344 lines
13 KiB
C++
344 lines
13 KiB
C++
/*
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QGLView
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Copyright (C) 2012 Ivan Pelipenko peri4ko@gmail.com
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This program is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "renderer_deferred_shading.h"
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#include <QBoxLayout>
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RendererDeferredShading::RendererDeferredShading(QGLView * view_): GLRendererBase(view_),
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fbo_g(5, true, GL_RGBA16F), fbo_out(3, false, GL_RGB16F), fbo_hsmall(1, false, GL_RGB16F) {
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shaders << ShaderPair("FXAA", &shader_fxaa)
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<< ShaderPair("dsl_pass_0", &shader_ds_0)
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<< ShaderPair("dsl_pass_1", &shader_ds_1)
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<< ShaderPair("hdr", &shader_hdr)
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<< ShaderPair("downscale", &shader_small)
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<< ShaderPair("bloom_pass_0", &shader_bloom_0)
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<< ShaderPair("bloom_pass_1", &shader_bloom_1)
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<< ShaderPair("fbo_add", &shader_fbo_add)
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<< ShaderPair("motion_blur", &shader_motion_blur);
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for (int i = 0; i < shaders.size(); ++i)
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*(shaders[i].second) = 0;
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lights_per_pass = 2;
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exposure_ = 1.;
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df = new QWidget();
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df->setLayout(new QBoxLayout(QBoxLayout::TopToBottom));
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label_exp = new QLabel();
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label_exp_step = new QLabel();
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df->layout()->addWidget(label_exp);
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df->layout()->addWidget(label_exp_step);
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QPalette pal(df->palette());
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pal.setBrush(QPalette::Window, QColor(255, 255, 255, 192));
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df->setPalette(pal);
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if (view_)
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view_->addObject(df);
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}
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RendererDeferredShading::~RendererDeferredShading() {
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for (int i = 0; i < shaders.size(); ++i) {
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QGLShaderProgram * p(*(shaders[i].second));
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if (p) delete p;
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}
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delete df;
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}
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void RendererDeferredShading::renderScene() {
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//qDebug() << lights_per_pass;
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QMatrix4x4 mproj = rp.proj_matrix;
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QMatrix4x4 mproji = rp.proj_matrix_i;
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QMatrix4x4 mview = rp.view_matrix;
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rp.prev_proj_matrix = prev_proj;
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rp.prev_view_matrix = prev_view;
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corner_dirs[0] = (QVector4D(-1, -1, 1, 1) * rp.viewproj_matrix).normalized();
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corner_dirs[1] = (QVector4D( 1, -1, 1, 1) * rp.viewproj_matrix).normalized();
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corner_dirs[2] = (QVector4D( 1, 1, 1, 1) * rp.viewproj_matrix).normalized();
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corner_dirs[3] = (QVector4D(-1, 1, 1, 1) * rp.viewproj_matrix).normalized();
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//qDebug() << corner_dirs[0] << corner_dirs[1] << corner_dirs[2] << corner_dirs[3];
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fbo_g.bind();
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int buffs[] = {0, 1, 2, 3, 4};
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fbo_g.setWriteBuffers(buffs, 5);
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if (white_image_id == 0) {
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glActiveTextureChannel(6);
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white_image_id = ((GLTextureManagerBase*)currentGLTextureManager)->loadTexture(white_image, false);
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glBindTexture(GL_TEXTURE_2D, white_image_id);
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glActiveTextureChannel(0);
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}
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if (violent_image_id == 0) {
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glActiveTextureChannel(7);
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violent_image_id = ((GLTextureManagerBase*)currentGLTextureManager)->loadTexture(violent_image, false);
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glBindTexture(GL_TEXTURE_2D, violent_image_id);
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glActiveTextureChannel(0);
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}
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glClearFramebuffer(QColor(0, 0, 0, 0));
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glDisable(GL_RESCALE_NORMAL);
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glEnableDepth();
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shader_ds_0->bind();
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rp.setUniform(shader_ds_0);
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shader_ds_0->setUniformValue("z_far", GLfloat(view.depthEnd()));
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shader_ds_0->setUniformValue("z_near", GLfloat(view.depthStart()));
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shader_ds_0->setUniformValue("t0", 0);
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shader_ds_0->setUniformValue("t1", 1);
