This repository has been archived on 2020-09-07. You can view files and clone it. You cannot open issues or pull requests or push a commit.
Files
libs/qglengine/renderer_base.cpp

300 lines
10 KiB
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/>.
*/
#define GL_GLEXT_PROTOTYPES
#include <QOpenGLExtraFunctions>
#include "renderer_base.h"
#include "qglview.h"
#include "glmesh.h"
#include "gltexture_manager.h"
#include "glshaders_headers.h"
using namespace QGLEngineShaders;
RendererBase::RendererBase(QGLView * view_):
view(view_),
buffer_materials (GL_UNIFORM_BUFFER, GL_STREAM_DRAW),
buffer_lights (GL_UNIFORM_BUFFER, GL_STREAM_DRAW),
buffer_lights_pos(GL_UNIFORM_BUFFER, GL_STREAM_DRAW),
textures_empty(false),
textures_maps(true)
{
textures_manager = new TextureManager(view);
maps_size = QSize(512, 512);
maps_hash = 0;
}
RendererBase::~RendererBase() {
delete textures_manager;
}
void RendererBase::initTextureArrays() {
QOpenGLExtraFunctions * f = view;
textures_maps.init(f);
textures_empty.init(f);
textures_empty.resize(f, QSize(1, 1), 2);
textures_empty.bind(f);
QImage im(1, 1, QImage::Format_RGBA8888);
im.fill(0xFFFFFFFF);
textures_empty.load(f, im, emrWhite);
im.fill(0xFF8080);
textures_empty.load(f, im, emrBlue);
}
void RendererBase::initUniformBuffer(QOpenGLShaderProgram * prog, Buffer * buffer, int bind_point, const char * blockName) {
if (!prog || !buffer) return;
if (!prog->isLinked()) return;
QOpenGLExtraFunctions * f = view;
buffer->init(f);
//glClearError();
GLint ubo_ind = f->glGetUniformBlockIndex(prog->programId(), blockName);
f->glUniformBlockBinding(prog->programId(), ubo_ind, bind_point);
f->glBindBufferBase(GL_UNIFORM_BUFFER, bind_point, buffer->ID());
//qDebug() << "initUBO" << QString::number(f->glGetError(), 16);
}
void RendererBase::setUniformHalo(QOpenGLShaderProgram * prog, const char * type, QColor color, float fill) {
prog->setUniformValue((QString(type) + "_color").toLatin1().constData(), color);
prog->setUniformValue((QString(type) + "_fill" ).toLatin1().constData(), fill);
}
void RendererBase::setUniformMaps(QOpenGLShaderProgram * prog) {
prog->setUniformValue("qgl_texture_array[0]", (int)tarEmpty);
prog->setUniformValue("qgl_texture_array[1]", (int)tarMaps );
}
void RendererBase::setUniformCamera(QOpenGLShaderProgram * prog, Camera * cam, bool matrices, QSize viewport) {
double w = view->width(), h = view->height();
if (viewport.isValid()) {
w = viewport.width();
h = viewport.height();
}
QMatrix4x4 mat_view, mat_proj;
if (cam) {
if (matrices) {
mat_view = cam->fullViewMatrix();
mat_proj = cam->projectionMatrix(w / h);
}
prog->setUniformValue("z_near", cam->depthStart());
}
prog->setUniformValue("dt", QVector2D(1. / w, 1. / h));
prog->setUniformValue("qgl_ViewMatrix" , mat_view);
prog->setUniformValue("qgl_ViewProjMatrix", mat_proj * mat_view);
}
void RendererBase::setUniformViewCorners(QOpenGLShaderProgram * prog, Camera * cam, QSize viewport) {
double w = view->width(), h = view->height();
if (viewport.isValid()) {
w = viewport.width();
h = viewport.height();
}
QMatrix4x4 mproji = cam->projectionMatrix(w / h).inverted();
QVector4D corner_dirs[4];
