source-tree refactoring
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150
src/core/render/renderer.h
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150
src/core/render/renderer.h
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/*
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QGL Renderer
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Ivan Pelipenko peri4ko@yandex.ru
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This program is free software: you can redistribute it and/or modify
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it under the terms of the GNU Lesser General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU Lesser General Public License for more details.
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You should have received a copy of the GNU Lesser General Public License
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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#ifndef RENDERER_H
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#define RENDERER_H
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#include "glcubemap.h"
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#include "glframebuffereffectbase.h"
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#include "renderer_base.h"
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#include "renderer_material.h"
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#include "renderer_selection.h"
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#include "renderer_service.h"
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#include "tonemapping_proc.h"
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#include <QQueue>
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class QGLENGINE_CORE_EXPORT Renderer: public RendererBase {
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friend class QGLView;
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friend class MouseController;
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friend class RendererMaterial;
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friend class RendererService;
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friend class RendererSelection;
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friend class FramebufferEffectBase;
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friend class TonemappingProc;
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enum ShaderRole {
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// Selection
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srSelectionFill,
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srSelectionHalo,
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srSelectionApply,
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srSelectionFrame,
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// Service
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srServiceFill,
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srServiceFrame,
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srServiceLine,
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// Deferred shading
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srGeometryPass,
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srLightOmniPass,
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srLightSpotPass,
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srFinalPass,
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srTonemapPass,
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};
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enum OutBufferRole {
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obrSolidOmni,
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obrSolidSpot,
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obrTransparentOmni,
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obrTransparentSpot,
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obrGeneral0,
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obrGeneral1,
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obrGeneral2,
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obrGeneral3,
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obrBuffersCount,
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};
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public:
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Renderer(QGLView * view_);
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virtual ~Renderer();
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enum DeferredBufferRole {
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dbrDiffuse,
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dbrNormalZ,
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dbrSpecularReflect,
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dbrEmissionRough,
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dbrSpeedBitangXY,
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dbrNormalZSolid,
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dbrSpecularReflectSolid,
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dbrBuffersCount,
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};
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void init(int width, int height);
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void resize(int width, int height);
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void reloadShaders();
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void renderScene();
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void setCameraLightMode(int m);
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int cameraLightMode() const { return camera_light_mode; }
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void setGrabImage(bool on);
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bool isGrabImage() const { return is_grabbing; }
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QImage getImage() const { return last_img; }
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void addFramebufferEffect(FramebufferEffectBase * e);
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void clearFramebufferEffects() { fb_effects.clear(); }
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QImage materialThumbnail(Material * m) { return rend_mat.materialThumbnail(m); }
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void recreateMaterialThumbnails(bool force_all = false) { rend_mat.recreateMaterialThumbnails(force_all); }
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protected:
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void fillObjectsBuffer(const ObjectBaseList & ol, RenderPass pass);
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void reloadObjects();
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void renderObjects(Scene & scene, RenderPass pass);
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void renderLight(int first_wr_buff, bool clear_only);
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bool bindShader(ShaderRole role, QOpenGLShaderProgram ** ret = 0);
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bool bindShader(QOpenGLShaderProgram * sp);
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void initShaders();
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void releaseShader();
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QVector<int> getFreePlanes(int count);
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private:
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float gamma_ = 1.f;
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int camera_light_mode, cur_write_plane = 0, prev_write_plane = 0;
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bool edit_mode, need_init_shaders, need_render_sum;
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Framebuffer fbo_ds, fbo_out;
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QMap<ShaderRole, QString> shader_files;
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QMap<ShaderRole, QStringList> shader_defines;
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QMap<ShaderRole, QOpenGLShaderProgram *> shaders;
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QOpenGLShaderProgram * shader_fxaa = nullptr;
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RendererMaterial rend_mat;
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RendererService rend_service;
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RendererSelection rend_selection;
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TonemappingProc tone_proc;
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Mesh * quad;
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Light * cam_light;
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CubeTexture tex_env;
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QPoint mouse_pos;
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QRect mouse_rect;
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QMatrix4x4 prev_view, prev_proj;
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QMatrix3x3 nm;
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QVector4D corner_dirs[4];
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QVector<QVector3D> hcontent;
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QMap<int, QList<Light *>> cur_lights;
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QVector<FramebufferEffectBase *> fb_effects;
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QImage last_img;
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bool is_grabbing = false;
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};
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#endif // RENDERER_H
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