git-svn-id: svn://db.shs.com.ru/libs@52 a8b55f48-bf90-11e4-a774-851b48703e85
This commit is contained in:
@@ -210,7 +210,7 @@ void GLObjectBase::render(int * id, QMap<int, GLObjectBase * > * ids, int sh_id_
|
|||||||
|
|
||||||
|
|
||||||
|
|
||||||
Light::Light(): GLObjectBase(), shadow_map(true, 1, GL_R16F) {
|
Light::Light(): GLObjectBase(), shadow_map(1, true, GL_R16F) {
|
||||||
type_ = GLObjectBase::Light;
|
type_ = GLObjectBase::Light;
|
||||||
light_type = Omni;
|
light_type = Omni;
|
||||||
intensity = 1.;
|
intensity = 1.;
|
||||||
@@ -221,7 +221,7 @@ Light::Light(): GLObjectBase(), shadow_map(true, 1, GL_R16F) {
|
|||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
Light::Light(const QVector3D & p, const QColor & c, GLdouble i): GLObjectBase(), shadow_map(true, 1, GL_R16F) {
|
Light::Light(const QVector3D & p, const QColor & c, GLdouble i): GLObjectBase(), shadow_map(1, true, GL_R16F) {
|
||||||
type_ = GLObjectBase::Light;
|
type_ = GLObjectBase::Light;
|
||||||
light_type = Omni;
|
light_type = Omni;
|
||||||
pos_ = p;
|
pos_ = p;
|
||||||
|
|||||||
@@ -230,11 +230,11 @@ public:
|
|||||||
GLdouble decay_start;
|
GLdouble decay_start;
|
||||||
GLdouble decay_end;
|
GLdouble decay_end;
|
||||||
Type light_type;
|
Type light_type;
|
||||||
|
|
||||||
protected:
|
|
||||||
GLFramebuffer shadow_map;
|
GLFramebuffer shadow_map;
|
||||||
QMatrix4x4 shadow_matrix;
|
QMatrix4x4 shadow_matrix;
|
||||||
|
|
||||||
|
protected:
|
||||||
|
|
||||||
};
|
};
|
||||||
|
|
||||||
template <class T>
|
template <class T>
|
||||||
|
|||||||
@@ -229,6 +229,38 @@ void GLRendererBase::renderSingleObject(GLObjectBase & o, RenderingParameters &
|
|||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
|
void GLRendererBase::renderShadow(Light * l) {
|
||||||
|
Camera cam;
|
||||||
|
QVector3D wp = l->worldPos();
|
||||||
|
cam.setPos(wp);
|
||||||
|
cam.setAim(wp + (l->worldTransform() * QVector4D(l->direction, 0).toVector3D()));
|
||||||
|
cam.apply(1.);
|
||||||
|
RenderingParameters rpl;
|
||||||
|
rpl.pass = GLObjectBase::Solid;
|
||||||
|
rpl.shaders = 0;
|
||||||
|
rpl.textures = rpl.light = rpl.fog = false;
|
||||||
|
rpl.view_matrix = getGLMatrix(GL_MODELVIEW_MATRIX);
|
||||||
|
rpl.proj_matrix = getGLMatrix(GL_PROJECTION_MATRIX);
|
||||||
|
//glPushMatrix();
|
||||||
|
renderSingleShadow(view.objects_, rpl);
|
||||||
|
//glPopMatrix();
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
void GLRendererBase::renderSingleShadow(GLObjectBase & o, RenderingParameters & rpl) {
|
||||||
|
if (!o.isInit())
|
||||||
|
o.init();
|
||||||
|
if (!o.visible_) return;
|
||||||
|
setGLMatrix(rpl.view_matrix * o.itransform_);
|
||||||
|
glPolygonMode(GL_FRONT_AND_BACK, o.render_mode != GLObjectBase::View ? o.render_mode : (view.rmode != GLObjectBase::View ? view.rmode : GL_FILL));
|
||||||
|
glLineWidth(o.line_width > 0. ? o.line_width : view.lineWidth_);
|
||||||
|
glPointSize(o.line_width > 0. ? o.line_width : view.lineWidth_);
|
||||||
|
o.draw(0, true);
|
||||||
|
foreach (GLObjectBase * i, o.children_)
|
||||||
|
renderSingleShadow(*i, rpl);
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
void GLRendererBase::RenderingParameters::prepare() {
|
