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qad/qglengine/glrendererbase.cpp

296 lines
12 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 "glrendererbase.h"
#include "globject.h"
#include "qglview.h"
GLRendererBase::GLRendererBase(QGLView * view_): view(view_) {
white_image = QImage(1, 1, QImage::Format_ARGB32);
white_image.fill(0xFFFFFFFF);
white_image_id = 0;
violent_image = QImage(1, 1, QImage::Format_ARGB32);
violent_image.fill(QColor(127, 127, 255));
violent_image_id = 0;
}
void GLRendererBase::setupLight(const Light & l, int inpass_index, int gl_index) {
QVector3D lp = l.worldPos(), ld;// = (l.itransform_ * QVector4D(l.direction, 0.)).toVector3D().normalized();
GLfloat pos[] = {0.f, 0.f, 0.f, 0.f};
GLfloat dir[] = {0.f, 0.f, 0.f};
GLfloat col[] = {0.f, 0.f, 0.f};
pos[0] = l.light_type == Light::Directional ? -l.direction().x() : lp.x();
pos[1] = l.light_type == Light::Directional ? -l.direction().y() : lp.y();
pos[2] = l.light_type == Light::Directional ? -l.direction().z() : lp.z();
pos[3] = l.light_type == Light::Directional ? 0. : 1.;
dir[0] = ld.x();
dir[1] = ld.y();
dir[2] = ld.z();
//col[0] = l.visible_ ? l.color().redF() * l.intensity : 0.f;
//col[1] = l.visible_ ? l.color().greenF() * l.intensity : 0.f;
//col[2] = l.visible_ ? l.color().blueF() * l.intensity : 0.f;
glEnable(gl_index);
//glLightfv(gl_index, GL_AMBIENT, ambient);
glLightfv(gl_index, GL_DIFFUSE, col);
glLightfv(gl_index, GL_SPECULAR, col);
glLightfv(gl_index, GL_POSITION, pos);
glLightf(gl_index, GL_CONSTANT_ATTENUATION, l.decay_const);
glLightf(gl_index, GL_LINEAR_ATTENUATION, l.decay_linear);
glLightf(gl_index, GL_QUADRATIC_ATTENUATION, l.decay_quadratic);
if (l.light_type == Light::Cone) {
glLightfv(gl_index, GL_SPOT_DIRECTION, dir);
glLightf(gl_index, GL_SPOT_CUTOFF, l.angle_end / 2.f);
glLightf(gl_index, GL_SPOT_EXPONENT, (1.f - piClamp<float>((l.angle_end - l.angle_start) / (l.angle_end + 0.001f), 0., 1.f)) * 128.f);
} else {
glLightf(gl_index, GL_SPOT_CUTOFF, 180.);
}
}
void GLRendererBase::setupAmbientLight(const QColor & a, bool first_pass) {
GLfloat ambient[] = {0.0f, 0.0f, 0.0f, 1.f};
if (first_pass) {
ambient[0] = view->ambientColor_.redF();
ambient[1] = view->ambientColor_.greenF();
ambient[2] = view->ambientColor_.blueF();
}
glLightModelfv(GL_LIGHT_MODEL_AMBIENT, ambient);
}
void GLRendererBase::setupShadersLights(int lights_count) {
/*foreach (QOpenGLShaderProgram * i, view->shaders_ppl) {
i->bind();
i->setUniformValue("lightsCount", lights_count);
i->setUniformValue("acc_light", lights_count > 0);
//i->setUniformValue("mat", mvm);
}*/
}
#define BIND_TEXTURE(ch, map) if (rp.prev_tex[ch] != mat.map.bitmap_id) { \
rp.prev_tex[ch] = mat.map.bitmap_id; \
glActiveTexture(GL_TEXTURE0 + ch); glBindTexture(GL_TEXTURE_2D, mat.map.bitmap_id); \
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, view->feature(QGLView::qglAnisotropicLevel).toInt());}
void GLRendererBase::setupTextures(ObjectBase & o, GLRendererBase::RenderingParameters & rp, bool first_object) {
}
#undef BIND_TEXTURE
void GLRendererBase::setupLights(int pass, int lights_per_pass) {
/*int light_start, light_end, lmax;
light_start = pass * lights_per_pass;
light_end = qMin<int>((pass + 1) * lights_per_pass, view->lights_.size());
setupAmbientLight(view->ambientColor_, pass == 0);
if (!view->lights_.isEmpty()) {
setupShadersLights(light_end - light_start);
for (int i = light_start; i < light_end; ++i)
setupLight(*view->lights_[i], i - light_start, GL_LIGHT0 + i - light_start);
lmax = light_start + 8;
for (int i = light_end; i < lmax; ++i)
glDisable(GL_LIGHT0 + i - light_start);
