390 lines
11 KiB
C++
390 lines
11 KiB
C++
/*
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QGLView
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Copyright (C) 2019 Ivan Pelipenko peri4ko@yandex.ru
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This program is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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#define GL_GLEXT_PROTOTYPES
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#include <QOpenGLExtraFunctions>
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#include "renderer.h"
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#include "qglview.h"
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#include "glmesh.h"
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#include "gltexture_manager.h"
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#include <qad_types.h>
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using namespace QGLEngineShaders;
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Renderer::Renderer(QGLView * view_): RendererBase(view_),
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fbo_selection(view_, 4),
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fbo_ds (view_, 5, true , GL_RGBA16F),
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fbo_out (view_, 3, false, GL_RGBA16F),
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fbo_hsmall (view_, 1, false, GL_RGB16F ),
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rend_mat(this), rend_service(this) {
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quad = Primitive::plane(2., 2.);
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sel_frame = quad->clone();
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cam_light = new Light();
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cam_light->intensity = 0.75;
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cam_light->setName("Camera_Light");
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line_thick_ = 2.;
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id_hover = 0;
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shader_files[srSelectionFill ] = "selection.glsl";
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shader_files[srSelectionHalo ] = "selection_halo.glsl";
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shader_files[srSelectionApply] = "selection_apply.glsl";
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shader_files[srSelectionFrame] = "selection_frame.glsl";
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shader_files[srService] = "service.glsl";
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shader_files[srGeometryPass] = "ds_geom.glsl";
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shader_files[srLightingPass] = "ds_light.glsl";
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shader_files[srFinalPass ] = "ds_final.glsl";
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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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<< ShaderPair("shadow", &shader_shadow)
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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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<< ShaderPair("ssao_blur", &shader_ssao_blur)
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<< ShaderPair("ssao_merge", &shader_ssao_merge)
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<< ShaderPair("dof", &shader_dof);*/
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exposure_ = 1.;
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edit_mode = need_init_shaders = is_camera_light = true;
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proc_sel_pbo = false;
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}
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Renderer::~Renderer() {
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delete quad;
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delete sel_frame;
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delete cam_light;
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qDeleteAll(shaders.values());
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}
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void Renderer::init(int width, int height) {
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resize(width, height);
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rend_mat.init(width, height);
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rend_service.init(width, height);
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initQuad(quad);
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initTextureArrays();
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need_init_shaders = true;
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}
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void Renderer::resize(int width, int height) {
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rend_mat.resize(width, height);
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rend_service.resize(width, height);
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fbo_selection.enablePixelBuffer();
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fbo_selection.resize(width, height);
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fbo_ds .resize(width, height);
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fbo_out .resize(width, height);
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fbo_hsmall .resize(width / 16, height / 16);
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line_thick_ = lineThickness() + 1.;
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}
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void Renderer::reloadShaders() {
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QMapIterator<ShaderRole, QString> it(shader_files);
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while (it.hasNext()) {
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it.next();
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loadShadersMulti(shaders[it.key()], "shaders/" + it.value());
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}
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need_init_shaders = true;
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}
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bool Renderer::bindShader(Renderer::ShaderRole role, QOpenGLShaderProgram ** ret) {
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QOpenGLShaderProgram * prog = shaders.value(role);
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if (ret) *ret = prog;
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if (!prog) return false;
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if (!prog->isLinked()) return false;
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prog->bind();
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return true;
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}
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void Renderer::initShaders() {
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if (!need_init_shaders) return;
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need_init_shaders = false;
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initUniformBuffer(shaders.value(srGeometryPass), &buffer_materials , bpMaterials , "QGLMaterialData" );
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initUniformBuffer(shaders.value(srLightingPass), &buffer_materials , bpMaterials , "QGLMaterialData" );
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initUniformBuffer(shaders.value(srLightingPass), &buffer_lights , bpLightParameters, "QGLLightParameterData");
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initUniformBuffer(shaders.value(srLightingPass), &buffer_lights_pos, bpLightPositions , "QGLLightPositionData" );
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}
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void Renderer::releaseShader() {
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view->glUseProgram(0);
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}
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void Renderer::generateObjectsID(Scene & scene) {
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ids.clear();
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QMapIterator<Mesh*, QList<ObjectBase*> > it(scene.geometries_used);
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while (it.hasNext()) {
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it.next();
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foreach (ObjectBase * o, it.value()) {