corner_dirs[0] = (mproji * QVector4D(-1, -1, 0, 1));
corner_dirs[1] = (mproji * QVector4D(-1, 1, 0, 1));
corner_dirs[2] = (mproji * QVector4D( 1, 1, 0, 1));
corner_dirs[3] = (mproji * QVector4D( 1, -1, 0, 1));
for (int i = 0; i < 4; ++i)
prog->setUniformValue(QString("view_corners[%1]").arg(i).toLatin1().constData(), corner_dirs[i]);
}
void RendererBase::fillSelectionsBuffer(QVector<uchar> & buffer, const QList<ObjectBase *> & ol) {
buffer.resize(ol.size());
for (int i = 0; i < ol.size(); ++i) {
buffer[i] = (ol[i]->isSelected(true) ? 1 : 0);
}
}
void RendererBase::fillSelectionsBuffer(QVector<uchar> & buffer, bool yes, int size) {
buffer.resize(size);
for (int i = 0; i < size; ++i)
buffer[i] = (yes ? 1 : 0);
}
void RendererBase::reloadMaterials(Scene & scene) {
//qDebug() << "reloadMaterias";
QList<Map*> maps[2];
QMap<QString, int> tex_layers[2];
foreach (Material * m, scene.materials) {
if (m->map_diffuse .hasBitmap()) maps[0] << &(m->map_diffuse );
if (m->map_normal .hasBitmap()) maps[1] << &(m->map_normal );
if (m->map_specular .hasBitmap()) maps[0] << &(m->map_specular );
if (m->map_roughness.hasBitmap()) maps[0] << &(m->map_roughness);
if (m->map_emission .hasBitmap()) maps[0] << &(m->map_emission );
if (m->map_relief .hasBitmap()) maps[0] << &(m->map_relief );
}
for (int i = 0; i < 2; ++i) {
foreach (Map * m, maps[i])
tex_layers[i][m->bitmap_path] = 0;
}
int layers_count = tex_layers[0].size() + tex_layers[1].size(), cl = -1;
uint cur_maps_hash = qHash(tex_layers[0].keys()) ^ (qHash(tex_layers[1].keys()) + 0xF00FF00F);
if (maps_hash != cur_maps_hash) {
maps_hash = cur_maps_hash;
textures_maps.resize(view, maps_size, layers_count);
textures_maps.bind(view);
for (int i = 0; i < 2; ++i) {
QMutableMapIterator<QString, int> it(tex_layers[i]);
while (it.hasNext()) {
it.next();
QImage im = textures_manager->loadTextureImage(it.key(), i == 1);
textures_maps.load(view, im, ++cl);
it.value() = cl;
}
foreach (Map * m, maps[i]) {
m->_layer = tex_layers[i].value(m->bitmap_path);
//qDebug() << "assign" << m->bitmap_path << "layer" << m->_layer;
}
}
textures_maps.mipmaps(view);
// qDebug() << "load" << (cl+1) << "bitmaps";
}
QGLMaterial glm;
cur_materials_.clear();
cur_materials_ << glm;
foreach (Material * m, scene.materials) {
if (cur_materials_.size() >= max_materials) {
qDebug() << "[QGLEngine] Warning: Too many materials! Maximum" << max_materials;
break;
}
//m->load(textures_manager);
m->_index = cur_materials_.size();
m->_changed = false;
glm.color_diffuse = QColor2QVector(m->color_diffuse );
glm.color_specular = QColor2QVector(m->color_specular);
glm.color_emission = QColor2QVector(m->color_emission);
glm.transparency = m->transparency;
glm.reflectivity = m->reflectivity;
glm.iof = m->iof ;
glm.dispersion = m->dispersion ;
m->map_diffuse .copyToQGLMap(glm.map[mtDiffuse ]);
m->map_normal .copyToQGLMap(glm.map[mtNormal ]);
m->map_specular .copyToQGLMap(glm.map[mtSpecular ]);
m->map_roughness.copyToQGLMap(glm.map[mtRoughness]);
m->map_emission .copyToQGLMap(glm.map[mtEmission ]);
m->map_relief .copyToQGLMap(glm.map[mtRelief ]);
cur_materials_ << glm;
}
//qDebug() << "load" << cur_materials_.size() << "materials";
//textures_maps.resize(maps_size, );
