relief map support, small refactoring, shadow bias now based on geometry normal

This commit is contained in:
2023-03-02 11:46:52 +03:00
parent adf8c4d7f0
commit 64eee9e607
26 changed files with 465 additions and 174 deletions

View File

@@ -5,15 +5,19 @@ out mat3 TBN;
out vec4 object_color;
out float object_flags;
const vec3 luma = vec3(0.299, 0.587, 0.114);
void main(void) {
qgl_MaterialIndex = qgl_Material;
qgl_FragTexture = qgl_getFragTexture();
gl_Position = qgl_ftransform();
geom_normal = normalize(qgl_Normal * qgl_getNormalMatrix());
TBN = qgl_getTangentMatrix() * mat3(qgl_Tangent, qgl_Bitangent, qgl_Normal);
object_color = qgl_ObjectColor;
object_flags = qgl_ObjectFlags;
float height = dot(qgl_materialTexture(QGL_MAP_RELIEF, qgl_FragTexture, vec4(0.)).rgb, luma);
gl_Position = qgl_ViewProjMatrix * (qgl_ModelMatrix * (vec4(qgl_Vertex + qgl_Normal * height, 1.)));//qgl_ftransform();
}
@@ -26,6 +30,7 @@ in float object_flags;
uniform vec2 dt;
uniform float z_near;
uniform int out_index_normal = dbrNormalZ, out_index_metal = dbrMetalRoughReflectFlags;
const vec3 luma = vec3(0.299, 0.587, 0.114);
const float _pe = 2.4e-7;
@@ -33,13 +38,13 @@ const float _pe = 2.4e-7;
void main(void) {
vec2 tc = qgl_FragTexture.xy;
vec4 diffuse = qgl_materialTexture(QGL_MAP_DIFFUSE, tc, vec4(0)) * object_color;
vec4 diffuse = qgl_materialTexture(QGL_MAP_DIFFUSE, tc, vec4(0.)) * object_color;
diffuse.rgb *= qgl_material[qgl_MaterialIndex].color_diffuse.rgb;
#ifdef SOLID
if(diffuse.a < 0.5)
discard;
#endif
diffuse.a *= (1.f - qgl_material[qgl_MaterialIndex].transparency);
diffuse.a *= (1. - qgl_material[qgl_MaterialIndex].transparency);
vec3 normal, dn;
dn = qgl_materialTexture(QGL_MAP_NORMAL, tc, -vec4(0.5, 0.5, 1., 0.)).xyz;
@@ -49,28 +54,27 @@ void main(void) {
dn *= dn_sl / (length(dn) + 1E-6);
normal = normalize(geom_normal + dn);
float metalness = dot(qgl_materialTexture(QGL_MAP_METALNESS, tc, vec4(0)).rgb, luma);
float metalness = dot(qgl_materialTexture(QGL_MAP_METALNESS, tc, vec4(0.)).rgb, luma);
metalness = clamp(metalness, 0, 1);
float roughness = dot(qgl_materialTexture(QGL_MAP_ROUGHNESS, tc, vec4(0)).rgb, luma);
float roughness = dot(qgl_materialTexture(QGL_MAP_ROUGHNESS, tc, vec4(0.)).rgb, luma);
roughness = clamp(roughness, 0.0001, 0.9999);
float reflectivity = clamp(qgl_material[qgl_MaterialIndex].reflectivity, 0., 1.);
vec4 emission = qgl_materialTexture(QGL_MAP_EMISSION, tc, vec4(0));
vec4 emission = qgl_materialTexture(QGL_MAP_EMISSION, tc, vec4(0.));
emission *= qgl_material[qgl_MaterialIndex].color_emission;
float height = dot(qgl_materialTexture(QGL_MAP_RELIEF, tc, vec4(0)).rgb, luma);
float z = gl_FragCoord.z;
z = z + z - 1;
z = z + z - 1.;
z = ((_pe - 2.) * z_near) / (z + _pe - 1.); // infinite depth
qgl_FragData[0] = vec4(diffuse .rgba);
qgl_FragData[1] = vec4(normal .xyz, z);
qgl_FragData[2] = vec4(metalness, roughness, reflectivity, object_flags);
qgl_FragData[3] = vec4(emission.rgb, 0/*bn.x*/);
//qgl_FragData[4] = vec4(speed.xy, bn.yz);
qgl_FragData[dbrDiffuse ] = vec4(diffuse .rgba);
qgl_FragData[out_index_normal] = vec4(normal .xyz, z);
qgl_FragData[out_index_metal ] = vec4(metalness, roughness, reflectivity, object_flags);
qgl_FragData[dbrEmission ] = vec4(emission.rgb, 0./*bn.x*/);
//qgl_FragData[dbrSpeedBitangXY] = vec4(speed.xy, bn.yz);
qgl_FragData[dbrGeoNormal ] = vec4(normalize(geom_normal), 1.);
//ivec2 itc = ivec2(gl_FragCoord.xy);
//qgl_FragData[0].rgb = vec3(dot(n,vec3(0,0,1)));

