git-svn-id: svn://db.shs.com.ru/libs@57 a8b55f48-bf90-11e4-a774-851b48703e85
This commit is contained in:
@@ -57,9 +57,11 @@ void Camera::apply(const GLdouble & aspect) {
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pm.rotate(angles_.y(), 1., 0., 0.);
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pm.rotate(angles_.x(), 0., 1., 0.);
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pm.rotate(angles_.z(), 0., 0., 1.);
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pm.translate(-aim_);
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if (parent_)
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//pm.translate(-aim_);
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if (parent_) {
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pm.translate(-aim_);
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pm *= parent_->worldTransform().inverted();
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}
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setGLMatrix(pm);
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//qDebug() << angles_;
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}
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@@ -17,6 +17,7 @@
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*/
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#include "globject.h"
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#include "glcamera.h"
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GLObjectBase::GLObjectBase() {
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@@ -26,7 +27,7 @@ GLObjectBase::GLObjectBase() {
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geom_prim = Triangles;
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scale_ = QVector3D(1., 1., 1.);
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parent_ = 0;
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is_init = is_tex_loaded = selected_ = false;
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is_root = is_init = is_tex_loaded = selected_ = false;
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visible_ = accept_fog = accept_light = cast_shadow = rec_shadow = select_ = true;
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line_width = -1.;
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blend_src = GL_SRC_ALPHA;
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@@ -149,7 +150,7 @@ void GLObjectBase::buildTransform() {
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if (p != 0)
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itransform_ = p->itransform_;
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if (raw_matrix) {
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itransform_.translate(pos_);
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itransform_.translate(is_root ? dcam_pos_ : pos_);
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itransform_ *= mat_;
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//qDebug() << "raw_matrix" << itransform_;
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} else
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@@ -161,7 +162,7 @@ void GLObjectBase::buildTransform() {
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void GLObjectBase::localTransform(QMatrix4x4 & m) {
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m.translate(pos_);
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m.translate(is_root ? dcam_pos_ : pos_);
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m.rotate(angles_.z(), 0., 0., 1.);
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m.rotate(angles_.y(), 0., 1., 0.);
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m.rotate(angles_.x(), 1., 0., 0.);
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@@ -175,6 +176,12 @@ void GLObjectBase::checkPass() {
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}
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void GLObjectBase::preparePos(const Camera & cam) {
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dcam_pos_ = pos_ - cam.aim();
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buildTransform();
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}
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QMatrix4x4 GLObjectBase::worldMatrix(QMatrix4x4 parent) const {
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QMatrix4x4 mat;
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mat.translate(pos_);
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@@ -23,6 +23,8 @@
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#include "glframebuffer.h"
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#include "glmaterial.h"
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class Camera;
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class GLObjectBase
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{
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friend class QGLView;
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@@ -166,6 +168,8 @@ public:
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const Box3D & boundingBox(bool withChildren = true) const {return bound;}
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GLVBO & VBO() {return vbo;}
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void preparePos(const Camera & cam);
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QVector3D pos_h;
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QVector<Vector3d> points, puvws;
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QVector<Vector3i> faces, uvws, norms;
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@@ -187,13 +191,14 @@ protected:
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int pass_; // Pass
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bool is_init, is_tex_loaded, accept_light, accept_fog, /*write_depth_,*/ visible_, cast_shadow, rec_shadow, select_, selected_, raw_matrix;
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bool is_root;
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double line_width;
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Type type_;
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GeomPrimitives geom_prim;
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RenderMode render_mode;
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Material material_;
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Box3D bound;
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QVector3D pos_, angles_, scale_;
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QVector3D pos_, angles_, scale_, dcam_pos_;