void GLRendererBase::RenderingParameters::prepare() {
|
||||||
|
|||||||
@@ -64,6 +64,8 @@ protected:
|
|||||||
inline void applyFilteringParameters();
|
inline void applyFilteringParameters();
|
||||||
void renderObjects(int pass, int light_pass, void * shaders = 0, bool textures = true, bool light = true, bool fog = true);
|
void renderObjects(int pass, int light_pass, void * shaders = 0, bool textures = true, bool light = true, bool fog = true);
|
||||||
void renderSingleObject(GLObjectBase & o, RenderingParameters & rpl);
|
void renderSingleObject(GLObjectBase & o, RenderingParameters & rpl);
|
||||||
|
void renderShadow(Light * l);
|
||||||
|
void renderSingleShadow(GLObjectBase & o, RenderingParameters & rpl);
|
||||||
|
|
||||||
RenderingParameters rp;
|
RenderingParameters rp;
|
||||||
QGLView & view;
|
QGLView & view;
|
||||||
|
|||||||
@@ -66,6 +66,7 @@ const char qgl_structs[] =
|
|||||||
" float linearAttenuation;\n"
|
" float linearAttenuation;\n"
|
||||||
" float quadraticAttenuation;\n"
|
" float quadraticAttenuation;\n"
|
||||||
" sampler2DShadow shadow;\n"
|
" sampler2DShadow shadow;\n"
|
||||||
|
" mat4 shadowMatrix;\n"
|
||||||
"};\n"
|
"};\n"
|
||||||
"struct QGLMap {\n"
|
"struct QGLMap {\n"
|
||||||
" float offset;\n"
|
" float offset;\n"
|
||||||
@@ -194,9 +195,9 @@ void setUniformMaterial(QGLShaderProgram * prog, const Material & mat) {
|
|||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
void setUniformLights(QGLShaderProgram * prog, const QVector<Light*> & lights, const QMatrix4x4 & mat, const QVector4D & dp) {
|
void setUniformLights(QGLShaderProgram * prog, const QVector<Light*> & lights, const QMatrix4x4 & mat, int shadow_start) {
|
||||||
for (int i = 0; i < lights.size(); ++i)
|
for (int i = 0; i < lights.size(); ++i)
|
||||||
setUniformLight(prog, lights[i], QString("qgl_Light[%1]").arg(i), mat, dp);
|
setUniformLight(prog, lights[i], QString("qgl_Light[%1]").arg(i), mat, shadow_start + i);
|
||||||
}
|
}
|
||||||
/*
|
/*
|
||||||
" vec3 position;\n"
|
" vec3 position;\n"
|
||||||
@@ -208,8 +209,10 @@ void setUniformLights(QGLShaderProgram * prog, const QVector<Light*> & lights, c
|
|||||||
" float constantAttenuation;\n"
|
" float constantAttenuation;\n"
|
||||||
" float linearAttenuation;\n"
|
" float linearAttenuation;\n"
|
||||||
" float quadraticAttenuation;\n"
|
" float quadraticAttenuation;\n"
|
||||||
|
" sampler2DShadow shadow;\n"
|
||||||
|
" mat4 shadowMatrix;\n"
|
||||||
*/
|
*/
|
||||||
void setUniformLight(QGLShaderProgram * prog, Light * light, QString ulightn, const QMatrix4x4 & mat, const QVector4D & dp) {
|
void setUniformLight(QGLShaderProgram * prog, Light * light, QString ulightn, const QMatrix4x4 & mat, int shadow) {
|
||||||
QMatrix4x4 m = mat * light->worldTransform();
|
QMatrix4x4 m = mat * light->worldTransform();
|
||||||
QVector4D pos(0, 0, 0, 1.), dir(light->direction);
|
QVector4D pos(0, 0, 0, 1.), dir(light->direction);
|
||||||
pos = m * pos;
|
pos = m * pos;
|
||||||
@@ -229,4 +232,6 @@ void setUniformLight(QGLShaderProgram * prog, Light * light, QString ulightn, co
|
|||||||
prog->setUniformValue((ulightn + ".constantAttenuation").toLatin1().constData(), GLfloat(light->decay_const));
|
