git-svn-id: svn://db.shs.com.ru/libs@555 a8b55f48-bf90-11e4-a774-851b48703e85
This commit is contained in:
@@ -3,8 +3,7 @@
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#include <QVBoxLayout>
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GLWidget::GLWidget(QWidget *parent) : QWidget(parent)
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{
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GLWidget::GLWidget(QWidget *parent) : QWidget(parent) {
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view_ = new QGLView();
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view_->setFlag(Qt::FramelessWindowHint);
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container = QWidget::createWindowContainer(view_, this);
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@@ -18,6 +17,187 @@ GLWidget::GLWidget(QWidget *parent) : QWidget(parent)
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}
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QColor GLWidget::backColor() const {
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return view_->backColor();
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}
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float GLWidget::lineWidth() const {
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return view_->lineWidth();
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}
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float GLWidget::FOV() const {
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return view_->FOV();
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}
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float GLWidget::depthStart() const {
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return view_->depthStart();
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}
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float GLWidget::depthEnd() const {
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return view_->depthEnd();
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}
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QColor GLWidget::ambientColor() const {
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return view_->ambientColor();
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}
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bool GLWidget::isLightEnabled() const {
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return view_->isLightEnabled();
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}
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bool GLWidget::isGrabMouseEnabled() const {
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return view_->isGrabMouseEnabled();
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}
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bool GLWidget::isMouseRotateEnabled() const {
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return view_->isMouseRotateEnabled();
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}
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bool GLWidget::isMouseSelectionEnabled() const {
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return view_->isMouseSelectionEnabled();
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}
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bool GLWidget::isCameraOrbit() const
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{
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return view_->isCameraOrbit();
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}
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bool GLWidget::isHoverHaloEnabled() const {
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return view_->isHoverHaloEnabled();
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}
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QColor GLWidget::hoverHaloColor() const {
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return view_->hoverHaloColor();
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}
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float GLWidget::hoverHaloFillAlpha() const {
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return view_->hoverHaloFillAlpha();
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}
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bool GLWidget::isSelectionHaloEnabled() const {
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return view_->isSelectionHaloEnabled();
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}
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QColor GLWidget::selectionHaloColor() const {
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return view_->selectionHaloColor();
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}
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float GLWidget::selectionHaloFillAlpha() const {
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return view_->selectionHaloFillAlpha();
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}
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void GLWidget::stop() {
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return view_->stop();
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}
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void GLWidget::start(float freq) {
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return view_->start(freq);
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}
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void GLWidget::setBackColor(const QColor & c) {
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view_->setBackColor(c);
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}
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void GLWidget::setLineWidth(const float & arg) {
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view_->setLineWidth(arg);
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}
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void GLWidget::setFOV(const float & arg) {
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view_->setFOV(arg);
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}
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void GLWidget::setDepthStart(const float & arg) {
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view_->setDepthStart(arg);
