git-svn-id: svn://db.shs.com.ru/libs@68 a8b55f48-bf90-11e4-a774-851b48703e85
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@@ -21,7 +21,7 @@
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RendererDeferredShading::RendererDeferredShading(QGLView * view_): GLRendererBase(view_),
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fbo_g(5, true, GL_RGBA16F), fbo_out(3, false, GL_RGB16F), fbo_hsmall(1, false, GL_RGB16F) {
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fbo_g(5, true, GL_RGBA16F), fbo_out(3, false, GL_RGBA16F), fbo_hsmall(1, false, GL_RGB16F) {
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shaders << ShaderPair("FXAA", &shader_fxaa)
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<< ShaderPair("dsl_pass_0", &shader_ds_0)
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<< ShaderPair("dsl_pass_1", &shader_ds_1)
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@@ -32,7 +32,9 @@ fbo_g(5, true, GL_RGBA16F), fbo_out(3, false, GL_RGB16F), fbo_hsmall(1, false, G
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<< ShaderPair("fbo_add", &shader_fbo_add)
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<< ShaderPair("motion_blur", &shader_motion_blur)
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<< ShaderPair("shadow", &shader_shadow)
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<< ShaderPair("ssr", &shader_ssr);
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<< ShaderPair("ssr", &shader_ssr)
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<< ShaderPair("ssr_blur", &shader_ssr_blur)
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<< ShaderPair("ssr_merge", &shader_ssr_merge);
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for (int i = 0; i < shaders.size(); ++i)
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*(shaders[i].second) = 0;
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lights_per_pass = 8;
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@@ -66,7 +68,7 @@ void RendererDeferredShading::renderScene() {
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QMatrix4x4 mproji = rp.proj_matrix_i;
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QMatrix4x4 mview = rp.view_matrix;
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QMatrix4x4 mviewi = rp.view_matrix_i;
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QMatrix4x4 mviewproji = (mview * mproj).inverted();
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QMatrix4x4 mviewproji = (mproj * mview).inverted();
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QMatrix4x4 moffset = view.camera().offsetMatrix();
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QMatrix4x4 moffseti = moffset.inverted();
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rp.prev_proj_matrix = prev_proj;
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@@ -196,21 +198,62 @@ void RendererDeferredShading::renderScene() {
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glBindTexture(GL_TEXTURE_2D, fbo_out.colorTexture(ri));
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if (view.isFeatureEnabled(QGLView::qglDynamicReflectionsEnabled)) {
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fbo_out.setWriteBuffer(wi);
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fbo_out.setWriteBuffer(2);
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glActiveTextureChannel(0);
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glBindTexture(GL_TEXTURE_2D, fbo_out.colorTexture(ri));
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);//_MIPMAP_LINEAR);
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//glGenerateMipmap(GL_TEXTURE_2D);
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glActiveTextureChannel(1);
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glBindTexture(GL_TEXTURE_2D, fbo_g.colorTexture(0));
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glActiveTextureChannel(2);
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glBindTexture(GL_TEXTURE_2D, fbo_g.colorTexture(1));
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shader_ssr->bind();
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shader_ssr->setUniformValue("qgl_ModelViewProjectionMatrix", QMatrix4x4());
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shader_ssr->setUniformValue("dt", QVector2D(1. / fbo_out.width(), 1. / fbo_out.height()));
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shader_ssr->setUniformValue("z_far", GLfloat(view.depthEnd()));
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shader_ssr->setUniformValue("z_near", GLfloat(view.depthStart()));
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shader_ssr->setUniformValue("mat_proj", mproj);
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shader_ssr->setUniformValue("t0", 1);
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shader_ssr->setUniformValue("t1", 2);
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shader_ssr->setUniformValue("ts", 0);
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//shader_ssr->setUniformValue("ts", 1);
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shader_ssr->setUniformValue("factor", GLfloat(view.feature(QGLView::qglMotionBlurFactor).toDouble()));
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shader_ssr->setUniformValue("steps", view.feature(QGLView::qglMotionBlurSteps).toInt());
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glDrawQuad(shader_ssr);
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glDrawQuad(shader_ssr, corner_dirs);
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shader_ssr_blur->bind();
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shader_ssr_blur->setUniformValue("qgl_ModelViewProjectionMatrix", QMatrix4x4());
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shader_ssr_blur->setUniformValue("dt", QVector2D(1. / fbo_out.width(), 1. / fbo_out.height()));
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shader_ssr_blur->setUniformValue("t0", 0);
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int passes = 4;
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int crad = 1;
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int lri = 2, lwi = wi, lms = ri;
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glActiveTextureChannel(0);
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for (int p = 0; p < passes; ++p) {
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glBindTexture(GL_TEXTURE_2D, fbo_out.colorTexture(lri));
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fbo_out.setWriteBuffer(lwi);
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shader_ssr_blur->setUniformValue("radius", GLfloat(crad));
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glDrawQuad(shader_ssr_blur);
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piSwap<int>(lwi, lri);
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crad *= 2;
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}
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wi = lri;
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ri = 1 - lms;
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qDebug() << wi << ri << lms;
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glBindTexture(GL_TEXTURE_2D, fbo_out.colorTexture(wi));
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glActiveTextureChannel(1);
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glBindTexture(GL_TEXTURE_2D, fbo_out.colorTexture(lms));
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shader_ssr_merge->bind();
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shader_ssr_merge->setUniformValue("qgl_ModelViewProjectionMatrix", QMatrix4x4());
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shader_ssr_merge->setUniformValue("t0", 0);
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shader_ssr_merge->setUniformValue("ts", 1);
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fbo_out.setWriteBuffer(ri);
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glDrawQuad(shader_ssr_blur);
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wi = ri;
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ri = 1 - ri;
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//piSwap<int>(wi, ri);
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glActiveTextureChannel(0);
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glBindTexture(GL_TEXTURE_2D, fbo_out.colorTexture(wi));
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piSwap<int>(wi, ri);
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@@ -278,8 +321,8 @@ void RendererDeferredShading::renderScene() {
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fbo_out.setWriteBuffer(2);
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fbo_out.setReadBuffer(ri);
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glBlitFramebuffer(0, 0, fbo_out.width(), fbo_out.height(), 0, 0, fbo_out.width(), fbo_out.height(), GL_COLOR_BUFFER_BIT, GL_NEAREST);
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QTime tm;
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tm.restart();
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//QTime tm;
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//tm.restart();
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fbo_out.setWriteBuffer(wi);
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shader_bloom_0->bind();
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shader_bloom_0->setUniformValue("qgl_ModelViewProjectionMatrix", QMatrix4x4());
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@@ -307,7 +350,7 @@ void RendererDeferredShading::renderScene() {
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piSwap<int>(wi, ri);
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crad *= 2;
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}
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qDebug() << tm.elapsed();
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//qDebug() << tm.elapsed();
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fbo_out.setWriteBuffer(wi);
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glActiveTextureChannel(0);
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glBindTexture(GL_TEXTURE_2D, fbo_out.colorTexture(ri));
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