git-svn-id: svn://db.shs.com.ru/libs@593 a8b55f48-bf90-11e4-a774-851b48703e85
This commit is contained in:
@@ -20,7 +20,7 @@
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#include "qglview.h"
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const char qgl_vertex_head[] =
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"in vec3 _qgl_Vertex;\n"
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//"in vec3 _qgl_Vertex;\n"
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"in vec3 qgl_Normal;\n"
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"in vec3 qgl_Tangent;\n"
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"in vec3 qgl_Bitangent;\n"
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@@ -28,8 +28,9 @@ const char qgl_vertex_head[] =
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"in vec4 qgl_Color;\n"
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"out vec2 qgl_FragTexture;\n"
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"out vec4 qgl_FragColor;\n"
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"vec4 qgl_Vertex = vec4(_qgl_Vertex, 1.);\n"
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"vec4 qgl_ftransform() {return qgl_ModelViewProjectionMatrix * qgl_Vertex;}\n";
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//"vec4 qgl_Vertex = vec4(_qgl_Vertex, 1);\n"
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"in vec3 qgl_Vertex;\n"
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"vec4 qgl_ftransform() {return qgl_ModelViewProjectionMatrix * vec4(qgl_Vertex, 1);}\n";
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const char qgl_fragment_head[] =
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"in vec2 qgl_FragTexture;\n"
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@@ -53,51 +53,40 @@ QString findFile(const QString & file, const QStringList & pathes) {
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}
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void quadProgPoint(QOpenGLFunctions * glFuncs, QOpenGLShaderProgram * prog, QVector4D * corner_dirs,
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GLfloat x, GLfloat y, GLfloat tx, GLfloat ty, int locv, int loct, int locc, int index) {
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if (prog) {
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if (corner_dirs)
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prog->setAttributeValue(locc, corner_dirs[index]);
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glFuncs->glVertexAttrib2f(loct, tx, ty);
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glFuncs->glVertexAttrib2f(locv, x, y);
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} else {
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glTexCoord2f(tx, ty);
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glVertex2f(x, y);
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}
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}
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void glDrawQuad(QOpenGLShaderProgram * prog, QVector4D * corner_dirs, GLfloat x, GLfloat y, GLfloat w, GLfloat h) {
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glResetAllTransforms();
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glSetPolygonMode(GL_FILL);
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int loc = prog ? prog->attributeLocation("qgl_Color") : 0,
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locv = prog ? prog->attributeLocation("qgl_Vertex") : 0,
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loct = prog ? prog->attributeLocation("qgl_Texture") : 0,
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locc = prog ? prog->attributeLocation("view_corner") : 0;
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int loc = prog ? prog->attributeLocation("qgl_Color") : -1,
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locv = prog ? prog->attributeLocation("qgl_Vertex") : -1,
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loct = prog ? prog->attributeLocation("qgl_Texture") : -1,
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locc = prog ? prog->attributeLocation("view_corner") : -1;
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if (prog) {
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}
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//if (prog)
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//qDebug() << loc << locv << loct << locc;
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glBegin(GL_QUADS);
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QOpenGLFunctions *glFuncs = QOpenGLContext::currentContext()->functions();
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if (prog) {
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glFuncs->glVertexAttrib3f(loc, 1.f, 1.f, 1.f);
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}
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glColor3f(1.f, 1.f, 1.f);
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if (prog) {
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if (corner_dirs)
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prog->setAttributeValue(locc, corner_dirs[0]);
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glFuncs->glVertexAttrib2f(loct, 0.f, 0.f);
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glFuncs->glVertexAttrib2f(locv, x, y);
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}
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glTexCoord2f(0.f, 0.f);
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glVertex2f(x, y);
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if (prog) {
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if (corner_dirs)
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prog->setAttributeValue(locc, corner_dirs[1]);
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glFuncs->glVertexAttrib2f(loct, 1.f, 0.f);
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glFuncs->glVertexAttrib2f(locv, x + w, y);
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}
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glTexCoord2f(1.f, 0.f);
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glVertex2f(x + w, y);
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if (prog) {
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if (corner_dirs)
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prog->setAttributeValue(locc, corner_dirs[2]);
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glFuncs->glVertexAttrib2f(loct, 1.f, 1.f);
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glFuncs->glVertexAttrib2f(locv, x + w, y + h);
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}
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glTexCoord2f(1.f, 1.f);
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glVertex2f(x + w, y + h);
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if (prog) {
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if (corner_dirs)
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prog->setAttributeValue(locc, corner_dirs[3]);
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glFuncs->glVertexAttrib2f(loct, 0.f, 1.f);
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glFuncs->glVertexAttrib2f(locv, x, y + h);