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}
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void GLWidget::setDepthEnd(const float & arg) {
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view_->setDepthEnd(arg);
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}
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void GLWidget::setAmbientColor(const QColor & arg) {
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view_->setAmbientColor(arg);
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}
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void GLWidget::setLightEnabled(const bool & arg) {
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view_->setLightEnabled(arg);
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}
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void GLWidget::setGrabMouseEnabled(const bool & arg) {
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view_->setGrabMouseEnabled(arg);
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}
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void GLWidget::setMouseRotateEnabled(const bool & arg) {
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view_->setMouseRotateEnabled(arg);
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}
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void GLWidget::setMouseSelectionEnabled(const bool & arg) {
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view_->setMouseSelectionEnabled(arg);
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}
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void GLWidget::setCameraOrbit(const bool & arg) {
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view_->setCameraOrbit(arg);
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}
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void GLWidget::setHoverHaloEnabled(const bool & arg) {
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view_->setHoverHaloEnabled(arg);
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}
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void GLWidget::setHoverHaloColor(const QColor & arg) {
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view_->setHoverHaloColor(arg);
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}
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void GLWidget::setHoverHaloFillAlpha(const float & arg) {
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view_->setHoverHaloFillAlpha(arg);
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}
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void GLWidget::setSelectionHaloEnabled(const bool & arg) {
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view_->setSelectionHaloEnabled(arg);
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}
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void GLWidget::setSelectionHaloColor(const QColor & arg) {
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view_->setSelectionHaloColor(arg);
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}
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void GLWidget::setSelectionHaloFillAlpha(const float & arg) {
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view_->setSelectionHaloFillAlpha(arg);
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}
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void GLWidget::viewDoubleClicked() {
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// qDebug() << "click widget!!";
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if (view_->windowState() == Qt::WindowFullScreen) {
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@@ -9,11 +9,64 @@ class QGLView;
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class GLWidget : public QWidget
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{
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Q_OBJECT
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Q_PROPERTY (QColor backColor READ backColor WRITE setBackColor)
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Q_PROPERTY (float lineWidth READ lineWidth WRITE setLineWidth)
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Q_PROPERTY (float FOV READ FOV WRITE setFOV)
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Q_PROPERTY (float depthStart READ depthStart WRITE setDepthStart)
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Q_PROPERTY (float depthEnd READ depthEnd WRITE setDepthEnd)
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Q_PROPERTY (QColor ambientColor READ ambientColor WRITE setAmbientColor)
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Q_PROPERTY (bool grabMouse READ isGrabMouseEnabled WRITE setGrabMouseEnabled)
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Q_PROPERTY (bool mouseRotate READ isMouseRotateEnabled WRITE setMouseRotateEnabled)
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Q_PROPERTY (bool mouseSelection READ isMouseSelectionEnabled WRITE setMouseSelectionEnabled)
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Q_PROPERTY (bool cameraOrbit READ isCameraOrbit WRITE setCameraOrbit)
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Q_PROPERTY (bool hoverHalo READ isHoverHaloEnabled WRITE setHoverHaloEnabled)
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Q_PROPERTY (QColor hoverHaloColor READ hoverHaloColor WRITE setHoverHaloColor)
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Q_PROPERTY (float hoverHaloFillAlpha READ hoverHaloFillAlpha WRITE setHoverHaloFillAlpha)
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Q_PROPERTY (bool selectionHalo READ isSelectionHaloEnabled WRITE setSelectionHaloEnabled)
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Q_PROPERTY (QColor selectionHaloColor READ selectionHaloColor WRITE setSelectionHaloColor)
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Q_PROPERTY (float selectionHaloFillAlpha READ selectionHaloFillAlpha WRITE setSelectionHaloFillAlpha)
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public:
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explicit GLWidget(QWidget *parent = nullptr);
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QGLView * view() {return view_;}