View File

@@ -18,8 +18,8 @@ in vec3 view_dir, world_dir;
uniform vec2 dt, shadow_size;
uniform float z_near;
uniform sampler2D tex_coeffs[2], tex_noise;
uniform sampler2D tex_0, tex_1, tex_2, tex_3, tex_4, tex_sh;
uniform sampler2D tex_coeff_brdf, tex_noise;
uniform sampler2D tex_0, tex_1, tex_2, tex_3, tex_4, tex_5, tex_sh;
//uniform sampler2DShadow tex_shadow[16];
uniform sampler2DArrayShadow tex_shadows_cone;
uniform sampler2DArray tex_depths_cone;
@@ -42,7 +42,7 @@ const float PI = 3.1416;
ivec2 tc;
vec4 pos, lpos, shp;
vec3 li, si, ldir, halfV, bn, bn2, lwdir;
vec3 normal, vds, vds2;
vec3 normal, geom_normal, vds, vds2;
float rough_diff, rough_spec, dist, NdotL, NdotH, spot, ldist, diff, spec, sdist, shadow, shadow_dz;
uint flags;
@@ -67,7 +67,7 @@ float getShadowCone(in vec3 uvz, in int layer) {
uvv[3] = iuvp.x * iuvp.y;
shadow_dz = max(max(uvz.z - gt[0], uvz.z - gt[1]), max(uvz.z - gt[2], uvz.z - gt[3]));
return clamp(dot(step(vec4(uvz.z), gt), uvv), 0, 1);*/
float z = 1 - 1 / (uvz.z - z_near + 1);
float z = 1. - 1. / (uvz.z - z_near + 1.);
return texture(tex_shadows_cone, vec4(uvz.xy, layer, z));
}
@@ -83,7 +83,7 @@ float getShadowOmni(in vec4 uvwz, in int layer) {
uvv[2] = uvp.y * iuvp.z;
uvv[3] = iuvp.y * iuvp.z;
return clamp(dot(step(vec4(uvwz.w), gt), uvv), 0, 1);*/
float d = 1 - 1 / (uvwz.w - z_near + 1);
float d = 1. - 1. / (uvwz.w - z_near + 1.);
return texture(tex_shadows_omni, vec4(uvwz.xyz, layer), d);
//return step(uvwz.w, gt[3]);
}
@@ -110,7 +110,7 @@ float floatConstruct( uint m ) {
m |= ieeeOne; // Add fractional part to 1.0
float f = uintBitsToFloat( m ); // Range [1:2]
return f - 1.0; // Range [0:1]
return f - 1.; // Range [0:1]
}
float random( float x ) { return floatConstruct(hash(floatBitsToUint(x))); }
float random( vec2 v ) { return floatConstruct(hash(floatBitsToUint(v))); }
@@ -174,11 +174,13 @@ void calcLight(in int index, in vec3 n, in vec3 v) {
#endif
if (int(round(qgl_light_parameter[index].flags)) == 1 && bitfieldExtract(flags, 3, 1) == 1 && (spot > 1E-4)) {
#ifndef SPOT
vec3 odir = -(view_mat * ldir);
#endif
int layer = index - lights_start;
float shadow = 0.;
//float bias = abs(tan(PI/2.*(1 - abs(dot(normal, ldir)))) + 1) * z_near * 1;
float bias = (1. + 1. / abs(dot(normal, ldir))) * z_near * 2.;
float bias = (1. + 1. / abs(dot(geom_normal, ldir))) * z_near * 2.;
//bias = bias * bias + z_near;
if (soft_shadows_enabled) {
@@ -291,10 +293,12 @@ void main(void) {
vec4 v0 = texelFetch(tex_0, tc, 0),
v2 = texelFetch(tex_2, tc, 0),
v3 = texelFetch(tex_3, tc, 0),
v4 = texelFetch(tex_4, tc, 0);
v4 = texelFetch(tex_4, tc, 0),
v5 = texelFetch(tex_5, tc, 0);
vec3 diffuse = v0.rgb;
normal = v1.xyz;
geom_normal = v5.xyz;
vec3 emission = v3.rgb;
float alpha = v0.a;
float metalness = v2.r;
@@ -324,7 +328,7 @@ void main(void) {
li *= (1. - shlick);
alpha = min(1., alpha * (1. + shlick));
vec2 brdf = texture(tex_coeffs[0], vec2(NdotV*0.99, roughness*0.995)).rg;
vec2 brdf = texture(tex_coeff_brdf, vec2(NdotV*0.99, roughness*0.995)).rg;
float env_spec = shlick * brdf.x + brdf.y;
vec3 spec_col = mix(vec3(1.), diffuse, metalness);
vec3 env_dir = view_mat * reflect(-v, normal);
@@ -341,8 +345,9 @@ void main(void) {
}
qgl_FragColor = vec4(res_col, alpha);
//qgl_FragColor = vec4(diffuse.rgb, 0.25);
//qgl_FragColor.a = alpha;
//qgl_FragColor.rgb = vec3(bn.z);
//qgl_FragColor.rgb = vec3(geom_normal.rgb);
//qgl_FragColor.rgba = vec4(vec3(0), 0.5);
#ifdef SPOT

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@@ -19,7 +19,7 @@ void main(void) {
float l = dot(res, luma) * 0.75;
float g = gamma / frame_max;
res /= l;
l = 1 - exp(-l*g);
res = max(vec3(0.f), res * l);
l = 1. - exp(-l*g);
res = max(vec3(0.), res * l);
qgl_FragColor = vec4(res, dot(res, luma));
}

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@@ -4,13 +4,16 @@ flat out uint object_flags;
out float distance;
out vec4 pos;
const vec3 luma = vec3(0.299, 0.587, 0.114);
void main(void) {
object_flags = qgl_ObjectFlags;
if (bitfieldExtract(object_flags, 2, 1) == 0)
return;
qgl_MaterialIndex = qgl_Material;
qgl_FragTexture = qgl_getFragTexture();
pos = qgl_ftransform();
float height = dot(qgl_materialTexture(QGL_MAP_RELIEF, qgl_FragTexture, vec4(0.)).rgb, luma);
pos = qgl_ViewProjMatrix * (qgl_ModelMatrix * (vec4(qgl_Vertex + qgl_Normal * height, 1.)));//qgl_ftransform();
gl_Position = pos;
}

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@@ -22,7 +22,8 @@ set_deploy_property(${PROJECT_NAME} ${QGLEngine_LIB_TYPE}
COMPANY "${QGLEngine_COMPANY}"
INFO "QGLEngine core library")
make_rc(${PROJECT_NAME} _RC)
qad_add_library(${PROJECT_NAME} ${QGLEngine_LIB_TYPE} out_CPP ${_RC})
pip_code_model(CCM "render/renderer.h" OPTIONS "-DQGLENGINE_CORE_EXPORT" "-Es")
qad_add_library(${PROJECT_NAME} ${QGLEngine_LIB_TYPE} out_CPP ${_RC} ${CCM})
qad_generate_export_header(${PROJECT_NAME})
list(APPEND out_HDR "${CMAKE_CURRENT_BINARY_DIR}/${PROJECT_NAME}_export.h")
qad_target_include_directories(${PROJECT_NAME} PUBLIC "${CMAKE_CURRENT_SOURCE_DIR}" ${_includes})

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@@ -297,6 +297,14 @@ void Framebuffer::bindColorTexture(int index, int channel) {
}
void Framebuffer::bindColorTextures(const QVector<int> & indeces) {
for (int i = indeces.size() - 1; i >= 0; --i) {
f->glActiveTexture(GL_TEXTURE0 + i);
f->glBindTexture(GL_TEXTURE_2D, colors[indeces[i]]);
}
}
void Framebuffer::bindColorTextures() {
for (int i = colors.size() - 1; i >= 0; --i) {
f->glActiveTexture(GL_TEXTURE0 + i);

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@@ -77,6 +77,7 @@ public:
void copyDepthFrom(GLuint tex) { ; }
void bindColorTexture(int index, int channel = 0);
void bindColorTextures(const QVector<int> & indeces);
void bindColorTextures();
void bindDepthTexture(int channel);

