version 1.2.0
fixed framebuffer size feature
This commit is contained in:
@@ -98,6 +98,8 @@ Renderer::Renderer(QGLView * view_)
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shader_files[srShadowConePass] = "shadow.glsl";
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shader_files[srShadowOmniPass] = "shadow.glsl";
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shader_files[srRescale] = "rescale.glsl";
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shader_defines[srGeometrySolidPass] << "SOLID";
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shader_defines[srLightSpotPass] << "SPOT";
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shader_defines[srShadowOmniPass] << "OMNI";
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@@ -136,7 +138,7 @@ void Renderer::init(int width, int height) {
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depth_maps_cone.reinit();
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depth_maps_omni.reinit();
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resize(width, height);
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rend_mat.init(width, height);
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rend_mat.init(256, 256);
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rend_service.init(width, height);
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rend_selection.init(width, height);
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tone_proc.init();
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@@ -151,7 +153,7 @@ void Renderer::init(int width, int height) {
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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_mat.resize(256, 256);
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rend_service.resize(width, height);
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rend_selection.resize(width, height);
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fbo_ds.resize(width, height);
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@@ -244,6 +246,9 @@ void Renderer::initShaders() {
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prog->setUniformValue("tex_0", 0);
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prog->setUniformValue("tex_sum", 1);
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}
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if (bindShader(srRescale, &prog)) {
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prog->setUniformValue("tex_0", 0);
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}
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}
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@@ -351,8 +356,8 @@ void Renderer::renderLight(int first_wr_buff, bool clear_only) {
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glClearFramebuffer(back, false);
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back = QColor(0, 0, 0, 0);
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if (clear_only) continue;
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setUniformCamera(prog, cam);
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setUniformViewCorners(prog, cam);
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setUniformCamera(prog, cam, true, fbo_ds.size());
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setUniformViewCorners(prog, cam, fbo_ds.size());
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prog->setUniformValue("lights_start", lights_start[pass.second]);
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prog->setUniformValue("lights_count", (int)cur_lights[pass.second].size());
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prog->setUniformValue("fog_color", color2vector(view->fogColor()) / 2.);
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@@ -571,7 +576,7 @@ void Renderer::renderScene() {
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glEnableDepth();
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glClearFramebuffer();
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if (bindShader(srGeometrySolidPass, &prog)) {
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setUniformCamera(prog, cam);
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setUniformCamera(prog, cam, true, fbo_ds.size());
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textures_empty.bind(f, tarEmpty);
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textures_maps.bind(f, tarMaps);
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prog->setUniformValue("out_index_normal", dbrNormalZSolid);
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@@ -600,7 +605,7 @@ void Renderer::renderScene() {
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glClearFramebuffer(Qt::black, false);
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fbo_ds.setWriteBuffers();
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if (bindShader(srGeometryTransparentPass, &prog)) {
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setUniformCamera(prog, cam);
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setUniformCamera(prog, cam, true, fbo_ds.size());
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textures_empty.bind(f, tarEmpty);
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textures_maps.bind(f, tarMaps);
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prog->setUniformValue("out_index_normal", dbrNormalZ);
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@@ -672,6 +677,7 @@ void Renderer::renderScene() {
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}
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fbo_out.release();
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glViewport(0, 0, view->pixelWidth(), view->pixelHeight());
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/// apply hovers and selection frame
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if (edit_mode) {
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@@ -680,7 +686,14 @@ void Renderer::renderScene() {
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rend_service.renderService();
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} else {
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phase.begin("blit to screen");
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fbo_out.blit(cur_write_plane, 0, 0, fbo_out.rect(), QRect(QPoint(), view->pixelSize()));
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if (fbo_out.rect() == view->pixelRect()) {
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fbo_out.blit(cur_write_plane, 0, 0, fbo_out.rect(), view->pixelRect());
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} else {
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if (bindShader(srRescale, &prog)) {
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fbo_out.bindColorTexture(cur_write_plane, 0);
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renderQuad(prog, quad);
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}
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}
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}
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phase.end();
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@@ -59,6 +59,7 @@ class QGLENGINE_CORE_EXPORT Renderer: public RendererBase {
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srTonemapPass,
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srShadowConePass,
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srShadowOmniPass,
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srRescale