} else {
setupShadersLights(0);
for (int i = 0; i < 8; ++i)
glDisable(GL_LIGHT0 + i);
}*/
}
void GLRendererBase::applyFilteringParameters() {
/*if (view->isFeatureEnabled(QGLView::qglLinearFiltering)) {
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
} else {
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_NEAREST);
}*/
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, view->feature(QGLView::qglAnisotropicLevel).toInt());
}
void GLRendererBase::renderObjects(int pass, int light_pass, void * shaders, bool textures, bool light, bool fog) {
/*RenderingParameters rpl;
rpl.pass = pass;
rpl.light_pass = light_pass;
rpl.shaders = shaders;
rpl.textures = textures;
rpl.light = rpl.prev_light = light;
rpl.fog = rpl.prev_fog = fog;
rpl.view_matrix = rp.view_matrix;
rpl.prev_view_matrix = rp.prev_view_matrix;
rpl.proj_matrix = rp.proj_matrix;
rpl.prev_proj_matrix = rp.prev_proj_matrix;
rpl.cam_offset_matrix = view->camera()->offsetMatrix();
//qDebug() << "view:" << rp.view_matrix;
for (int i = 0; i < 32; ++i) rpl.prev_tex[i] = 0;
setupTextures(view->objects_, rpl, true);
glSetCapEnabled(GL_TEXTURE_2D, rpl.textures);
glSetCapEnabled(GL_BLEND, pass == ObjectBase::Transparent);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glDisable(GL_TEXTURE_CUBE_MAP);
glPushMatrix();
renderSingleObject(view->objects_, rpl);
glPopMatrix();*/
}
void GLRendererBase::renderSingleObject(ObjectBase & o, RenderingParameters & rpl) {
// if (!o.isInit())
// o.init();
// if (!o.isTexturesLoaded())
// o.loadTextures();
// if (!o.visible_) return;
// if (rpl.pass == o.pass_) {
// //Material & mat(o.material_);
// QMatrix4x4 curview = rpl.view_matrix * rpl.cam_offset_matrix * o.itransform_, prevview = rpl.prev_view_matrix * rpl.cam_offset_matrix * o.itransform_;
// //setupTextures(o, rpl, false);
// //mat.apply((QOpenGLShaderProgram*)rpl.shaders);
// glSetPolygonMode(o.render_mode != ObjectBase::View ? o.render_mode : (view->rmode != ObjectBase::View ? view->rmode : GL_FILL));
// glLineWidth(o.line_width > 0.f ? o.line_width : view->lineWidth_);
// glPointSize(o.line_width > 0.f ? o.line_width : view->lineWidth_);
// o.update();
// /*if (o.pass_ == GLObjectBase::Transparent) {
// glActiveTexture(GL_TEXTURE0 + 3);
// if (mat.reflectivity > 0.f) {
// glEnable(GL_TEXTURE_CUBE_MAP);
// //if (!mat.map_reflection.isEmpty()) mat.map_reflection.bind();
// //else glDisable(GL_TEXTURE_CUBE_MAP);
// } else glDisable(GL_TEXTURE_CUBE_MAP);
// if (rpl.light_pass > 0) glDisable(GL_TEXTURE_CUBE_MAP);
// GLfloat gm[16], bc[4] = {mat.reflectivity, mat.reflectivity, mat.reflectivity, mat.reflectivity};
// glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
// glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_INTERPOLATE);
// glTexEnvi(GL_TEXTURE_ENV, GL_SRC2_RGB, GL_CONSTANT);
// glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_RGB, GL_SRC_COLOR);
// glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, bc);
// glGetFloatv(GL_MODELVIEW_MATRIX, gm);
// glMatrixMode(GL_TEXTURE);
// ///glLoadTransposeMatrixf(gm);
// glScalef(-1., -1., -1.);
// glMatrixMode(GL_MODELVIEW);
// glActiveTexture(GL_TEXTURE0);
// }*/
// if (rpl.shaders) {
// //qDebug() << o.name() << curview << curview->determinant();
// //setUniformMatrices((QOpenGLShaderProgram*)rpl.shaders, rpl.proj_matrix, curview, rpl.prev_proj_matrix, prevview);
// } else {
// glMatrixMode(GL_MODELVIEW);
// //setGLMatrix(curview);
// }
// o.draw((QOpenGLShaderProgram*)rpl.shaders);
// }
// foreach (ObjectBase * i, o.children_)
// renderSingleObject(*i, rpl);
}