prog->setUniformValue((ulightn + ".constantAttenuation").toLatin1().constData(), GLfloat(light->decay_const));
|
||||||
prog->setUniformValue((ulightn + ".linearAttenuation").toLatin1().constData(), GLfloat(light->decay_linear));
|
prog->setUniformValue((ulightn + ".linearAttenuation").toLatin1().constData(), GLfloat(light->decay_linear));
|
||||||
prog->setUniformValue((ulightn + ".quadraticAttenuation").toLatin1().constData(), GLfloat(light->decay_quadratic));
|
prog->setUniformValue((ulightn + ".quadraticAttenuation").toLatin1().constData(), GLfloat(light->decay_quadratic));
|
||||||
|
prog->setUniformValue((ulightn + ".shadow").toLatin1().constData(), shadow);
|
||||||
|
prog->setUniformValue((ulightn + ".shadowMatrix").toLatin1().constData(), light->shadow_matrix);
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -30,7 +30,7 @@ bool loadShaders(QGLShaderProgram * prog, const QString & name, const QString &
|
|||||||
void setUniformMatrices(QGLShaderProgram * prog, QMatrix4x4 proj, QMatrix4x4 view, QMatrix4x4 prevproj = QMatrix4x4(), QMatrix4x4 prevview = QMatrix4x4());
|
void setUniformMatrices(QGLShaderProgram * prog, QMatrix4x4 proj, QMatrix4x4 view, QMatrix4x4 prevproj = QMatrix4x4(), QMatrix4x4 prevview = QMatrix4x4());
|
||||||
void setUniformMap(QGLShaderProgram * prog, const Map & map, int channel, int def_channel);
|
void setUniformMap(QGLShaderProgram * prog, const Map & map, int channel, int def_channel);
|
||||||
void setUniformMaterial(QGLShaderProgram * prog, const Material & mat);
|
void setUniformMaterial(QGLShaderProgram * prog, const Material & mat);
|
||||||
void setUniformLights(QGLShaderProgram * prog, const QVector<Light*> & lights, const QMatrix4x4 & mat, const QVector4D & dp);
|
void setUniformLights(QGLShaderProgram * prog, const QVector<Light*> & lights, const QMatrix4x4 & mat, int shadow_start);
|
||||||
void setUniformLight(QGLShaderProgram * prog, Light * light, QString ulightn, const QMatrix4x4 & mat = QMatrix4x4(), const QVector4D & dp = QVector4D());
|
void setUniformLight(QGLShaderProgram * prog, Light * light, QString ulightn, const QMatrix4x4 & mat = QMatrix4x4(), int shadow = 0);
|
||||||
|
|
||||||
#endif // GLSHADERS_H
|
#endif // GLSHADERS_H
|
||||||
|
|||||||
@@ -120,8 +120,8 @@ void GLVBO::draw(GLenum type, QGLShaderProgram * prog, bool simplest) {
|
|||||||
//qDebug() << "draw" << vert_count;
|
//qDebug() << "draw" << vert_count;
|
||||||
void * offset = (void*)(vert_count * 3 * sizeof(GLfloat));
|
void * offset = (void*)(vert_count * 3 * sizeof(GLfloat));
|
||||||
//glBindVertexArray(va_);
|
//glBindVertexArray(va_);
|
||||||
|
|
||||||
void * offsets[5] = {0, 0, 0, 0, 0};
|
void * offsets[5] = {0, 0, 0, 0, 0};
|
||||||
|
if (!simplest) {
|
||||||
if (has_normals) {
|
if (has_normals) {
|
||||||
offsets[0] = offset;
|
offsets[0] = offset;
|
||||||
offset = (void*)(llong(offset) + vert_count * 3 * sizeof(GLfloat));
|
offset = (void*)(llong(offset) + vert_count * 3 * sizeof(GLfloat));
|
||||||
@@ -139,6 +139,7 @@ void GLVBO::draw(GLenum type, QGLShaderProgram * prog, bool simplest) {
|
|||||||
offset = (void*)(llong(offset) + vert_count * 3 * sizeof(GLfloat));
|
offset = (void*)(llong(offset) + vert_count * 3 * sizeof(GLfloat));
