full support of ObjectBase:: isReceiveShadows, isCastShadows, isAcceptLight and isAcceptFog
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@@ -3,6 +3,7 @@
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out vec3 geom_normal;
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out mat3 TBN;
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out vec4 object_color;
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out float object_flags;
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void main(void) {
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qgl_MaterialIndex = qgl_Material;
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@@ -12,6 +13,7 @@ void main(void) {
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geom_normal = normalize(qgl_Normal * qgl_getNormalMatrix());
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TBN = qgl_getTangentMatrix() * mat3(qgl_Tangent, qgl_Bitangent, qgl_Normal);
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object_color = qgl_ObjectColor;
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object_flags = qgl_ObjectFlags;
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}
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@@ -20,6 +22,7 @@ void main(void) {
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in vec3 geom_normal;
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in mat3 TBN;
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in vec4 object_color;
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in float object_flags;
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uniform vec2 dt;
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uniform float z_near;
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@@ -65,7 +68,7 @@ void main(void) {
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qgl_FragData[0] = vec4(diffuse .rgba);
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qgl_FragData[1] = vec4(normal .xyz, z);
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qgl_FragData[2] = vec4(metalness, roughness, reflectivity, 0);
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qgl_FragData[2] = vec4(metalness, roughness, reflectivity, object_flags);
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qgl_FragData[3] = vec4(emission.rgb, 0/*bn.x*/);
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//qgl_FragData[4] = vec4(speed.xy, bn.yz);
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@@ -37,6 +37,7 @@ vec4 pos, lpos, shp;
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vec3 li, si, ldir, halfV, bn, bn2, lwdir;
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vec3 vds, vds2;
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float rough_diff, rough_spec, dist, NdotL, NdotH, spot, ldist, diff, spec, sdist, shadow;
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uint flags;
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vec4 mapScreenToShadow(in int light_index, in vec3 offset) {
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@@ -74,12 +75,12 @@ void calcLight(in int index, in vec3 n, in vec3 v) {
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spot *= scos * step(qgl_light_parameter[index].angles.w, scos);
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spot *= smoothstep(qgl_light_parameter[index].angles.w, qgl_light_parameter[index].angles.y, scos);
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if (qgl_light_parameter[index].flags == 1) {
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if (qgl_light_parameter[index].flags == 1 && bitfieldExtract(flags, 3, 1) == 1) {
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float ds = ldist/300.;
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//float bias = ldist * 0.05;
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vds = ds * bn.xyz;
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vds2 = ds * bn2.xyz;
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//vds = ds * bn.xyz;
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//vds2 = ds * bn2.xyz;
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int layer = index - lights_start;
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float shadow = 0.;
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@@ -192,16 +193,21 @@ void main(void) {
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float reflectivity = v2.b;
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float NdotV = dot(normal, v);
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float roughness3 = roughness*roughness*roughness;
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bn = normalize(cross(normal, view_dir));
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bn2 = normalize(cross(normal, bn));
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//bn = normalize(cross(normal, view_dir));
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//bn2 = normalize(cross(normal, bn));
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rough_diff = max(roughness, _min_rough);
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rough_spec = max(roughness3, _min_rough);
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float shlick = clamp(metalness + (1 - metalness) * pow(1 - NdotV, 5), 0, 1);
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flags = uint(v2.w);
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li = vec3(0.);//qgl_AmbientLight.color.rgb * qgl_AmbientLight.intensity;
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si = vec3(0.);
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for (int i = 0; i < lights_count; ++i)
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calcLight(lights_start + i, normal, v);
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if (bitfieldExtract(flags, 0, 1) == 1) {
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for (int i = 0; i < lights_count; ++i)
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calcLight(lights_start + i, normal, v);
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} else {
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li = vec3(1.);
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}
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si *= shlick;
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li *= (1 - shlick);
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alpha = min(1, alpha * (1 + shlick));
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@@ -215,13 +221,16 @@ void main(void) {
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vec3 res_col = max(vec3(0), li * diffuse + si * spec_col + emission);
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res_col = mix(res_col, env_col, env_spec * reflectivity);
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float plen = length(pos.xyz);
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float fog = 1 - exp(-plen / fog_decay);
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fog = clamp(fog * fog_color.a * fog_density, 0, 1);
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res_col = mix(res_col, fog_color.rgb, fog);
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if (bitfieldExtract(flags, 1, 1) == 1) {
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float plen = length(pos.xyz);
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float fog = 1 - exp(-plen / fog_decay);
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fog = clamp(fog * fog_color.a * fog_density, 0, 1);
