git-svn-id: svn://db.shs.com.ru/libs@59 a8b55f48-bf90-11e4-a774-851b48703e85
This commit is contained in:
@@ -48,7 +48,7 @@ void Camera::apply(const GLdouble & aspect) {
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glScaled(aspect, aspect, 1.);
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glScaled(aspect, aspect, 1.);
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QMatrix4x4 pm;// = glMatrixPerspective(fov_, aspect, depth_start, depth_end);
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QMatrix4x4 pm;// = glMatrixPerspective(fov_, aspect, depth_start, depth_end);
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pm.perspective(fov_, aspect, depth_start, depth_end);
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pm.perspective(fov_, aspect, depth_start, depth_end);
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//qDebug() << pm << glMatrixPerspective(fov_, aspect, depth_start, depth_end);;
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//qDebug() << pm;// << glMatrixPerspective(fov_, aspect, depth_start, depth_end);
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setGLMatrix(pm);
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setGLMatrix(pm);
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glMatrixMode(GL_MODELVIEW);
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glMatrixMode(GL_MODELVIEW);
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pm.setToIdentity();
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pm.setToIdentity();
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@@ -238,11 +238,13 @@ void GLRendererBase::renderShadow(Light * l, QGLShaderProgram * prog, QMatrix4x4
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cam.setDepthEnd(view.camera().depthEnd());
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cam.setDepthEnd(view.camera().depthEnd());
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cam.setFOV(l->angle_end);
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cam.setFOV(l->angle_end);
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cam.apply(1.);
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cam.apply(1.);
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cam.rotateXY(l->angle_end);
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/*cam.rotateXY(l->angle_end);
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l->dir0 = cam.direction();
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QVector3D rdir = l->direction * cos(l->angle_end / 2. * deg2rad);
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l->dir0 = cam.direction() - rdir;
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cam.rotateXY(-l->angle_end);
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cam.rotateXY(-l->angle_end);
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cam.rotateZ(l->angle_end);
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cam.rotateZ(l->angle_end);
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l->dir1 = cam.direction();
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l->dir1 = cam.direction() - rdir;*/
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//qDebug() << rdir << l->dir0 << l->dir1;
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RenderingParameters rpl;
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RenderingParameters rpl;
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rpl.pass = GLObjectBase::Solid;
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rpl.pass = GLObjectBase::Solid;
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rpl.shaders = prog;
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rpl.shaders = prog;
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@@ -252,7 +254,7 @@ void GLRendererBase::renderShadow(Light * l, QGLShaderProgram * prog, QMatrix4x4
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QMatrix4x4 mbias;
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QMatrix4x4 mbias;
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mbias.scale(0.5, 0.5, 0.5);
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mbias.scale(0.5, 0.5, 0.5);
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mbias.translate(1., 1., 1.);
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mbias.translate(1., 1., 1.);
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l->shadow_matrix = mbias*rpl.proj_matrix*rpl.view_matrix;//*mat;//;// * mbias;
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l->shadow_matrix = mbias*rpl.proj_matrix*rpl.view_matrix*mat;//;// * mbias;
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//qDebug() << mbias;
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//qDebug() << mbias;
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//glPushMatrix();
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//glPushMatrix();
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renderSingleShadow(view.objects_, rpl);
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renderSingleShadow(view.objects_, rpl);
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@@ -67,9 +67,9 @@ const char qgl_structs[] =
