/* QGLView Ivan Pelipenko peri4ko@yandex.ru This program is free software: you can redistribute it and/or modify it under the terms of the GNU Lesser General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details. You should have received a copy of the GNU Lesser General Public License along with this program. If not, see . */ #include "renderer_deferred_shading.h" #include RendererDeferredShading::RendererDeferredShading(QGLView * view_) : GLRendererBase(view_) , 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) << ShaderPair("hdr", &shader_hdr) << ShaderPair("downscale", &shader_small) << ShaderPair("bloom_pass_0", &shader_bloom_0) << ShaderPair("bloom_pass_1", &shader_bloom_1) << ShaderPair("fbo_add", &shader_fbo_add) << ShaderPair("motion_blur", &shader_motion_blur) << ShaderPair("shadow", &shader_shadow) << ShaderPair("ssr", &shader_ssr) << ShaderPair("ssr_blur", &shader_ssr_blur) << ShaderPair("ssr_merge", &shader_ssr_merge) << ShaderPair("ssao_blur", &shader_ssao_blur) << ShaderPair("ssao_merge", &shader_ssao_merge) << ShaderPair("dof", &shader_dof); for (int i = 0; i < shaders.size(); ++i) *(shaders[i].second) = nullptr; lights_per_pass = 8; tnoise = 0; exposure_ = 1.; df = new QWidget(); df->setLayout(new QBoxLayout(QBoxLayout::TopToBottom)); label_exp = new QLabel(); label_exp_step = new QLabel(); df->layout()->addWidget(label_exp); df->layout()->addWidget(label_exp_step); QPalette pal(df->palette()); pal.setBrush(QPalette::Window, QColor(255, 255, 255, 192)); df->setPalette(pal); if (view_) ; // view_->addObject(df); } RendererDeferredShading::~RendererDeferredShading() { for (int i = 0; i < shaders.size(); ++i) { QOpenGLShaderProgram * p(*(shaders[i].second)); if (p) delete p; } delete df; } void RendererDeferredShading::renderScene() { // qDebug() << lights_per_pass; QMatrix4x4 mproj = rp.proj_matrix; QMatrix4x4 mproji = rp.proj_matrix_i; QMatrix4x4 mview = rp.view_matrix; QMatrix4x4 mviewi = rp.view_matrix_i; QMatrix4x4 mviewproji = (mproj * mview).inverted(); QMatrix4x4 moffset = view.camera()->offsetMatrix(); QMatrix4x4 moffseti = moffset.inverted(); rp.prev_proj_matrix = prev_proj; rp.prev_view_matrix = prev_view; QMatrix4x4 vc_proji; vc_proji.perspective(90., 1., view.camera()->depthStart(), view.camera()->depthEnd()); vc_proji = vc_proji.inverted(); corner_dirs[0] = (mproji * QVector4D(-1, -1, 0, 1)); corner_dirs[1] = (mproji * QVector4D(1, -1, 0, 1)); corner_dirs[2] = (mproji * QVector4D(-1, 1, 0, 1)); corner_dirs[3] = (mproji * QVector4D(1, 1, 0, 1)); // qDebug() << corner_dirs[0] << corner_dirs[1] << corner_dirs[2] << corner_dirs[3]; fbo_g.bind(); int buffs[] = {0, 1, 2, 3, 4}; fbo_g.setWriteBuffers(buffs, 5); if (white_image_id == 0) { glActiveTexture(GL_TEXTURE0 + 6); white_image_id = view.textureManager()->loadTexture(white_image, false); glBindTexture(GL_TEXTURE_2D, white_image_id); glActiveTexture(GL_TEXTURE0); } if (violent_image_id == 0) { glActiveTexture(GL_TEXTURE0 + 7); violent_image_id = view.textureManager()->loadTexture(violent_image, false); glBindTexture(GL_TEXTURE_2D, violent_image_id); glActiveTexture(GL_TEXTURE0); } glEnableDepth(); glClearFramebuffer(QColor(0, 0, 0, 0)); glDisable(GL_RESCALE_NORMAL); shader_ds_0->bind(); rp.setUniform(shader_ds_0); shader_ds_0->setUniformValue("z_far", view.depthEnd()); shader_ds_0->setUniformValue("z_near", view.depthStart()); shader_ds_0->setUniformValue("t0", 