add textureTransform to ObjectBase

before textures load refactoring
This commit is contained in:
2023-02-05 21:23:41 +03:00
parent 7d30802cbd
commit 7c6ca07323
39 changed files with 570 additions and 144 deletions

View File

@@ -160,16 +160,12 @@ void Renderer::initShaders() {
if (!need_init_shaders) return;
need_init_shaders = false;
initUniformBuffer(shaders.value(srGeometryPass), &buffer_materials, bpMaterials, "QGLMaterialData");
initUniformBuffer(shaders.value(srLightOmniPass), &buffer_materials, bpMaterials, "QGLMaterialData");
initUniformBuffer(shaders.value(srLightOmniPass), &buffer_lights, bpLightParameters, "QGLLightParameterData");
initUniformBuffer(shaders.value(srLightOmniPass), &buffer_lights_pos, bpLightPositions, "QGLLightPositionData");
initUniformBuffer(shaders.value(srLightSpotPass), &buffer_materials, bpMaterials, "QGLMaterialData");
initUniformBuffer(shaders.value(srLightSpotPass), &buffer_lights, bpLightParameters, "QGLLightParameterData");
initUniformBuffer(shaders.value(srLightSpotPass), &buffer_lights_pos, bpLightPositions, "QGLLightPositionData");
ShaderRole roles[] = {srLightOmniPass, srLightSpotPass};
QOpenGLShaderProgram * prog = 0;
for (int p = 0; p < 2; ++p) {
if (!bindShader(roles[p], &prog)) continue;
for (ShaderRole role: {srLightOmniPass, srLightSpotPass}) {
initUniformBuffer(shaders.value(role), &buffer_materials, bpMaterials, "QGLMaterialData");
initUniformBuffer(shaders.value(role), &buffer_lights, bpLightParameters, "QGLLightParameterData");
initUniformBuffer(shaders.value(role), &buffer_lights_pos, bpLightPositions, "QGLLightPositionData");
if (!bindShader(role, &prog)) continue;
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);
@@ -232,7 +228,8 @@ void Renderer::fillObjectsBuffer(const ObjectBaseList & ol, RenderPass pass) {
}
so.object_id = o->id();
o->worldTransform().transposed().copyDataTo(so.modelmatrix);
// qDebug() << "load obj" << o->name() << o->worldTransform();
o->textureGLMatrix().copyDataTo(so.texturematrix);
// qDebug() << "load obj" << o->name() << o->textureMatrix() << tmat;
}
// qDebug() << "fillObjectsBuffer" << ol.size();
}
@@ -300,6 +297,10 @@ void Renderer::renderLight(int first_wr_buff, bool clear_only) {
void Renderer::renderScene() {
timings.clear();
Measurer phase(&timings);
phase.begin("init");
initShaders();
tex_env.load();
QOpenGLExtraFunctions * f = view;
@@ -308,21 +309,27 @@ void Renderer::renderScene() {
QOpenGLShaderProgram * prog = 0;
bool scene_changed = scene.prepare();
scene.destroyUnused(f);
phase.end();
/// reload materials on change
phase.begin("scene reload");
if (scene_changed || scene.need_reload_materials) {
rend_selection.generateObjectsID(scene);
reloadMaterials(scene);
if (edit_mode) recreateMaterialThumbnails();
emit view->materialsChanged();
}
phase.end();
/// material thumbnails
phase.begin("materials");
if (edit_mode && !scene_changed) {
rend_mat.procQueue();
}
phase.end();
/// lights
phase.begin("lights prepare");
cur_lights = scene.lights_used;
bool use_camlight = (camera_light_mode == QGLView::clmOn);
if ((camera_light_mode == QGLView::clmAuto) && cur_lights.isEmpty()) {
@@ -337,13 +344,17 @@ void Renderer::renderScene() {
reloadLightsParameters(cur_lights);
}
reloadLightsPositions(cam);
phase.end();
/// selection
phase.begin("selection");
if (edit_mode) {
rend_selection.renderSelection(scene);
}
phase.end();
/// solid geometry pass
phase.begin("geometry solid");
fbo_ds.bind();
glEnableDepth();
glClearFramebuffer();
@@ -356,11 +367,15 @@ void Renderer::renderScene() {
fbo_ds.blit(dbrNormalZ, fbo_ds.id(), dbrNormalZSolid, fbo_ds.rect(), fbo_ds.rect());
fbo_ds.blit(dbrSpecularReflect, fbo_ds.id(), dbrSpecularReflectSolid, fbo_ds.rect(), fbo_ds.rect());
fbo_ds.release();
phase.end();
/// lighting passes
phase.begin("... light");
renderLight(obrSolidOmni, scene.geometries_used[rpSolid].isEmpty());
phase.end();
/// transparent geometry pass
phase.begin("geometry trans");
fbo_ds.bind();
glEnableDepth();
fbo_ds.setWriteBuffers({0, 1, 2, 3, 4});
@@ -370,11 +385,15 @@ void Renderer::renderScene() {
renderObjects(scene, rpTransparent);
}
fbo_ds.release();
phase.end();
/// lighting passes
phase.begin("... light");
renderLight(obrTransparentOmni, scene.geometries_used[rpTransparent].isEmpty());
phase.end();
/// blending layers
phase.begin("blending");
if (bindShader(srFinalPass, &prog)) {
fbo_out.bindColorTexture(obrSolidOmni, 1);
fbo_out.bindColorTexture(obrSolidSpot, 2);
@@ -383,10 +402,12 @@ void Renderer::renderScene() {
fbo_out.setWriteBuffer(obrGeneral0);
renderQuad(prog, quad);
}
phase.end();
cur_write_plane = obrGeneral0;
/// tonemapping
phase.begin("tonemap");
tone_proc.process();
auto free = getFreePlanes(0);
if (bindShader(srTonemapPass, &prog)) {
@@ -398,8 +419,10 @@ void Renderer::renderScene() {
} else {
fbo_out.blit(prev_write_plane, fbo_out.id(), cur_write_plane, fbo_out.rect(), fbo_out.rect());
}
phase.end();
/// FXAA
phase.begin("fxaa");
if (view->isFeatureEnabled(QGLView::qglFXAA)) {
prog = shader_fxaa;
if (bindShader(prog)) {
@@ -409,27 +432,37 @@ void Renderer::renderScene() {
renderQuad(prog, quad, 0, false);
}
}
phase.end();
/// custom effects
for (auto * e: fb_effects) {
if (!e->isEnabled()) continue;
phase.begin("fb effect " + e->name());
e->reloadShadersInternal();
e->drawInternal();
phase.end();
}
fbo_out.release();
/// apply hovers and selection frame
phase.begin("service");
if (edit_mode) {
rend_selection.drawSelection(fbo_out, cur_write_plane);
rend_service.renderService();
} else {
fbo_out.blit(cur_write_plane, 0, 0, fbo_out.rect(), QRect(QPoint(), view->size()));
}
phase.end();
/// grab framebuffer
phase.begin("grab");
if (is_grabbing) {
fbo_out.queryImage(0);
last_img = fbo_out.getImage().mirrored();
// qDebug() << last_img.size();
}
phase.end();
}