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" float quadraticAttenuation;\n"
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" float quadraticAttenuation;\n"
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" sampler2DShadow shadow;\n"
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" sampler2DShadow shadow;\n"
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//" sampler2D shadowColor\n"
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//" sampler2D shadowColor\n"
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//" mat4 shadowMatrix;\n"
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" mat4 shadowMatrix;\n"
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" vec4 shadowDir0;\n"
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//" vec4 shadowDir0;\n"
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" vec4 shadowDir1;\n"
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//" vec4 shadowDir1;\n"
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"};\n"
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"};\n"
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"struct QGLMap {\n"
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"struct QGLMap {\n"
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" float offset;\n"
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" float offset;\n"
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@@ -217,7 +217,7 @@ void setUniformLights(QGLShaderProgram * prog, const QVector<Light*> & lights, c
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*/
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*/
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void setUniformLight(QGLShaderProgram * prog, Light * light, QString ulightn, const QMatrix4x4 & mat, int shadow) {
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void setUniformLight(QGLShaderProgram * prog, Light * light, QString ulightn, const QMatrix4x4 & mat, int shadow) {
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QMatrix4x4 m = mat * light->worldTransform();
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QMatrix4x4 m = mat * light->worldTransform();
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QVector4D pos(0, 0, 0, 1.), dir(light->direction), dir0(light->dir0), dir1(light->dir1);
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QVector4D pos(0, 0, 0, 1.), dir(light->direction);//, dir0(light->dir0), dir1(light->dir1);
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pos = m * pos;
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pos = m * pos;
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dir = (mat * dir).normalized();
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dir = (mat * dir).normalized();
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double ang_start = light->angle_start / 2., ang_end = light->angle_end / 2.;
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double ang_start = light->angle_start / 2., ang_end = light->angle_end / 2.;
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@@ -237,8 +237,8 @@ void setUniformLight(QGLShaderProgram * prog, Light * light, QString ulightn, co
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prog->setUniformValue((ulightn + ".quadraticAttenuation").toLatin1().constData(), GLfloat(light->decay_quadratic));
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prog->setUniformValue((ulightn + ".quadraticAttenuation").toLatin1().constData(), GLfloat(light->decay_quadratic));
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prog->setUniformValue((ulightn + ".shadow").toLatin1().constData(), shadow);
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prog->setUniformValue((ulightn + ".shadow").toLatin1().constData(), shadow);
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prog->setUniformValue((ulightn + ".shadowColor").toLatin1().constData(), shadow);
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prog->setUniformValue((ulightn + ".shadowColor").toLatin1().constData(), shadow);
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prog->setUniformValue((ulightn + ".shadowDir0").toLatin1().constData(), (mat * dir0).normalized());
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prog->setUniformValue((ulightn + ".shadowMatrix").toLatin1().constData(), light->shadow_matrix);
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prog->setUniformValue((ulightn + ".shadowDir1").toLatin1().constData(), (mat * dir1).normalized());
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//prog->setUniformValue((ulightn + ".shadowDir0").toLatin1().constData(), (mat * dir0));
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//prog->setUniformValue((ulightn + ".shadowDir1").toLatin1().constData(), (mat * dir1));
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//qDebug() << light->direction << light->dir0 << light->dir1;
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//qDebug() << light->direction << light->dir0 << light->dir1;
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//prog->setUniformValue((ulightn + ".shadowMatrix").toLatin1().constData(), light->shadow_matrix);
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}