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shader_ds_0->setUniformValue("t2", 2);
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shader_ds_0->setUniformValue("t3", 3);
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shader_ds_0->setUniformValue("t4", 4);
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shader_ds_0->setUniformValue("dt", QVector2D(1. / view.viewport()->width(), 1. / view.viewport()->height()));
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//qDebug() << rp.view_matrix << prev_view;
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//shader_ds_0->setUniformValue("qgl_ModelViewMatrix", rp.view_matrix);
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renderObjects(GLObjectBase::Solid, 0, shader_ds_0, true, false, false);
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//glReleaseShaders();
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fbo_g.release();
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glResetAllTransforms();
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rp.prepare();
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glSetLightEnabled(false);
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glDisable(GL_BLEND);
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//glBlendFunc(GL_ONE, GL_ONE);
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glDisableDepth();
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shader_ds_1->bind();
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rp.setUniform(shader_ds_1);
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//qDebug() << rp.view_matrix;
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shader_ds_1->setUniformValue("z_far", GLfloat(view.depthEnd()));
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shader_ds_1->setUniformValue("z_near", GLfloat(view.depthStart()));
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shader_ds_1->setUniformValue("t0", 0);
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shader_ds_1->setUniformValue("t1", 1);
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shader_ds_1->setUniformValue("t2", 2);
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shader_ds_1->setUniformValue("t3", 3);
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shader_ds_1->setUniformValue("t4", 4);
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shader_ds_1->setUniformValue("td", 5);
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shader_ds_1->setUniformValue("back_color", view.backColor());
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shader_ds_1->setUniformValue("mat_proji", mproji);
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shader_ds_1->setUniformValue("dt", QVector2D(1. / view.viewport()->width(), 1. / view.viewport()->height()));
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fbo_g.bindColorTextures();
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fbo_g.bindDepthTexture(5);
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fbo_out.bind();
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fbo_out.setWriteBuffer(0);
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glClearFramebuffer(Qt::black, false);
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//QVector<QVector4D> lpos;
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//qDebug() << view_matrix;
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int passes = (view.lightsCount() - 1) / lights_per_pass + 1;
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if (passes < 1) passes = 1;
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shader_ds_1->setUniformValue("t_pp", 6);
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//qDebug() << "render in" << passes << "passes (" << lights_per_pass << ")";
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int wi, ri;
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for (int l = 0; l < passes; ++l) {
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wi = 1 - l % 2;
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ri = l % 2;
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//qDebug() << " pass" << l << "read from" << ri << "write to" << wi;
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glActiveTextureChannel(6);
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glBindTexture(GL_TEXTURE_2D, fbo_out.colorTexture(ri));
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fbo_out.setWriteBuffer(wi);
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setupDSLights(l, mview);
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//shader_ds_1->setUniformValue("lightsCount", cplc);
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glDrawQuad(shader_ds_1);
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//renderObjects(GLObjectBase::Solid, l, 0, true, true, view.isFogEnabled());
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//renderObjects(GLObjectBase::Transparent, l, 0, true, true, view.isFogEnabled());
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//glFinish();
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//break;
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}
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//fbo_out.release();
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wi = 1 - passes % 2;
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ri = passes % 2;
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glActiveTextureChannel(0);
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glBindTexture(GL_TEXTURE_2D, fbo_out.colorTexture(ri));
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if (view.isAccomodationEnabled()) {
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fbo_hsmall.bind();
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fbo_hsmall.setWriteBuffer(0);
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shader_small->bind();
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shader_small->setUniformValue("qgl_ModelViewProjectionMatrix", QMatrix4x4());
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shader_small->setUniformValue("t0", 0);
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glDrawQuad(shader_small);
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hcontent.resize(fbo_hsmall.width() * fbo_hsmall.height());
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glReadPixels(0, 0, fbo_hsmall.width(), fbo_hsmall.height(), GL_RGB, GL_FLOAT, hcontent.data());
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GLfloat max[3] = {0.,0.,0.};//min[3] = {10000.,10000.,10000.}, ;
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for (int i = 0; i < hcontent.size(); ++i) {
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//if (min[0] > hcontent[i].x) min[0] = hcontent[i].x;
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if (max[0] < hcontent[i].x) max[0] = hcontent[i].x;
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//if (min[1] > hcontent[i].y) min[1] = hcontent[i].y;