|
||||||
offsets[4] = offset;
|
offsets[4] = offset;
|
||||||
}
|
}
|
||||||
|
}
|
||||||
|
|
||||||
glBindBuffer(GL_ARRAY_BUFFER, buffer_);
|
glBindBuffer(GL_ARRAY_BUFFER, buffer_);
|
||||||
if (prog) {
|
if (prog) {
|
||||||
@@ -147,11 +148,12 @@ void GLVBO::draw(GLenum type, QGLShaderProgram * prog, bool simplest) {
|
|||||||
glDisableClientState(GL_NORMAL_ARRAY);
|
glDisableClientState(GL_NORMAL_ARRAY);
|
||||||
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
|
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
|
||||||
glDisableClientState(GL_COLOR_ARRAY);
|
glDisableClientState(GL_COLOR_ARRAY);
|
||||||
int loc = prog->attributeLocation("_qgl_Vertex"), loc2 = 0;
|
int loc = prog->attributeLocation("_qgl_Vertex");
|
||||||
glEnableVertexAttribArray(loc);
|
glEnableVertexAttribArray(loc);
|
||||||
glVertexAttribPointer(loc, 3, GL_FLOAT, 0, 0, 0);
|
glVertexAttribPointer(loc, 3, GL_FLOAT, 0, 0, 0);
|
||||||
loc = prog->attributeLocation("qgl_Normal");
|
|
||||||
locs << loc;
|
locs << loc;
|
||||||
|
if (!simplest) {
|
||||||
|
loc = prog->attributeLocation("qgl_Normal");
|
||||||
if (has_normals) {
|
if (has_normals) {
|
||||||
glEnableVertexAttribArray(loc);
|
glEnableVertexAttribArray(loc);
|
||||||
glVertexAttribPointer(loc, 3, GL_FLOAT, 0, 0, offsets[0]);
|
glVertexAttribPointer(loc, 3, GL_FLOAT, 0, 0, offsets[0]);
|
||||||
@@ -173,7 +175,7 @@ void GLVBO::draw(GLenum type, QGLShaderProgram * prog, bool simplest) {
|
|||||||
} else
|
} else
|
||||||
glDisableVertexAttribArray(loc);
|
glDisableVertexAttribArray(loc);
|
||||||
loc = prog->attributeLocation("qgl_Tangent");
|
loc = prog->attributeLocation("qgl_Tangent");
|
||||||
loc2 = prog->attributeLocation("qgl_Bitangent");
|
int loc2 = prog->attributeLocation("qgl_Bitangent");
|
||||||
if (has_binormals) {
|
if (has_binormals) {
|
||||||
glEnableVertexAttribArray(loc);
|
glEnableVertexAttribArray(loc);
|
||||||
glEnableVertexAttribArray(loc2);
|
glEnableVertexAttribArray(loc2);
|
||||||
@@ -184,6 +186,7 @@ void GLVBO::draw(GLenum type, QGLShaderProgram * prog, bool simplest) {
|
|||||||
glDisableVertexAttribArray(loc);
|
glDisableVertexAttribArray(loc);
|
||||||
glDisableVertexAttribArray(loc2);
|
glDisableVertexAttribArray(loc2);
|
||||||
}
|
}
|
||||||
|
}
|
||||||
} else {
|
} else {
|
||||||
glEnableClientState(GL_VERTEX_ARRAY);
|
glEnableClientState(GL_VERTEX_ARRAY);
|
||||||
glVertexPointer(3, GL_FLOAT, 0, 0);
|
glVertexPointer(3, GL_FLOAT, 0, 0);
|
||||||
|
|||||||
@@ -103,6 +103,10 @@ MainWindow::MainWindow(QWidget * parent): QMainWindow(parent), Ui::MainWindow()
|
|||||||
view->camera().flyToDistance(500);
|
view->camera().flyToDistance(500);
|
||||||
//view->camera().setMode(Camera::AimMatrix);
|
//view->camera().setMode(Camera::AimMatrix);
|
||||||
Light * l = new Light(view->camera().pos());
|
Light * l = new Light(view->camera().pos());
|
||||||
|
l->light_type = Light::Cone;
|
||||||
|
l->direction = QVector3D(1., 0.2, -0.2);
|
||||||
|
l->angle_start = 0.;
|
||||||
|
l->angle_end = 120.;
|
||||||
l->intensity = 1.;
|
l->intensity = 1.;
|
||||||
//l->decay_linear = 0.2;
|
//l->decay_linear = 0.2;
|
||||||
l->setName("camera");
|
l->setName("camera");
|
||||||
|
|||||||
