Files
qad/qglview/renderer_deferred_shading.cpp
Бычков Андрей ba8bc27298 1
git-svn-id: svn://db.shs.com.ru/libs@1 a8b55f48-bf90-11e4-a774-851b48703e85
2015-02-28 21:28:53 +00:00

116 lines
4.5 KiB
C++

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