git-svn-id: svn://db.shs.com.ru/libs@72 a8b55f48-bf90-11e4-a774-851b48703e85
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@@ -40,6 +40,7 @@ fbo_g(5, true, GL_RGBA16F), fbo_out(3, false, GL_RGBA16F), fbo_hsmall(1, false,
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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 = 8;
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tnoise = 0;
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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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@@ -231,7 +232,21 @@ void RendererDeferredShading::renderScene() {
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//qDebug() << wi << ri << lms;
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/*wi = lri;
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ri = 1 - lms;*/
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glEnable(GL_TEXTURE_1D);
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if (tnoise == 0) {
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glGenTextures(1, &tnoise);
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glBindTexture(GL_TEXTURE_1D, tnoise);
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QByteArray ba;
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for (int i = 0; i < 32*3; ++i)
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ba.push_back(char(random() % 256));
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//qDebug() << ba;
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glTexImage1D(GL_TEXTURE_1D, 0, GL_RGB8, 32, 0, GL_RGB, GL_UNSIGNED_BYTE, ba.constData());
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glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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}
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glBindTexture(GL_TEXTURE_2D, fbo_out.colorTexture(lri));
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glActiveTextureChannel(1);
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glBindTexture(GL_TEXTURE_2D, fbo_out.colorTexture(2));
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@@ -239,16 +254,20 @@ void RendererDeferredShading::renderScene() {
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glActiveTextureChannel(2);
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glBindTexture(GL_TEXTURE_2D, fbo_g.colorTexture(1));
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glActiveTextureChannel(3);
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glBindTexture(GL_TEXTURE_1D, tnoise);
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shader_ssao_merge->bind();
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shader_ssao_merge->setUniformValue("qgl_ModelViewProjectionMatrix", QMatrix4x4());
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shader_ssao_merge->setUniformValue("z_far", GLfloat(view.depthEnd()));
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shader_ssao_merge->setUniformValue("z_near", GLfloat(view.depthStart()));
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shader_ssao_merge->setUniformValue("mat_proj", mproj);
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shader_ssao_merge->setUniformValue("n0", 3);
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shader_ssao_merge->setUniformValue("t0", 0);
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shader_ssao_merge->setUniformValue("ts", 1);
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shader_ssao_merge->setUniformValue("tg1", 2);
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fbo_out.setWriteBuffer(lwi);
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glDrawQuad(shader_ssao_merge, corner_dirs);
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glDisable(GL_TEXTURE_1D);
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wi = lri;
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ri = lwi;
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//piSwap<int>(wi, ri);
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@@ -49,6 +49,7 @@ private:
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QGLShaderProgram * shader_bloom_0, * shader_bloom_1, * shader_motion_blur, * shader_fbo_add;
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QGLShaderProgram * shader_shadow, * shader_ssr, * shader_ssr_blur, * shader_ssr_merge;
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QGLShaderProgram * shader_ssao_blur, * shader_ssao_merge;
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GLuint tnoise;
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QVector<ShaderPair> shaders;
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QMatrix4x4 prev_view, prev_proj;
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@@ -4,11 +4,15 @@ uniform sampler2D t0, ts, tg1;
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uniform float radius = 2;
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uniform vec2 dt;
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vec4 st;
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vec4 getTexel(vec2 tc, vec4 ptc, float mul) {
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vec4 tv = texture(t0, tc);
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if (radius == 1)
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vec4 tv = texture(t0, tc), ts = texture(ts, tc);
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if (radius == 1) {
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tv = vec4(tv.w);
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return vec4(min(ptc.r, tv.r), max(ptc.g, tv.g), ptc.b + tv.b * mul, 0);
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ts = tv;
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}
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return vec4(min(ptc.r, ts.r), max(ptc.g, ts.g), ptc.b + /*mix(tv.b, st.b, clamp(abs(st.w - tv.w), 0, 1))*/tv.b * mul, 0);
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}
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void main(void) {
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@@ -19,6 +23,7 @@ void main(void) {
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vec4 scol = texture(t0, tc);
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if (radius == 1)
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scol = vec4(scol.w);
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st = scol;
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scol.b *= 3.;
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scol = getTexel(tc + dt * vec2( o, 0 ), scol, 2);
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scol = getTexel(tc + dt * vec2( 0, o ), scol, 2);
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@@ -1,6 +1,7 @@
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#version 150
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uniform sampler2D t0, ts, tg1;
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uniform sampler1D n0;
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uniform float z_near, z_far;
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uniform mat4 mat_proj;
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@@ -9,7 +10,7 @@ in vec3 view_dir;
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void main(void) {
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ivec2 tc = ivec2(gl_FragCoord.xy);
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vec4 v0 = texelFetch(t0, tc, 0), vs = texelFetch(ts, tc, 0), vg1 = texelFetch(tg1, tc, 0);
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/*vec3 n = vec3(-vg1.xy, vg1.z);
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vec3 n = vec3(vg1.xyz);
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vec3 bn = cross(n, vec3(0, 0, 1));
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vec3 bn2 = cross(n, bn);
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vec4 pos;
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@@ -17,7 +18,8 @@ void main(void) {
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pos.xyz = view_dir * vs.w;
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vec4 spos = pos, tpos, tv0;
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vec2 tsp;
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float l = 20 * 0.5;
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float sclz = dot(vec3(0,0,1), n);
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/*float l = 20 * 0.5;
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pos.xyz += bn2 * l;
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for (int i = 0; i < 16; ++i) {
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tpos = mat_proj * pos;
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@@ -26,10 +28,26 @@ void main(void) {
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l *= 0.5;
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pos.xyz += bn2 * (step(pos.z, tv0.w) * 2. - 1.) * l;
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}*/
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/*vec3 rn;
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float ss = 0.;
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for (int i = 0; i < 32; ++i) {
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rn = texelFetch(n0, i, 0).rgb * 2 - 1;
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rn *= step(0., dot(n, rn)) * 2 - 1.;
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//rn /= 10;
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rn /= vs.w;
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spos = pos + vec4(rn, 0);
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tpos = mat_proj * spos;
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tsp = -(tpos.xy / tpos.w) / 2. + 0.5;
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tv0 = texture(ts, tsp);
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//spos.z = tv0.w;
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ss += step(-0.1, tv0.w-vs.w);
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//ss += step(vs.w, tv0.w);
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}
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ss /= 32;*/
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float minz = v0.r, maxz = v0.g, blurz = v0.b, curz = v0.w, avgz = (minz+maxz)/2;
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float dz = maxz - minz;
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qgl_FragData[0].rgb = vec3(max(-(blurz - curz) / maxz,0.)* (curz-minz) / dz * 10);
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//qgl_FragData[0].rgb = vec3(v0.b / 10);
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//qgl_FragData[0].rgb = vec3(max(-(blurz - curz) / maxz,0.)* (curz-minz) / dz * 10);
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qgl_FragData[0].rgb = vec3(blurz/10);
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//qgl_FragData[0].rgb = vec3(length(pos.z - spos.z)/15);
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//qgl_FragData[0].rgb = vec3(abs(v0.w/1));
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}
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