@@ -408,13 +408,6 @@ void QGLView::renderSelection() {
|
|||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
void QGLView::renderShadow() {
|
|
||||||
glPushMatrix();
|
|
||||||
//renderSingleShadow(objects_);
|
|
||||||
glPopMatrix();
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
void QGLView::renderSingleSelection(GLObjectBase & o) {
|
void QGLView::renderSingleSelection(GLObjectBase & o) {
|
||||||
if (!o.isInit()) {
|
if (!o.isInit()) {
|
||||||
o.init();
|
o.init();
|
||||||
@@ -444,22 +437,6 @@ void QGLView::renderSingleSelection(GLObjectBase & o) {
|
|||||||
renderSingleSelection(*i);
|
renderSingleSelection(*i);
|
||||||
}
|
}
|
||||||
|
|
||||||
/**
|
|
||||||
void QGLView::renderSingleShadow(GLObjectBase & o) {
|
|
||||||
if (!o.isInit()) {
|
|
||||||
o.init();
|
|
||||||
o.loadTextures();
|
|
||||||
}
|
|
||||||
if (!o.visible_) return;
|
|
||||||
setGLMatrix(start_rp.view_matrix * o.itransform_);
|
|
||||||
glPolygonMode(GL_FRONT_AND_BACK, o.render_mode != GLObjectBase::View ? o.render_mode : (rmode != GLObjectBase::View ? rmode : GL_FILL));
|
|
||||||
glLineWidth(o.line_width > 0. ? o.line_width : lineWidth_);
|
|
||||||
glPointSize(o.line_width > 0. ? o.line_width : lineWidth_);
|
|
||||||
o.draw(0, true);
|
|
||||||
foreach (GLObjectBase * i, o.children_)
|
|
||||||
renderSingleSelection(*i);
|
|
||||||
}
|
|
||||||
*/
|
|
||||||
|
|
||||||
void QGLView::collectLights() {
|
void QGLView::collectLights() {
|
||||||
lights_.clear();
|
lights_.clear();
|
||||||
|
|||||||
@@ -209,7 +209,6 @@ protected:
|
|||||||
|
|
||||||
void applyFog();
|
void applyFog();
|
||||||
void renderSelection();
|
void renderSelection();
|
||||||
void renderShadow();
|
|
||||||
|
|
||||||
void checkCaps();
|
void checkCaps();
|
||||||
void collectLights();
|
void collectLights();
|
||||||
|
|||||||
@@ -104,15 +104,40 @@ void RendererDeferredShading::renderScene() {
|
|||||||
//glReleaseShaders();
|
//glReleaseShaders();
|
||||||
fbo_g.release();
|
fbo_g.release();
|
||||||
|
|
||||||
|
if (view.isFeatureEnabled(QGLView::qglShadowsEnabled)) {
|
||||||
|
int sms = view.feature(QGLView::qglShadowsMapSize).toInt();
|
||||||
|
glDisable(GL_TEXTURE_1D);
|
||||||
|
glDisable(GL_TEXTURE_2D);
|
||||||
|
glDisable(GL_TEXTURE_CUBE_MAP);
|
||||||
|
glDisable(GL_MULTISAMPLE);
|
||||||
|
glDisable(GL_LIGHTING);
|
||||||
|
glDisable(GL_BLEND);
|
||||||
|
glDisable(GL_ALPHA_TEST);
|
||||||
|
glDisable(GL_RESCALE_NORMAL);
|
||||||
|
glDisableClientState(GL_NORMAL_ARRAY);
|
||||||
|
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
|
||||||
|
glDisableClientState(GL_COLOR_ARRAY);
|
||||||
|
//qDebug() << "render shadows";
|
||||||
|
for (int i = 0; i < view.lightsCount(); ++i) {
|
||||||
|
Light * l = view.light(i);
|
||||||
|
if (l->light_type == Light::Omni) continue;
|
||||||
|
l->shadow_map.resize(sms, sms);
|
||||||
|
l->shadow_map.bind();
|
||||||
|
glClear(GL_DEPTH_BUFFER_BIT);
|
||||||
|
renderShadow(l);
|
||||||
|
l->shadow_map.release();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
glResetAllTransforms();
|
glResetAllTransforms();
|
||||||
rp.prepare();
|
|
||||||
glSetLightEnabled(false);
|
glSetLightEnabled(false);
|
||||||
|
glEnable(GL_TEXTURE_2D);