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}
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@@ -51,19 +51,19 @@ QString findFile(const QString & file, const QStringList & pathes) {
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}
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}
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void glDrawQuad(QGLShaderProgram * prog, GLfloat x, GLfloat y, GLfloat w, GLfloat h) {
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void glDrawQuad(QGLShaderProgram * prog, QVector4D * corner_dirs, GLfloat x, GLfloat y, GLfloat w, GLfloat h) {
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glResetAllTransforms();
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glResetAllTransforms();
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glSetPolygonMode(GL_FILL);
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glSetPolygonMode(GL_FILL);
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int loc = prog ? prog->attributeLocation("qgl_Color") : 0,
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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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locv = prog ? prog->attributeLocation("qgl_Vertex") : 0,
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loct = prog ? prog->attributeLocation("qgl_Texture") : 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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locc = prog ? prog->attributeLocation("view_corner") : 0;
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glBegin(GL_QUADS);
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glBegin(GL_QUADS);
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if (prog) glVertexAttrib3f(loc, 1.f, 1.f, 1.f); glColor3f(1.f, 1.f, 1.f);
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if (prog) glVertexAttrib3f(loc, 1.f, 1.f, 1.f); glColor3f(1.f, 1.f, 1.f);
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if (prog) {/*prog->setAttributeValue(locc, corner_dirs[0]);*/ glVertexAttrib2f(loct, 0.f, 0.f); glVertexAttrib2f(locv, x, y);} glTexCoord2f(0.f, 0.f); glVertex2f(x, y);
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if (prog) {if (corner_dirs) prog->setAttributeValue(locc, corner_dirs[0]); glVertexAttrib2f(loct, 0.f, 0.f); glVertexAttrib2f(locv, x, y);} glTexCoord2f(0.f, 0.f); glVertex2f(x, y);
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if (prog) {/*prog->setAttributeValue(locc, corner_dirs[1]);*/ glVertexAttrib2f(loct, 1.f, 0.f); glVertexAttrib2f(locv, x + w, y);} glTexCoord2f(1.f, 0.f); glVertex2f(x + w, y);
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if (prog) {if (corner_dirs) prog->setAttributeValue(locc, corner_dirs[1]); glVertexAttrib2f(loct, 1.f, 0.f); glVertexAttrib2f(locv, x + w, y);} glTexCoord2f(1.f, 0.f); glVertex2f(x + w, y);
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if (prog) {/*prog->setAttributeValue(locc, corner_dirs[2]);*/ glVertexAttrib2f(loct, 1.f, 1.f); glVertexAttrib2f(locv, x + w, y + h);} glTexCoord2f(1.f, 1.f); glVertex2f(x + w, y + h);
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if (prog) {if (corner_dirs) prog->setAttributeValue(locc, corner_dirs[2]); glVertexAttrib2f(loct, 1.f, 1.f); glVertexAttrib2f(locv, x + w, y + h);} glTexCoord2f(1.f, 1.f); glVertex2f(x + w, y + h);
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if (prog) {/*prog->setAttributeValue(locc, corner_dirs[3]);*/ glVertexAttrib2f(loct, 0.f, 1.f); glVertexAttrib2f(locv, x, y + h);} glTexCoord2f(0.f, 1.f); glVertex2f(x, y + h);
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if (prog) {if (corner_dirs) prog->setAttributeValue(locc, corner_dirs[3]); glVertexAttrib2f(loct, 0.f, 1.f); glVertexAttrib2f(locv, x, y + h);} glTexCoord2f(0.f, 1.f); glVertex2f(x, y + h);
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glEnd();
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glEnd();
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}
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}
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@@ -155,7 +155,7 @@ inline void glSetCapEnabled(GLenum cap, bool on = true) {if (on) glEnable(cap);
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inline void glSetLightEnabled(bool on) {if (on) glEnable(GL_LIGHTING); else glDisable(GL_LIGHTING);}
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inline void glSetLightEnabled(bool on) {if (on) glEnable(GL_LIGHTING); else glDisable(GL_LIGHTING);}
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inline void glSetFogEnabled(bool on) {if (on) glEnable(GL_FOG); else glDisable(GL_FOG);}
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inline void glSetFogEnabled(bool on) {if (on) glEnable(GL_FOG); else glDisable(GL_FOG);}
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inline void glSetPolygonMode(GLenum mode) {glPolygonMode(GL_FRONT_AND_BACK, mode);}
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inline void glSetPolygonMode(GLenum mode) {glPolygonMode(GL_FRONT_AND_BACK, mode);}
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void glDrawQuad(QGLShaderProgram * prog = 0, GLfloat x = -1.f, GLfloat y = -1.f, GLfloat w = 2.f, GLfloat h = 2.f);
