git-svn-id: svn://db.shs.com.ru/libs@57 a8b55f48-bf90-11e4-a774-851b48703e85

This commit is contained in:
2015-12-02 13:53:02 +00:00
parent b8aad27b56
commit 86c101eb79
11 changed files with 83 additions and 30 deletions

View File

@@ -57,9 +57,11 @@ void Camera::apply(const GLdouble & aspect) {
pm.rotate(angles_.y(), 1., 0., 0.);
pm.rotate(angles_.x(), 0., 1., 0.);
pm.rotate(angles_.z(), 0., 0., 1.);
pm.translate(-aim_);
if (parent_)
//pm.translate(-aim_);
if (parent_) {
pm.translate(-aim_);
pm *= parent_->worldTransform().inverted();
}
setGLMatrix(pm);
//qDebug() << angles_;
}

View File

@@ -17,6 +17,7 @@
*/
#include "globject.h"
#include "glcamera.h"
GLObjectBase::GLObjectBase() {
@@ -26,7 +27,7 @@ GLObjectBase::GLObjectBase() {
geom_prim = Triangles;
scale_ = QVector3D(1., 1., 1.);
parent_ = 0;
is_init = is_tex_loaded = selected_ = false;
is_root = is_init = is_tex_loaded = selected_ = false;
visible_ = accept_fog = accept_light = cast_shadow = rec_shadow = select_ = true;
line_width = -1.;
blend_src = GL_SRC_ALPHA;
@@ -149,7 +150,7 @@ void GLObjectBase::buildTransform() {
if (p != 0)
itransform_ = p->itransform_;
if (raw_matrix) {
itransform_.translate(pos_);
itransform_.translate(is_root ? dcam_pos_ : pos_);
itransform_ *= mat_;
//qDebug() << "raw_matrix" << itransform_;
} else
@@ -161,7 +162,7 @@ void GLObjectBase::buildTransform() {
void GLObjectBase::localTransform(QMatrix4x4 & m) {
m.translate(pos_);
m.translate(is_root ? dcam_pos_ : pos_);
m.rotate(angles_.z(), 0., 0., 1.);
m.rotate(angles_.y(), 0., 1., 0.);
m.rotate(angles_.x(), 1., 0., 0.);
@@ -175,6 +176,12 @@ void GLObjectBase::checkPass() {
}
void GLObjectBase::preparePos(const Camera & cam) {
dcam_pos_ = pos_ - cam.aim();
buildTransform();
}
QMatrix4x4 GLObjectBase::worldMatrix(QMatrix4x4 parent) const {
QMatrix4x4 mat;
mat.translate(pos_);

View File

@@ -23,6 +23,8 @@
#include "glframebuffer.h"
#include "glmaterial.h"
class Camera;
class GLObjectBase
{
friend class QGLView;
@@ -166,6 +168,8 @@ public:
const Box3D & boundingBox(bool withChildren = true) const {return bound;}
GLVBO & VBO() {return vbo;}
void preparePos(const Camera & cam);
QVector3D pos_h;
QVector<Vector3d> points, puvws;
QVector<Vector3i> faces, uvws, norms;
@@ -187,13 +191,14 @@ protected:
int pass_; // Pass
bool is_init, is_tex_loaded, accept_light, accept_fog, /*write_depth_,*/ visible_, cast_shadow, rec_shadow, select_, selected_, raw_matrix;
bool is_root;
double line_width;
Type type_;
GeomPrimitives geom_prim;
RenderMode render_mode;
Material material_;
Box3D bound;
QVector3D pos_, angles_, scale_;
QVector3D pos_, angles_, scale_, dcam_pos_;
QList<GLObjectBase * > children_;
QList<GLuint> textures;
QMatrix4x4 itransform_, mat_;

View File

@@ -238,6 +238,7 @@ void GLRendererBase::renderShadow(Light * l, QGLShaderProgram * prog, QMatrix4x4
cam.setDepthEnd(view.camera().depthEnd());
cam.setFOV(l->angle_end);
cam.apply(1.);
view.objects_.preparePos(cam);
RenderingParameters rpl;
rpl.pass = GLObjectBase::Solid;
rpl.shaders = prog;
@@ -247,7 +248,7 @@ void GLRendererBase::renderShadow(Light * l, QGLShaderProgram * prog, QMatrix4x4
QMatrix4x4 mbias;
mbias.scale(0.5, 0.5, 0.5);
mbias.translate(1., 1., 1.);
l->shadow_matrix = mbias*rpl.proj_matrix*rpl.view_matrix*mat;//;// * mbias;
l->shadow_matrix = mbias*rpl.proj_matrix*rpl.view_matrix;//*mat;
//qDebug() << mbias;
//glPushMatrix();
renderSingleShadow(view.objects_, rpl);

View File

@@ -66,7 +66,7 @@ const char qgl_structs[] =
" float linearAttenuation;\n"
" float quadraticAttenuation;\n"
" sampler2DShadow shadow;\n"
" sampler2D shadowColor;\n"
//" sampler2D shadowColor\n"
" mat4 shadowMatrix;\n"
"};\n"
"struct QGLMap {\n"

