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libs/qglview/renderer_simple.cpp
2020-04-30 16:07:01 +03:00

113 lines
3.6 KiB
C++

/*
QGLView
Ivan Pelipenko peri4ko@yandex.ru
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU Lesser 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 Lesser General Public License for more details.
You should have received a copy of the GNU Lesser General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
#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 QOpenGLShaderProgram(view.context());
loadShaders(shader_fxaa, "FXAA", "://shaders");
}
/*if (shader == 0) {
shader = new QOpenGLShaderProgram(view.context()); /// WARNING
loadShaders(shader, "test", "shaders"); /// WARNING
}*/
}
void RendererSimple::resizeFBO(int w, int h) {
initializeOpenGLFunctions();
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.isFeatureEnabled(QGLView::qglMSAA));
if (passes < 1) passes = 1;
//glEnable(GL_FOG);
//if (view.isFeatureEnabled(QGLView::qglFXAA)) fbo.bind();
//glEnable(GL_TEXTURE_2D);
if (passes > 1 || view.isFeatureEnabled(QGLView::qglFXAA)) {
fbo.bind();
fbo.setWriteBuffer(0);
glClearFramebuffer();
} else
glSetCapEnabled(GL_MULTISAMPLE, view.isFeatureEnabled(QGLView::qglMSAA));
glEnable(GL_RESCALE_NORMAL);
for (int l = 0; l < passes; ++l) {
if (passes > 1) fbo.setWriteBuffer(1);
if (l == 0) {
glEnableDepth();
glClearFramebuffer(view.backColor());
} else {
glEnable(GL_DEPTH_TEST);
glDepthMask(GL_FALSE);
glDepthFunc(GL_EQUAL);
glClearFramebuffer(Qt::black, false);
view.camera()->apply(view.aspect);
}
//rp.cam_offset_matrix = view.camera()->offsetMatrix();
//rp.prepare();
setupLights(l, 8);
renderObjects(GLObjectBase::Solid, l, nullptr, true, view.isLightEnabled(), view.isFogEnabled());
renderObjects(GLObjectBase::Transparent, l, nullptr, true, true, view.isFogEnabled());
if (passes > 1) {
glSetLightEnabled(false);
glSetCapEnabled(GL_BLEND);
glBlendFunc(GL_ONE, GL_ONE);
view.glReleaseTextures();
glBindTexture(GL_TEXTURE_2D, fbo.colorTexture(1));
glDisableDepth();
fbo.setWriteBuffer(0);
glDrawQuad();
}
}
if (view.isFeatureEnabled(QGLView::qglFXAA) || passes > 1) {
fbo.release();
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, fbo.colorTexture());
glSetLightEnabled(false);
glSetCapEnabled(GL_BLEND, false);
glDisableDepth();
if (view.isFeatureEnabled(QGLView::qglFXAA)) {
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.f / view.width(), 1.f / view.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();
}
}
}