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void glDrawQuad(QGLShaderProgram * prog = 0, QVector4D * corner_dirs = 0, GLfloat x = -1.f, GLfloat y = -1.f, GLfloat w = 2.f, GLfloat h = 2.f);
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QMatrix4x4 getGLMatrix(GLenum matrix);
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QMatrix4x4 getGLMatrix(GLenum matrix);
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void setGLMatrix(QMatrix4x4 matrix);
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void setGLMatrix(QMatrix4x4 matrix);
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inline void deleteGLTexture(GLuint & tex) {if (tex != 0) glDeleteTextures(1, &tex); tex = 0;}
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inline void deleteGLTexture(GLuint & tex) {if (tex != 0) glDeleteTextures(1, &tex); tex = 0;}
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@@ -403,7 +403,11 @@ void QGLView::renderHalo(const GLObjectBase * obj, const int iid, const QColor &
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void QGLView::renderSelection() {
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void QGLView::renderSelection() {
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cid = 1;
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cid = 1;
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ids.clear();
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ids.clear();
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if (shaders_supported) sh_id_loc = shader_select->uniformLocation("id");
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if (shaders_supported) {
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sh_id_loc = shader_select->uniformLocation("id");
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shader_select->setUniformValue("z_far", GLfloat(depthEnd()));
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shader_select->setUniformValue("z_near", GLfloat(depthStart()));
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}
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//qDebug() << sh_id_loc;
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//qDebug() << sh_id_loc;
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start_rp.view_matrix = getGLMatrix(GL_MODELVIEW_MATRIX);
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start_rp.view_matrix = getGLMatrix(GL_MODELVIEW_MATRIX);
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glPushMatrix();
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glPushMatrix();
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@@ -68,10 +68,13 @@ void RendererDeferredShading::renderScene() {
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QMatrix4x4 mviewproji = (mview * mproj).inverted();
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QMatrix4x4 mviewproji = (mview * mproj).inverted();
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rp.prev_proj_matrix = prev_proj;
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rp.prev_proj_matrix = prev_proj;
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rp.prev_view_matrix = prev_view;
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rp.prev_view_matrix = prev_view;
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corner_dirs[0] = (QVector4D(-1, -1, 1, 1) * rp.viewproj_matrix).normalized();
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QMatrix4x4 vc_proji;
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corner_dirs[1] = (QVector4D( 1, -1, 1, 1) * rp.viewproj_matrix).normalized();
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vc_proji.perspective(90., 1., view.camera().depthStart(), view.camera().depthEnd());
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corner_dirs[2] = (QVector4D( 1, 1, 1, 1) * rp.viewproj_matrix).normalized();
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vc_proji = vc_proji.inverted();
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corner_dirs[3] = (QVector4D(-1, 1, 1, 1) * rp.viewproj_matrix).normalized();
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corner_dirs[0] = (mproji * QVector4D( 1, 1, 0, 1));
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corner_dirs[1] = (mproji * QVector4D(-1, 1, 0, 1));
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corner_dirs[2] = (mproji * QVector4D(-1, -1, 0, 1));
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corner_dirs[3] = (mproji * QVector4D( 1, -1, 0, 1));
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//qDebug() << corner_dirs[0] << corner_dirs[1] << corner_dirs[2] << corner_dirs[3];
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//qDebug() << corner_dirs[0] << corner_dirs[1] << corner_dirs[2] << corner_dirs[3];
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fbo_g.bind();
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fbo_g.bind();
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int buffs[] = {0, 1, 2, 3, 4};
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int buffs[] = {0, 1, 2, 3, 4};
