds_0->setUniformValue("z_far", GLfloat(view.depthEnd()));
shader_ds_0->setUniformValue("z_near", GLfloat(view.depthStart()));
shader_ds_0->setUniformValue("t0", 0);
shader_ds_0->setUniformValue("t1", 1);
shader_ds_0->setUniformValue("t2", 2);
shader_ds_0->setUniformValue("t3", 3);
shader_ds_0->setUniformValue("dt", QVector2D(1. / view.viewport()->width(), 1. / view.viewport()->height()));
renderObjects(GLObjectBase::Solid, 0, shader_ds_0, true, false, false);
//glReleaseShaders();
//fbo.release();
glResetAllTransforms();
rp.prepare();
glSetLightEnabled(false);
glDisable(GL_BLEND);
//glBlendFunc(GL_ONE, GL_ONE);
glDisableDepth();
shader_ds_1->bind();
rp.setUniform(shader_ds_1);
//qDebug() << rp.view_matrix;
shader_ds_1->setUniformValue("z_far", GLfloat(view.depthEnd()));
shader_ds_1->setUniformValue("z_near", GLfloat(view.depthStart()));
shader_ds_1->setUniformValue("t0", 0);
shader_ds_1->setUniformValue("t1", 1);
shader_ds_1->setUniformValue("t2", 2);
shader_ds_1->setUniformValue("t3", 3);
shader_ds_1->setUniformValue("td", 4);
shader_ds_1->setUniformValue("back_color", view.backColor());
shader_ds_1->setUniformValue("mat_proji", mproji);
shader_ds_1->setUniformValue("dt", QVector2D(1. / view.viewport()->width(), 1. / view.viewport()->height()));
fbo_g.bindColorTextures();
fbo_g.bindDepthTexture(4);
fbo_out.bind();
fbo_out.setWriteBuffer(0);
glClearFramebuffer(Qt::black, false);
//QVector<QVector4D> lpos;
//qDebug() << view_matrix;
int passes = (view.lightsCount() - 1) / 16 + 1;
if (passes < 1) passes = 1;
shader_ds_1->setUniformValue("t_pp", 5);
//qDebug() << "render in" << passes << "passes";
for (int l = 0; l < passes; ++l) {
int wi = 1 - l % 2, ri = l % 2;
//qDebug() << " pass" << l << "read from" << ri << "write to" << wi;
glActiveTextureChannel(5);
glBindTexture(GL_TEXTURE_2D, fbo_out.colorTexture(ri));
fbo_out.setWriteBuffer(wi);
setupDSLights(l, 16, mview);
//shader_ds_1->setUniformValue("lightsCount", cplc);
glDrawQuad(shader_ds_1);
//renderObjects(GLObjectBase::Solid, l, 0, true, true, view.isFogEnabled());
//renderObjects(GLObjectBase::Transparent, l, 0, true, true, view.isFogEnabled());
glFinish();
//break;
}
fbo_out.release();
glReleaseShaders();
glActiveTextureChannel(0);
glBindTexture(GL_TEXTURE_2D, fbo_out.colorTexture(passes % 2));
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()));
} else {
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
}
glDrawQuad();
if (view.isFXAAEnabled())
shader_fxaa->release();
}
void RendererDeferredShading::init(int width, int height) {
fbo_g.resize(width, height);
fbo_out.resize(width, height);
}
void RendererDeferredShading::resize(int width, int height) {
fbo_g.resize(width, height);
fbo_out.resize(width, height);
}
void RendererDeferredShading::reloadShaders() {
if (shader_fxaa == 0) shader_fxaa = new QGLShaderProgram(view.context());
if (shader_ds_0 == 0) shader_ds_0 = new QGLShaderProgram(view.context());
if (shader_ds_1 == 0) shader_ds_1 = new QGLShaderProgram(view.context());
//if (shader_ds_0 == 0) shader_ds_0 = new QGLShaderProgram(view.context());
loadShaders(shader_fxaa, "FXAA", "shaders");
loadShaders(shader_ds_0, "dsl_pass_0", "shaders");
loadShaders(shader_ds_1, "dsl_pass_1", "shaders");
}
void RendererDeferredShading::setupShadersTextures(GLObjectBase & object, GLRendererBase::RenderingParameters & rp) {
shader_ds_0->setUniformValue("has_diffuse", object.material().map_diffuse.bitmap_id != 0);
shader_ds_0->setUniformValue("has_bump", object.material().map_normal.bitmap_id != 0);
shader_ds_0->setUniformValue("has_height", object.material().map_relief.bitmap_id != 0);
shader_ds_0->setUniformValue("bump_scale", object.material().map_normal.color_amount);
shader_ds_0->setUniformValue("height_scale", object.material().map_relief.color_amount);
glActiveTextureChannel(6);
glBindTexture(GL_TEXTURE_2D, white_image_id);
glActiveTextureChannel(7);
glBindTexture(GL_TEXTURE_2D, violent_image_id);
}
void RendererDeferredShading::setupDSLights(int pass, int lights_per_pass, const QMatrix4x4 & view_matrix) {
int light_start, light_end, lmax;
light_start = pass * lights_per_pass;
light_end = qMin<int>((pass + 1) * lights_per_pass, view.lights().size());
lmax = light_start + lights_per_pass;
amb_light.intensity = (pass == 0 ? 1. : 0.);
amb_light.setColor(pass == 0 ? view.ambientColor() : Qt::black);
amb_light.setName("ambient");
setUniformLight(shader_ds_1, &amb_light, "qgl_AmbientLight");
amb_light.intensity = 0.;
QVector<Light*> lv;
for (int i = light_start; i < light_end; ++i)
lv << view.lights()[i];
amb_light.setName("null");
for (int i = light_end; i < lmax; ++i)
lv << &amb_light;
//QStringList lnl; foreach (Light * l, lv) lnl << l->name();
//qDebug() << " lights" << light_start << "->" << light_end << ", inactive" << (lmax - light_end) << lnl;
setUniformLights(shader_ds_1, lv, view_matrix, view.camera().pos());
}
void RendererDeferredShading::setupAmbientLight(const QColor & a, bool first_pass) {
}