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QColor backColor() const;
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float lineWidth() const;
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float FOV() const;
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float depthStart() const;
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float depthEnd() const;
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QColor ambientColor() const;
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bool isLightEnabled() const;
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bool isGrabMouseEnabled() const;
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bool isMouseRotateEnabled() const;
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bool isMouseSelectionEnabled() const;
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bool isCameraOrbit() const;
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bool isHoverHaloEnabled() const;
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QColor hoverHaloColor() const;
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float hoverHaloFillAlpha() const;
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bool isSelectionHaloEnabled() const;
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QColor selectionHaloColor() const;
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float selectionHaloFillAlpha() const;
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public slots:
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void stop();
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void start(float freq = 60.);
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void setBackColor(const QColor & c);
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void setLineWidth(const float & arg);
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void setFOV(const float & arg);
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void setDepthStart(const float & arg);
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void setDepthEnd(const float & arg);
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void setAmbientColor(const QColor & arg);
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void setLightEnabled(const bool & arg);
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void setGrabMouseEnabled(const bool & arg);
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void setMouseRotateEnabled(const bool & arg);
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void setMouseSelectionEnabled(const bool & arg);
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void setCameraOrbit(const bool & arg);
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void setHoverHaloEnabled(const bool & arg);
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void setHoverHaloColor(const QColor & arg);
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void setHoverHaloFillAlpha(const float & arg);
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void setSelectionHaloEnabled(const bool & arg);
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void setSelectionHaloColor(const QColor & arg);
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void setSelectionHaloFillAlpha(const float & arg);
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private slots:
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void viewDoubleClicked();
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@@ -24,12 +24,14 @@ bool QGLViewPlugin::isInitialized() const {
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QWidget * QGLViewPlugin::createWidget(QWidget * parent) {
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return new GLWidget(parent);
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GLWidget * w = new GLWidget(parent);
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//if (m_initialized) w->start();
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return w;
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}
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QString QGLViewPlugin::name() const {
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return QLatin1String("QGLView");
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return QLatin1String("GLWidget");
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}
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@@ -589,9 +589,9 @@ void QGLView::checkCaps() {
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void QGLView::reloadThisShaders() {
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if (!shaders_supported) return;
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loadShaders(shader_select, "selection", "shaders");
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loadShaders(shader_halo, "selection_halo", "shaders");
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//loadShaders(shader_rope, "rope", "shaders");
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loadShaders(shader_select, "selection", "://shaders");
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loadShaders(shader_halo, "selection_halo", "://shaders");
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//loadShaders(shader_rope, "rope", "://shaders");
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}
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void QGLView::glReleaseTextures(int channels) {
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@@ -26,5 +26,51 @@
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<file>icons/edit-copy.png</file>
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<file>icons/edit-paste.png</file>
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<file>icons/qglview.png</file>
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<file>shaders/bloom_0.frag</file>
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<file>shaders/bloom_1.frag</file>
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<file>shaders/bloom_pass_0.frag</file>
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<file>shaders/bloom_pass_0.vert</file>
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<file>shaders/bloom_pass_1.frag</file>
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<file>shaders/bloom_pass_1.vert</file>