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@@ -179,7 +182,7 @@ void RendererDeferredShading::renderScene() {
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glBindTexture(GL_TEXTURE_2D, fbo_out.colorTexture(ri));
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glBindTexture(GL_TEXTURE_2D, fbo_out.colorTexture(ri));
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fbo_out.setWriteBuffer(wi);
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fbo_out.setWriteBuffer(wi);
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setupDSLights(l, mview);
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setupDSLights(l, mview);
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glDrawQuad(shader_ds_1);
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glDrawQuad(shader_ds_1, corner_dirs);
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//break;
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//break;
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}
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}
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//fbo_out.release();
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//fbo_out.release();
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@@ -1,8 +1,11 @@
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#version 150
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#version 150
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//#extension GL_ARB_conservative_depth: enable
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//layout(depth_less) out float gl_FragDepth;
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in vec3 src_normal, normal, binormal;//, et;
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in vec3 src_normal, normal, binormal;//, et;
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in vec4 pos, ppos;
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in vec4 pos, ppos;
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in float fogCoord;
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in float fogCoord, logz;
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in mat3 TBN;
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in mat3 TBN;
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uniform bool acc_fog;
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uniform bool acc_fog;
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@@ -12,7 +15,7 @@ uniform float z_far, z_near;
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const vec3 luma = vec3(0.299, 0.587, 0.114);
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const vec3 luma = vec3(0.299, 0.587, 0.114);
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void main(void) {
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void main(void) {
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float z = pos.w;//((z_near / (z_near-z_far)) * z_far) / (pos.w - (z_far / (z_far-z_near)));
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//float z = pos.w;//((z_near / (z_near-z_far)) * z_far) / (pos.w - (z_far / (z_far-z_near)));
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vec4 dc = qgl_FragColor;
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vec4 dc = qgl_FragColor;
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vec2 tc = qgl_FragTexture.xy;
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vec2 tc = qgl_FragTexture.xy;
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float hei = dot(texture(qgl_Material.map_relief.map, tc).rgb, luma) * qgl_Material.map_relief.amount + qgl_Material.map_relief.offset;
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float hei = dot(texture(qgl_Material.map_relief.map, tc).rgb, luma) * qgl_Material.map_relief.amount + qgl_Material.map_relief.offset;
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@@ -46,7 +49,8 @@ void main(void) {
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vec3 speed = pos.xyz/pos.w - ppos.xyz/ppos.w;
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vec3 speed = pos.xyz/pos.w - ppos.xyz/ppos.w;
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//speed /= abs(pos.z);
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//speed /= abs(pos.z);
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qgl_FragData[0] = vec4(dc.rgb, pos.w);
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gl_FragDepth = logz;
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qgl_FragData[0] = vec4(dc.rgb, pos.z);
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qgl_FragData[1] = vec4(n.xyz / 2. + vec3(0.5), specularity);
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qgl_FragData[1] = vec4(n.xyz / 2. + vec3(0.5), specularity);
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qgl_FragData[2] = vec4(spec.rgb, hei);
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qgl_FragData[2] = vec4(spec.rgb, hei);
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qgl_FragData[3] = vec4(self.rgb, bn.x);
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qgl_FragData[3] = vec4(self.rgb, bn.x);
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@@ -2,13 +2,17 @@
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out vec3 src_normal, normal, binormal;//, et;