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@@ -64,11 +64,21 @@ void Map::copyToQGLMap(QGLMap & m) const {
m.map_index = _layer;
} else {
m.array_index = 0;
m.map_index = (_type == mtNormal ? emrBlue : emrWhite);
m.map_index = emptyMapIndex(_type);
}
}
GLuint Map::emptyMapIndex(int type) {
switch (type) {
case mtNormal: return emrBlue;
case mtRelief: return emrBlack;
default: return emrWhite;
}
return 0;
}
Material::Material(const QString _name) {
setTypes();
name = _name;

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@@ -42,6 +42,7 @@ public:
void load(TextureManager * tm);
void setMapLayer(TextureManager * tm);
void copyToQGLMap(QGLEngineShaders::QGLMap & m) const;
static GLuint emptyMapIndex(int type);
QString bitmap_path;
GLuint bitmap_id;
QPointF bitmap_offset;

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@@ -21,23 +21,33 @@
#include "glmesh.h"
Mesh * Primitive::plane(float width, float length) {
Mesh * Primitive::plane(float width, float length, int width_segments, int length_segments) {
Mesh * ret = new Mesh();
QVector<QVector3D> & v(ret->vertices());
QVector<QVector3D> & n(ret->normals());
QVector<QVector2D> & t(ret->texcoords());
QVector<Vector3i> & i(ret->indicesTriangles());
float hw = width / 2.f, hl = length / 2.f;
for (int j = 0; j < 4; ++j)
n << QVector3D(0., 0., 1.);
t << QVector2D(0., 0.) << QVector2D(0., 1.) << QVector2D(1., 1.) << QVector2D(1., 0.);
v << QVector3D(-hw, -hl, 0.) << QVector3D(-hw, hl, 0.) << QVector3D(hw, hl, 0.) << QVector3D(hw, -hl, 0.);
i << Vector3i(0, 2, 1) << Vector3i(0, 3, 2);
float w1 = 1.f / width_segments, l1 = 1.f / length_segments;
int sind = 0;
for (int wi = 0; wi < width_segments; ++wi) {
for (int li = 0; li < length_segments; ++li) {
for (int j = 0; j < 4; ++j)
n << QVector3D(0., 0., 1.);
float ws = (float)wi / width_segments;
float ls = (float)li / length_segments;
t << QVector2D(ws, ls) << QVector2D(ws, ls + l1) << QVector2D(ws + w1, ls + l1) << QVector2D(ws + w1, ls);
v << QVector3D(ws * width - hw, ls * length - hl, 0.) << QVector3D(ws * width - hw, (ls + l1) * length - hl, 0.)
<< QVector3D((ws + w1) * width - hw, (ls + l1) * length - hl, 0.) << QVector3D((ws + w1) * width - hw, ls * length - hl, 0.);
i << Vector3i(sind + 0, sind + 2, sind + 1) << Vector3i(sind + 0, sind + 3, sind + 2);
sind += 4;
}
}
return ret;
}
Mesh * Primitive::cube(float width, float length, float height) {
Mesh * Primitive::cube(float width, float length, float height, int width_segments, int length_segments, int height_segments) {
Mesh * ret = new Mesh();
QVector3D scale(width, length, height);
QVector<QVector3D> & v(ret->vertices());

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@@ -25,9 +25,10 @@
namespace Primitive {
QGLENGINE_CORE_EXPORT Mesh * plane(float width = 1., float length = 1.);
QGLENGINE_CORE_EXPORT Mesh * plane(float width = 1., float length = 1., int width_segments = 1, int length_segments = 1);
QGLENGINE_CORE_EXPORT Mesh * cube(float width = 1., float length = 1., float height = 1.);
QGLENGINE_CORE_EXPORT Mesh *
cube(float width = 1., float length = 1., float height = 1., int width_segments = 1, int length_segments = 1, int height_segments = 1);
QGLENGINE_CORE_EXPORT Mesh * ellipsoid(int segments_wl, int segments_h, float radius = 1., float end_angle = 360.);

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@@ -39,11 +39,18 @@ bool addShader(QOpenGLShaderProgram * prog,
if (add_qgl) {
switch (type) {
case QOpenGLShader::Fragment:
content.prepend(qgl_material_head);
content.prepend(qgl_fragment_head);
content.prepend(qgl_uniform);
content.prepend(qgl_uniform_light);
content.prepend(qgl_uniform_material);
content.prepend(qgl_structs);
break;
case QOpenGLShader::Vertex:
content.prepend(qgl_material_head);
content.prepend(qgl_vertex_head);
content.prepend(qgl_uniform_material);
content.prepend(qgl_structs);
break;
case QOpenGLShader::Vertex: content.prepend(qgl_vertex_head); break;
case QOpenGLShader::Geometry: content.prepend(qgl_geometry_head); break;
}
}
@@ -65,7 +72,11 @@ QString prepareDefines(const QStringList & defines) {
}
bool QGLEngineShaders::loadShadersMulti(QOpenGLShaderProgram *& prog, const QString & file, bool add_qgl, const QStringList & defines) {
bool QGLEngineShaders::loadShadersMulti(QOpenGLShaderProgram *& prog,
const QString & file,
bool add_qgl,
const QStringList & defines,
const QString & custom_header) {
if (!prog) prog = new QOpenGLShaderProgram();
prog->removeAllShaders();
QFile f(file);
@@ -74,7 +85,7 @@ bool QGLEngineShaders::loadShadersMulti(QOpenGLShaderProgram *& prog, const QStr
return false;
}
QTextStream ts(&f);
QString cur_shader, line, pl, defs = prepareDefines(defines);
QString cur_shader, line, pl, defs = prepareDefines(defines) + "\n" + custom_header;
QOpenGLShader::ShaderType type = QOpenGLShader::ShaderType();
while (!ts.atEnd()) {
line = ts.readLine();
@@ -118,10 +129,14 @@ bool QGLEngineShaders::loadShadersMulti(QOpenGLShaderProgram *& prog, const QStr
}
bool QGLEngineShaders::loadShaders(QOpenGLShaderProgram *& prog, const QStringList & files, bool add_qgl, const QStringList & defines) {
bool QGLEngineShaders::loadShaders(QOpenGLShaderProgram *& prog,
const QStringList & files,
bool add_qgl,
const QStringList & defines,
const QString & custom_header) {
if (!prog) prog = new QOpenGLShaderProgram();
prog->removeAllShaders();
QString cur_shader, defs = prepareDefines(defines);
QString cur_shader, defs = prepareDefines(defines) + "\n" + custom_header;
foreach(QString f, files) {
QFileInfo fi(f);
QOpenGLShader::ShaderType type = QOpenGLShader::ShaderType();