View File

@@ -80,7 +80,7 @@ MainWindow::MainWindow(QWidget * parent): QMainWindow(parent), Ui::MainWindow()
//((Light*)obj->child(i))->decay_linear = .5;
}
view->addObject(obj);
//obj->child("Box001")->addChild(&(view->camera()));
obj->child("Box001")->addChild(&(view->camera()));
//view->camera().flyToDistance(30);
double al = 7.;

View File

@@ -30,6 +30,7 @@ QGLView::QGLView(QWidget * parent): QGraphicsView(parent), fbo_selection(3) {
setFocusPolicy(Qt::WheelFocus);
setScene(new QGraphicsScene());
setInteractive(true);
objects_.is_root = true;
painter_ = 0;
backColor_ = Qt::black;
hoverHaloColor_ = QColor(195, 140, 255, 96);
@@ -212,6 +213,7 @@ void QGLView::paintGL() {
glEnable(GL_CULL_FACE);
//glDisable(GL_CULL_FACE);
camera().apply(aspect);
objects_.preparePos(camera());
start_rp.proj_matrix = getGLMatrix(GL_PROJECTION_MATRIX);
start_rp.view_matrix = getGLMatrix(GL_MODELVIEW_MATRIX);
//objects_.buildTransform();
@@ -274,6 +276,7 @@ void QGLView::paintGL() {
}
camera().apply(aspect);
objects_.preparePos(camera());
static GLRendererBase * prev_rend = 0;
if (prev_rend != renderer_) {

View File

@@ -170,6 +170,7 @@ public:
void addTexture(const QString & path) {textures_manager.addTexture(path);}
void addAnimation(const QString & dir, const QString & name) {textures_manager.addAnimation(dir, name);}
const GLObjectBase & rootObject() {return objects_;}
GLObjectBase * object(int index) {return objects_.child(index);}
GLObjectBase * object(const QString & name) {return objects_.child(name);}
Light * light(int index) {return lights_[index];}

View File

@@ -154,6 +154,7 @@ void RendererDeferredShading::renderScene() {
shader_ds_1->setUniformValue("td", 5);
shader_ds_1->setUniformValue("back_color", view.backColor());
shader_ds_1->setUniformValue("mat_proji", mproji);
shader_ds_1->setUniformValue("mat_view", mview);
shader_ds_1->setUniformValue("mat_viewi", mviewi);
shader_ds_1->setUniformValue("mat_viewproji", mviewproji);
shader_ds_1->setUniformValue("dt", QVector2D(1. / view.viewport()->width(), 1. / view.viewport()->height()));
@@ -364,10 +365,10 @@ void RendererDeferredShading::setupDSLights(int pass, const QMatrix4x4 & view_ma
for (int i = light_start; i < light_end; ++i) {
lv << view.lights()[i];
glActiveTextureChannel(shadow_start + i - light_start);
glBindTexture(GL_TEXTURE_2D, lv.back()->shadow_map.colorTexture());
glBindTexture(GL_TEXTURE_2D, lv.back()->shadow_map.depthTexture());
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
//glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_REF_TO_TEXTURE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_REF_TO_TEXTURE);
}
amb_light.setName("null");
for (int i = light_end; i < lmax; ++i)

View File

@@ -12,7 +12,7 @@ uniform mat4 prev_ModelViewProjectioMatrix;
void main(void) {
normal = qgl_Normal;//(qgl_NormalMatrix * qgl_Normal);
binormal = qgl_Tangent;//(qgl_NormalMatrix * qgl_Normal);
binormal = qgl_Bitangent;//(qgl_NormalMatrix * qgl_Normal);
pos = qgl_ftransform();
TBN = mat3(qgl_Tangent, qgl_Bitangent, qgl_Normal);
/*if (acc_fog) {