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<file>shaders/downscale.frag</file>
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<file>shaders/downscale.vert</file>
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<file>shaders/dsl_pass_0.frag</file>
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<file>shaders/dsl_pass_0.vert</file>
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<file>shaders/dsl_pass_1.frag</file>
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<file>shaders/dsl_pass_1.vert</file>
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<file>shaders/dsl_pass_2.frag</file>
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<file>shaders/dsl_pass_2.vert</file>
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<file>shaders/fbo_add.frag</file>
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<file>shaders/fbo_add.vert</file>
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<file>shaders/FXAA.frag</file>
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<file>shaders/FXAA.vert</file>
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<file>shaders/hdr.frag</file>
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<file>shaders/hdr.vert</file>
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<file>shaders/hdr_scale_0.frag</file>
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<file>shaders/hdr_scale_1.frag</file>
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<file>shaders/light_models.frag</file>
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<file>shaders/motion_blur.frag</file>
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<file>shaders/motion_blur.vert</file>
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<file>shaders/post.frag</file>
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<file>shaders/ppl.frag</file>
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<file>shaders/ppl.vert</file>
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<file>shaders/selection.frag</file>
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<file>shaders/selection.vert</file>
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<file>shaders/selection_halo.frag</file>
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<file>shaders/selection_halo.vert</file>
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<file>shaders/shadow.frag</file>
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<file>shaders/shadow.vert</file>
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<file>shaders/ssao_blur.frag</file>
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<file>shaders/ssao_blur.vert</file>
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<file>shaders/ssao_merge.frag</file>
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<file>shaders/ssao_merge.vert</file>
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<file>shaders/ssr.frag</file>
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<file>shaders/ssr.vert</file>
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<file>shaders/ssr_blur.frag</file>
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<file>shaders/ssr_blur.vert</file>
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<file>shaders/ssr_merge.frag</file>
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<file>shaders/ssr_merge.vert</file>
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<file>shaders/dof.frag</file>
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<file>shaders/dof.vert</file>
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</qresource>
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</RCC>
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@@ -539,7 +539,7 @@ void RendererDeferredShading::reloadShaders() {
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for (int i = 0; i < shaders.size(); ++i) {
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QOpenGLShaderProgram * p(*(shaders[i].second));
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if (!p) p = new QOpenGLShaderProgram(view.context());
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loadShaders(p, shaders[i].first, "shaders");
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loadShaders(p, shaders[i].first, "://shaders");
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*(shaders[i].second) = p;
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}
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}
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@@ -30,7 +30,7 @@ RendererSimple::RendererSimple(QGLView * view_): GLRendererBase(view_), fbo(2)
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void RendererSimple::reloadShaders() {
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if (shader_fxaa == 0) {
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shader_fxaa = new QOpenGLShaderProgram(view.context());
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loadShaders(shader_fxaa, "FXAA", "shaders");
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loadShaders(shader_fxaa, "FXAA", "://shaders");
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}
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/*if (shader == 0) {
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shader = new QOpenGLShaderProgram(view.context()); /// WARNING
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47
qglview/shaders/dof.frag
Normal file
47
qglview/shaders/dof.frag
Normal file
@@ -0,0 +1,47 @@
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#version 150
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uniform float z_near, z_far;
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uniform sampler2D t0, td;
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uniform vec2 dt;
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uniform float radius, focus, diaphragm;
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float w, sum;
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const float _pe = 2.4e-7;
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vec4 getTexel(vec2 c, float coeff) {
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vec4 ret = texture(t0, c);
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float cw = texture(td, c).r;