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uint id = qHash(o);
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ids[id] = o;
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o->id_ = id;
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}
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}
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}
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void Renderer::fillSelectionsBuffer(const QList<ObjectBase *> & ol) {
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cur_selections_.resize(ol.size());
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for (int i = 0; i < ol.size(); ++i) {
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cur_selections_[i] = (ol[i]->isSelected(true) ? 1 : 0);
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}
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}
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void Renderer::fillObjectsBuffer(const QList<ObjectBase *> & ol, RenderPass pass) {
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cur_objects_.resize(ol.size());
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for (int i = 0; i < ol.size(); ++i) {
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Object & so(cur_objects_[i]);
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ObjectBase * o = ol[i];
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if (o->material()) {
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so.material = o->material()->_index;
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so.color = QVector4D(1,1,1,1);
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} else {
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so.material = 0;
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so.color = QColor2QVector(o->color_);
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}
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so.object_id = o->id_;
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o->worldTransform().transposed().copyDataTo(so.modelmatrix);
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//qDebug() << "load obj" << o->name() << o->worldTransform();
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}
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//qDebug() << "fillObjectsBuffer" << ol.size();
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}
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void Renderer::renderObjects(Scene & scene, RenderPass pass) {
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QOpenGLExtraFunctions * f = view;
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QMapIterator<Mesh*, QList<ObjectBase*> > it(scene.geometries_used);
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while (it.hasNext()) {
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it.next();
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Mesh * mesh = it.key();
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if (mesh->objects_changed) {
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mesh->objects_changed = false;
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fillObjectsBuffer(it.value(), pass);
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mesh->loadObjects(f, cur_objects_);
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}
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if (mesh->selected_changed && edit_mode) {
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mesh->selected_changed = false;
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fillSelectionsBuffer(it.value());
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mesh->loadSelections(f, cur_selections_);
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}
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mesh->draw(f, it.value().size());
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}
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}
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void Renderer::renderSelection(Scene & scene) {
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QOpenGLShaderProgram * prog = 0;
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if (bindShader(srSelectionFill, &prog)) {
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view->hov_objects.clear();
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id_hover = 0;
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if (fbo_selection.queriedPoints() > 0) {
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if (fbo_selection.queriedPoints() == 1) {
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id_hover = fbo_selection.getPoint();
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view->hov_objects.resize(1);
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view->hov_objects[0] = ids.value(id_hover);
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//qDebug() << id_hover;
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} else {
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QVector<uint> points = fbo_selection.getPoints();
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QSet<uint> ids_hover;
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foreach (uint i, points)
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ids_hover << i;
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view->hov_objects.clear();
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foreach (uint i, ids_hover)
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view->hov_objects << ids.value(i);
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//qDebug() << ids_hover;
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}
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}
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fbo_selection.bind();
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fbo_selection.setWriteBuffers();
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glEnableDepth();
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glClearFramebuffer(QColor(0,0,0,0));
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setUniformCamera(prog, view->camera());
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renderObjects(scene, rpSelection);
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//mouse_rect = fbo_selection.rect();
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if (mouse_rect.isNull())
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fbo_selection.queryPoint(0, mouse_pos);
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else
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fbo_selection.queryPoints(0, mouse_rect);
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//qDebug() << id_hover;
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fbo_selection.bindColorTextures();
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fbo_selection.setWriteBuffers();
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if (!view->hoverHalo_ && !view->selectionHalo_)
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glClearFramebuffer(QColor(0,0,0,0), false);
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else {
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bindShader(srSelectionHalo, &prog);
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setUniformHalo(prog, "hover" , view->hoverHaloColor() , view->hoverHaloFillAlpha());
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setUniformHalo(prog, "selection", view->selectionHaloColor(), view->selectionHaloFillAlpha());
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prog->setUniformValue("has_hover" , view->hoverHalo_ && (id_hover > 0) ? 1.f : 0.f);
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prog->setUniformValue("has_selection", view->selectionHalo_ ? 1.f : 0.f);
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prog->setUniformValue("fb_hover" , (int)sbrSrcHover);
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prog->setUniformValue("fb_selection", (int)sbrSrcSelect);
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prog->setUniformValue("hover_id", QVector4D(float( id_hover & 0xFF) / 255.f,
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float((id_hover >> 8 ) & 0xFF) / 255.f,
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float((id_hover >> 16) & 0xFF) / 255.f,
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float((id_hover >> 24) & 0xFF) / 255.f));
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renderQuad(prog, quad, view->camera());
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}
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fbo_selection.release();
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}
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}
