364 lines
11 KiB
C++
364 lines
11 KiB
C++
/*
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QGLView
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Copyright (C) 2019 Ivan Pelipenko peri4ko@yandex.ru
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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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#define GL_GLEXT_PROTOTYPES
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#include <QOpenGLExtraFunctions>
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#include "renderer.h"
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#include "qglview.h"
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#include "glmesh.h"
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#include "gltexture_manager.h"
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#include <qad_types.h>
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using namespace QGLEngineShaders;
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Renderer::Renderer(QGLView * view_): RendererBase(view_),
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fbo_ds (view_, QVector<GLenum>() << GL_RGBA16F << GL_RGBA32F << GL_RGBA16F << GL_RGBA16F << GL_RGBA16F),
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fbo_out (view_, obrBuffersCount, false, GL_RGBA16F),
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rend_mat(this), rend_service(this), rend_selection(this), tone_proc(this) {
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quad = Primitive::plane(2., 2.);
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cam_light = new Light();
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cam_light->intensity = 0.75;
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cam_light->setName("Camera_Light");
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shader_files[srSelectionFill ] = "selection.glsl";
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shader_files[srSelectionHalo ] = "selection_halo.glsl";
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shader_files[srSelectionApply] = "selection_apply.glsl";
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shader_files[srSelectionFrame] = "selection_frame.glsl";
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shader_files[srServiceFill ] = "service_fill.glsl";
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shader_files[srServiceFrame] = "service_frame.glsl";
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shader_files[srServiceLine ] = "service_line.glsl";
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shader_files[srGeometryPass ] = "ds_geom.glsl";
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shader_files[srLightOmniPass] = "ds_light.glsl";
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shader_files[srLightSpotPass] = "ds_light.glsl"; shader_defines[srLightSpotPass] << "SPOT";
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shader_files[srFinalPass ] = "ds_final.glsl";
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shader_files[srTonemapPass ] = "ds_tonemap.glsl";
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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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<< ShaderPair("shadow", &shader_shadow)
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<< ShaderPair("ssr", &shader_ssr)
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<< ShaderPair("ssr_blur", &shader_ssr_blur)
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<< ShaderPair("ssr_merge", &shader_ssr_merge)
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<< ShaderPair("ssao_blur", &shader_ssao_blur)
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<< ShaderPair("ssao_merge", &shader_ssao_merge)
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<< ShaderPair("dof", &shader_dof);*/
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shader_fxaa = 0;
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gamma_ = 1.;
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edit_mode = need_init_shaders = is_camera_light = true;
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}
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Renderer::~Renderer() {
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delete quad;
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delete cam_light;
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qDeleteAll(shaders.values());
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if (shader_fxaa) delete shader_fxaa;
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}
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void Renderer::init(int width, int height) {
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resize(width, height);
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rend_mat.init(width, height);
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rend_service.init(width, height);
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rend_selection.init(width, height);
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tone_proc.init();
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initQuad(quad);
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initTextureArrays();
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need_init_shaders = true;
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}
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void Renderer::resize(int width, int height) {
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rend_mat.resize(width, height);
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rend_service.resize(width, height);
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rend_selection.resize(width, height);
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fbo_ds .resize(width, height);
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fbo_out .resize(width, height);
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tone_proc.resize();
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}
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void Renderer::reloadShaders() {
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QMapIterator<ShaderRole, QString> it(shader_files);
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QString dir = "shaders/";
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while (it.hasNext()) {
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it.next();
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loadShadersMulti(shaders[it.key()], dir + it.value(), true, shader_defines.value(it.key()));
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}
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loadShadersMulti(tone_proc.shader_sum, dir + "sum.glsl", false);
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QStringList fxaa_defs;
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fxaa_defs << "FXAA_PC 1" << "FXAA_GLSL_130 1" << "FXAA_QUALITY__PRESET 20";
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loadShaders(shader_fxaa, QStringList() << (dir + "fxaa.vert") << (dir + "fxaa.frag"), true, fxaa_defs);
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need_init_shaders = true;
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view->scene()->setLightsChanged();
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view->scene()->setTreeStructChanged();
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view->scene()->setMaterialsChanged();
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}
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bool Renderer::bindShader(Renderer::ShaderRole role, QOpenGLShaderProgram ** ret) {
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QOpenGLShaderProgram * prog = shaders.value(role);
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if (ret) *ret = prog;
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if (!prog) return false;
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if (!prog->isLinked()) return false;
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prog->bind();
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return true;
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}
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bool Renderer::bindShader(QOpenGLShaderProgram * sp) {
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if (!sp) return true;
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if (!sp->isLinked()) return true;
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if (!sp->bind()) return false;
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return true;
