devicePixelRatio() support

This commit is contained in:
2023-02-06 19:50:27 +03:00
parent 7c6ca07323
commit 4e02e154c6
17 changed files with 98 additions and 47 deletions

View File

@@ -45,21 +45,24 @@ Renderer::Renderer(QGLView * view_)
cam_light->intensity = 0.75;
cam_light->setName("Camera_Light");
shader_files[srSelectionFill] = "selection.glsl";
shader_files[srSelectionHalo] = "selection_halo.glsl";
shader_files[srSelectionApply] = "selection_apply.glsl";
shader_files[srSelectionFrame] = "selection_frame.glsl";
shader_files[srSelectionFill] = "selection.glsl";
shader_files[srSelectionHalo] = "selection_halo.glsl";
shader_files[srSelectionApply] = "selection_apply.glsl";
shader_files[srSelectionFrame] = "selection_frame.glsl";
shader_files[srServiceFill] = "service_fill.glsl";
shader_files[srServiceFrame] = "service_frame.glsl";
shader_files[srServiceLine] = "service_line.glsl";
shader_files[srServiceFill] = "service_fill.glsl";
shader_files[srServiceFrame] = "service_frame.glsl";
shader_files[srServiceLine] = "service_line.glsl";
shader_files[srGeometryPass] = "ds_geom.glsl";
shader_files[srLightOmniPass] = "ds_light.glsl";
shader_files[srLightSpotPass] = "ds_light.glsl";
shader_files[srGeometrySolidPass] = "ds_geom.glsl";
shader_files[srGeometryTransparentPass] = "ds_geom.glsl";
shader_files[srLightOmniPass] = "ds_light.glsl";
shader_files[srLightSpotPass] = "ds_light.glsl";
shader_files[srFinalPass] = "ds_final.glsl";
shader_files[srTonemapPass] = "ds_tonemap.glsl";
shader_defines[srGeometrySolidPass] << "SOLID";
shader_defines[srLightSpotPass] << "SPOT";
shader_files[srFinalPass] = "ds_final.glsl";
shader_files[srTonemapPass] = "ds_tonemap.glsl";
edit_mode = need_init_shaders = true;
camera_light_mode = QGLView::clmAuto;
@@ -116,7 +119,7 @@ void Renderer::reloadShaders() {
shader_fxaa = nullptr;
if (tone_proc.shader_sum) delete tone_proc.shader_sum;
tone_proc.shader_sum = nullptr;
QString dir = ":shaders/";
QString dir = ":/shaders/";
while (it.hasNext()) {
it.next();
loadShadersMulti(shaders[it.key()], dir + it.value(), true, shader_defines.value(it.key()));
@@ -159,7 +162,8 @@ bool Renderer::bindShader(QOpenGLShaderProgram * sp) {
void Renderer::initShaders() {
if (!need_init_shaders) return;
need_init_shaders = false;
initUniformBuffer(shaders.value(srGeometryPass), &buffer_materials, bpMaterials, "QGLMaterialData");
initUniformBuffer(shaders.value(srGeometrySolidPass), &buffer_materials, bpMaterials, "QGLMaterialData");
initUniformBuffer(shaders.value(srGeometryTransparentPass), &buffer_materials, bpMaterials, "QGLMaterialData");
QOpenGLShaderProgram * prog = 0;
for (ShaderRole role: {srLightOmniPass, srLightSpotPass}) {
initUniformBuffer(shaders.value(role), &buffer_materials, bpMaterials, "QGLMaterialData");
@@ -178,7 +182,10 @@ void Renderer::initShaders() {
prog->setUniformValue("tex_t_0", 3);
prog->setUniformValue("tex_t_1", 4);
}
if (bindShader(srGeometryPass, &prog)) {
if (bindShader(srGeometrySolidPass, &prog)) {
setUniformMaps(prog);
}
if (bindShader(srGeometryTransparentPass, &prog)) {
setUniformMaps(prog);
}
if (bindShader(srTonemapPass, &prog)) {
@@ -358,7 +365,7 @@ void Renderer::renderScene() {
fbo_ds.bind();
glEnableDepth();
glClearFramebuffer();
if (bindShader(srGeometryPass, &prog)) {
if (bindShader(srGeometrySolidPass, &prog)) {
setUniformCamera(prog, cam);
textures_empty.bind(f, tarEmpty);
textures_maps.bind(f, tarMaps);
@@ -381,7 +388,10 @@ void Renderer::renderScene() {
fbo_ds.setWriteBuffers({0, 1, 2, 3, 4});
glClearFramebuffer(Qt::black, false);
fbo_ds.setWriteBuffers();
if (bindShader(srGeometryPass, &prog)) {
if (bindShader(srGeometryTransparentPass, &prog)) {
setUniformCamera(prog, cam);
textures_empty.bind(f, tarEmpty);
textures_maps.bind(f, tarMaps);
renderObjects(scene, rpTransparent);
}
fbo_ds.release();