|
||||||
glDisable(GL_BLEND);
|
glDisable(GL_BLEND);
|
||||||
//glBlendFunc(GL_ONE, GL_ONE);
|
//glBlendFunc(GL_ONE, GL_ONE);
|
||||||
glDisableDepth();
|
glDisableDepth();
|
||||||
shader_ds_1->bind();
|
rp.prepare();
|
||||||
rp.setUniform(shader_ds_1);
|
|
||||||
//qDebug() << rp.view_matrix;
|
//qDebug() << rp.view_matrix;
|
||||||
|
shader_ds_1->bind();
|
||||||
shader_ds_1->setUniformValue("z_far", GLfloat(view.depthEnd()));
|
shader_ds_1->setUniformValue("z_far", GLfloat(view.depthEnd()));
|
||||||
shader_ds_1->setUniformValue("z_near", GLfloat(view.depthStart()));
|
shader_ds_1->setUniformValue("z_near", GLfloat(view.depthStart()));
|
||||||
shader_ds_1->setUniformValue("t0", 0);
|
shader_ds_1->setUniformValue("t0", 0);
|
||||||
@@ -124,6 +149,7 @@ void RendererDeferredShading::renderScene() {
|
|||||||
shader_ds_1->setUniformValue("back_color", view.backColor());
|
shader_ds_1->setUniformValue("back_color", view.backColor());
|
||||||
shader_ds_1->setUniformValue("mat_proji", mproji);
|
shader_ds_1->setUniformValue("mat_proji", mproji);
|
||||||
shader_ds_1->setUniformValue("dt", QVector2D(1. / view.viewport()->width(), 1. / view.viewport()->height()));
|
shader_ds_1->setUniformValue("dt", QVector2D(1. / view.viewport()->width(), 1. / view.viewport()->height()));
|
||||||
|
rp.setUniform(shader_ds_1);
|
||||||
fbo_g.bindColorTextures();
|
fbo_g.bindColorTextures();
|
||||||
fbo_g.bindDepthTexture(5);
|
fbo_g.bindDepthTexture(5);
|
||||||
fbo_out.bind();
|
fbo_out.bind();
|
||||||
@@ -131,10 +157,10 @@ void RendererDeferredShading::renderScene() {
|
|||||||
glClearFramebuffer(Qt::black, false);
|
glClearFramebuffer(Qt::black, false);
|
||||||
//QVector<QVector4D> lpos;
|
//QVector<QVector4D> lpos;
|
||||||
//qDebug() << view_matrix;
|
//qDebug() << view_matrix;
|
||||||
int passes = (view.lightsCount() - 1) / lights_per_pass + 1;
|
|
||||||
if (passes < 1) passes = 1;
|
|
||||||
shader_ds_1->setUniformValue("t_pp", 6);
|
shader_ds_1->setUniformValue("t_pp", 6);
|
||||||
//qDebug() << "render in" << passes << "passes (" << lights_per_pass << ")";
|
//qDebug() << "render in" << passes << "passes (" << lights_per_pass << ")";
|
||||||
|
int passes = (view.lightsCount() - 1) / lights_per_pass + 1;
|
||||||
|
if (passes < 1) passes = 1;
|
||||||
int wi, ri;
|
int wi, ri;
|
||||||
for (int l = 0; l < passes; ++l) {
|
for (int l = 0; l < passes; ++l) {
|
||||||
wi = 1 - l % 2;
|
wi = 1 - l % 2;
|
||||||
@@ -321,7 +347,7 @@ void RendererDeferredShading::setupShadersTextures(GLObjectBase & object, GLRend
|
|||||||
|
|
||||||
|
|
||||||
void RendererDeferredShading::setupDSLights(int pass, const QMatrix4x4 & view_matrix) {
|
void RendererDeferredShading::setupDSLights(int pass, const QMatrix4x4 & view_matrix) {
|
||||||
int light_start, light_end, lmax;
|
int light_start, light_end, lmax, shadow_start = 7;
|
||||||
light_start = pass * lights_per_pass;
|
light_start = pass * lights_per_pass;
|
||||||
light_end = qMin<int>((pass + 1) * lights_per_pass, view.lights().size());
|
light_end = qMin<int>((pass + 1) * lights_per_pass, view.lights().size());
|
||||||
lmax = light_start + lights_per_pass;
|
lmax = light_start + lights_per_pass;
|
||||||