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}
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void Renderer::initShaders() {
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if (!need_init_shaders) return;
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need_init_shaders = false;
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initUniformBuffer(shaders.value(srGeometryPass ), &buffer_materials , bpMaterials , "QGLMaterialData" );
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initUniformBuffer(shaders.value(srLightOmniPass), &buffer_materials , bpMaterials , "QGLMaterialData" );
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initUniformBuffer(shaders.value(srLightOmniPass), &buffer_lights , bpLightParameters, "QGLLightParameterData");
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initUniformBuffer(shaders.value(srLightOmniPass), &buffer_lights_pos, bpLightPositions , "QGLLightPositionData" );
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initUniformBuffer(shaders.value(srLightSpotPass), &buffer_materials , bpMaterials , "QGLMaterialData" );
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initUniformBuffer(shaders.value(srLightSpotPass), &buffer_lights , bpLightParameters, "QGLLightParameterData");
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initUniformBuffer(shaders.value(srLightSpotPass), &buffer_lights_pos, bpLightPositions , "QGLLightPositionData" );
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ShaderRole roles[] = {srLightOmniPass, srLightSpotPass};
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QOpenGLShaderProgram * prog = 0;
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for (int p = 0; p < 2; ++p) {
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if (!bindShader(roles[p], &prog)) continue;
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for (int i = 0; i < 5; ++i)
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prog->setUniformValue(QString("tex_%1").arg(i).toLatin1().constData(), i);
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}
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if (bindShader(srFinalPass, &prog)) {
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prog->setUniformValue("tex_g1" , 0);
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prog->setUniformValue("tex_s_0", 1);
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prog->setUniformValue("tex_s_1", 2);
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prog->setUniformValue("tex_t_0", 3);
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prog->setUniformValue("tex_t_1", 4);
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}
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if (bindShader(srGeometryPass, &prog)) {
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setUniformMaps(prog);
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}
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if (bindShader(srTonemapPass, &prog)) {
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prog->setUniformValue("tex_0", 0);
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prog->setUniformValue("tex_sum", 1);
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}
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}
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void Renderer::releaseShader() {
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view->glUseProgram(0);
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}
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void Renderer::fillObjectsBuffer(const ObjectBaseList & ol, RenderPass pass) {
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cur_objects_.resize(ol.size());
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for (int i = 0; i < ol.size(); ++i) {
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Object & so(cur_objects_[i]);
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ObjectBase * o = ol[i];
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if (o->material()) {
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so.material = o->material()->_index;
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so.color = QVector4D(1,1,1,1);
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} else {
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so.material = 0;
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so.color = QColor2QVector(o->color_);
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}
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so.object_id = o->id_;
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o->worldTransform().transposed().copyDataTo(so.modelmatrix);
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//qDebug() << "load obj" << o->name() << o->worldTransform();
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}
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//qDebug() << "fillObjectsBuffer" << ol.size();
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}
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void Renderer::renderObjects(Scene & scene, RenderPass pass) {
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QOpenGLExtraFunctions * f = view;
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QMapIterator<Mesh*, ObjectBaseList> it(scene.geometries_used[pass]);
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bool emit_pos_change = false;
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while (it.hasNext()) {
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it.next();
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Mesh * mesh = it.key();
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if (mesh->isObjectsChanged(pass)) {
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mesh->setObjectsChanged(pass, false);
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emit_pos_change = true;
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fillObjectsBuffer(it.value(), pass);
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//qDebug() << "loadObjects" << pass << cur_objects_.size();
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mesh->loadObjects(f, cur_objects_, pass);
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}
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if (mesh->isSelectionChanged(pass) && edit_mode) {
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mesh->setSelectionChanged(pass, false);
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fillSelectionsBuffer(rend_selection.cur_selections_, it.value());
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//qDebug() << "fillSelectionsBuffer" << pass << rend_selection.cur_selections_.size();
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mesh->loadSelections(f, rend_selection.cur_selections_, pass);
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}
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//qDebug() << "draw" << pass << it.value().size();
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mesh->draw(f, it.value().size(), pass);
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}
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if (emit_pos_change) emit view->objectsPositionChanged();
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}
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void Renderer::renderLight(int first_wr_buff) {
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QOpenGLShaderProgram * prog = 0;
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Camera * cam = view->camera();
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fbo_ds.bindColorTextures();
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fbo_out.bind();
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//int ri = 1, wi = 0;
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typedef QPair<Renderer::ShaderRole, Light::Type> PassPair;
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QVector<PassPair> passes;
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passes << PassPair(srLightOmniPass, Light::Omni) << PassPair(srLightSpotPass, Light::Cone);
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foreach (PassPair pass, passes) {
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if (bindShader(pass.first, &prog)) {
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setUniformCamera(prog, cam);
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setUniformViewCorners(prog, cam);
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prog->setUniformValue("lights_start", lights_start[pass.second]);
