git-svn-id: svn://db.shs.com.ru/libs@50 a8b55f48-bf90-11e4-a774-851b48703e85
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@@ -21,12 +21,15 @@
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RendererDeferredShading::RendererDeferredShading(QGLView * view_): GLRendererBase(view_),
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fbo_g(5, true, GL_RGBA16F), fbo_out(2, false, GL_RGB16F), fbo_hsmall(1, false, GL_RGB16F) {
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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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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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<< ShaderPair("hdr", &shader_hdr)
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<< ShaderPair("downscale", &shader_small)
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<< ShaderPair("bloom_pass_0", &shader_bloom_0)
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<< ShaderPair("bloom_pass_1", &shader_bloom_1)
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<< ShaderPair("fbo_add", &shader_fbo_add)
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<< ShaderPair("motion_blur", &shader_motion_blur);
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for (int i = 0; i < shaders.size(); ++i)
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*(shaders[i].second) = 0;
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@@ -212,6 +215,50 @@ void RendererDeferredShading::renderScene() {
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piSwap<int>(wi, ri);
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}
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if (view.isBloomEnabled()) {
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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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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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shader_bloom_0->setUniformValue("factor", GLfloat(view.bloomFactor()));
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shader_bloom_0->setUniformValue("t0", 0);
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glDrawQuad(shader_bloom_0);
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glActiveTextureChannel(0);
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piSwap<int>(wi, ri);
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shader_bloom_1->bind();
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shader_bloom_1->setUniformValue("qgl_ModelViewProjectionMatrix", QMatrix4x4());
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shader_bloom_1->setUniformValue("t0", 0);
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int radius = view.bloomRadius();
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int passes = qMax<int>(int(ceil(log2(radius))), 1);
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int crad = 1;
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for (int p = 0; p < passes; ++p) {
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glBindTexture(GL_TEXTURE_2D, fbo_out.colorTexture(ri));
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fbo_out.setWriteBuffer(wi);
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shader_bloom_1->setUniformValue("radius", crad);
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glDrawQuad(shader_bloom_1);
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piSwap<int>(wi, ri);
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crad *= 2;
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}
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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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glActiveTextureChannel(1);
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glBindTexture(GL_TEXTURE_2D, fbo_out.colorTexture(2));
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shader_fbo_add->bind();
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shader_fbo_add->setUniformValue("qgl_ModelViewProjectionMatrix", QMatrix4x4());
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shader_fbo_add->setUniformValue("t0", 0);
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shader_fbo_add->setUniformValue("t1", 1);
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glDrawQuad(shader_fbo_add);
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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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}
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glReleaseShaders();
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fbo_out.release();
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