//cur_materials_[0].color_diffuse = QColor2QVector(Qt::red);
buffer_materials.bind(view);
buffer_materials.resize(view, cur_materials_.size() * sizeof(QGLMaterial));
buffer_materials.load(view, cur_materials_.constData(), cur_materials_.size() * sizeof(QGLMaterial));
scene.need_reload_materials = false;
}
void RendererBase::reloadLightsParameters(const QMap<int, QList<Light*>> & lights) {
lights_start.clear();
lights_start[Light::Omni] = 0;
QMapIterator<int, QList<Light*>> it(lights);
current_lights.clear();
while (it.hasNext()) {
it.next();
lights_start[it.key()] = current_lights.size();
current_lights.append(it.value());
}
cur_lights_params_.resize(qMin(current_lights.size(), max_lights));
//qDebug() << "reloadLightsParameters" << cur_lights_params_.size();
for (int i = 0; i < cur_lights_params_.size(); ++i) {
QGLLightParameter & so(cur_lights_params_[i]);
Light * l = current_lights[i];
double ang_start = l->angle_start / 2.f, ang_end = l->angle_end / 2.f;
if (l->light_type == Light::Omni)
ang_start = ang_end = 180.;
//qDebug() << "light" << light->name() << ulightn << pos;
so.intensity = l->intensity;
so.startAngle = ang_start;
so.startAngleCos = cos(ang_start * deg2rad);
so.endAngle = ang_end;
so.endAngleCos = cos(ang_end * deg2rad);
so.color = QColor2QVector(l->color_);
so.constantAttenuation = l->decay_const;
so.linearAttenuation = l->decay_linear;
so.quadraticAttenuation = l->decay_quadratic;
//so.shadow = shadow;
//so.shadowColor = shadow;
}
buffer_lights.bind(view);
buffer_lights.resize(view, cur_lights_params_.size() * sizeof(QGLLightParameter));
buffer_lights.load(view, cur_lights_params_.constData(), cur_lights_params_.size() * sizeof(QGLLightParameter));
}
void RendererBase::reloadLightsPositions(Camera * cam) {
cur_lights_pos_.resize(qMin(current_lights.size(), max_lights));
QMatrix4x4 mat = cam->viewMatrix() * cam->offsetMatrix();
for (int i = 0; i < cur_lights_pos_.size(); ++i) {
QGLLightPosition & so(cur_lights_pos_[i]);
Light * l = current_lights[i];
QMatrix4x4 m = mat * l->worldTransform();
QVector4D pos(0, 0, 0, 1.), dir(QVector3D(0,0,-1), 1);//, dir0(light->dir0), dir1(light->dir1);
pos = m * pos;
dir = (m * QVector4D(QVector3D(0,0,-1),0)).normalized();//((m * dir) - pos).normalized();
so.position = pos;
so.direction = dir;
//so.shadowMatrix = l->shadow_matrix;
}
buffer_lights_pos.bind(view);
buffer_lights_pos.resize(view, cur_lights_pos_.size() * sizeof(QGLLightPosition));
buffer_lights_pos.load(view, cur_lights_pos_.constData(), cur_lights_pos_.size() * sizeof(QGLLightPosition));
}
void RendererBase::markReloadTextures() {
maps_hash = 0;
textures_manager->clearImageCache();
view->scene_->need_reload_materials = true;
}
void RendererBase::setMapsSize(QSize sz) {
maps_size = sz;
markReloadTextures();
}
void RendererBase::initQuad(Mesh * mesh, QMatrix4x4 mat) {
QGLEngineShaders::Object quab_object;
mat.transposed().copyDataTo(quab_object.modelmatrix);
mesh->init(view);
mesh->loadObject(view, quab_object);
}
void RendererBase::renderQuad(QOpenGLShaderProgram * prog, Mesh * mesh, Camera * cam) {
glDisableDepth();
setUniformCamera(prog, cam, false);
mesh->draw(view, 1);
}