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void Renderer::renderSelectionFrame() {
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QOpenGLShaderProgram * prog = 0;
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if (bindShader(srSelectionFrame, &prog)) {
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QMatrix4x4 mat;
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double mrx = mouse_rect.x(), mrw = mouse_rect.width() , vw = view->width();
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double mry = mouse_rect.y(), mrh = mouse_rect.height(), vh = view->height();
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mat.translate(-1. + (mrw + mrx*2) / vw, 1. - (mrh + mry*2) / vh, 0.);
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mat.scale(mrw / vw, mrh / vh, 0.);
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initQuad(sel_frame, mat);
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prog->setUniformValue("size", QVector2D(mrw / vw, mrh / vh));
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prog->setUniformValue("thickness", line_thick_);
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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renderQuad(prog, sel_frame);
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glDisable(GL_BLEND);
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}
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}
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void Renderer::renderScene() {
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initShaders();
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QOpenGLExtraFunctions * f = view;
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Scene & scene(*(view->scene_));
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Camera * cam = view->camera();
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QOpenGLShaderProgram * prog = 0;
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bool scene_changed = scene.prepare();
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/// reload materials on change
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if (scene_changed || scene.need_reload_materials) {
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if (scene.need_reload_materials)
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maps_hash = 0;
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generateObjectsID(scene);
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reloadMaterials(scene);
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if (edit_mode)
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recreateMaterialThumbnails();
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emit view->materialsChanged();
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}
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/// material thumbnails
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if (edit_mode && !scene_changed) {
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rend_mat.procQueue();
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}
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/// lights
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QList<Light*> ll = scene.lights_used;
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if (is_camera_light) {
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ll << cam_light;
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cam_light->setPos(cam->pos());
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}
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if (scene.lights_changed) {
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scene.lights_changed = false;
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reloadLightsParameters(ll);
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}
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reloadLightsPositions(ll, cam);
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/// selection
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if (edit_mode) {
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renderSelection(scene);
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}
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/// geometry pass
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fbo_ds.bind();
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glEnableDepth();
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glClearFramebuffer();
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if (bindShader(srGeometryPass, &prog)) {
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setUniformMaps(prog);
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setUniformCamera(prog, cam);
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textures_empty.bind(f, tarEmpty);
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textures_maps .bind(f, tarMaps );
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renderObjects(scene, rpSolid);
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}
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fbo_ds.release();
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/// lighting pass
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fbo_ds.bindColorTextures();
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fbo_ds.bindDepthTexture(5);
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fbo_out.bind();
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if (bindShader(srLightingPass, &prog)) {
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setUniformCamera(prog, cam);
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setUniformViewCorners(prog, cam);
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for (int i = 0; i < 5; ++i)
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prog->setUniformValue(QString("tex_%1").arg(i).toLatin1().constData(), i);
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prog->setUniformValue("tex_d", 5);
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prog->setUniformValue("lights_count", ll.size());
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glClearFramebuffer(view->backColor(), false);
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renderQuad(prog, quad, cam);
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/*QVector<float> _fb = fbo_out.grabF(0);
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if (!_fb.isEmpty()) {
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double sum = 0.;
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foreach (float f, _fb) sum += f;
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sum /= _fb.size();
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qDebug() << "sum =" << sum;
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}*/
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}
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fbo_out.release();
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/// apply hovers and selection frame
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if (edit_mode) {
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if (bindShader(srSelectionApply, &prog)) {
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fbo_selection.bindColorTextures();
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fbo_out.bindColorTexture(0);
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prog->setUniformValue("fb_out" , 0);
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prog->setUniformValue("fb_hover" , (int)sbrHovered );
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prog->setUniformValue("fb_select", (int)sbrSelected);
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renderQuad(prog, quad, cam);
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if (!mouse_rect.isNull()) {
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renderSelectionFrame();
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}
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rend_service.renderService();
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}
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} else {
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fbo_out.blit(0, 0, 0, fbo_out.rect(), QRect(QPoint(), view->size()));
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}
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}
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void Renderer::setCameraLightOn(bool on) {
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is_camera_light = on;
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view->scene()->setLightsChanged();
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}
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