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@@ -23,10 +23,16 @@
namespace QGLEngineShaders {
QGLENGINE_CORE_EXPORT bool
loadShadersMulti(QOpenGLShaderProgram *& prog, const QString & file, bool add_qgl = true, const QStringList & defines = QStringList());
QGLENGINE_CORE_EXPORT bool
loadShaders(QOpenGLShaderProgram *& prog, const QStringList & files, bool add_qgl = true, const QStringList & defines = QStringList());
QGLENGINE_CORE_EXPORT bool loadShadersMulti(QOpenGLShaderProgram *& prog,
const QString & file,
bool add_qgl = true,
const QStringList & defines = QStringList(),
const QString & custom_header = QString());
QGLENGINE_CORE_EXPORT bool loadShaders(QOpenGLShaderProgram *& prog,
const QStringList & files,
bool add_qgl = true,
const QStringList & defines = QStringList(),
const QString & custom_header = QString());
} // namespace QGLEngineShaders

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@@ -50,11 +50,7 @@ const char qgl_vertex_head[] = "layout(location = 1 ) in vec3 qgl_Vertex
"#define qgl_ObjectFlags qgl_ObjectIntegers[2]\n"
"";
const char qgl_fragment_head[] =
"in vec2 qgl_FragTexture;\n"
"flat in uint qgl_MaterialIndex;\n"
"out vec4 qgl_FragData[gl_MaxDrawBuffers];\n"
"uniform vec2 qgl_ViewSize;\n"
const char qgl_material_head[] =
"vec4 qgl_materialTexture(uint type, vec2 coord, vec4 tex_shift) {\n"
" coord *= qgl_material[qgl_MaterialIndex].map[type].scale;\n"
" vec4 t = texture(qgl_texture_array[qgl_material[qgl_MaterialIndex].map[type].array_index],\n"
@@ -63,62 +59,70 @@ const char qgl_fragment_head[] =
" t.rgb = t.rgb * qgl_material[qgl_MaterialIndex].map[type].amount + qgl_material[qgl_MaterialIndex].map[type].offset;\n"
" return t;\n"
"}\n"
"#define qgl_FragColor qgl_FragData[0]\n"
"";
const char qgl_geometry_head[] = "";
const char qgl_fragment_head[] = "in vec2 qgl_FragTexture;\n"
"flat in uint qgl_MaterialIndex;\n"
"out vec4 qgl_FragData[gl_MaxDrawBuffers];\n"
"uniform vec2 qgl_ViewSize;\n"
"#define qgl_FragColor qgl_FragData[0]\n"
"";
const char qgl_structs[] = "#define QGL_MAPS_COUNT 6\n"
"#define QGL_MAP_DIFFUSE 0\n"
"#define QGL_MAP_NORMAL 1\n"
"#define QGL_MAP_METALNESS 2\n"
"#define QGL_MAP_ROUGHNESS 3\n"
"#define QGL_MAP_EMISSION 4\n"
"#define QGL_MAP_RELIEF 5\n"
"#define QGL_TEXTURE_ARRAY_EMPTY 0\n"
"#define QGL_TEXTURE_ARRAY_MAPS 1\n"
"struct QGLMap {\n"
" float offset;\n"
" float amount;\n"
" vec2 scale;\n"
" uint array_index;\n"
" uint map_index;\n"
"};\n"
"struct QGLMaterial {\n"
" vec4 color_diffuse;\n"
" vec4 color_emission;\n"
" float transparency;\n"
" float reflectivity;\n"
" float iof;\n"
" float dispersion;\n"
" QGLMap map[QGL_MAPS_COUNT];\n"
"};\n"
"struct QGLLightParameter {\n"
" vec4 color;\n"
" vec4 decay_intensity;\n"
" vec4 angles;\n"
" float size;\n"
" float flags;\n"
" QGLMap map;\n"
"};\n"
"struct QGLLightPosition {\n"
" vec4 position;\n"
" vec4 direction;\n"
" mat4 shadow_matrix;\n"
"};\n"
"";
const char qgl_geometry_head[] = "";
const char qgl_uniform[] = "layout (std140) uniform QGLMaterialData {\n"
" QGLMaterial qgl_material[128];\n"
"};\n"
"layout (std140) uniform QGLLightParameterData {\n"
" QGLLightParameter qgl_light_parameter[256];\n"
"};\n"
"layout (std140) uniform QGLLightPositionData {\n"
" QGLLightPosition qgl_light_position[256];\n"
"};\n"
"uniform sampler2DArray qgl_texture_array[2];\n"
"";
const char qgl_structs[] = "#define QGL_MAPS_COUNT 6\n"
"#define QGL_MAP_DIFFUSE 0\n"
"#define QGL_MAP_NORMAL 1\n"
"#define QGL_MAP_METALNESS 2\n"
"#define QGL_MAP_ROUGHNESS 3\n"
"#define QGL_MAP_EMISSION 4\n"
"#define QGL_MAP_RELIEF 5\n"
"#define QGL_TEXTURE_ARRAY_EMPTY 0\n"
"#define QGL_TEXTURE_ARRAY_MAPS 1\n"
"struct QGLMap {\n"
" float offset;\n"
" float amount;\n"
" vec2 scale;\n"
" uint array_index;\n"
" uint map_index;\n"
"};\n"
"struct QGLMaterial {\n"
" vec4 color_diffuse;\n"
" vec4 color_emission;\n"
" float transparency;\n"
" float reflectivity;\n"
" float iof;\n"
" float dispersion;\n"
" QGLMap map[QGL_MAPS_COUNT];\n"
"};\n"
"struct QGLLightParameter {\n"
" vec4 color;\n"
" vec4 decay_intensity;\n"
" vec4 angles;\n"
" float size;\n"
" float flags;\n"
" QGLMap map;\n"
"};\n"
"struct QGLLightPosition {\n"
" vec4 position;\n"
" vec4 direction;\n"
" mat4 shadow_matrix;\n"
"};\n"
"";
const char qgl_uniform_material[] = "layout (std140) uniform QGLMaterialData {\n"
" QGLMaterial qgl_material[128];\n"
"};\n"
"uniform sampler2DArray qgl_texture_array[2];\n"
"";
const char qgl_uniform_light[] = "layout (std140) uniform QGLLightParameterData {\n"
" QGLLightParameter qgl_light_parameter[256];\n"
"};\n"
"layout (std140) uniform QGLLightPositionData {\n"
" QGLLightPosition qgl_light_position[256];\n"
"};\n"
"";
} // namespace QGLEngineShaders