0); shader_ds_0->setUniformValue("t1", 1); shader_ds_0->setUniformValue("t2", 2); shader_ds_0->setUniformValue("t3", 3); shader_ds_0->setUniformValue("t4", 4); shader_ds_0->setUniformValue("dt", QVector2D(1.f / view.width(), 1.f / view.height())); // qDebug() << rp.view_matrix << prev_view; // shader_ds_0->setUniformValue("qgl_ModelViewMatrix", rp.view_matrix); renderObjects(GLObjectBase::Solid, 0, shader_ds_0, true, false, false); // glReleaseShaders(); fbo_g.release(); if (view.isFeatureEnabled(QGLView::qglShadowsEnabled)) { shader_shadow->bind(); int sms = view.feature(QGLView::qglShadowsMapSize).toInt(); glDisable(GL_TEXTURE_1D); glDisable(GL_TEXTURE_2D); glDisable(GL_TEXTURE_CUBE_MAP); glDisable(GL_MULTISAMPLE); glDisable(GL_LIGHTING); glDisable(GL_BLEND); glDisable(GL_ALPHA_TEST); glDisable(GL_RESCALE_NORMAL); glDisableClientState(GL_NORMAL_ARRAY); glDisableClientState(GL_TEXTURE_COORD_ARRAY); glDisableClientState(GL_COLOR_ARRAY); // qDebug() << "render shadows"; for (int i = 0; i < view.lightsCount(); ++i) { Light * l = view.light(i); if (l->light_type == Light::Omni) continue; l->shadow_map.resize(sms, sms); l->shadow_map.bind(); l->shadow_map.setWriteBuffer(0); glClearFramebuffer(); // glClear(GL_DEPTH_BUFFER_BIT); renderShadow(l, shader_shadow, moffseti * mviewi); l->shadow_map.release(); } } // glUseProgram(0); //// fbo_g.bindColorTextures(); // glBindTexture(GL_TEXTURE_2D, fbo_g.colorTexture(0)); // glActiveTexture(GL_TEXTURE0); // glDrawQuad(); // return; glResetAllTransforms(); glSetLightEnabled(false); glEnable(GL_TEXTURE_2D); glDisable(GL_BLEND); // glBlendFunc(GL_ONE, GL_ONE); glDisableDepth(); rp.prepare(); // qDebug() << rp.view_matrix; shader_ds_1->bind(); shader_ds_1->setUniformValue("z_far", view.depthEnd()); shader_ds_1->setUniformValue("z_near", view.depthStart()); shader_ds_1->setUniformValue("t0", 0); shader_ds_1->setUniformValue("t1", 1); shader_ds_1->setUniformValue("t2", 2); shader_ds_1->setUniformValue("t3", 3); shader_ds_1->setUniformValue("t4", 4); 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("shadow_on", view.isFeatureEnabled(QGLView::qglShadowsEnabled) ? 1 : 0); shader_ds_1->setUniformValue("dt", QVector2D(1.f / view.width(), 1.f / view.height())); rp.setUniform(shader_ds_1); fbo_g.bindColorTextures(); fbo_g.bindDepthTexture(5); fbo_out.bind(); fbo_out.setWriteBuffer(0); glClearFramebuffer(Qt::black, false); // QVector lpos; // qDebug() << view_matrix; shader_ds_1->setUniformValue("t_pp", 6); int passes = (view.lightsCount() - 1) / lights_per_pass + 1; if (passes < 1) passes = 1; // qDebug() << "render in" << passes << "passes (" << lights_per_pass << ")"; int wi, ri; for (int l = 0; l < passes; ++l) { wi = 1 - l % 2; ri = l % 2; // qDebug() << " pass" << l << "read from" << ri << "write to" << wi; glActiveTexture(GL_TEXTURE0 + 6); glBindTexture(GL_TEXTURE_2D, fbo_out.colorTexture(ri)); fbo_out.setWriteBuffer(wi); setupDSLights(l, mview * moffset); glDrawQuad(shader_ds_1, corner_dirs); // break; } // fbo_out.release(); wi = 1 - passes % 2; ri = passes % 2; glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, fbo_out.colorTexture(ri)); if (view.isFeatureEnabled(QGLView::qglSSAOEnabled)) { 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); glActiveTexture(GL_TEXTURE0 + 1); glBindTexture(GL_TEXTURE_2D, fbo_out.colorTexture(2)); glActiveTexture(GL_TEXTURE0 + 2); glBindTexture(GL_TEXTURE_2D, fbo_g.colorTexture(1)); glActiveTexture(GL_TEXTURE0); // glBindTexture(GL_TEXTURE_2D, fbo_out.colorTexture(ri)); // glActiveTextureChannel(1); // glBindTexture(GL_TEXTURE_2D, fbo_g.colorTexture(0)); int lri = ri, lwi = wi; //, lms = ri; shader_ssao_blur->bind(); shader_ssao_blur->setUniformValue("qgl_ModelViewProjectionMatrix", QMatrix4x4()); shader_ssao_blur->setUniformValue("dt", QVector2D(1.f / fbo_out.width(), 1.f / fbo_out.height())); shader_ssao_blur->setUniformValue("t0", 0); shader_ssao_blur->setUniformValue("ts", 1); shader_ssao_blur->setUniformValue("tg1", 2); int passes = view.feature(QGLView::qglSSAORadius).toInt(); int crad = 1; for (int p = 0; p < passes; ++p) { glBindTexture(GL_TEXTURE_2D, fbo_out.colorTexture(lri)); fbo_out.setWriteBuffer(lwi); shader_ssao_blur->setUniformValue("radius", GLfloat(crad)); glDrawQuad(shader_ssao_blur); piSwap(lwi, lri); crad *= 2; } // qDebug() << wi << ri << lms; /*wi = lri; ri = 1 - lms;*/ glEnable(GL_TEXTURE_1D); if (tnoise == 0) { glGenTextures(1, &tnoise); glBindTexture(GL_TEXTURE_1D, tnoise); QByteArray ba; for (int i = 0; i < 32 * 3; ++i) ba.push_back(char(random() % 256)); // qDebug() << ba; glTexImage1D(GL_TEXTURE_1D, 0, GL_RGB8, 32, 0, GL_RGB, GL_UNSIGNED_BYTE, ba.constData()); glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); } glBindTexture(GL_TEXTURE_2D, fbo_out.colorTexture(lri)); glActiveTexture(GL_TEXTURE0 + 1); glBindTexture(GL_TEXTURE_2D, fbo_out.colorTexture(2)); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glActiveTexture(GL_TEXTURE0 + 2); glBindTexture(GL_TEXTURE_2D, fbo_g.colorTexture(1)); glActiveTexture(GL_TEXTURE0 + 3); glBindTexture(GL_TEXTURE_1D, tnoise); shader_ssao_merge->bind(); shader_ssao_merge->setUniformValue("qgl_ModelViewProjectionMatrix", QMatrix4x4()); shader_ssao_merge->setUniformValue("z_far", view.depthEnd()); shader_ssao_merge->setUniformValue("z_near", view.depthStart()); shader_ssao_merge->setUniformValue("mat_proj", mproj); shader_ssao_merge->setUniformValue("n0", 3); shader_ssao_merge->setUniformValue("t0", 0); shader_ssao_merge->setUniformValue("ts", 1); shader_ssao_merge->setUniformValue("tg1", 2); fbo_out.setWriteBuffer(lwi); glDrawQuad(shader_ssao_merge, corner_dirs); glDisable(GL_TEXTURE_1D); wi = lri; ri = lwi; // piSwap(wi, ri); glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, fbo_out.colorTexture(ri)); // piSwap(wi, ri); } if (view.isFeatureEnabled(QGLView::qglReflectionsEnabled)) { fbo_out.setWriteBuffer(2); glActiveTexture(GL_TEXTURE0); 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); glActiveTexture(GL_TEXTURE0 + 1); glBindTexture(GL_TEXTURE_2D, fbo_g.colorTexture(0)); glActiveTexture(GL_TEXTURE0 + 2); glBindTexture(GL_TEXTURE_2D, fbo_g.colorTexture(1)); fbo_g.bindDepthTexture(7); shader_ssr->bind(); shader_ssr->setUniformValue("qgl_ModelViewProjectionMatrix", QMatrix4x4()); shader_ssr->setUniformValue("z_far", view.depthEnd()); shader_ssr->setUniformValue("z_near", 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("td", 7); glDrawQuad(shader_ssr, corner_dirs); glActiveTexture(GL_TEXTURE0); int lri = 2, lwi = wi, lms = ri; if (view.isFeatureEnabled(QGLView::qglReflectionsBlur)) { shader_ssr_blur->bind(); shader_ssr_blur->setUniformValue("qgl_ModelViewProjectionMatrix", QMatrix4x4()); shader_ssr_blur->setUniformValue("dt", QVector2D(1.f / fbo_out.width(), 1.f / fbo_out.height())); shader_ssr_blur->setUniformValue("t0", 0); int passes = 5; int crad = 1; for (int p = 0; p < passes; ++p) { glBindTexture(GL_TEXTURE_2D, fbo_out.colorTexture(lri)); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); //_MIPMAP_LINEAR); fbo_out.setWriteBuffer(lwi); shader_ssr_blur->setUniformValue("radius", GLfloat(crad)); glDrawQuad(shader_ssr_blur); piSwap(lwi, lri); crad *= 2; } } // qDebug() << wi << ri << lms; wi = lri; ri = 1 - lms; glBindTexture(GL_TEXTURE_2D, fbo_out.colorTexture(wi)); glActiveTexture(GL_TEXTURE0 + 1); glBindTexture(GL_TEXTURE_2D, fbo_g.colorTexture(1)); glActiveTexture(GL_TEXTURE0 + 2); 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("tg1", 1); shader_ssr_merge->setUniformValue("ts", 2); fbo_out.setWriteBuffer(ri); glDrawQuad(shader_ssr_merge); wi = ri; ri = 1 - ri; // piSwap(wi, ri); glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, fbo_out.colorTexture(wi)); piSwap(wi, ri); } if (view.isFeatureEnabled(QGLView::qglDepthOfFieldEnabled)) { if (view.isFeatureEnabled(QGLView::qglDepthOfFieldAutoFocusEnabled)) { GLfloat cw; // glReadBuffer(); fbo_g.bind(); glReadPixels(fbo_out.width() / 2, fbo_out.height() / 2, 1, 1, GL_DEPTH_COMPONENT, GL_FLOAT, &cw); fbo_out.bind(); const float _pe = 2.4e-7f; float cz = cw + cw - 1; cz = ((_pe - 2.f) * view.depthStart()) / (cz + _pe - 1.f); // infinite depth float z = view.feature(QGLView::qglDepthOfFieldFocus).toFloat(), s = view.feature(QGLView::qglDepthOfFieldAutoFocusSpeed).toFloat(); z = z * (1.f - s) + cz * s; view.setFeature(QGLView::qglDepthOfFieldFocus, z); } shader_dof->bind(); shader_dof->setUniformValue("qgl_ModelViewProjectionMatrix", QMatrix4x4()); shader_dof->setUniformValue("z_far", view.depthEnd()); shader_dof->setUniformValue("z_near", view.depthStart()); shader_dof->setUniformValue("focus", view.feature(QGLView::qglDepthOfFieldFocus).toFloat()); shader_dof->setUniformValue("diaphragm", view.feature(QGLView::qglDepthOfFieldDiaphragm).toFloat()); shader_dof->setUniformValue("t0", 0); shader_dof->setUniformValue("td", 7); fbo_g.bindDepthTexture(7); glActiveTexture(GL_TEXTURE0); int passes = 3; float crad = 1.; for (int p = 0; p < passes; ++p) { shader_dof->setUniformValue("radius", crad); fbo_out.setWriteBuffer(wi); glBindTexture(GL_TEXTURE_2D, fbo_out.colorTexture(ri)); shader_dof->setUniformValue("dt", QVector2D(1.f / fbo_out.width(), 0.f)); glDrawQuad(shader_dof); piSwap(wi, ri); fbo_out.setWriteBuffer(wi); glBindTexture(GL_TEXTURE_2D, fbo_out.colorTexture(ri)); shader_dof->setUniformValue("dt", QVector2D(0.f, 1.f / fbo_out.height())); glDrawQuad(shader_dof); piSwap(wi, ri); crad *= 2.f; } glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, fbo_out.colorTexture(ri)); } if (view.isFeatureEnabled(QGLView::qglEyeAccomodationEnabled)) { fbo_hsmall.bind(); fbo_hsmall.setWriteBuffer(0); shader_small->bind(); shader_small->setUniformValue("qgl_ModelViewProjectionMatrix", QMatrix4x4()); shader_small->setUniformValue("t0", 0); glDrawQuad(shader_small); hcontent.resize(fbo_hsmall.width() * fbo_hsmall.height()); glReadPixels(0, 0, fbo_hsmall.width(), fbo_hsmall.height(), GL_RGB, GL_FLOAT, hcontent.data()); GLfloat max[3] = {0., 0., 0.