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if (max[1] < hcontent[i].y) max[1] = hcontent[i].y;
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//if (min[2] > hcontent[i].z) min[2] = hcontent[i].z;
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if (max[2] < hcontent[i].z) max[2] = hcontent[i].z;
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}
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GLfloat mluma = (0.299 * max[0]) + (0.587 * max[1]) + (0.114 * max[2]);
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double nexp = mluma / 16., dexp = nexp - exposure_, mestep = exposure_ * view.accomodationMaxSpeed();
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dexp /= view.accomodationTime();
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if (dexp > 0. && dexp > mestep/4) dexp = mestep/4;
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if (dexp < 0. && dexp < -mestep) dexp = -mestep;
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exposure_ += dexp;
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label_exp->setText(QString("exposure: %1").arg(exposure_));
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label_exp_step->setText(QString("d_exposure: %1").arg(dexp));
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//qDebug() << min[0] << max[0] << min[1] << max[1] << min[2] << max[2];
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fbo_hsmall.release();
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//glBindTexture(GL_TEXTURE_2D, fbo_out.colorTexture(ri));
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fbo_out.bind();
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fbo_out.setWriteBuffer(wi);
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shader_hdr->bind();
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shader_hdr->setUniformValue("qgl_ModelViewProjectionMatrix", QMatrix4x4());
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shader_hdr->setUniformValue("t0", 0);
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shader_hdr->setUniformValue("exposure", GLfloat(1./exposure_));
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glDrawQuad(shader_hdr);
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glBindTexture(GL_TEXTURE_2D, fbo_out.colorTexture(wi));
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piSwap<int>(wi, ri);
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}
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if (view.isMotionBlurEnabled()) {
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fbo_out.setWriteBuffer(wi);
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glActiveTextureChannel(1);
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glBindTexture(GL_TEXTURE_2D, fbo_g.colorTexture(4));
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shader_motion_blur->bind();
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shader_motion_blur->setUniformValue("qgl_ModelViewProjectionMatrix", QMatrix4x4());
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shader_motion_blur->setUniformValue("dt", QVector2D(1. / fbo_out.width(), 1. / fbo_out.height()));
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shader_motion_blur->setUniformValue("t0", 0);
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shader_motion_blur->setUniformValue("ts", 1);
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shader_motion_blur->setUniformValue("factor", GLfloat(view.motionBlurFactor()));
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shader_motion_blur->setUniformValue("steps", view.motionBlurSteps());
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glDrawQuad(shader_motion_blur);
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glActiveTextureChannel(0);
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glBindTexture(GL_TEXTURE_2D, fbo_out.colorTexture(wi));
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piSwap<int>(wi, ri);
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}
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if (view.isBloomEnabled()) {
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fbo_out.setWriteBuffer(2);
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fbo_out.setReadBuffer(ri);
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glBlitFramebuffer(0, 0, fbo_out.width(), fbo_out.height(), 0, 0, fbo_out.width(), fbo_out.height(), GL_COLOR_BUFFER_BIT, GL_NEAREST);
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fbo_out.setWriteBuffer(wi);
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shader_bloom_0->bind();
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shader_bloom_0->setUniformValue("qgl_ModelViewProjectionMatrix", QMatrix4x4());
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shader_bloom_0->setUniformValue("factor", GLfloat(view.bloomFactor()));
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shader_bloom_0->setUniformValue("t0", 0);
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glDrawQuad(shader_bloom_0);
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glActiveTextureChannel(0);
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piSwap<int>(wi, ri);
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shader_bloom_1->bind();
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shader_bloom_1->setUniformValue("qgl_ModelViewProjectionMatrix", QMatrix4x4());
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shader_bloom_1->setUniformValue("t0", 0);
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int radius = view.bloomRadius();
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int passes = qMax<int>(int(ceil(log2(radius))), 1);
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int crad = 1;
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for (int p = 0; p < passes; ++p) {
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glBindTexture(GL_TEXTURE_2D, fbo_out.colorTexture(ri));
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fbo_out.setWriteBuffer(wi);
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shader_bloom_1->setUniformValue("radius", crad);
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glDrawQuad(shader_bloom_1);
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piSwap<int>(wi, ri);
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crad *= 2;
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}
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fbo_out.setWriteBuffer(wi);
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glActiveTextureChannel(0);
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glBindTexture(GL_TEXTURE_2D, fbo_out.colorTexture(ri));
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glActiveTextureChannel(1);
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glBindTexture(GL_TEXTURE_2D, fbo_out.colorTexture(2));
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shader_fbo_add->bind();