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@@ -35,6 +35,7 @@ QGLEngineShaders::QGLMaterial::QGLMaterial() {
iof = 0.;
dispersion = 0.;
map[mtNormal].map_index = emrBlue;
map[mtRelief].map_index = emrBlack;
map[mtRoughness].amount = 0.75;
map[mtMetalness].amount = 0.25;
}

View File

@@ -104,17 +104,23 @@ enum MapType {
mtEmission = 4,
mtRelief = 5,
};
enum TextureRole {
trCoeffBRDF = 10,
trEnvironment = 11,
};
enum TextureArrayRole {
tarEmpty = 10,
tarMaps = 11,
tarEmpty = 12,
tarMaps = 13,
tarShadowsCone = 16,
tarShadowsOmni = 17,
tarDepthsCone = 18,
tarDepthsOmni = 19,
};
enum EmptyMapRole {
emrWhite = 0,
emrBlue = 1,
emrWhite,
emrBlue,
emrBlack,
emrCount,
};
#define QGL_MAPS_COUNT 6
#pragma pack(push, 1)

View File

@@ -19,12 +19,16 @@
#define GL_GLEXT_PROTOTYPES
#include "renderer.h"
#include "ccm_qglengine_core.h"
#include "glmesh.h"
#include "glshaders.h"
#include "gltexture_manager.h"
#include "qglview.h"
#include <QOpenGLExtraFunctions>
#include <picodeinfo.h>
#include <piiostream.h>
#include <piqt.h>
#include <qad_types.h>
@@ -33,7 +37,9 @@ using namespace QGLEngineShaders;
Renderer::Renderer(QGLView * view_)
: RendererBase(view_)
, fbo_ds(view_, QVector<GLenum>() << GL_RGBA16F << GL_RGBA32F << GL_RGBA16F << GL_RGBA16F << GL_RGBA16F << GL_RGBA32F << GL_RGBA16F)
, fbo_ds(view_,
QVector<GLenum>() << GL_RGBA16F << GL_RGBA32F << GL_RGBA16F << GL_RGBA16F << GL_RGBA16F << GL_RGBA16F << GL_RGBA32F
<< GL_RGBA16F)
, fbo_out(view_, obrBuffersCount, false, GL_RGBA16F)
, rend_mat(this)
, rend_service(this)
@@ -94,6 +100,13 @@ Renderer::Renderer(QGLView * view_)
shader_defines[srLightSpotPass] << "SPOT";
shader_defines[srShadowOmniPass] << "OMNI";
PICodeInfo::EnumInfo * obre = PICodeInfo::enumsInfo->value("Renderer::DeferredBufferRole");
if (obre) {
for (auto e: obre->members) {
obr_defines += "#define " + PI2QString(e.name) + " " + QString::number(e.value) + "\n";
}
}
edit_mode = need_init_shaders = true;
camera_light_mode = QGLView::clmAuto;
}
@@ -157,7 +170,7 @@ void Renderer::reloadShaders() {
QString dir = ":/shaders/";
while (it.hasNext()) {
it.next();
loadShadersMulti(shaders[it.key()], dir + it.value(), true, shader_defines.value(it.key()));
loadShadersMulti(shaders[it.key()], dir + it.value(), true, shader_defines.value(it.key()), obr_defines);
}
loadShadersMulti(tone_proc.shader_sum, dir + "sum.glsl", false);
QStringList fxaa_defs;
@@ -203,11 +216,10 @@ void Renderer::initShaders() {
initUniformBuffer(prog, &buffer_materials, bpMaterials, "QGLMaterialData");
initUniformBuffer(prog, &buffer_lights, bpLightParameters, "QGLLightParameterData");
initUniformBuffer(prog, &buffer_lights_pos, bpLightPositions, "QGLLightPositionData");
for (int i = 0; i < 5; ++i)
for (int i = 0; i <= 5; ++i)
prog->setUniformValue(QString("tex_%1").arg(i).toLatin1().constData(), i);
prog->setUniformValue("tex_coeffs[0]", (int)Renderer::dbrBuffersCount);
prog->setUniformValue("tex_env", (int)Renderer::dbrBuffersCount + 1);
prog->setUniformValue("tex_noise", (int)Renderer::dbrBuffersCount + 2);
prog->setUniformValue("tex_coeff_brdf", trCoeffBRDF);
prog->setUniformValue("tex_env", trEnvironment);
setUniformMaps(prog);
}
if (bindShader(srFinalPass, &prog)) {
@@ -311,12 +323,8 @@ void Renderer::renderObjects(Scene & scene, RenderPass pass) {
void Renderer::renderLight(int first_wr_buff, bool clear_only) {
QOpenGLShaderProgram * prog = 0;
Camera * cam = view->camera();
for (int i = 0; i < 3; ++i) {
view->glActiveTexture(GL_TEXTURE0 + Renderer::dbrBuffersCount + i);
view->glBindTexture(GL_TEXTURE_2D, tex_coeff[i]);
}
fbo_ds.bindColorTextures();
fbo_out.bind();
view->glActiveTexture(GL_TEXTURE0 + trCoeffBRDF);
view->glBindTexture(GL_TEXTURE_2D, tex_coeff[0]);
// tex_env.bind((int)Renderer::dbrBuffersCount + 1);
typedef QPair<Renderer::ShaderRole, Light::Type> PassPair;
QVector<PassPair> passes;
@@ -558,17 +566,21 @@ void Renderer::renderScene() {
setUniformCamera(prog, cam);
textures_empty.bind(f, tarEmpty);
textures_maps.bind(f, tarMaps);
prog->setUniformValue("out_index_normal", dbrNormalZSolid);
prog->setUniformValue("out_index_metal", dbrMetalRoughReflectFlagsSolid);
glPolygonMode(GL_FRONT_AND_BACK, view->renderMode());
renderObjects(scene, rpSolid);
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
}
fbo_ds.blit(dbrNormalZ, fbo_ds.id(), dbrNormalZSolid, fbo_ds.rect(), fbo_ds.rect());
fbo_ds.blit(dbrMetalRoughReflectFlags, fbo_ds.id(), dbrMetalRoughReflectFlagsSolid, fbo_ds.rect(), fbo_ds.rect());
// fbo_ds.blit(dbrNormalZ, fbo_ds.id(), dbrNormalZSolid, fbo_ds.rect(), fbo_ds.rect());
// fbo_ds.blit(dbrMetalRoughReflectFlags, fbo_ds.id(), dbrMetalRoughReflectFlagsSolid, fbo_ds.rect(), fbo_ds.rect());
fbo_ds.release();
phase.end();
/// lighting passes
phase.begin("... light");
fbo_out.bind();
fbo_ds.bindColorTextures({dbrDiffuse, dbrNormalZSolid, dbrMetalRoughReflectFlagsSolid, dbrEmission, dbrSpeedBitangXY, dbrGeoNormal});
renderLight(obrSolidOmni, scene.geometries_used[rpSolid].isEmpty());
phase.end();
@@ -583,6 +595,8 @@ void Renderer::renderScene() {
setUniformCamera(prog, cam);
textures_empty.bind(f, tarEmpty);
textures_maps.bind(f, tarMaps);
prog->setUniformValue("out_index_normal", dbrNormalZ);
prog->setUniformValue("out_index_metal", dbrMetalRoughReflectFlags);
glPolygonMode(GL_FRONT_AND_BACK, view->renderMode());
renderObjects(scene, rpTransparent);
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
@@ -592,6 +606,8 @@ void Renderer::renderScene() {
/// lighting passes
phase.begin("... light");
fbo_out.bind();
fbo_ds.bindColorTextures({dbrDiffuse, dbrNormalZ, dbrMetalRoughReflectFlags, dbrEmission, dbrSpeedBitangXY, dbrGeoNormal});
renderLight(obrTransparentOmni, scene.geometries_used[rpTransparent].isEmpty());
phase.end();