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res_col = mix(res_col, fog_color.rgb, fog);
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}
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qgl_FragColor = vec4(res_col, alpha);
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//qgl_FragColor.rgb = view_dir;
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//qgl_FragColor.rgb = vec3((v2.w/15));
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//qgl_FragColor.rgb = diffuse.rgb;
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/*
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#ifdef SPOT
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vec4 wpos = vec4(world_dir * z, 1);
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@@ -1,6 +1,11 @@
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// vert //
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flat out uint object_flags;
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void main(void) {
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object_flags = qgl_ObjectFlags;
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if (bitfieldExtract(object_flags, 2, 1) == 0)
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return;
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qgl_MaterialIndex = qgl_Material;
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qgl_FragTexture = qgl_getFragTexture();
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gl_Position = qgl_ftransform();
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@@ -9,10 +14,14 @@ void main(void) {
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// frag //
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flat in uint object_flags;
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float z_near = 0.1f;
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const float _pe = 2.4e-7;
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void main(void) {
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if (bitfieldExtract(object_flags, 2, 1) == 0)
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discard;
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vec4 diffuse = qgl_materialTexture(QGL_MAP_DIFFUSE, qgl_FragTexture.xy, vec4(0));
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if(diffuse.a < 0.5)
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discard;
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@@ -32,12 +32,11 @@ const char qgl_vertex_head[] = "layout(location = 1 ) in vec3 qgl_Vertex
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"layout(location = 3 ) in vec3 qgl_Tangent ;\n"
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"layout(location = 4 ) in vec3 qgl_Bitangent ;\n"
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"layout(location = 5 ) in vec2 qgl_Texture ;\n"
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"layout(location = 6 ) in uint qgl_Material ;\n"
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"layout(location = 6 ) in uvec4 qgl_ObjectIntegers;\n"
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"layout(location = 7 ) in uint qgl_ObjectSelected;\n"
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"layout(location = 8 ) in uint qgl_ObjectID ;\n"
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"layout(location = 9 ) in vec4 qgl_ObjectColor ;\n"
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"layout(location = 10) in mat4 qgl_ModelMatrix ;\n"
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"layout(location = 14) in mat2x3 qgl_TextureMatrix ;\n"
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"layout(location = 8 ) in vec4 qgl_ObjectColor ;\n"
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"layout(location = 9 ) in mat4 qgl_ModelMatrix ;\n"
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"layout(location = 13) in mat2x3 qgl_TextureMatrix ;\n"
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"out vec2 qgl_FragTexture;\n"
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"flat out uint qgl_MaterialIndex;\n"
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"uniform mat4 qgl_ViewMatrix;\n"
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@@ -46,6 +45,9 @@ const char qgl_vertex_head[] = "layout(location = 1 ) in vec3 qgl_Vertex
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"mat3 qgl_getTangentMatrix() {return mat3(qgl_ViewMatrix * qgl_ModelMatrix);}\n"
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"vec2 qgl_getFragTexture() {return (vec3(qgl_Texture, 1.f) * qgl_TextureMatrix).xy;}\n"
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"vec4 qgl_ftransform() {return qgl_ViewProjMatrix * (qgl_ModelMatrix * vec4(qgl_Vertex, 1.f));}\n"
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"#define qgl_Material qgl_ObjectIntegers[0]\n"
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"#define qgl_ObjectID qgl_ObjectIntegers[1]\n"
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"#define qgl_ObjectFlags qgl_ObjectIntegers[2]\n"
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"";
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const char qgl_fragment_head[] =
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@@ -61,8 +61,7 @@ void QGLEngineShaders::prepareDrawGeom(QOpenGLExtraFunctions * f) {
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void QGLEngineShaders::prepareDrawObj(QOpenGLExtraFunctions * f) {
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// qDebug() << "prepareDrawObj";
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f->glEnableVertexAttribArray(material_loc);
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f->glEnableVertexAttribArray(object_id_loc);
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f->glEnableVertexAttribArray(integers_loc);
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f->glEnableVertexAttribArray(color_loc);
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for (int i = 0; i < 4; ++i)
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f->glEnableVertexAttribArray(modelmatrix_loc + i);
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@@ -70,8 +69,7 @@ void QGLEngineShaders::prepareDrawObj(QOpenGLExtraFunctions * f) {
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f->glEnableVertexAttribArray(texturematrix_loc + i);
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GLsizei size = sizeof(Object);
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f->glVertexAttribIPointer(material_loc, 1, GL_UNSIGNED_INT, size, (const void *)material_offset);
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f->glVertexAttribIPointer(object_id_loc, 1, GL_UNSIGNED_INT, size, (const void *)object_id_offset);
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f->glVertexAttribIPointer(integers_loc, 4, GL_UNSIGNED_INT, size, (const void *)integers_offset);
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f->glVertexAttribPointer(color_loc, 4, GL_FLOAT, GL_FALSE, size, (const void *)color_offset);
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for (int i = 0; i < 4; ++i) {
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f->glVertexAttribPointer(modelmatrix_loc + i,
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@@ -90,8 +88,7 @@ void QGLEngineShaders::prepareDrawObj(QOpenGLExtraFunctions * f) {
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(const void *)(texturematrix_offset + sizeof(QVector3D) * i));
