shadows flag in Renderer

This commit is contained in:
2023-03-14 16:33:35 +03:00
parent 9e7afb5fb5
commit 2e6df6c08b
3 changed files with 60 additions and 32 deletions

View File

@@ -99,6 +99,8 @@ Renderer::Renderer(QGLView * view_)
shader_defines[srGeometrySolidPass] << "SOLID";
shader_defines[srLightSpotPass] << "SPOT";
shader_defines[srShadowOmniPass] << "OMNI";
shader_defines[srLightSpotPass] << "SHADOWS";
shader_defines[srLightOmniPass] << "SHADOWS";
PICodeInfo::EnumInfo * obre = PICodeInfo::enumsInfo->value("Renderer::DeferredBufferRole");
if (obre) {
@@ -352,24 +354,26 @@ void Renderer::renderLight(int first_wr_buff, bool clear_only) {
prog->setUniformValue("fog_decay", qMax(view->fogDecay(), 0.001f));
prog->setUniformValue("fog_density", view->fogDensity());
prog->setUniformValue("view_mat", cam->viewMatrix().inverted().toGenericMatrix<3, 3>());
prog->setUniformValue("shadow_size", view->shadow_map_size);
prog->setUniformValue("noise_size", noise_size);
prog->setUniformValue("soft_shadows_enabled", view->soft_shadows);
prog->setUniformValue("soft_shadows_samples", view->soft_shadows_samples);
prog->setUniformValue("soft_shadows_quality", view->soft_shadows_quality);
prog->setUniformValue("tex_shadows_cone", (int)tarShadowsCone);
prog->setUniformValue("tex_shadows_omni", (int)tarShadowsOmni);
prog->setUniformValue("tex_depths_cone", (int)tarDepthsCone);
prog->setUniformValue("tex_depths_omni", (int)tarDepthsOmni);
GLenum filter = view->softShadows() ? GL_NEAREST : GL_LINEAR;
shadow_maps_cone.bind(view, tarShadowsCone);
view->glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER, filter);
view->glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER, filter);
shadow_maps_omni.bind(view, tarShadowsOmni);
view->glTexParameteri(GL_TEXTURE_CUBE_MAP_ARRAY, GL_TEXTURE_MIN_FILTER, filter);
view->glTexParameteri(GL_TEXTURE_CUBE_MAP_ARRAY, GL_TEXTURE_MAG_FILTER, filter);
depth_maps_cone.bind(view, tarDepthsCone);
depth_maps_omni.bind(view, tarDepthsOmni);
if (shadows_enabled) {
prog->setUniformValue("shadow_size", view->shadow_map_size);
prog->setUniformValue("noise_size", noise_size);
prog->setUniformValue("soft_shadows_enabled", view->soft_shadows);
prog->setUniformValue("soft_shadows_samples", view->soft_shadows_samples);
prog->setUniformValue("soft_shadows_quality", view->soft_shadows_quality);
prog->setUniformValue("tex_shadows_cone", (int)tarShadowsCone);
prog->setUniformValue("tex_shadows_omni", (int)tarShadowsOmni);
prog->setUniformValue("tex_depths_cone", (int)tarDepthsCone);
prog->setUniformValue("tex_depths_omni", (int)tarDepthsOmni);
GLenum filter = view->softShadows() ? GL_NEAREST : GL_LINEAR;
shadow_maps_cone.bind(view, tarShadowsCone);
view->glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER, filter);
view->glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER, filter);
shadow_maps_omni.bind(view, tarShadowsOmni);
view->glTexParameteri(GL_TEXTURE_CUBE_MAP_ARRAY, GL_TEXTURE_MIN_FILTER, filter);
view->glTexParameteri(GL_TEXTURE_CUBE_MAP_ARRAY, GL_TEXTURE_MAG_FILTER, filter);
depth_maps_cone.bind(view, tarDepthsCone);
depth_maps_omni.bind(view, tarDepthsOmni);
}
renderQuad(prog, quad, cam);
}
}
@@ -522,15 +526,17 @@ void Renderer::renderScene() {
}
phase.end();
/// cone shadows and shadow matrix
phase.begin("shadows cone");
renderConeShadows();
phase.end();
if (shadows_enabled) {
/// cone shadows and shadow matrix
phase.begin("shadows cone");
renderConeShadows();
phase.end();
/// omni shadows and shadow matrix
phase.begin("shadows omni");
renderOmniShadows();
phase.end();
/// omni shadows and shadow matrix
phase.begin("shadows omni");
renderOmniShadows();
phase.end();
}
/// lights
phase.begin("lights prepare");
@@ -729,3 +735,14 @@ void Renderer::addFramebufferEffect(FramebufferEffectBase * e) {
e->r = this;
fb_effects << e;
}
void Renderer::setSadowsEnabled(bool on) {
shader_defines[srLightSpotPass].removeAll("SHADOWS");
shader_defines[srLightOmniPass].removeAll("SHADOWS");
if (on) {
shader_defines[srLightSpotPass] << "SHADOWS";
shader_defines[srLightOmniPass] << "SHADOWS";
}
shadows_enabled = on;
reloadShaders();
}

View File

@@ -110,6 +110,9 @@ public:
QImage materialThumbnail(Material * m) { return rend_mat.materialThumbnail(m); }
void recreateMaterialThumbnails(bool force_all = false) { rend_mat.recreateMaterialThumbnails(force_all); }
void setSadowsEnabled(bool on);
bool isShadowsEnabled() const { return shadows_enabled; }
protected:
void fillObjectsBuffer(const ObjectBaseList & ol, RenderPass pass);
void renderObjects(Scene & scene, RenderPass pass);
@@ -157,7 +160,8 @@ private:
QVector<FramebufferEffectBase *> fb_effects;
QImage last_img;
QString obr_defines, timings;
bool is_grabbing = false;
bool shadows_enabled = true;
bool is_grabbing = false;
};
#endif // RENDERER_H