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cw = clamp(1. - abs(cw - w) * 1000, 0., 1.) * coeff;
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sum += cw;
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return ret * cw;
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}
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void main(void) {
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vec2 tc = qgl_FragTexture.xy;
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vec4 scol = texture(t0, tc);
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w = texture(td, tc).r;
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float z = w + w - 1;
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z = ((_pe - 2.) * z_near) / (z + _pe - 1.); // infinite depth
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z = 1./(z + 1);
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float cf = 1./(focus + 1);
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float factor = clamp(abs(z - cf) * diaphragm, 0, 100);
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factor = 1. - 1. / (factor + 1.);
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factor *= factor;
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factor *= factor;
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//factor *= factor;
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factor *= radius;
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vec2 cdt = factor * dt;
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sum = 1.;
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scol += getTexel(tc + (cdt * 1), 2.5);
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scol += getTexel(tc + (cdt * 2), 2.0);
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scol += getTexel(tc + (cdt * 3), 1.5);
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scol += getTexel(tc + (cdt * 4), 1.0);
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scol += getTexel(tc + (cdt * 5), 0.5);
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scol += getTexel(tc + (cdt * -1), 2.5);
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scol += getTexel(tc + (cdt * -2), 2.0);
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scol += getTexel(tc + (cdt * -3), 1.5);
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scol += getTexel(tc + (cdt * -4), 1.0);
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scol += getTexel(tc + (cdt * -5), 0.5);
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scol /= sum;
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qgl_FragData[0].rgba = scol;
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}
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6
qglview/shaders/dof.vert
Normal file
6
qglview/shaders/dof.vert
Normal file
@@ -0,0 +1,6 @@
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#version 150
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void main(void) {
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qgl_FragTexture = qgl_Texture;
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gl_Position = qgl_ftransform();
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}
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@@ -22,9 +22,11 @@ void main(void) {
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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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vec3 n, dn, bn;
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dn = (texture(qgl_Material.map_normal.map, tc).rgb - vec3(0.5, 0.5, 1.)) * qgl_Material.map_normal.amount + qgl_Material.map_normal.offset;
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dn = texture(qgl_Material.map_normal.map, tc).rgb - vec3(0.5, 0.5, 1.);
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dn = dn * qgl_Material.map_normal.amount + qgl_Material.map_normal.offset;
|
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dn.y = -dn.y;
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dn = TBN * dn;
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//dn.z = 0;
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n = normalize(qgl_NormalMatrix * (normal + dn));
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bn = normalize(qgl_NormalMatrix * binormal);
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//n = dn;
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@@ -34,57 +34,55 @@ void calcLight(in int index, in vec3 n, in vec3 v, in vec4 v2) {
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ldist = length(ldir);
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ldir = normalize(ldir);
|
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halfV = normalize(ldir + v);
|
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NdotL = max(dot(n, ldir), 0.);
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NdotH = max(dot(n, halfV), 0.);
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NdotL = max(dot(n, ldir), 0.0001);
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NdotH = max(dot(n, halfV), 0.0001);
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spot = step(0., NdotL) * qgl_Light[index].intensity;
|
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if (NdotL > 0.) {
|
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if (qgl_Light[index].endAngle <= 90.) {
|
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float scos = max(dot(-ldir, qgl_Light[index].direction.xyz), 0.);
|
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spot *= scos * step(qgl_Light[index].endAngleCos, scos);
|
||||
spot *= smoothstep(qgl_Light[index].endAngleCos, qgl_Light[index].startAngleCos, scos);
|
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lwdir = mat3(mat_viewi) * qgl_Light[index].direction.xyz;
|
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//bn = normalize(cross(lwdir, vec3(1, 0, 0)));
|
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//bn2 = normalize(cross(lwdir, bn));
|
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float ds = ldist/200.;//max(abs(sdist) / 5000, 0.02);
|
||||
//spot *= clamp(1. - sdist, 0, 1);
|
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vds = ds * bn.xyz;
|
||||
vds2 = ds * bn2.xyz;
