git-svn-id: svn://db.shs.com.ru/libs@1 a8b55f48-bf90-11e4-a774-851b48703e85
116 lines
4.5 KiB
C++
116 lines
4.5 KiB
C++
/*
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QGLView
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Copyright (C) 2012 Ivan Pelipenko peri4ko@gmail.com
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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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#include "renderer_deferred_shading.h"
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RendererDeferredShading::RendererDeferredShading(QGLView * view_): GLRendererBase(view_), fbo(5, true, GL_RGBA16F) {
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shader_fxaa = shader_ds_0 = shader_ds_1 = 0;
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}
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void RendererDeferredShading::renderScene() {
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int passes = (view.lightsCount() - 1) / 8 + 1;
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QMatrix4x4 pm = getGLMatrix(GL_PROJECTION_MATRIX);//, mvm = getGLMatrix(GL_MODELVIEW_MATRIX), pmvm = pm * mvm, lpm, lmvm, lpmvm;
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if (passes < 1) passes = 1;
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fbo.bind();
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int buffs[] = {0, 1, 2};
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fbo.setWriteBuffers(buffs);
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glClearFramebuffer(QColor(0, 0, 0, 0));
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//glEnable(GL_TEXTURE_2D);
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glEnable(GL_DEPTH_TEST);
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glDepthFunc(GL_LESS);
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glDepthMask(GL_TRUE);
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shader_ds_0->bind();
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shader_ds_0->setUniformValue("t0", 0);
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shader_ds_0->setUniformValue("t1", 1);
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shader_ds_0->setUniformValue("t2", 2);
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shader_ds_0->setUniformValue("dt", QVector2D(1. / view.viewport()->width(), 1. / view.viewport()->height()));
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renderObjects(GLObjectBase::Solid, 0, 0, true, false, false);
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//glReleaseShaders();
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//fbo.release();
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glSetLightEnabled(false);
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glDisable(GL_BLEND);
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//glBlendFunc(GL_ONE, GL_ONE);
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glDisable(GL_DEPTH_TEST);
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glDepthMask(GL_FALSE);
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shader_ds_1->bind();
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shader_ds_1->setUniformValue("t0", 0);
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shader_ds_1->setUniformValue("t1", 1);
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shader_ds_1->setUniformValue("t2", 2);
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shader_ds_1->setUniformValue("back_color", view.backColor());
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shader_ds_1->setUniformValue("mat", pm.inverted());
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shader_ds_1->setUniformValue("dt", QVector2D(1. / view.viewport()->width(), 1. / view.viewport()->height()));
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fbo.setWriteBuffer(3);
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fbo.bindColorTextures();
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glClearFramebuffer(Qt::black, false);
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QVector<QVector4D> lpos;
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GLfloat glmvm[16];
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glGetFloatv(GL_MODELVIEW_MATRIX, glmvm);
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//glResetAllTransforms();
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for (int l = 0; l < passes; ++l) {
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fbo.setWriteBuffer(4 - l % 2);
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shader_ds_1->setUniformValue("tb", 3 + l % 2);
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glMatrixMode(GL_MODELVIEW);
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glLoadMatrixf(glmvm);
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setupLights(l, 8);
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shader_ds_1->setUniformValue("lightsCount", cplc);
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glDrawQuad();
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//renderObjects(GLObjectBase::Solid, l, 0, true, true, view.isFogEnabled());
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//renderObjects(GLObjectBase::Transparent, l, 0, true, true, view.isFogEnabled());
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glFinish();
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}
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fbo.release();
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glReleaseShaders();
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glActiveTextureChannel(0);
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glBindTexture(GL_TEXTURE_2D, fbo.colorTexture(3 + passes % 2));
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if (view.isFXAAEnabled()) {
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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shader_fxaa->bind();
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shader_fxaa->setUniformValue("dt", QVector2D(1. / view.viewport()->width(), 1. / view.viewport()->height()));
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} else {
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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}
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glDrawQuad();
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if (view.isFXAAEnabled())
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shader_fxaa->release();
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}
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void RendererDeferredShading::reloadShaders() {
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if (shader_fxaa == 0) shader_fxaa = new QGLShaderProgram(view.context());
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if (shader_ds_0 == 0) shader_ds_0 = new QGLShaderProgram(view.context());
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if (shader_ds_1 == 0) shader_ds_1 = new QGLShaderProgram(view.context());
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//if (shader_ds_0 == 0) shader_ds_0 = new QGLShaderProgram(view.context());
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loadShaders(shader_fxaa, "FXAA", "shaders");
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loadShaders(shader_ds_0, "dsl_pass_0", "shaders");
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loadShaders(shader_ds_1, "dsl_pass_1", "shaders");
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}
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void RendererDeferredShading::setupShadersTextures(GLObjectBase & object, GLRendererBase::RenderingParameters & rp) {
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shader_ds_0->setUniformValue("has_diffuse", object.material().diffuse.bitmap_id != 0);
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shader_ds_0->setUniformValue("has_bump", object.material().bump.bitmap_id != 0);
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shader_ds_0->setUniformValue("has_height", object.material().relief.bitmap_id != 0);
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shader_ds_0->setUniformValue("bump_scale", object.material().bump_scale);
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shader_ds_0->setUniformValue("height_scale", object.material().relief_scale);
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}
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