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QList<GLObjectBase * > children_;
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QList<GLuint> textures;
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QMatrix4x4 itransform_, mat_;
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@@ -238,6 +238,7 @@ void GLRendererBase::renderShadow(Light * l, QGLShaderProgram * prog, QMatrix4x4
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cam.setDepthEnd(view.camera().depthEnd());
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cam.setFOV(l->angle_end);
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cam.apply(1.);
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view.objects_.preparePos(cam);
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RenderingParameters rpl;
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rpl.pass = GLObjectBase::Solid;
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rpl.shaders = prog;
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@@ -247,7 +248,7 @@ void GLRendererBase::renderShadow(Light * l, QGLShaderProgram * prog, QMatrix4x4
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QMatrix4x4 mbias;
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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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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;
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//qDebug() << mbias;
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//glPushMatrix();
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renderSingleShadow(view.objects_, rpl);
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@@ -66,7 +66,7 @@ const char qgl_structs[] =
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" float linearAttenuation;\n"
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" float quadraticAttenuation;\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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"};\n"
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"struct QGLMap {\n"
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@@ -80,7 +80,7 @@ MainWindow::MainWindow(QWidget * parent): QMainWindow(parent), Ui::MainWindow()
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//((Light*)obj->child(i))->decay_linear = .5;
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}
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view->addObject(obj);
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//obj->child("Box001")->addChild(&(view->camera()));
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obj->child("Box001")->addChild(&(view->camera()));
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//view->camera().flyToDistance(30);
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double al = 7.;
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@@ -30,6 +30,7 @@ QGLView::QGLView(QWidget * parent): QGraphicsView(parent), fbo_selection(3) {
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setFocusPolicy(Qt::WheelFocus);
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setScene(new QGraphicsScene());
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setInteractive(true);
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objects_.is_root = true;
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painter_ = 0;
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backColor_ = Qt::black;
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hoverHaloColor_ = QColor(195, 140, 255, 96);
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@@ -212,6 +213,7 @@ void QGLView::paintGL() {
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glEnable(GL_CULL_FACE);
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//glDisable(GL_CULL_FACE);
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camera().apply(aspect);
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objects_.preparePos(camera());
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start_rp.proj_matrix = getGLMatrix(GL_PROJECTION_MATRIX);
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start_rp.view_matrix = getGLMatrix(GL_MODELVIEW_MATRIX);
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//objects_.buildTransform();
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@@ -274,6 +276,7 @@ void QGLView::paintGL() {
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}
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camera().apply(aspect);
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objects_.preparePos(camera());
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static GLRendererBase * prev_rend = 0;
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if (prev_rend != renderer_) {
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@@ -170,6 +170,7 @@ public:
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void addTexture(const QString & path) {textures_manager.addTexture(path);}
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void addAnimation(const QString & dir, const QString & name) {textures_manager.addAnimation(dir, name);}
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const GLObjectBase & rootObject() {return objects_;}
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GLObjectBase * object(int index) {return objects_.child(index);}
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GLObjectBase * object(const QString & name) {return objects_.child(name);}
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Light * light(int index) {return lights_[index];}
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@@ -154,6 +154,7 @@ void RendererDeferredShading::renderScene() {
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shader_ds_1->setUniformValue("td", 5);
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shader_ds_1->setUniformValue("back_color", view.backColor());
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shader_ds_1->setUniformValue("mat_proji", mproji);
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shader_ds_1->setUniformValue("mat_view", mview);
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shader_ds_1->setUniformValue("mat_viewi", mviewi);
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shader_ds_1->setUniformValue("mat_viewproji", mviewproji);
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shader_ds_1->setUniformValue("dt", QVector2D(1. / view.viewport()->width(), 1. / view.viewport()->height()));
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@@ -364,10 +365,10 @@ void RendererDeferredShading::setupDSLights(int pass, const QMatrix4x4 & view_ma
