git-svn-id: svn://db.shs.com.ru/libs@52 a8b55f48-bf90-11e4-a774-851b48703e85

This commit is contained in:
2015-11-30 20:53:22 +00:00
parent fc0b593329
commit 36ba0a0ba7
12 changed files with 143 additions and 94 deletions

View File

@@ -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;

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@@ -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>

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@@ -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() {

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@@ -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;

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@@ -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);
} }

View File

@@ -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

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@@ -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);

View File

@@ -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");

View File

@@ -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();

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@@ -209,7 +209,6 @@ protected:
void applyFog(); void applyFog();
void renderSelection(); void renderSelection();
void renderShadow();
void checkCaps(); void checkCaps();
void collectLights(); void collectLights();

View File

@@ -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);
} }

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@@ -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.;
} }