View File

@@ -85,6 +85,7 @@ public:
dbrMetalRoughReflectFlags,
dbrEmission,
dbrSpeedBitangXY,
dbrGeoNormal,
dbrNormalZSolid,
dbrMetalRoughReflectFlagsSolid,
@@ -155,7 +156,7 @@ private:
QMap<int, QList<Light *>> cur_lights;
QVector<FramebufferEffectBase *> fb_effects;
QImage last_img;
QString timings;
QString obr_defines, timings;
bool is_grabbing = false;
};

View File

@@ -57,13 +57,15 @@ void RendererBase::initTextureArrays() {
QOpenGLExtraFunctions * f = view;
textures_maps.init(f);
textures_empty.init(f);
textures_empty.resize(f, QSize(1, 1), 2);
textures_empty.resize(f, QSize(1, 1), emrCount);
textures_empty.bind(f, tarEmpty);
QImage im(1, 1, QImage::Format_RGBA8888);
im.fill(0xFFFFFFFF);
textures_empty.load(f, im, emrWhite);
im.fill(0xFF8080);
textures_empty.load(f, im, emrBlue);
im.fill(0x000000);
textures_empty.load(f, im, emrBlack);
shadow_maps_cone.init(f);
shadow_maps_omni.init(f);
depth_maps_cone.init(f);
@@ -402,7 +404,7 @@ void RendererBase::initCoeffTextures() {
}
}
createCoeffTexture(tex_coeff[0], data.constData(), size, 2);
createNoiseTexture(tex_coeff[2]);
// createNoiseTexture(tex_coeff[2]);
}

View File

@@ -30,7 +30,7 @@
using namespace QGLEngineShaders;
RendererMaterial::RendererMaterial(Renderer * r_): r(r_), fbo_mat_thumb(r->view, 6, true, GL_RGBA16F) {
RendererMaterial::RendererMaterial(Renderer * r_): r(r_), fbo_mat_thumb(r->view, 7, true, GL_RGBA16F) {
mat_sphere = Primitive::ellipsoid(16, 16);
mat_camera = new Camera();
mat_camera->setPos(QVector3D(2, 2, 2));
@@ -38,6 +38,7 @@ RendererMaterial::RendererMaterial(Renderer * r_): r(r_), fbo_mat_thumb(r->view,
mat_camera->setFOV(45.);
mat_light = new Light();
mat_light->setPos(QVector3D(50, 100, 25));
mat_light->setCastShadows(false);
last_thumb_material = 0;
}
@@ -74,6 +75,8 @@ void RendererMaterial::renderMaterial(Material * m) {
if (r->bindShader(role, &prog)) {
r->setUniformMaps(prog);
r->setUniformCamera(prog, mat_camera, true, fbo_mat_thumb.size());
prog->setUniformValue("out_index_normal", Renderer::dbrNormalZ);
prog->setUniformValue("out_index_metal", Renderer::dbrMetalRoughReflectFlags);
// qDebug() << mat_camera->viewMatrix();
r->textures_empty.bind(f, tarEmpty);
r->textures_maps.bind(f, tarMaps);
@@ -83,15 +86,18 @@ void RendererMaterial::renderMaterial(Material * m) {
mat_sphere->loadObject(f, o);
mat_sphere->draw(f, 1);
}
fbo_mat_thumb.bindColorTextures();
fbo_mat_thumb.bindDepthTexture(5);
fbo_mat_thumb.setWriteBuffer(5);
fbo_mat_thumb.bindColorTextures({Renderer::dbrDiffuse,
Renderer::dbrNormalZ,
Renderer::dbrMetalRoughReflectFlags,
Renderer::dbrEmission,
Renderer::dbrSpeedBitangXY,
Renderer::dbrGeoNormal});
fbo_mat_thumb.setWriteBuffer(6);
if (r->bindShader(Renderer::srLightOmniPass, &prog)) {
r->setUniformCamera(prog, mat_camera, true, fbo_mat_thumb.size());
r->setUniformViewCorners(prog, mat_camera, fbo_mat_thumb.size());
for (int i = 0; i < 5; ++i)
for (int i = 0; i <= 5; ++i)
prog->setUniformValue(QString("tex_%1").arg(i).toLatin1().constData(), i);
prog->setUniformValue("tex_d", 5);
prog->setUniformValue("lights_start", 0);
prog->setUniformValue("lights_count", 1);
QMap<int, QList<Light *>> mat_l;
@@ -102,7 +108,7 @@ void RendererMaterial::renderMaterial(Material * m) {
r->renderQuad(prog, r->quad, mat_camera);
r->view->scene()->setLightsChanged();
}
fbo_mat_thumb.queryImage(5);
fbo_mat_thumb.queryImage(6);
fbo_mat_thumb.release();
}