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for (int i = light_start; i < light_end; ++i) {
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lv << view.lights()[i];
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glActiveTextureChannel(shadow_start + i - light_start);
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glBindTexture(GL_TEXTURE_2D, lv.back()->shadow_map.colorTexture());
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glBindTexture(GL_TEXTURE_2D, lv.back()->shadow_map.depthTexture());
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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//glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_REF_TO_TEXTURE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_REF_TO_TEXTURE);
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}
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amb_light.setName("null");
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for (int i = light_end; i < lmax; ++i)
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@@ -12,7 +12,7 @@ uniform mat4 prev_ModelViewProjectioMatrix;
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void main(void) {
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normal = qgl_Normal;//(qgl_NormalMatrix * qgl_Normal);
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binormal = qgl_Tangent;//(qgl_NormalMatrix * qgl_Normal);
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binormal = qgl_Bitangent;//(qgl_NormalMatrix * qgl_Normal);
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pos = qgl_ftransform();
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TBN = mat3(qgl_Tangent, qgl_Bitangent, qgl_Normal);
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/*if (acc_fog) {
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@@ -11,17 +11,24 @@ uniform float z_near, z_far;
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uniform bool firstPass;
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uniform vec2 dt;
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uniform vec4 back_color;
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uniform mat4 mat_proji, mat_viewi, mat_viewproji;
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uniform mat4 mat_proji, mat_view, mat_viewi, mat_viewproji;
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float light_diffuse(int model, vec3 l, vec3 n) {return max(0., dot(l, n));}
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float light_specular(int model, vec3 l, vec3 n, vec3 h, vec3 v, float shininess) {return max(0., pow(dot(n, h), shininess));}
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vec4 pos, lpos, shp;
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vec3 li, si, ldir, halfV, bn, bn2;
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vec2 vds, vds2;
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vec3 li, si, ldir, halfV, bn, bn2, lwdir;
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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 getShadow(int light, vec3 view_pos, vec3 dpos) {
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shp = mat_viewi * vec4(view_pos, 1);
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shp += vec4(dpos, 0);
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shp = qgl_Light[light].shadowMatrix * shp;
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//shp.xyz /= shp.w;
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shp.z -= 0.1;
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return textureProj(qgl_Light[light].shadow, shp);
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}
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void calcLight(in int index, in vec3 n, in vec3 v, in vec4 v2) {
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lpos = qgl_Light[index].position;
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@@ -39,19 +46,45 @@ void calcLight(in int index, in vec3 n, in vec3 v, in vec4 v2) {
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//spot = clamp(scos / (-qgl_Light[index].endAngleCos + qgl_Light[index].startAngleCos + 0.0001),0,1);
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spot *= smoothstep(qgl_Light[index].endAngleCos, qgl_Light[index].startAngleCos, scos);
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//spot = pow(spot, (qgl_Light[index].spotExponent + 0.001));
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shp = qgl_Light[index].shadowMatrix*vec4(pos.xyz,1);
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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/100;//max(abs(sdist) / 5000, 0.02);
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//spot *= clamp(1. - sdist, 0, 1);
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vds = ds * bn.xyz;
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vds2 = ds * bn2.xyz;
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float shadow = getShadow(index, pos.xyz, vec3(0)) * 3. +
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getShadow(index, pos.xyz, vds ) * 2. +
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getShadow(index, pos.xyz, - vds ) * 2. +
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getShadow(index, pos.xyz, - vds2 ) * 2. +
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getShadow(index, pos.xyz, + vds2 ) * 2. +
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getShadow(index, pos.xyz, vds - vds2 ) * 1.5 +
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getShadow(index, pos.xyz, vds + vds2 ) * 1.5 +
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getShadow(index, pos.xyz, - vds - vds2 ) * 1.5 +
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getShadow(index, pos.xyz, - vds + vds2 ) * 1.5 +
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getShadow(index, pos.xyz, vds + vds ) +
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getShadow(index, pos.xyz, - vds - vds ) +
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getShadow(index, pos.xyz, - vds2 - vds2) +
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getShadow(index, pos.xyz, + vds2 + vds2) +
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getShadow(index, pos.xyz, vds + vds - vds2 ) +
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getShadow(index, pos.xyz, - vds - vds - vds2 ) +
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getShadow(index, pos.xyz, vds + vds + vds2 ) +
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getShadow(index, pos.xyz, - vds - vds + vds2 ) +