View File

@@ -11,17 +11,24 @@ uniform float z_near, z_far;
uniform bool firstPass;
uniform vec2 dt;
uniform vec4 back_color;
uniform mat4 mat_proji, mat_viewi, mat_viewproji;
uniform mat4 mat_proji, mat_view, mat_viewi, mat_viewproji;
float light_diffuse(int model, vec3 l, vec3 n) {return max(0., dot(l, n));}
float light_specular(int model, vec3 l, vec3 n, vec3 h, vec3 v, float shininess) {return max(0., pow(dot(n, h), shininess));}
vec4 pos, lpos, shp;
vec3 li, si, ldir, halfV, bn, bn2;
vec2 vds, vds2;
vec3 li, si, ldir, halfV, bn, bn2, lwdir;
vec3 vds, vds2;
float sh_pow, sh_mul, dist, NdotL, NdotH, spot, ldist, diff, sdist, shadow;
float getShadow(int light, vec3 view_pos, vec3 dpos) {
shp = mat_viewi * vec4(view_pos, 1);
shp += vec4(dpos, 0);
shp = qgl_Light[light].shadowMatrix * shp;
//shp.xyz /= shp.w;
shp.z -= 0.1;
return textureProj(qgl_Light[light].shadow, shp);
}
void calcLight(in int index, in vec3 n, in vec3 v, in vec4 v2) {
lpos = qgl_Light[index].position;
@@ -39,19 +46,45 @@ void calcLight(in int index, in vec3 n, in vec3 v, in vec4 v2) {
//spot = clamp(scos / (-qgl_Light[index].endAngleCos + qgl_Light[index].startAngleCos + 0.0001),0,1);
spot *= smoothstep(qgl_Light[index].endAngleCos, qgl_Light[index].startAngleCos, scos);
//spot = pow(spot, (qgl_Light[index].spotExponent + 0.001));
shp = qgl_Light[index].shadowMatrix*vec4(pos.xyz,1);
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/100;//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 *= shadow / 29.;
/*shp = qgl_Light[index].shadowMatrix*vec4(pos.xyz,1);
//shp.z -= 0.1;
shp.xyz /= shp.w;
float shr = texture(qgl_Light[index].shadowColor, shp.xy).r;
sdist = shp.w - shr - 1.;
//if (sdist > 0.) {
float ds = 0.01;//max(abs(sdist) / 5000, 0.02);
//spot *= clamp(1. - sdist, 0, 1);
vds = vec2(ds,0);//bn.xy * ds;
vds2 = vec2(0,ds);//bn2.xy * ds;
shadow = //shr + //texture(qgl_Light[index].shadowColor, shp.xy, shp.zw)) +
clamp(shp.w - texture(qgl_Light[index].shadowColor, shp.xy + vds ).r - 1, 0, 1)
/*clamp(shp.w - texture(qgl_Light[index].shadowColor, shp.xy + vds - vds2 ).r - 1, 0, 1) +
clamp(shp.w - texture(qgl_Light[index].shadowColor, shp.xy + vds - vds2 ).r - 1, 0, 1) +
clamp(shp.w - texture(qgl_Light[index].shadowColor, shp.xy + vds + vds2 ).r - 1, 0, 1) +
clamp(shp.w - texture(qgl_Light[index].shadowColor, shp.xy - vds ).r - 1, 0, 1) +
clamp(shp.w - texture(qgl_Light[index].shadowColor, shp.xy - vds - vds2 ).r - 1, 0, 1) +
@@ -77,10 +110,10 @@ void calcLight(in int index, in vec3 n, in vec3 v, in vec4 v2) {
texture(qgl_Light[index].shadowColor, shp.xy + vds + vds + vds2 + vds2).r +
texture(qgl_Light[index].shadowColor, shp.xy + vds + vds + vds2 + vds2).r +
texture(qgl_Light[index].shadowColor, shp.xy + vds + vds + vds2 + vds2).r +
texture(qgl_Light[index].shadowColor, shp.xy + vds + vds + vds2 + vds2).r*/;
texture(qgl_Light[index].shadowColor, shp.xy + vds + vds + vds2 + vds2).r;
shadow = shadow / 1;// - 0.5;
spot *= ds*100;//clamp(1. - shadow, 0, 1);
//}
//}*/
///spot *= textureProj(qgl_Light[index].shadow, shp);
}
spot /= (qgl_Light[index].constantAttenuation + ldist * (qgl_Light[index].linearAttenuation + ldist * qgl_Light[index].quadraticAttenuation));
@@ -112,8 +145,8 @@ void main(void) {
v4 = texelFetch(t4, tc, 0);
vec2 sp = gl_FragCoord.xy * dt * 2 - vec2(1, 1);
vec3 dc = v0.rgb, n = v1.xyz * 2. - vec3(1.);
bn = vec3(v3.w, v4.zw);
bn2 = normalize(cross(n, bn));
//bn = vec3(v3.w, v4.zw);
//bn2 = normalize(cross(n, bn));
float height = v2.w;
li = qgl_AmbientLight.color.rgb * qgl_AmbientLight.intensity;
si = vec3(0.);
@@ -136,14 +169,14 @@ void main(void) {
sh_mul = max(1. - v1.w, 0.0001);
//for (int i = 0; i < 8; ++i)
// calcLight(i, n, v, v2);
calcLight(4, 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 = vec3(abs(lpos.xyz - pos.xyz)/10);
//qgl_FragData[0].rgb = li + vec3(texelFetch(t_pp, tc, 0).xyz);
//shd = shd - shp.w;
//qgl_FragData[0].rgb = vec3(abs(shd)/10000);
//qgl_FragData[0].rgb = vec3((shp.z)/1000);
qgl_FragData[0].rgb = vec3((shp.w-1 - texture(qgl_Light[4].shadowColor, shp.xy-vec2(0.01,0)).r));
//qgl_FragData[0].rgb = vec3(abs(shp.xy/shp.w)/1,0);
//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].a = 0.;
}