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