View File

@@ -15,7 +15,7 @@ OpenGLWindow::OpenGLWindow(QWindow * parent): QWindow(parent) {
format.setRenderableType(QSurfaceFormat::OpenGLES);
#else
if (QOpenGLContext::openGLModuleType() == QOpenGLContext::LibGL) {
format.setVersion(4, 0);
format.setVersion(4, 3);
format.setProfile(QSurfaceFormat::CoreProfile);
}
#endif

View File

@@ -91,12 +91,12 @@ QGLView::QGLView(): OpenGLWindow(), renderer_(this), mouse(this) {
default_camera->setName("Camera");
emit cameraPosChanged(default_camera->pos());
Mesh * m = Primitive::cube(10, 10, 10);
m->flipNormals();
/*Mesh * m = Primitive::plane(10, 10, 10);
// m->flipNormals();
ObjectBase * o = new ObjectBase(m);
o->setColor(Qt::cyan);
scene()->addObject(o);
delete m;
delete m;*/
}

View File

@@ -137,6 +137,10 @@ QGLViewWindow::QGLViewWindow(QWidget * parent): QMainWindow(parent), Ui::QGLView
viewEditor->assignQGLView(view->view());
widgetTextures->assignQGLView(view->view());
auto * o = primitiveEditor->createCurrent();
o->calculateBoundingBox();
view->view()->focusOn(o->boundingBox());
session.load();

View File

@@ -36,9 +36,14 @@ PrimitiveEditor::PrimitiveEditor(QWidget * parent): QWidget(parent), ui(new Ui::
#endif
editors[Plane] << ui->widgetWidth;
editors[Plane] << ui->widgetLength;
editors[Plane] << ui->widgetSegmentsW;
editors[Plane] << ui->widgetSegmentsL;
editors[Cube] << ui->widgetWidth;
editors[Cube] << ui->widgetLength;
editors[Cube] << ui->widgetHeight;
editors[Cube] << ui->widgetSegmentsW;
editors[Cube] << ui->widgetSegmentsL;
editors[Cube] << ui->widgetSegmentsH;
editors[Ellipsoid] << ui->widgetRadius1;
editors[Ellipsoid] << ui->widgetSegments;
editors[Ellipsoid] << ui->widgetSegments2;
@@ -86,18 +91,40 @@ void PrimitiveEditor::assignQGLView(QGLView * v) {
}
ObjectBase * PrimitiveEditor::createCurrent() {
if (!view) return nullptr;
QVariantList params;
Mesh * m = createMesh(params);
if (!m) return nullptr;
ObjectBase * o = new ObjectBase(m);
o->setColor(ui->colorButton->color());
o->setName(ui->comboPrimitives->currentText());
o->setProperty("primitive", params);
view->scene()->addObject(o);
view->scene()->selectObject(o);
delete m;
return o;
}
Mesh * PrimitiveEditor::createMesh(QVariantList & params) {
Mesh * m = 0;
PrimitiveType pt = (PrimitiveType)ui->comboPrimitives->currentIndex();
params << pt;
switch (pt) {
case Plane:
m = Primitive::plane(ui->spinWidth->value(), ui->spinLength->value());
params << ui->spinWidth->value() << ui->spinLength->value();
m = Primitive::plane(ui->spinWidth->value(), ui->spinLength->value(), ui->spinSegmentsW->value(), ui->spinSegmentsL->value());
params << ui->spinWidth->value() << ui->spinLength->value() << ui->spinSegmentsW->value() << ui->spinSegmentsL->value();
break;
case Cube:
m = Primitive::cube(ui->spinWidth->value(), ui->spinLength->value(), ui->spinHeight->value());
params << ui->spinWidth->value() << ui->spinLength->value() << ui->spinHeight->value();
m = Primitive::cube(ui->spinWidth->value(),
ui->spinLength->value(),
ui->spinHeight->value(),
ui->spinSegmentsW->value(),
ui->spinSegmentsL->value(),
ui->spinSegmentsH->value());
params << ui->spinWidth->value() << ui->spinLength->value() << ui->spinHeight->value() << ui->spinSegmentsW->value()
<< ui->spinSegmentsL->value() << ui->spinSegmentsH->value();
break;
case Ellipsoid:
m = Primitive::ellipsoid(ui->spinSegments->value(), ui->spinSegments2->value(), ui->spinRadius->value(), ui->spinAngle->value());
@@ -155,11 +182,16 @@ void PrimitiveEditor::selectionChanged() {
case Plane:
ui->spinWidth->setValue(vl.takeFirst().toDouble());
ui->spinLength->setValue(vl.takeFirst().toDouble());
if (!vl.isEmpty()) ui->spinSegmentsW->setValue(vl.takeFirst().toInt());
if (!vl.isEmpty()) ui->spinSegmentsL->setValue(vl.takeFirst().toInt());
break;
case Cube:
ui->spinWidth->setValue(vl.takeFirst().toDouble());
ui->spinLength->setValue(vl.takeFirst().toDouble());
ui->spinHeight->setValue(vl.takeFirst().toDouble());
if (!vl.isEmpty()) ui->spinSegmentsW->setValue(vl.takeFirst().toInt());
if (!vl.isEmpty()) ui->spinSegmentsL->setValue(vl.takeFirst().toInt());
if (!vl.isEmpty()) ui->spinSegmentsH->setValue(vl.takeFirst().toInt());
break;
case Ellipsoid:
ui->spinSegments->setValue(vl.takeFirst().toDouble());
@@ -191,8 +223,8 @@ void PrimitiveEditor::selectionChanged() {
ui->spinAngle->setValue(vl.takeFirst().toDouble());
break;
}
ui->flipNormals->setChecked(vl.takeFirst().toBool());
ui->colorButton->setColor(vl.takeFirst().value<QColor>());
if (!vl.isEmpty()) ui->flipNormals->setChecked(vl.takeFirst().toBool());
if (!vl.isEmpty()) ui->colorButton->setColor(vl.takeFirst().value<QColor>());
}
}
}
@@ -215,17 +247,7 @@ void PrimitiveEditor::replaceMesh() {
void PrimitiveEditor::on_buttonAdd_clicked() {
if (!view) return;
QVariantList params;
Mesh * m = createMesh(params);
if (!m) return;
ObjectBase * o = new ObjectBase(m);
o->setColor(ui->colorButton->color());
o->setName(ui->comboPrimitives->currentText());
o->setProperty("primitive", params);
view->scene()->addObject(o);
view->scene()->selectObject(o);
delete m;
createCurrent();
}

View File

@@ -49,6 +49,8 @@ public:
void assignQGLView(QGLView * v);
ObjectBase * createCurrent();
protected:
Mesh * createMesh(QVariantList & params);
void showEditors();