void GLRendererBase::renderShadow(Light * l, QOpenGLShaderProgram * prog, QMatrix4x4 mat) {
Camera cam;
QVector3D wp = l->worldPos();
cam.setPos(wp);
cam.setAim(wp + (l->worldTransform() * QVector4D(l->direction())).toVector3D());
cam.setDepthStart(view->camera()->depthStart());
cam.setFOV(l->angle_end);
//cam.apply(1.);
/*cam.rotateXY(l->angle_end);
QVector3D rdir = l->direction * cos(l->angle_end / 2. * deg2rad);
l->dir0 = cam.direction() - rdir;
cam.rotateXY(-l->angle_end);
cam.rotateZ(l->angle_end);
l->dir1 = cam.direction() - rdir;*/
//qDebug() << rdir << l->dir0 << l->dir1;
RenderingParameters rpl;
rpl.pass = ObjectBase::Solid;
rpl.shaders = prog;
rpl.textures = rpl.light = rpl.fog = false;
//rpl.view_matrix = getGLMatrix(GL_MODELVIEW_MATRIX);
//rpl.proj_matrix = getGLMatrix(GL_PROJECTION_MATRIX);
rpl.cam_offset_matrix = cam.offsetMatrix();
QMatrix4x4 mbias;
mbias.scale(0.5, 0.5, 0.5);
mbias.translate(1., 1., 1.);
l->shadow_matrix = mbias*rpl.proj_matrix*rpl.view_matrix*rpl.cam_offset_matrix*mat;//;// * mbias;
//qDebug() << mbias;
//glPushMatrix();
//renderSingleShadow(view->objects_, rpl);
//glPopMatrix();
}
void GLRendererBase::renderSingleShadow(ObjectBase & o, RenderingParameters & rpl) {
// if (!o.isInit())
// o.init();
// if (!o.visible_) return;
// if (rpl.shaders) {
// //qDebug() << o.name() << curview << curview->determinant();
// //setUniformMatrices((QOpenGLShaderProgram*)rpl.shaders, rpl.proj_matrix, rpl.view_matrix * rpl.cam_offset_matrix * o.itransform_);
// } else {
// glMatrixMode(GL_MODELVIEW);
// //setGLMatrix(rpl.view_matrix * rpl.cam_offset_matrix * o.itransform_);
// }
// glPolygonMode(GL_FRONT_AND_BACK, o.render_mode != ObjectBase::View ? o.render_mode : (view->rmode != ObjectBase::View ? view->rmode : GL_FILL));
// glLineWidth(o.line_width > 0.f ? o.line_width : view->lineWidth_);
// glPointSize(o.line_width > 0.f ? o.line_width : view->lineWidth_);
// o.draw((QOpenGLShaderProgram*)rpl.shaders, true);
// foreach (ObjectBase * i, o.children_)
// renderSingleShadow(*i, rpl);
}
GLRendererBase::RenderingParameters::RenderingParameters() {
shaders = nullptr;
cur_shader = nullptr;
}
void GLRendererBase::RenderingParameters::prepare() {
//proj_matrix = getGLMatrix(GL_PROJECTION_MATRIX);
//view_matrix = getGLMatrix(GL_MODELVIEW_MATRIX);
viewproj_matrix = proj_matrix * view_matrix;
normal_matrix = view_matrix.normalMatrix();
proj_matrix_i = proj_matrix.inverted();
view_matrix_i = view_matrix.inverted();
viewproj_matrix_i = viewproj_matrix.inverted();
}
void GLRendererBase::RenderingParameters::setUniform(QOpenGLShaderProgram * prog) {
if (!prog) return;
prog->setUniformValue("qgl_ModelViewMatrix", view_matrix);
prog->setUniformValue("qgl_ProjectionMatrix", proj_matrix);
prog->setUniformValue("qgl_ModelViewProjectionMatrix", viewproj_matrix);
prog->setUniformValue("qgl_NormalMatrix", normal_matrix);
prog->setUniformValue("qgl_ModelViewMatrixInverse", view_matrix_i);
prog->setUniformValue("qgl_ProjectionMatrixInverse", proj_matrix_i);
prog->setUniformValue("qgl_ModelViewProjectionMatrixInverse", viewproj_matrix_i);
prog->setUniformValue("qgl_ModelViewMatrixTranspose", view_matrix.transposed());
prog->setUniformValue("qgl_ProjectionMatrixTranspose", proj_matrix.transposed());
prog->setUniformValue("qgl_ModelViewProjectionMatrixTranspose", viewproj_matrix.transposed());
prog->setUniformValue("qgl_ModelViewMatrixInverseTranspose", view_matrix_i.transposed());
prog->setUniformValue("qgl_ProjectionMatrixInverseTranspose", proj_matrix_i.transposed());
prog->setUniformValue("qgl_ModelViewProjectionMatrixInverseTranspose", viewproj_matrix_i.transposed());
}