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out vec3 src_normal, normal, binormal;//, et;
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out vec4 pos, ppos;
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out vec4 pos, ppos;
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out float fogCoord, fs_gid;
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out float fogCoord, logz;
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out mat3 TBN;
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out mat3 TBN;
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uniform bool acc_fog;
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uniform bool acc_fog;
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uniform vec2 dt;
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uniform vec2 dt;
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uniform vec3 eye;
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uniform vec3 eye;
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uniform mat4 prev_ModelViewProjectioMatrix;
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uniform mat4 prev_ModelViewProjectioMatrix;
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uniform float z_near, z_far;
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const float C = 0.0001;
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float FC = 1. / log(z_far * C + 1.);
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void main(void) {
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void main(void) {
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normal = qgl_Normal;//(qgl_NormalMatrix * qgl_Normal);
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normal = qgl_Normal;//(qgl_NormalMatrix * qgl_Normal);
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@@ -33,5 +37,11 @@ void main(void) {
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//speed /= (abs(speed) + 1.);
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//speed /= (abs(speed) + 1.);
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//speed.xyz *= speed.w;
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//speed.xyz *= speed.w;
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//pos *= pos.w;
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//pos *= pos.w;
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//logz = gl_Position.w*C + 1; //version with fragment code
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logz = log(pos.w * C + 1.) * FC;
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//pos.z = (logz + logz - 1) * pos.w;
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gl_Position = pos;
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gl_Position = pos;
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}
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}
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@@ -1,7 +1,8 @@
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#version 150
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#version 150
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//#extension GL_EXT_gpu_shader4 : enable
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//#extension GL_EXT_gpu_shader4 : enable
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in vec4 view_dir, view_pos;
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in vec3 view_dir;
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in vec4 view_pos;
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uniform vec3 ambient;
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uniform vec3 ambient;
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uniform sampler2D t0, t1, t2, t3, t4, t_pp;
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uniform sampler2D t0, t1, t2, t3, t4, t_pp;
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@@ -22,9 +23,10 @@ vec3 vds, vds2;
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float sh_pow, sh_mul, dist, NdotL, NdotH, spot, ldist, diff, sdist, shadow;
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float sh_pow, sh_mul, dist, NdotL, NdotH, spot, ldist, diff, sdist, shadow;
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||||||
float getShadow(int light, vec3 view_pos, vec3 dpos) {
|
float getShadow(int light, vec3 view_pos, vec3 dpos) {
|
||||||
shp = mat_viewi * vec4(view_pos, 1);
|
//shp = mat_viewi * vec4(view_pos, 1);
|
||||||
shp += vec4(dpos, 0);
|
//shp += vec4(dpos, 0);
|
||||||
//shp = qgl_Light[light].shadowMatrix * shp;
|
|
||||||
|
shp = qgl_Light[light].shadowMatrix * vec4(view_pos, 1);
|
||||||
//shp.xyz /= shp.w;
|
//shp.xyz /= shp.w;
|
||||||
shp.z -= 0.1;
|
shp.z -= 0.1;
|
||||||
return textureProj(qgl_Light[light].shadow, shp);
|
return textureProj(qgl_Light[light].shadow, shp);
|
||||||
@@ -51,7 +53,7 @@ void calcLight(in int index, in vec3 n, in vec3 v, in vec4 v2) {
|
|||||||
//spot *= clamp(1. - sdist, 0, 1);
|
//spot *= clamp(1. - sdist, 0, 1);
|
||||||
vds = ds * bn.xyz;
|
vds = ds * bn.xyz;
|
||||||
vds2 = ds * bn2.xyz;
|
vds2 = ds * bn2.xyz;
|
||||||
float shadow = 1;/* getShadow(index, pos.xyz, vec3(0))/* * 3. +