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shader_fbo_add->setUniformValue("qgl_ModelViewProjectionMatrix", QMatrix4x4());
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shader_fbo_add->setUniformValue("t0", 0);
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shader_fbo_add->setUniformValue("t1", 1);
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glDrawQuad(shader_fbo_add);
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glActiveTextureChannel(0);
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glBindTexture(GL_TEXTURE_2D, fbo_out.colorTexture(wi));
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piSwap<int>(wi, ri);
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}
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glReleaseShaders();
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fbo_out.release();
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if (view.isFXAAEnabled()) {
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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shader_fxaa->bind();
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shader_fxaa->setUniformValue("dt", QVector2D(1. / view.viewport()->width(), 1. / view.viewport()->height()));
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} else {
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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}
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glDrawQuad();
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if (view.isFXAAEnabled())
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shader_fxaa->release();
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prev_proj = mproj;
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prev_view = mview;
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}
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void RendererDeferredShading::init(int width, int height) {
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resize(width, height);
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}
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void RendererDeferredShading::resize(int width, int height) {
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fbo_g.resize(width, height);
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fbo_out.resize(width, height);
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fbo_hsmall.resize(width / 16, height / 16);
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view.setSceneRect(QRect(0, 0, width, height)); /// WARNING
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//df->move(-width / 2, -height / 2);
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}
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void RendererDeferredShading::reloadShaders() {
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for (int i = 0; i < shaders.size(); ++i) {
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QGLShaderProgram * p(*(shaders[i].second));
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if (!p) p = new QGLShaderProgram(view.context());
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loadShaders(p, shaders[i].first, "shaders");
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*(shaders[i].second) = p;
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}
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}
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void RendererDeferredShading::setupShadersTextures(GLObjectBase & object, GLRendererBase::RenderingParameters & rp) {
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shader_ds_0->setUniformValue("has_diffuse", object.material().map_diffuse.bitmap_id != 0);
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shader_ds_0->setUniformValue("has_bump", object.material().map_normal.bitmap_id != 0);
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shader_ds_0->setUniformValue("has_height", object.material().map_relief.bitmap_id != 0);
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shader_ds_0->setUniformValue("bump_scale", object.material().map_normal.color_amount);
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shader_ds_0->setUniformValue("height_scale", object.material().map_relief.color_amount);
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glActiveTextureChannel(6);
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glBindTexture(GL_TEXTURE_2D, white_image_id);
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glActiveTextureChannel(7);
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glBindTexture(GL_TEXTURE_2D, violent_image_id);
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}
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void RendererDeferredShading::setupDSLights(int pass, const QMatrix4x4 & view_matrix) {
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int light_start, light_end, lmax;
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light_start = pass * lights_per_pass;
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light_end = qMin<int>((pass + 1) * lights_per_pass, view.lights().size());
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lmax = light_start + lights_per_pass;
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amb_light.intensity = (pass == 0 ? 1. : 0.);
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amb_light.setColor(pass == 0 ? view.ambientColor() : Qt::black);
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amb_light.setName("ambient");
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setUniformLight(shader_ds_1, &amb_light, "qgl_AmbientLight");
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amb_light.intensity = 0.;
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QVector<Light*> lv;
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for (int i = light_start; i < light_end; ++i)
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lv << view.lights()[i];
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amb_light.setName("null");
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for (int i = light_end; i < lmax; ++i)
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lv << &amb_light;
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//QStringList lnl; foreach (Light * l, lv) lnl << l->name();
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//qDebug() << " lights" << light_start << "->" << light_end << ", inactive" << (lmax - light_end) << lnl;
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setUniformLights(shader_ds_1, lv, view_matrix, view.camera().pos());
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}
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void RendererDeferredShading::setupAmbientLight(const QColor & a, bool first_pass) {
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}
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