}; // min[3] = {10000.,10000.,10000.},; for (int i = 0; i < hcontent.size(); ++i) { // if (min[0] > hcontent[i].x) min[0] = hcontent[i].x; if (max[0] < hcontent[i].x) max[0] = hcontent[i].x; // if (min[1] > hcontent[i].y) min[1] = hcontent[i].y; if (max[1] < hcontent[i].y) max[1] = hcontent[i].y; // if (min[2] > hcontent[i].z) min[2] = hcontent[i].z; if (max[2] < hcontent[i].z) max[2] = hcontent[i].z; } GLfloat mluma = (0.299f * max[0]) + (0.587f * max[1]) + (0.114f * max[2]); float nexp = mluma / 16.f, dexp = nexp - exposure_, mestep = exposure_ * view.feature(QGLView::qglEyeAccomodationMaxSpeed).toFloat(); dexp /= view.feature(QGLView::qglEyeAccomodationTime).toFloat(); if (dexp > 0.f && dexp > mestep / 4) dexp = mestep / 4; if (dexp < 0.f && dexp < -mestep) dexp = -mestep; exposure_ += dexp; label_exp->setText(QString("exposure: %1").arg(exposure_)); label_exp_step->setText(QString("d_exposure: %1").arg(dexp)); // qDebug() << min[0] << max[0] << min[1] << max[1] << min[2] << max[2]; fbo_hsmall.release(); // glBindTexture(GL_TEXTURE_2D, fbo_out.colorTexture(ri)); fbo_out.bind(); fbo_out.setWriteBuffer(wi); shader_hdr->bind(); shader_hdr->setUniformValue("qgl_ModelViewProjectionMatrix", QMatrix4x4()); shader_hdr->setUniformValue("t0", 0); shader_hdr->setUniformValue("exposure", GLfloat(1.f / exposure_)); glDrawQuad(shader_hdr); glBindTexture(GL_TEXTURE_2D, fbo_out.colorTexture(wi)); piSwap(wi, ri); } if (view.isFeatureEnabled(QGLView::qglMotionBlurEnabled)) { fbo_out.setWriteBuffer(wi); glActiveTexture(GL_TEXTURE0 + 1); glBindTexture(GL_TEXTURE_2D, fbo_g.colorTexture(4)); shader_motion_blur->bind(); shader_motion_blur->setUniformValue("qgl_ModelViewProjectionMatrix", QMatrix4x4()); shader_motion_blur->setUniformValue("dt", QVector2D(1.f / fbo_out.width(), 1.f / fbo_out.height())); shader_motion_blur->setUniformValue("t0", 0); shader_motion_blur->setUniformValue("ts", 1); shader_motion_blur->setUniformValue("factor", view.feature(QGLView::qglMotionBlurFactor).toFloat()); shader_motion_blur->setUniformValue("steps", view.feature(QGLView::qglMotionBlurSteps).toInt()); glDrawQuad(shader_motion_blur); glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, fbo_out.colorTexture(wi)); piSwap(wi, ri); } if (view.isFeatureEnabled(QGLView::qglBloomEnabled)) { 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(); fbo_out.setWriteBuffer(wi); shader_bloom_0->bind(); shader_bloom_0->setUniformValue("qgl_ModelViewProjectionMatrix", QMatrix4x4()); shader_bloom_0->setUniformValue("factor", view.feature(QGLView::qglBloomFactor).toFloat()); shader_bloom_0->setUniformValue("threshold", view.feature(QGLView::qglBloomThreshold).toFloat()); shader_bloom_0->setUniformValue("t0", 0); glDrawQuad(shader_bloom_0); glActiveTexture(GL_TEXTURE0); piSwap(wi, ri); shader_bloom_1->bind(); shader_bloom_1->setUniformValue("qgl_ModelViewProjectionMatrix", QMatrix4x4()); shader_bloom_1->setUniformValue("dt", QVector2D(1.f / fbo_out.width(), 1.f / fbo_out.height())); shader_bloom_1->setUniformValue("t0", 0); int radius = view.feature(QGLView::qglBloomRadius).toInt(); int passes = qMax(int(ceil(log2(radius))), 1); int crad = 1; for (int p = 0; p < passes; ++p) { glBindTexture(GL_TEXTURE_2D, fbo_out.colorTexture(ri)); fbo_out.setWriteBuffer(wi); if (p == passes - 1) crad = piMax(1, radius - crad); shader_bloom_1->setUniformValue("radius", crad); glDrawQuad(shader_bloom_1); piSwap(wi, ri); crad *= 2; } // qDebug() << tm.elapsed(); fbo_out.setWriteBuffer(wi); // glActiveTextureChannel(0); glBindTexture(GL_TEXTURE_2D, fbo_out.colorTexture(ri)); glActiveTexture(GL_TEXTURE0 + 1); glBindTexture(GL_TEXTURE_2D, fbo_out.colorTexture(2)); shader_fbo_add->bind(); shader_fbo_add->setUniformValue("qgl_ModelViewProjectionMatrix", QMatrix4x4()); shader_fbo_add->setUniformValue("t0", 0); shader_fbo_add->setUniformValue("t1", 1); glDrawQuad(shader_fbo_add); glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, fbo_out.colorTexture(wi)); piSwap(wi, ri); } glUseProgram(0); fbo_out.release(); if (view.isFeatureEnabled(QGLView::qglFXAA)) { glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); shader_fxaa->bind(); shader_fxaa->setUniformValue("dt", QVector2D(1.f / view.width(), 1.f / view.height())); } else { glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); } glDrawQuad(); if (view.isFeatureEnabled(QGLView::qglFXAA)) shader_fxaa->release(); prev_proj = mproj; prev_view = mview; } void RendererDeferredShading::init(int width, int height) { initializeOpenGLFunctions(); resize(width, height); } void RendererDeferredShading::resize(int width, int height) { fbo_g.resize(width, height); fbo_out.resize(width, height); fbo_hsmall.resize(width / 16, height / 16); // view.setSceneRect(QRect(0, 0, width, height)); // df->move(-width / 2, -height / 2); } void RendererDeferredShading::reloadShaders() { for (int i = 0; i < shaders.size(); ++i) { QOpenGLShaderProgram * p(*(shaders[i].second)); if (!p) p = new QOpenGLShaderProgram(view.context()); loadShaders(p, shaders[i].first, "://shaders"); *(shaders[i].second) = p; } } void RendererDeferredShading::setupShadersTextures(GLObjectBase & object, GLRendererBase::RenderingParameters & rp) { glActiveTexture(GL_TEXTURE0 + 6); glBindTexture(GL_TEXTURE_2D, white_image_id); glActiveTexture(GL_TEXTURE0 + 7); glBindTexture(GL_TEXTURE_2D, violent_image_id); } void RendererDeferredShading::setupDSLights(int pass, const QMatrix4x4 & view_matrix) { int light_start, light_end, lmax, shadow_start = 7; light_start = pass * lights_per_pass; light_end = qMin((pass + 1) * lights_per_pass, view.lights().size()); lmax = light_start + lights_per_pass; amb_light.intensity = (pass == 0 ? 1. : 0.); amb_light.setColor(pass == 0 ? view.ambientColor() : Qt::black); amb_light.setName("ambient"); setUniformLight(shader_ds_1, &amb_light, "qgl_AmbientLight"); amb_light.intensity = 0.; QVector lv; for (int i = light_start; i < light_end; ++i) { lv << view.lights()[i]; glActiveTexture(GL_TEXTURE0 + shadow_start + i - light_start); glBindTexture(GL_TEXTURE_2D, lv.back()->shadow_map.depthTexture()); if (view.isFeatureEnabled(QGLView::qglShadowsSoftEnabled)) { glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); } else { glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); } 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) lv << &amb_light; // QStringList lnl; foreach (Light * l, lv) lnl << l->name(); // qDebug() << " lights" << light_start << "->" << light_end << ", inactive" << (lmax - light_end) << lnl; setUniformLights(shader_ds_1, lv, view_matrix, shadow_start); } void RendererDeferredShading::setupAmbientLight(const QColor & a, bool first_pass) {}