|
float shadow = getShadow(index, pos.xyz, vec3(0))/* * 3. +
|
||||||
getShadow(index, pos.xyz, vds ) * 2. +
|
getShadow(index, pos.xyz, vds ) * 2. +
|
||||||
getShadow(index, pos.xyz, - vds ) * 2. +
|
getShadow(index, pos.xyz, - vds ) * 2. +
|
||||||
getShadow(index, pos.xyz, - vds2 ) * 2. +
|
getShadow(index, pos.xyz, - vds2 ) * 2. +
|
||||||
@@ -92,7 +94,7 @@ void calcLight(in int index, in vec3 n, in vec3 v, in vec4 v2) {
|
|||||||
void main(void) {
|
void main(void) {
|
||||||
//if (d == 1.) discard;
|
//if (d == 1.) discard;
|
||||||
ivec2 tc = ivec2(gl_FragCoord.xy);
|
ivec2 tc = ivec2(gl_FragCoord.xy);
|
||||||
vec4 v0 = texture2D(t0, qgl_FragTexture.xy);
|
vec4 v0 = texelFetch(t0, tc, 0);
|
||||||
if (v0.w == 0.) {
|
if (v0.w == 0.) {
|
||||||
qgl_FragData[0] = back_color;
|
qgl_FragData[0] = back_color;
|
||||||
return;
|
return;
|
||||||
@@ -109,10 +111,15 @@ void main(void) {
|
|||||||
li = qgl_AmbientLight.color.rgb * qgl_AmbientLight.intensity;
|
li = qgl_AmbientLight.color.rgb * qgl_AmbientLight.intensity;
|
||||||
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);
|
||||||
pos = vec4(sp, 0., 1) * mat_proji;
|
pos = vec4(sp, 0., 1) * mat_proji;
|
||||||
pos.xy *= v0.w;
|
pos.xy *= v0.z;
|
||||||
pos.z = posz;
|
pos.z = posz;*/
|
||||||
|
|
||||||
|
pos.xyz = view_dir * v0.w;
|
||||||
|
pos.z = -pos.z;
|
||||||
|
|
||||||
|
//pos.z = posz;
|
||||||
//pos.xyz += n * height;
|
//pos.xyz += n * height;
|
||||||
//pos.xyz = v3.xyz;
|
//pos.xyz = v3.xyz;
|
||||||
//pos = v3;
|
//pos = v3;
|
||||||
@@ -130,10 +137,11 @@ void main(void) {
|
|||||||
calcLight(0, n, v, v2);
|
calcLight(0, n, v, v2);
|
||||||
|
|
||||||
qgl_FragData[0].rgb = li * dc + si * v2.rgb + v3.rgb + texelFetch(t_pp, tc, 0).rgb;
|
qgl_FragData[0].rgb = li * dc + si * v2.rgb + v3.rgb + texelFetch(t_pp, tc, 0).rgb;
|
||||||
//qgl_FragData[0].rgb = vec3(abs(lpos.xyz - pos.xyz)/10);
|
qgl_FragData[0].rgb = vec3(abs(shp.xy/shp.w)/1,0);
|
||||||
//qgl_FragData[0].rgb = li + vec3(texelFetch(t_pp, tc, 0).xyz);
|
//qgl_FragData[0].rgb = li + vec3(texelFetch(t_pp, tc, 0).xyz);
|
||||||
//shd = shd - shp.w;
|
//shd = shd - shp.w;
|
||||||
vec3 fp = pos.xyz * lpos.w;
|
|
||||||
|
/*vec3 fp = pos.xyz;// * lpos.w;
|
||||||
vec3 _dlp = fp - qgl_Light[0].position.xyz;
|
vec3 _dlp = fp - qgl_Light[0].position.xyz;
|
||||||
vec3 _ld = qgl_Light[0].direction.xyz;
|
vec3 _ld = qgl_Light[0].direction.xyz;
|
||||||
float lz = dot(_ld, _dlp);
|
float lz = dot(_ld, _dlp);
|
||||||
@@ -143,7 +151,10 @@ void main(void) {
|
|||||||
float lx = dot(qgl_Light[0].shadowDir1.xyz, normalize(_dlp));
|
float lx = dot(qgl_Light[0].shadowDir1.xyz, normalize(_dlp));
|
||||||
vec3 dd = mat3(mat_viewi)*(normalize(_dlp) - _ld);
|
vec3 dd = mat3(mat_viewi)*(normalize(_dlp) - _ld);
|
||||||
//qgl_FragData[0].rgb = vec3(abs(shp.xy/shp.w)/1,0);
|
//qgl_FragData[0].rgb = vec3(abs(shp.xy/shp.w)/1,0);
|
||||||
qgl_FragData[0].rgb = vec3(lx*qgl_Light[0].endAngleCos/1);
|
float Y = dot(_dlp, qgl_Light[0].shadowDir0.xyz) / length(qgl_Light[0].shadowDir0.xyz);
|
||||||
|
float X = dot(_dlp, qgl_Light[0].shadowDir1.xyz) / length(qgl_Light[0].shadowDir1.xyz);
|
||||||
|
qgl_FragData[0].rgb = vec3(abs((mat3(mat_viewi)*_dlp).x)/100);*/
|
||||||
|
|
||||||
//qgl_FragData[0].rgb = vec3(abs(mat3(mat_viewi)* qgl_Light[0].direction.xyz));
|
//qgl_FragData[0].rgb = vec3(abs(mat3(mat_viewi)* qgl_Light[0].direction.xyz));
|
||||||
//qgl_FragData[0].rgb = vec3(texture(qgl_Light[0].shadow,shp.xyz/shp.w)/2);
|
//qgl_FragData[0].rgb = vec3(texture(qgl_Light[0].shadow,shp.xyz/shp.w)/2);
|
||||||
//qgl_FragData[0].a = 0.;
|
//qgl_FragData[0].a = 0.;
|
||||||
|
|||||||
@@ -1,11 +1,11 @@
|
|||||||
#version 150
|
#version 150
|
||||||
|
|
||||||
in vec4 view_corner;
|
in vec3 view_corner;
|
||||||
out vec4 view_dir;
|
out vec3 view_dir;
|
||||||
out vec4 view_pos;
|
out vec4 view_pos;
|
||||||
|
|
||||||
void main(void) {
|
void main(void) {
|
||||||
view_dir = view_corner;
|
view_dir = view_corner / view_corner.z;
|
||||||
view_pos = vec4(qgl_ModelViewMatrix * vec4(qgl_Vertex.xy, 1, 1));
|
view_pos = vec4(qgl_ModelViewMatrix * vec4(qgl_Vertex.xy, 1, 1));
|
||||||
view_pos /= view_pos.w;
|
view_pos /= view_pos.w;
|
||||||
qgl_FragTexture = qgl_Texture;
|
qgl_FragTexture = qgl_Texture;
|
||||||
|
|||||||
@@ -1,7 +1,10 @@
|
|||||||
#version 150
|
#version 150
|
||||||
|
|
||||||
|
in float logz;
|
||||||
|
|
||||||
uniform vec4 id;
|
uniform vec4 id;
|
||||||
|
|
||||||
void main(void) {
|
void main(void) {
|
||||||
|
gl_FragDepth = logz;
|
||||||
qgl_FragData[0] = id;
|
qgl_FragData[0] = id;
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -1,5 +1,14 @@
|
|||||||
#version 150
|
#version 150
|
||||||
|
|
||||||
|
out float logz;
|
||||||
|
|
||||||
|
uniform float z_near, z_far;
|
||||||
|
|
||||||
|
const float C = 0.0001;
|
||||||
|
float FC = 1. / log(z_far * C + 1.);
|
||||||
|
|
||||||
void main(void) {
|
void main(void) {
|
||||||
gl_Position = qgl_ftransform();
|
vec4 pos = qgl_ftransform();
|
||||||
|
logz = log(pos.w * C + 1.) * FC;
|
||||||
|
gl_Position = pos;
|
||||||
}
|
}
|
||||||
|
|||||||
Reference in New Issue
Block a user