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}
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glTexCoord2f(0.f, 1.f);
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glVertex2f(x, y + h);
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quadProgPoint(glFuncs, prog, corner_dirs, x , y , 0.f, 0.f, locv, loct, locc, 0);
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quadProgPoint(glFuncs, prog, corner_dirs, x+w, y , 1.f, 0.f, locv, loct, locc, 1);
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quadProgPoint(glFuncs, prog, corner_dirs, x+w, y+h, 1.f, 1.f, locv, loct, locc, 2);
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quadProgPoint(glFuncs, prog, corner_dirs, x , y+h, 0.f, 1.f, locv, loct, locc, 3);
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glEnd();
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}
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@@ -152,7 +152,7 @@ void GLVBO::draw(GLenum type, QOpenGLShaderProgram * prog, bool simplest) {
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glDisableClientState(GL_NORMAL_ARRAY);
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glDisableClientState(GL_TEXTURE_COORD_ARRAY);
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glDisableClientState(GL_COLOR_ARRAY);
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int loc = prog->attributeLocation("_qgl_Vertex");
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int loc = prog->attributeLocation("qgl_Vertex");
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glEnableVertexAttribArray(loc);
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glVertexAttribPointer(loc, 3, GL_FLOAT, 0, 0, 0);
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locs << loc;
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@@ -47,7 +47,7 @@ QGLViewWindow::QGLViewWindow(QWidget * parent): QMainWindow(parent), Ui::QGLView
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view->view()->setHoverHaloFillAlpha(0.);
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view->view()->setSelectionHaloFillAlpha(0.);
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view->view()->setBackColor(Qt::lightGray);
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view->view()->setDepthStart(0.001);
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view->view()->setDepthStart(0.1);
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view->view()->setDepthEnd(100000.);
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spinFOV->setValue(view->view()->FOV());
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@@ -63,37 +63,19 @@ void RendererSimple::renderScene() {
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for (int l = 0; l < passes; ++l) {
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if (passes > 1) fbo.setWriteBuffer(1);
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if (l == 0) {
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glClearFramebuffer(view.backColor());
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glEnableDepth();
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glClearFramebuffer(view.backColor());
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} else {
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glClearFramebuffer(Qt::black, false);
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glEnable(GL_DEPTH_TEST);
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glDepthMask(GL_FALSE);
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glDepthFunc(GL_EQUAL);
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glClearFramebuffer(Qt::black, false);
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}
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//view.camera().apply(view.aspect);
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rp.cam_offset_matrix = view.camera()->offsetMatrix();
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rp.prepare();
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setupLights(l, 8);
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/*fbo_c.bind();
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glClearFramebuffer();
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//shader->bind(); /// WARNING
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renderObjects(GLObjectBase::Solid, l, 0, true, view.isLightEnabled(), view.isFogEnabled());
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//shader->release(); /// WARNING
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if (QRect(QPoint(), fbo_c.size()).contains(mpos)) {
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//qDebug() << mpos;
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GLfloat data[4] = {0, 0, 0, 0};
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glReadPixels(mpos.x(), fbo_c.height() - mpos.y(), 1, 1, GL_RGBA, GL_FLOAT, data);
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//qDebug() << QVector3D(data[0], data[1], data[2]);
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}
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fbo_c.release();*/
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//qDebug() << rp.viewproj_matrix << (getGLMatrix(GL_PROJECTION_MATRIX)*getGLMatrix(GL_MODELVIEW_MATRIX));
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renderObjects(GLObjectBase::Solid, l, nullptr, true, view.isLightEnabled(), view.isFogEnabled());
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//renderObjects(GLObjectBase::Solid, l, 0, true, true, view.isFogEnabled());
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renderObjects(GLObjectBase::Transparent, l, nullptr, true, true, view.isFogEnabled());
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if (passes > 1) {
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glSetLightEnabled(false);
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@@ -108,7 +90,6 @@ void RendererSimple::renderScene() {
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}
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if (view.isFeatureEnabled(QGLView::qglFXAA) || passes > 1) {
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fbo.release();
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//glClearFramebuffer();
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, fbo.colorTexture());
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glSetLightEnabled(false);
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@@ -28,7 +28,7 @@ void main(void) {
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qgl_FragTexture = qgl_Texture;
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qgl_FragColor = qgl_Color;
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//tp /= tp.w;
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ppos = prev_ModelViewProjectioMatrix * qgl_Vertex;
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ppos = prev_ModelViewProjectioMatrix * vec4(qgl_Vertex.xyz, 1);
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//pos.w = pos.w;
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//speed = tp - ppos;
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//speed /= (abs(speed) + 1.);
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