git-svn-id: svn://db.shs.com.ru/libs@72 a8b55f48-bf90-11e4-a774-851b48703e85

This commit is contained in:
2015-12-14 14:21:04 +00:00
parent 43354bca77
commit 0ae2fbfa6f
4 changed files with 51 additions and 8 deletions

View File

@@ -40,6 +40,7 @@ fbo_g(5, true, GL_RGBA16F), fbo_out(3, false, GL_RGBA16F), fbo_hsmall(1, false,
for (int i = 0; i < shaders.size(); ++i)
*(shaders[i].second) = 0;
lights_per_pass = 8;
tnoise = 0;
exposure_ = 1.;
df = new QWidget();
df->setLayout(new QBoxLayout(QBoxLayout::TopToBottom));
@@ -231,7 +232,21 @@ void RendererDeferredShading::renderScene() {
//qDebug() << wi << ri << lms;
/*wi = lri;
ri = 1 - lms;*/
glEnable(GL_TEXTURE_1D);
if (tnoise == 0) {
glGenTextures(1, &tnoise);
glBindTexture(GL_TEXTURE_1D, tnoise);
QByteArray ba;
for (int i = 0; i < 32*3; ++i)
ba.push_back(char(random() % 256));
//qDebug() << ba;
glTexImage1D(GL_TEXTURE_1D, 0, GL_RGB8, 32, 0, GL_RGB, GL_UNSIGNED_BYTE, ba.constData());
glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
}
glBindTexture(GL_TEXTURE_2D, fbo_out.colorTexture(lri));
glActiveTextureChannel(1);
glBindTexture(GL_TEXTURE_2D, fbo_out.colorTexture(2));
@@ -239,16 +254,20 @@ void RendererDeferredShading::renderScene() {
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glActiveTextureChannel(2);
glBindTexture(GL_TEXTURE_2D, fbo_g.colorTexture(1));
glActiveTextureChannel(3);
glBindTexture(GL_TEXTURE_1D, tnoise);
shader_ssao_merge->bind();
shader_ssao_merge->setUniformValue("qgl_ModelViewProjectionMatrix", QMatrix4x4());
shader_ssao_merge->setUniformValue("z_far", GLfloat(view.depthEnd()));
shader_ssao_merge->setUniformValue("z_near", GLfloat(view.depthStart()));
shader_ssao_merge->setUniformValue("mat_proj", mproj);
shader_ssao_merge->setUniformValue("n0", 3);
shader_ssao_merge->setUniformValue("t0", 0);
shader_ssao_merge->setUniformValue("ts", 1);
shader_ssao_merge->setUniformValue("tg1", 2);
fbo_out.setWriteBuffer(lwi);
glDrawQuad(shader_ssao_merge, corner_dirs);
glDisable(GL_TEXTURE_1D);
wi = lri;
ri = lwi;
//piSwap<int>(wi, ri);

View File

@@ -49,6 +49,7 @@ private:
QGLShaderProgram * shader_bloom_0, * shader_bloom_1, * shader_motion_blur, * shader_fbo_add;
QGLShaderProgram * shader_shadow, * shader_ssr, * shader_ssr_blur, * shader_ssr_merge;
QGLShaderProgram * shader_ssao_blur, * shader_ssao_merge;
GLuint tnoise;
QVector<ShaderPair> shaders;
QMatrix4x4 prev_view, prev_proj;

View File

@@ -4,11 +4,15 @@ uniform sampler2D t0, ts, tg1;
uniform float radius = 2;
uniform vec2 dt;
vec4 st;
vec4 getTexel(vec2 tc, vec4 ptc, float mul) {
vec4 tv = texture(t0, tc);
if (radius == 1)
vec4 tv = texture(t0, tc), ts = texture(ts, tc);
if (radius == 1) {
tv = vec4(tv.w);
return vec4(min(ptc.r, tv.r), max(ptc.g, tv.g), ptc.b + tv.b * mul, 0);
ts = tv;
}
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);
}
void main(void) {
@@ -19,6 +23,7 @@ void main(void) {
vec4 scol = texture(t0, tc);
if (radius == 1)
scol = vec4(scol.w);
st = scol;
scol.b *= 3.;
scol = getTexel(tc + dt * vec2( o, 0 ), scol, 2);
scol = getTexel(tc + dt * vec2( 0, o ), scol, 2);

View File

@@ -1,6 +1,7 @@
#version 150
uniform sampler2D t0, ts, tg1;
uniform sampler1D n0;
uniform float z_near, z_far;
uniform mat4 mat_proj;
@@ -9,7 +10,7 @@ in vec3 view_dir;
void main(void) {
ivec2 tc = ivec2(gl_FragCoord.xy);
vec4 v0 = texelFetch(t0, tc, 0), vs = texelFetch(ts, tc, 0), vg1 = texelFetch(tg1, tc, 0);
/*vec3 n = vec3(-vg1.xy, vg1.z);
vec3 n = vec3(vg1.xyz);
vec3 bn = cross(n, vec3(0, 0, 1));
vec3 bn2 = cross(n, bn);
vec4 pos;
@@ -17,7 +18,8 @@ void main(void) {
pos.xyz = view_dir * vs.w;
vec4 spos = pos, tpos, tv0;
vec2 tsp;
float l = 20 * 0.5;
float sclz = dot(vec3(0,0,1), n);
/*float l = 20 * 0.5;
pos.xyz += bn2 * l;
for (int i = 0; i < 16; ++i) {
tpos = mat_proj * pos;
@@ -26,10 +28,26 @@ void main(void) {
l *= 0.5;
pos.xyz += bn2 * (step(pos.z, tv0.w) * 2. - 1.) * l;
}*/
/*vec3 rn;
float ss = 0.;
for (int i = 0; i < 32; ++i) {
rn = texelFetch(n0, i, 0).rgb * 2 - 1;
rn *= step(0., dot(n, rn)) * 2 - 1.;
//rn /= 10;
rn /= vs.w;
spos = pos + vec4(rn, 0);
tpos = mat_proj * spos;
tsp = -(tpos.xy / tpos.w) / 2. + 0.5;
tv0 = texture(ts, tsp);
//spos.z = tv0.w;
ss += step(-0.1, tv0.w-vs.w);
//ss += step(vs.w, tv0.w);
}
ss /= 32;*/
float minz = v0.r, maxz = v0.g, blurz = v0.b, curz = v0.w, avgz = (minz+maxz)/2;
float dz = maxz - minz;
qgl_FragData[0].rgb = vec3(max(-(blurz - curz) / maxz,0.)* (curz-minz) / dz * 10);
//qgl_FragData[0].rgb = vec3(v0.b / 10);
//qgl_FragData[0].rgb = vec3(max(-(blurz - curz) / maxz,0.)* (curz-minz) / dz * 10);
qgl_FragData[0].rgb = vec3(blurz/10);
//qgl_FragData[0].rgb = vec3(length(pos.z - spos.z)/15);
//qgl_FragData[0].rgb = vec3(abs(v0.w/1));
}