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prog->setUniformValue("lights_count", cur_lights[pass.second].size());
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prog->setUniformValue("fog_color", view->fogColor_);
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prog->setUniformValue("fog_decay", qMax(view->fogDecay_, 0.001f));
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prog->setUniformValue("fog_density", view->fogDensity_);
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fbo_out.setWriteBuffer(first_wr_buff + pass.second);
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glClearFramebuffer(Qt::black, false);
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renderQuad(prog, quad, cam);
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}
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}
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}
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void Renderer::renderScene() {
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initShaders();
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QOpenGLExtraFunctions * f = view;
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Scene & scene(*(view->scene_));
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Camera * cam = view->camera();
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QOpenGLShaderProgram * prog = 0;
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bool scene_changed = scene.prepare();
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scene.destroyUnused(f);
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/// reload materials on change
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if (scene_changed || scene.need_reload_materials) {
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//if (scene.need_reload_materials)
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// maps_hash = 0;
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rend_selection.generateObjectsID(scene);
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reloadMaterials(scene);
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if (edit_mode)
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recreateMaterialThumbnails();
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emit view->materialsChanged();
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}
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/// material thumbnails
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if (edit_mode && !scene_changed) {
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rend_mat.procQueue();
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}
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/// lights
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cur_lights = scene.lights_used;
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if (is_camera_light) {
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cur_lights[Light::Omni] << cam_light;
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cam_light->setPos(cam->pos());
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}
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if (scene.lights_changed) {
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scene.lights_changed = false;
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reloadLightsParameters(cur_lights);
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}
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reloadLightsPositions(cam);
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/// selection
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if (edit_mode) {
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rend_selection.renderSelection(scene);
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}
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/// solid geometry pass
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fbo_ds.bind();
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glEnableDepth();
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glClearFramebuffer();
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if (bindShader(srGeometryPass, &prog)) {
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setUniformCamera(prog, cam);
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textures_empty.bind(f, tarEmpty);
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textures_maps .bind(f, tarMaps );
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renderObjects(scene, rpSolid);
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}
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fbo_ds.release();
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/// lighting passes
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renderLight(obrSolidOmni);
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/// transparent geometry pass
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fbo_ds.bind();
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glEnableDepth();
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glClearFramebuffer(Qt::black, false);
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if (bindShader(srGeometryPass, &prog)) {
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renderObjects(scene, rpTransparent);
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}
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fbo_ds.release();
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/// lighting passes
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renderLight(obrTransparentOmni);
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/// blending layers
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if (bindShader(srFinalPass, &prog)) {
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//fbo_ds .bindColorTexture(dbrNormalZ , 0);
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fbo_out.bindColorTexture(obrSolidOmni , 1);
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fbo_out.bindColorTexture(obrSolidSpot , 2);
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fbo_out.bindColorTexture(obrTransparentOmni, 3);
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fbo_out.bindColorTexture(obrTransparentSpot, 4);
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fbo_out.setWriteBuffer(obrSum);
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renderQuad(prog, quad);
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}
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/// tonemapping
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if (tone_proc.process())
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fbo_out.bind();
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if (bindShader(srTonemapPass, &prog)) {
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prog->setUniformValue("gamma", gamma_);
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prog->setUniformValue("frame_max", tone_proc.frameMax());
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fbo_out.bindColorTexture(obrSum, 0);
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fbo_out.setWriteBuffer(obrTonemap);
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renderQuad(prog, quad);
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} else
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fbo_out.blit(obrSum, fbo_out.id(), obrTonemap, fbo_out.rect(), fbo_out.rect());
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fbo_out.release();
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/// apply hovers and selection frame
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if (edit_mode) {
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rend_selection.drawSelection(fbo_out, obrTonemap);
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rend_service.renderService();
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} else {
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fbo_out.blit(obrTonemap, 0, 0, fbo_out.rect(), QRect(QPoint(), view->size()));
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}
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//fbo_small_16.blit(0, 0, 0, fbo_small_16.rect(), fbo_small_16.rect(), GL_COLOR_BUFFER_BIT, GL_LINEAR);
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}
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void Renderer::setCameraLightOn(bool on) {
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is_camera_light = on;
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view->scene()->setLightsChanged();
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}
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