@@ -331,14 +357,17 @@ void RendererDeferredShading::setupDSLights(int pass, const QMatrix4x4 & view_ma
|
|||||||
setUniformLight(shader_ds_1, &amb_light, "qgl_AmbientLight");
|
setUniformLight(shader_ds_1, &amb_light, "qgl_AmbientLight");
|
||||||
amb_light.intensity = 0.;
|
amb_light.intensity = 0.;
|
||||||
QVector<Light*> lv;
|
QVector<Light*> lv;
|
||||||
for (int i = light_start; i < light_end; ++i)
|
for (int i = light_start; i < light_end; ++i) {
|
||||||
lv << view.lights()[i];
|
lv << view.lights()[i];
|
||||||
|
glActiveTextureChannel(shadow_start + i - light_start);
|
||||||
|
glBindTexture(GL_TEXTURE_2D, lv.back()->shadow_map.depthTexture());
|
||||||
|
}
|
||||||
amb_light.setName("null");
|
amb_light.setName("null");
|
||||||
for (int i = light_end; i < lmax; ++i)
|
for (int i = light_end; i < lmax; ++i)
|
||||||
lv << &amb_light;
|
lv << &amb_light;
|
||||||
//QStringList lnl; foreach (Light * l, lv) lnl << l->name();
|
//QStringList lnl; foreach (Light * l, lv) lnl << l->name();
|
||||||
//qDebug() << " lights" << light_start << "->" << light_end << ", inactive" << (lmax - light_end) << lnl;
|
//qDebug() << " lights" << light_start << "->" << light_end << ", inactive" << (lmax - light_end) << lnl;
|
||||||
setUniformLights(shader_ds_1, lv, view_matrix, view.camera().pos());
|
setUniformLights(shader_ds_1, lv, view_matrix, shadow_start);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
|
|||||||
@@ -49,7 +49,6 @@ void calcLight(in int index, in vec3 n, in vec3 v, in vec4 v2) {
|
|||||||
ndlc = (1. - NdotHs) / NdotHs;
|
ndlc = (1. - NdotHs) / NdotHs;
|
||||||
der = NdotHs * (sh_mul + ndlc);
|
der = NdotHs * (sh_mul + ndlc);
|
||||||
si += spot * qgl_Light[index].color.rgb * (sh_mul / (der*der) / 3.1416);
|
si += spot * qgl_Light[index].color.rgb * (sh_mul / (der*der) / 3.1416);
|
||||||
//si += der;//dot(n, halfV);
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -69,7 +68,6 @@ void main(void) {
|
|||||||
vec3 dc = v0.rgb, n = v1.xyz * 2. - vec3(1.);
|
vec3 dc = v0.rgb, n = v1.xyz * 2. - vec3(1.);
|
||||||
float height = v2.w;
|
float height = v2.w;
|
||||||
li = qgl_AmbientLight.color.rgb * qgl_AmbientLight.intensity;
|
li = qgl_AmbientLight.color.rgb * qgl_AmbientLight.intensity;
|
||||||
//li = vec3(0.);
|
|
||||||
si = vec3(0.);
|
si = vec3(0.);
|
||||||
|
|
||||||
float posz = z_near * z_far / (texelFetch(td, tc, 0).r * (z_far - z_near) - z_far);
|
float posz = z_near * z_far / (texelFetch(td, tc, 0).r * (z_far - z_near) - z_far);
|
||||||
@@ -94,6 +92,6 @@ void main(void) {
|
|||||||
qgl_FragData[0].rgb = li * dc + si * v2.rgb + v3.rgb + texture(t_pp, tc).rgb;
|
qgl_FragData[0].rgb = li * dc + si * v2.rgb + v3.rgb + texture(t_pp, tc).rgb;
|
||||||
//qgl_FragData[0].rgb = vec3(abs(lpos.xyz - pos.xyz)/10);
|
//qgl_FragData[0].rgb = vec3(abs(lpos.xyz - pos.xyz)/10);
|
||||||
//qgl_FragData[0].rgb = vec3(ldist/1000);
|
//qgl_FragData[0].rgb = vec3(ldist/1000);
|
||||||
//qgl_FragData[0].rgb = vec3(length(v4.xyz)/10);
|
qgl_FragData[0].rgb = vec3(texture(qgl_Light[0].shadow, vec3(qgl_FragTexture.xy, 0.))*1000+0.5);
|
||||||
//qgl_FragData[0].a = 0.;
|
//qgl_FragData[0].a = 0.;
|
||||||
}
|
}
|
||||||
|
|||||||
Reference in New Issue
Block a user