View File

@@ -6,8 +6,8 @@
<rect>
<x>0</x>
<y>0</y>
<width>360</width>
<height>536</height>
<width>499</width>
<height>697</height>
</rect>
</property>
<property name="windowTitle">
@@ -134,6 +134,120 @@
</layout>
</widget>
</item>
<item>
<widget class="QWidget" name="widgetSegmentsW" native="true">
<layout class="QHBoxLayout" name="horizontalLayout_11">
<property name="leftMargin">
<number>0</number>
</property>
<property name="rightMargin">
<number>0</number>
</property>
<property name="bottomMargin">
<number>0</number>
</property>
<item>
<widget class="QLabel" name="label_5">
<property name="text">
<string>Segments W:</string>
</property>
</widget>
</item>
<item>
<widget class="QSpinBox" name="spinSegmentsW">
<property name="minimum">
<number>1</number>
</property>
<property name="maximum">
<number>1000</number>
</property>
<property name="singleStep">
<number>1</number>
</property>
<property name="value">
<number>1</number>
</property>
</widget>
</item>
</layout>
</widget>
</item>
<item>
<widget class="QWidget" name="widgetSegmentsL" native="true">
<layout class="QHBoxLayout" name="horizontalLayout_12">
<property name="leftMargin">
<number>0</number>
</property>
<property name="rightMargin">
<number>0</number>
</property>
<property name="bottomMargin">
<number>0</number>
</property>
<item>
<widget class="QLabel" name="label_11">
<property name="text">
<string>Segments L:</string>
</property>
</widget>
</item>
<item>
<widget class="QSpinBox" name="spinSegmentsL">
<property name="minimum">
<number>1</number>
</property>
<property name="maximum">
<number>1000</number>
</property>
<property name="singleStep">
<number>1</number>
</property>
<property name="value">
<number>1</number>
</property>
</widget>
</item>
</layout>
</widget>
</item>
<item>
<widget class="QWidget" name="widgetSegmentsH" native="true">
<layout class="QHBoxLayout" name="horizontalLayout_13">
<property name="leftMargin">
<number>0</number>
</property>
<property name="rightMargin">
<number>0</number>
</property>
<property name="bottomMargin">
<number>0</number>
</property>
<item>
<widget class="QLabel" name="label_12">
<property name="text">
<string>Segments H:</string>
</property>
</widget>
</item>
<item>
<widget class="QSpinBox" name="spinSegmentsH">
<property name="minimum">
<number>1</number>
</property>
<property name="maximum">
<number>1000</number>
</property>
<property name="singleStep">
<number>1</number>
</property>
<property name="value">
<number>1</number>
</property>
</widget>
</item>
</layout>
</widget>
</item>
<item>
<widget class="QWidget" name="widgetRadius1" native="true">
<layout class="QHBoxLayout" name="horizontalLayout_5">
@@ -437,8 +551,8 @@
<slot>replaceMesh()</slot>
<hints>
<hint type="sourcelabel">
<x>330</x>
<y>84</y>
<x>498</x>
<y>109</y>
</hint>
<hint type="destinationlabel">
<x>369</x>
@@ -453,8 +567,8 @@
<slot>replaceMesh()</slot>
<hints>
<hint type="sourcelabel">
<x>334</x>
<y>116</y>
<x>498</x>
<y>147</y>
</hint>
<hint type="destinationlabel">
<x>366</x>
@@ -469,8 +583,8 @@
<slot>replaceMesh()</slot>
<hints>
<hint type="sourcelabel">
<x>332</x>
<y>144</y>
<x>498</x>
<y>299</y>
</hint>
<hint type="destinationlabel">
<x>370</x>
@@ -485,8 +599,8 @@
<slot>replaceMesh()</slot>
<hints>
<hint type="sourcelabel">
<x>334</x>
<y>186</y>
<x>498</x>
<y>337</y>
</hint>
<hint type="destinationlabel">
<x>371</x>
@@ -501,8 +615,8 @@
<slot>replaceMesh()</slot>
<hints>
<hint type="sourcelabel">
<x>335</x>
<y>210</y>
<x>391</x>
<y>377</y>
</hint>
<hint type="destinationlabel">
<x>372</x>
@@ -517,8 +631,8 @@
<slot>replaceMesh()</slot>
<hints>
<hint type="sourcelabel">
<x>329</x>
<y>246</y>
<x>498</x>
<y>415</y>
</hint>
<hint type="destinationlabel">
<x>370</x>
@@ -533,8 +647,8 @@
<slot>replaceMesh()</slot>
<hints>
<hint type="sourcelabel">
<x>336</x>
<y>284</y>
<x>498</x>
<y>453</y>
</hint>
<hint type="destinationlabel">
<x>372</x>
@@ -550,7 +664,7 @@
<hints>
<hint type="sourcelabel">
<x>70</x>
<y>344</y>
<y>532</y>
</hint>
<hint type="destinationlabel">
<x>370</x>
@@ -581,8 +695,8 @@
<slot>replaceMesh()</slot>
<hints>
<hint type="sourcelabel">
<x>271</x>
<y>285</y>
<x>498</x>
<y>500</y>
</hint>
<hint type="destinationlabel">
<x>179</x>
@@ -590,6 +704,54 @@
</hint>
</hints>
</connection>
<connection>
<sender>spinSegmentsW</sender>
<signal>valueChanged(int)</signal>
<receiver>PrimitiveEditor</receiver>
<slot>replaceMesh()</slot>
<hints>
<hint type="sourcelabel">
<x>465</x>
<y>173</y>
</hint>
<hint type="destinationlabel">
<x>511</x>
<y>164</y>
</hint>
</hints>
</connection>
<connection>
<sender>spinSegmentsL</sender>
<signal>valueChanged(int)</signal>
<receiver>PrimitiveEditor</receiver>
<slot>replaceMesh()</slot>
<hints>
<hint type="sourcelabel">
<x>462</x>
<y>208</y>
</hint>
<hint type="destinationlabel">
<x>520</x>
<y>206</y>
</hint>
</hints>
</connection>
<connection>
<sender>spinSegmentsH</sender>
<signal>valueChanged(int)</signal>
<receiver>PrimitiveEditor</receiver>
<slot>replaceMesh()</slot>
<hints>
<hint type="sourcelabel">
<x>468</x>
<y>251</y>
</hint>
<hint type="destinationlabel">
<x>563</x>
<y>251</y>
</hint>
</hints>
</connection>
</connections>
<slots>
<slot>replaceMesh()</slot>