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getShadow(index, pos.xyz, vds - vds2 - vds2) +
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getShadow(index, pos.xyz, vds + vds2 + vds2) +
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getShadow(index, pos.xyz, - vds - vds2 - vds2) +
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getShadow(index, pos.xyz, - vds + vds2 + vds2);
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//spot *= shadow / 29.;
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/*shp = qgl_Light[index].shadowMatrix*vec4(pos.xyz,1);
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//shp.z -= 0.1;
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shp.xyz /= shp.w;
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float shr = texture(qgl_Light[index].shadowColor, shp.xy).r;
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sdist = shp.w - shr - 1.;
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//if (sdist > 0.) {
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float ds = 0.01;//max(abs(sdist) / 5000, 0.02);
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//spot *= clamp(1. - sdist, 0, 1);
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vds = vec2(ds,0);//bn.xy * ds;
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vds2 = vec2(0,ds);//bn2.xy * ds;
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shadow = //shr + //texture(qgl_Light[index].shadowColor, shp.xy, shp.zw)) +
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clamp(shp.w - texture(qgl_Light[index].shadowColor, shp.xy + vds ).r - 1, 0, 1)
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/*clamp(shp.w - texture(qgl_Light[index].shadowColor, shp.xy + vds - vds2 ).r - 1, 0, 1) +
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clamp(shp.w - texture(qgl_Light[index].shadowColor, shp.xy + vds - vds2 ).r - 1, 0, 1) +
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clamp(shp.w - texture(qgl_Light[index].shadowColor, shp.xy + vds + vds2 ).r - 1, 0, 1) +
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clamp(shp.w - texture(qgl_Light[index].shadowColor, shp.xy - vds ).r - 1, 0, 1) +
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clamp(shp.w - texture(qgl_Light[index].shadowColor, shp.xy - vds - vds2 ).r - 1, 0, 1) +
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@@ -77,10 +110,10 @@ void calcLight(in int index, in vec3 n, in vec3 v, in vec4 v2) {
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texture(qgl_Light[index].shadowColor, shp.xy + vds + vds + vds2 + vds2).r +
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texture(qgl_Light[index].shadowColor, shp.xy + vds + vds + vds2 + vds2).r +
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texture(qgl_Light[index].shadowColor, shp.xy + vds + vds + vds2 + vds2).r +
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texture(qgl_Light[index].shadowColor, shp.xy + vds + vds + vds2 + vds2).r*/;
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texture(qgl_Light[index].shadowColor, shp.xy + vds + vds + vds2 + vds2).r;
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shadow = shadow / 1;// - 0.5;
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spot *= ds*100;//clamp(1. - shadow, 0, 1);
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//}
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//}*/
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///spot *= textureProj(qgl_Light[index].shadow, shp);
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}
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spot /= (qgl_Light[index].constantAttenuation + ldist * (qgl_Light[index].linearAttenuation + ldist * qgl_Light[index].quadraticAttenuation));
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@@ -112,8 +145,8 @@ void main(void) {
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v4 = texelFetch(t4, tc, 0);
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vec2 sp = gl_FragCoord.xy * dt * 2 - vec2(1, 1);
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vec3 dc = v0.rgb, n = v1.xyz * 2. - vec3(1.);
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bn = vec3(v3.w, v4.zw);
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bn2 = normalize(cross(n, bn));
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//bn = vec3(v3.w, v4.zw);
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//bn2 = normalize(cross(n, bn));
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float height = v2.w;
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li = qgl_AmbientLight.color.rgb * qgl_AmbientLight.intensity;
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si = vec3(0.);
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@@ -136,14 +169,14 @@ void main(void) {
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sh_mul = max(1. - v1.w, 0.0001);
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//for (int i = 0; i < 8; ++i)
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// calcLight(i, n, v, v2);
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calcLight(4, n, v, v2);
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calcLight(0, n, v, v2);
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qgl_FragData[0].rgb = li * dc + si * v2.rgb + v3.rgb + texelFetch(t_pp, tc, 0).rgb;
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//qgl_FragData[0].rgb = vec3(abs(lpos.xyz - pos.xyz)/10);
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//qgl_FragData[0].rgb = li + vec3(texelFetch(t_pp, tc, 0).xyz);
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//shd = shd - shp.w;
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//qgl_FragData[0].rgb = vec3(abs(shd)/10000);
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//qgl_FragData[0].rgb = vec3((shp.z)/1000);
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qgl_FragData[0].rgb = vec3((shp.w-1 - texture(qgl_Light[4].shadowColor, shp.xy-vec2(0.01,0)).r));
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//qgl_FragData[0].rgb = vec3(abs(shp.xy/shp.w)/1,0);
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//qgl_FragData[0].rgb = vec3(abs(mat3(mat_viewi)* qgl_Light[0].direction.xyz));
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//qgl_FragData[0].rgb = vec3(texture(qgl_Light[0].shadow,shp.xyz/shp.w)/2);
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//qgl_FragData[0].a = 0.;
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}
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