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};
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enum OutBufferRole {
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obrSolidOmni,
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@@ -59,7 +59,7 @@ void RendererMaterial::init(int width, int height) {
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void RendererMaterial::resize(int width, int height) {
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fbo_mat_thumb.enablePixelBuffer();
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fbo_mat_thumb.resize(256, 256);
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fbo_mat_thumb.resize(width, height);
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}
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@@ -129,7 +129,7 @@ void RendererSelection::renderSelection(Scene & scene) {
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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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r->setUniformCamera(prog, view->camera());
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r->setUniformCamera(prog, view->camera(), true, r->fbo_ds.size());
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r->renderObjects(scene, rpSolid);
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r->renderObjects(scene, rpTransparent);
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view->glClear(GL_DEPTH_BUFFER_BIT);
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@@ -138,10 +138,12 @@ void RendererSelection::renderSelection(Scene & scene) {
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rs.drawLights();
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rs.drawCameras();
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rs.drawCurrentHandleObjects();
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auto mapPoint = [this](QPoint p) { return (QPointF(p.x() * size_coeff.x(), p.y() * size_coeff.y()) * scale_).toPoint(); };
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auto mapSize = [this](QSize s) { return (QSizeF(s.width() * size_coeff.x(), s.height() * size_coeff.y()) * scale_).toSize(); };
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if (r->mouse_rect.isNull())
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fbo_selection.queryPoint(0, r->mouse_pos * scale_);
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fbo_selection.queryPoint(0, mapPoint(r->mouse_pos));
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else
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fbo_selection.queryPoints(0, QRect(r->mouse_rect.topLeft() * scale_, r->mouse_rect.size() * scale_));
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fbo_selection.queryPoints(0, QRect(mapPoint(r->mouse_rect.topLeft()), mapSize(r->mouse_rect.size())));
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// qDebug() << id_hover;
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fbo_selection.bindColorTexture(sbrSrcHover, sbrSrcHover);
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@@ -57,6 +57,7 @@ private:
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Framebuffer fbo_selection;
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Mesh * sel_frame;
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float line_thick_, scale_;
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QPointF size_coeff = {1., 1.};
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QVector<uchar> cur_selections_;
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QHash<uint, ObjectBase *> ids;
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QHash<uint, ObjectBase *> aim_ids;
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@@ -474,7 +474,7 @@ void RendererService::renderService() {
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prog->setUniformValue("qgl_ProjMatrix", r->view->camera()->projectionMatrix(r->view->aspect));
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/// lights
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r->setUniformCamera(prog, r->view->camera());
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r->setUniformCamera(prog, r->view->camera(), true, r->fbo_ds.size());
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prog->setUniformValue("line_width", 2.f);
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prog->setUniformValue("z_offset", 0.f);
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@@ -486,7 +486,7 @@ void RendererService::renderService() {
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drawCamerasFrame(Qt::black);
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}
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if (r->bindShader(Renderer::srServiceLine, &prog)) {
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r->setUniformCamera(prog, r->view->camera());
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r->setUniformCamera(prog, r->view->camera(), true, r->fbo_ds.size());
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line_object.color = QColor2QVector(Qt::white);
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line_spot_f->loadObject(f, line_object);
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line_camera_f->loadObject(f, line_object);
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@@ -495,7 +495,7 @@ void RendererService::renderService() {
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}
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glEnable(GL_CULL_FACE);
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if (r->bindShader(Renderer::srServiceFill, &prog)) {
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r->setUniformCamera(prog, r->view->camera());
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r->setUniformCamera(prog, r->view->camera(), true, r->fbo_ds.size());
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/// handles
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f->glEnable(GL_BLEND);
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@@ -504,13 +504,15 @@ void RendererService::renderService() {
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f->glDisable(GL_BLEND);
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/// axis
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GLint prev_view[4];
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f->glGetIntegerv(GL_VIEWPORT, prev_view);
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f->glViewport(0, 0, axis_viewport.width(), axis_viewport.height());
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axis_camera->setPos(-r->view->camera()->direction() * 3.);
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axis_camera->setAim(QVector3D());
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axis_camera->setRotation(r->view->camera()->rotation());
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r->setUniformCamera(prog, axis_camera, true, axis_viewport);
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axis_mesh->draw(f, 3);
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f->glViewport(0, 0, r->view->pixelWidth(), r->view->pixelHeight());
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f->glViewport(prev_view[0], prev_view[1], prev_view[2], prev_view[3]);
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}
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f->glDisable(GL_MULTISAMPLE);
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}
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