git-svn-id: svn://db.shs.com.ru/libs@68 a8b55f48-bf90-11e4-a774-851b48703e85

This commit is contained in:
2015-12-10 14:42:56 +00:00
parent 30ea938f38
commit 8f0c371a96
15 changed files with 221 additions and 26 deletions

View File

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