|
||||
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, - vds2 ) * 2. +
|
||||
getShadow(index, pos.xyz, + vds2 ) * 2. +
|
||||
getShadow(index, pos.xyz, vds - vds2 ) * 1.5 +
|
||||
getShadow(index, pos.xyz, vds + vds2 ) * 1.5 +
|
||||
getShadow(index, pos.xyz, - vds - vds2 ) * 1.5 +
|
||||
getShadow(index, pos.xyz, - vds + vds2 ) * 1.5 +
|
||||
getShadow(index, pos.xyz, vds + vds ) +
|
||||
getShadow(index, pos.xyz, - vds - vds ) +
|
||||
getShadow(index, pos.xyz, - vds2 - vds2) +
|
||||
getShadow(index, pos.xyz, + vds2 + vds2) +
|
||||
getShadow(index, pos.xyz, vds + vds - vds2 ) +
|
||||
getShadow(index, pos.xyz, - vds - vds - vds2 ) +
|
||||
getShadow(index, pos.xyz, vds + vds + vds2 ) +
|
||||
getShadow(index, pos.xyz, - vds - vds + vds2 ) +
|
||||
getShadow(index, pos.xyz, vds - vds2 - vds2) +
|
||||
getShadow(index, pos.xyz, vds + vds2 + vds2) +
|
||||
getShadow(index, pos.xyz, - vds - vds2 - vds2) +
|
||||
getShadow(index, pos.xyz, - vds + vds2 + vds2);
|
||||
spot *= mix(1., shadow / 29., shadow_on);
|
||||
}
|
||||
spot /= (qgl_Light[index].constantAttenuation + ldist * (qgl_Light[index].linearAttenuation + ldist * qgl_Light[index].quadraticAttenuation));
|
||||
///li += spot * gl_LightSource[index].diffuse.rgb * light_diffuse(0, ldir, n);
|
||||
//si += spot * qgl_Light[index].color.rgb * sh_mul * light_specular(0, ldir, n, halfV, v, sh_pow);
|
||||
float NdotLs = NdotL*NdotL;
|
||||
float NdotHs = NdotH*NdotH;
|
||||
float ndlc = (1. - NdotLs) / NdotLs;
|
||||
float der = NdotLs * (sh_mul + ndlc);
|
||||
diff = 2. / (1. + sqrt(1. + (1. - sh_mul) * ndlc));
|
||||
li += spot * qgl_Light[index].color.rgb * diff;// * light_diffuse(0, ldir, n);
|
||||
ndlc = (1. - NdotHs) / NdotHs;
|
||||
der = NdotHs * (sh_mul + ndlc);
|
||||
si += spot * qgl_Light[index].color.rgb * (sh_mul / (der*der) / 3.1416);
|
||||
if (qgl_Light[index].endAngle <= 90.) {
|
||||
float scos = max(dot(-ldir, qgl_Light[index].direction.xyz), 0.);
|
||||
spot *= scos * step(qgl_Light[index].endAngleCos, scos);
|
||||
spot *= smoothstep(qgl_Light[index].endAngleCos, qgl_Light[index].startAngleCos, scos);
|
||||
lwdir = mat3(mat_viewi) * qgl_Light[index].direction.xyz;
|
||||
//bn = normalize(cross(lwdir, vec3(1, 0, 0)));
|
||||
//bn2 = normalize(cross(lwdir, bn));
|
||||
float ds = ldist/200.;//max(abs(sdist) / 5000, 0.02);
|
||||
//spot *= clamp(1. - sdist, 0, 1);
|
||||
vds = ds * bn.xyz;
|
||||
vds2 = ds * bn2.xyz;
|
||||
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, - vds2 ) * 2. +
|
||||
getShadow(index, pos.xyz, + vds2 ) * 2. +
|
||||
getShadow(index, pos.xyz, vds - vds2 ) * 1.5 +
|
||||
getShadow(index, pos.xyz, vds + vds2 ) * 1.5 +
|
||||
getShadow(index, pos.xyz, - vds - vds2 ) * 1.5 +
|
||||
getShadow(index, pos.xyz, - vds + vds2 ) * 1.5 +
|
||||
getShadow(index, pos.xyz, vds + vds ) +
|
||||
getShadow(index, pos.xyz, - vds - vds ) +
|
||||
getShadow(index, pos.xyz, - vds2 - vds2) +
|
||||
getShadow(index, pos.xyz, + vds2 + vds2) +
|
||||
getShadow(index, pos.xyz, vds + vds - vds2 ) +
|
||||
getShadow(index, pos.xyz, - vds - vds - vds2 ) +
|
||||
getShadow(index, pos.xyz, vds + vds + vds2 ) +
|
||||
getShadow(index, pos.xyz, - vds - vds + vds2 ) +
|
||||
getShadow(index, pos.xyz, vds - vds2 - vds2) +
|
||||
getShadow(index, pos.xyz, vds + vds2 + vds2) +
|
||||
getShadow(index, pos.xyz, - vds - vds2 - vds2) +
|
||||
getShadow(index, pos.xyz, - vds + vds2 + vds2);
|
||||
spot *= mix(1., shadow / 29., shadow_on);
|
||||
}
|
||||
spot /= (qgl_Light[index].constantAttenuation + ldist * (qgl_Light[index].linearAttenuation + ldist * qgl_Light[index].quadraticAttenuation));
|
||||
///li += spot * gl_LightSource[index].diffuse.rgb * light_diffuse(0, ldir, n);
|
||||
//si += spot * qgl_Light[index].color.rgb * sh_mul * light_specular(0, ldir, n, halfV, v, sh_pow);
|
||||
float NdotLs = NdotL*NdotL;
|
||||
float NdotHs = NdotH*NdotH;
|
||||
float ndlc = (1. - NdotLs) / NdotLs;
|
||||
float der = NdotLs * (sh_mul + ndlc);
|
||||
diff = 2. / (1. + sqrt(1. + (1. - sh_mul) * ndlc));
|
||||
li += spot * qgl_Light[index].color.rgb * diff;// * light_diffuse(0, ldir, n);
|
||||
ndlc = (1. - NdotHs) / NdotHs;
|
||||
der = NdotHs * (sh_mul + ndlc);
|
||||
si += spot * qgl_Light[index].color.rgb * (sh_mul / (der*der) / 3.1416);
|
||||
}
|
||||
|
||||
|
||||
|
||||
@@ -173,6 +173,7 @@ void main(void) {
|
||||
}
|
||||
if (acc_fog)
|
||||
color.rgb = mix(color.rgb, gl_Fog.color.rgb, fogCoord);
|
||||
color.r = 250;
|
||||
gl_FragColor = color;
|
||||
//gl_FragColor.rgb = mix(ldir, texture2D(t2, sp).rgb, 1. - alpha);
|
||||
}
|
||||
|
||||
@@ -13,8 +13,8 @@ void main(void) {
|
||||
vec4 ds3 = abs(texelFetchOffset(t0, tc, 0, ivec2(0, 1)) - selected);
|
||||
float d0 = dot(ds0, vec4(1., 1., 1., 1.)), d1 = dot(ds1, vec4(1., 1., 1., 1.)), d2 = dot(ds2, vec4(1., 1., 1., 1.)), d3 = dot(ds3, vec4(1., 1., 1., 1.));
|
||||
float vs = step(1e-6, d0 + d1 + d2 + d3);
|
||||
float vm = step(1e-3, (d0 * 255.) * (d1 * 255.) * (d2 * 255.) * (d3 * 255.));
|
||||
float vm = step(1e-3, (d0 * 25.) * (d1 * 25.) * (d2 * 255.) * (d3 * 255.));
|
||||
float v = mix(vs - vm, vs - vm - vm + 1, fill);
|
||||
//qgl_FragData[0] = vec4(1,0,0,0.5);//vec4(color.rgb, v * color.a);
|
||||
qgl_FragData[0] = vec4(color.rgb, v * color.a);
|
||||
qgl_FragData[0] = vec4(color.bgr, v * color.a);
|
||||
}
|
||||
|
||||
@@ -1,9 +0,0 @@
|
||||
#version 200
|
||||
|
||||
//in vec3 src_normal, normal, et;
|
||||
in vec3 wpos;
|
||||
|
||||
void main(void) {
|
||||
//vec2 tc = gl_TexCoord[0].xy;
|
||||
gl_FragColor.xyz = wpos * 1E+6;
|
||||
}
|
||||
@@ -1,13 +0,0 @@
|
||||
#version 300 core
|
||||
|
||||
layout(triangles, invocations = 1) in;
|
||||
|
||||
//in vec3 normal[];
|
||||
|
||||
void main() {
|
||||
for (int i = 0; i < gl_in.length(); i++ ) {
|
||||
gl_Position = gl_in[i].gl_Position;
|
||||
EmitVertex();
|
||||
}
|
||||
EndPrimitive();
|
||||
}
|
||||
@@ -1,11 +0,0 @@
|
||||
#version 300 core
|
||||
|
||||
//in vec3 src_normal, normal, et;
|
||||
out vec3 wpos;
|
||||
|
||||
void main(void) {
|
||||
//vec2 tc = gl_TexCoord[0].xy;
|
||||
wpos = gl_Vertex.xyz;
|
||||
//gl_TexCoord[0] = gl_MultiTexCoord0;
|
||||
gl_Position = ftransform();
|
||||
}
|
||||
Reference in New Issue
Block a user