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qad/qglview/renderer_simple.cpp

133 lines
4.2 KiB
C++

/*
QGLView
Copyright (C) 2019 Ivan Pelipenko peri4ko@yandex.ru
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU 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 General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
#include "renderer_simple.h"
RendererSimple::RendererSimple(QGLView * view_): GLRendererBase(view_), fbo(2)
, fbo_c(1, true, GL_RGBA32F) /// WARNING
{
shader_fxaa = 0;
shader = 0; /// WARNING
}
void RendererSimple::reloadShaders() {
if (shader_fxaa == 0) {
shader_fxaa = new __GLShaderProgram__(view.context());
loadShaders(shader_fxaa, "FXAA", "shaders");
}
/*if (shader == 0) {
shader = new __GLShaderProgram__(view.context()); /// WARNING
loadShaders(shader, "test", "shaders"); /// WARNING
}*/
}
void RendererSimple::resizeFBO(int w, int h) {
#if QT_VERSION >= 0x050600
initializeOpenGLFunctions();
#endif
fbo.resize(w, h);
fbo_c.resize(w, h); /// WARNING
}
void RendererSimple::renderScene() {
int passes = (view.lightsCount() - 1) / 8 + 1;
//QMatrix4x4 pm = getGLMatrix(GL_PROJECTION_MATRIX), mvm = getGLMatrix(GL_MODELVIEW_MATRIX), pmvm = pm * mvm, lpm, lmvm, lpmvm;
glSetCapEnabled(GL_MULTISAMPLE, view.isFeatureEnabled(QGLView::qglMSAA));
if (passes < 1) passes = 1;
//glEnable(GL_FOG);
if (view.isFeatureEnabled(QGLView::qglFXAA)) fbo.bind();
//glEnable(GL_TEXTURE_2D);
if (passes > 1) {
fbo.bind();
fbo.setWriteBuffer(0);
glClearFramebuffer();
}
glEnable(GL_RESCALE_NORMAL);
for (int l = 0; l < passes; ++l) {
if (passes > 1) fbo.setWriteBuffer(1);
if (l == 0) {
glClearFramebuffer(view.backColor());
glEnableDepth();
} else {
glClearFramebuffer(Qt::black, false);
glEnable(GL_DEPTH_TEST);
glDepthMask(GL_FALSE);
glDepthFunc(GL_EQUAL);
}
//view.camera().apply(view.aspect);
rp.cam_offset_matrix = view.camera().offsetMatrix();
rp.prepare();
setupLights(l, 8);
/*fbo_c.bind();
glClearFramebuffer();
//shader->bind(); /// WARNING
renderObjects(GLObjectBase::Solid, l, 0, true, view.isLightEnabled(), view.isFogEnabled());
//shader->release(); /// WARNING
if (QRect(QPoint(), fbo_c.size()).contains(mpos)) {
//qDebug() << mpos;
GLfloat data[4] = {0, 0, 0, 0};
glReadPixels(mpos.x(), fbo_c.height() - mpos.y(), 1, 1, GL_RGBA, GL_FLOAT, data);
//qDebug() << QVector3D(data[0], data[1], data[2]);
}
fbo_c.release();*/
//qDebug() << rp.viewproj_matrix << (getGLMatrix(GL_PROJECTION_MATRIX)*getGLMatrix(GL_MODELVIEW_MATRIX));
renderObjects(GLObjectBase::Solid, l, 0, true, view.isLightEnabled(), view.isFogEnabled());
//renderObjects(GLObjectBase::Solid, l, 0, true, true, view.isFogEnabled());
renderObjects(GLObjectBase::Transparent, l, 0, true, true, view.isFogEnabled());
if (passes > 1) {
glSetLightEnabled(false);
glSetCapEnabled(GL_BLEND);
glBlendFunc(GL_ONE, GL_ONE);
glReleaseTextures();
glBindTexture(GL_TEXTURE_2D, fbo.colorTexture(1));
glDisableDepth();
fbo.setWriteBuffer(0);
glDrawQuad();
}
}
if (view.isFeatureEnabled(QGLView::qglFXAA) || passes > 1) {
fbo.release();
//glClearFramebuffer();
glActiveTextureChannel(0);
glBindTexture(GL_TEXTURE_2D, fbo.colorTexture());
glSetLightEnabled(false);
glSetCapEnabled(GL_BLEND, false);
glDisableDepth();
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. / view.viewport()->width(), 1. / view.viewport()->height()));
glDrawQuad();
shader_fxaa->release();
} else {
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glDrawQuad();
}
}
}