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}
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f->glVertexAttribDivisor(material_loc, 1);
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f->glVertexAttribDivisor(object_id_loc, 1);
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f->glVertexAttribDivisor(integers_loc, 1);
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f->glVertexAttribDivisor(color_loc, 1);
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for (int i = 0; i < 4; ++i)
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f->glVertexAttribDivisor(modelmatrix_loc + i, 1);
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@@ -34,9 +34,8 @@ const GLsizei bitangent_offset = sizeof(QVector3D) + tangent_offset;
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const GLsizei tex_offset = sizeof(QVector3D) + bitangent_offset;
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// object
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const GLsizei material_offset = 0;
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const GLsizei object_id_offset = sizeof(GLuint) + material_offset;
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const GLsizei color_offset = sizeof(GLuint) + object_id_offset;
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const GLsizei integers_offset = 0;
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const GLsizei color_offset = sizeof(GLuint) * 4 + integers_offset;
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const GLsizei modelmatrix_offset = sizeof(QVector4D) + color_offset;
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const GLsizei texturematrix_offset = sizeof(QVector4D) * 4 + modelmatrix_offset;
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@@ -48,11 +47,10 @@ const GLuint tangent_loc = 3; // qgl_Tangent
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const GLuint bitangent_loc = 4; // qgl_Bitangent
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const GLuint tex_loc = 5; // qgl_Texture
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const GLuint material_loc = 6; // qgl_Material
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const GLuint object_id_loc = 8; // qgl_ObjectID
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const GLuint color_loc = 9; // qgl_ObjectColor
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const GLuint modelmatrix_loc = 10; // qgl_ModelViewProjectionMatrix
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const GLuint texturematrix_loc = 14; // qgl_TextureMatrix
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const GLuint integers_loc = 6; // qgl_ObjectIntegers
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const GLuint color_loc = 8; // qgl_ObjectColor
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const GLuint modelmatrix_loc = 9; // qgl_ModelViewProjectionMatrix
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const GLuint texturematrix_loc = 13; // qgl_TextureMatrix
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const GLuint is_selected_loc = 7; // qgl_ObjectSelected
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@@ -66,13 +64,23 @@ struct Vertex {
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};
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struct Object {
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Object() {
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material = object_id = 0;
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color = QVector4D(1, 1, 1, 1);
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material = object_id = flags = 0;
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color = QVector4D(1, 1, 1, 1);
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QMatrix4x4().copyDataTo(modelmatrix);
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QMatrix2x3().transposed().copyDataTo(texturematrix);
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}
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GLuint material;
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GLuint object_id;
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union {
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GLuint flags;
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struct {
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GLuint f_accept_light : 1;
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GLuint f_accept_fog : 1;
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GLuint f_accept_cast_shadow: 1;
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GLuint f_accept_rec_shadow : 1;
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};
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};
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GLuint _reserve;
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QVector4D color;
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GLfloat modelmatrix[16];
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GLfloat texturematrix[6];
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@@ -241,7 +241,12 @@ void Renderer::fillObjectsBuffer(const ObjectBaseList & ol, RenderPass pass) {
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so.material = 0;
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so.color = QColor2QVector(o->color());
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}
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so.object_id = o->id();
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so.object_id = o->id();
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so.flags = 0;
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so.f_accept_light = o->isAcceptLight();
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so.f_accept_fog = o->isAcceptFog();
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so.f_accept_cast_shadow = o->isCastShadows();
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so.f_accept_rec_shadow = o->isReceiveShadows();
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o->worldTransform().transposed().copyDataTo(so.modelmatrix);
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o->textureGLMatrix().copyDataTo(so.texturematrix);
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// qDebug() << "load obj" << o->name() << o->textureMatrix() << tmat;
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@@ -110,7 +110,6 @@ public:
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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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void renderShadow(int index, Light * light);
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@@ -225,7 +225,10 @@ void ObjectBase::setVisible(bool v) {
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void ObjectBase::setCastShadows(bool on) {
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cast_shadow = on;
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if (type_ == glLight) ((Light *)this)->apply();
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if (type_ == glLight)
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((Light *)this)->apply();
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else
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setObjectsChanged();
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}
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@@ -84,7 +84,10 @@ public:
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bool isReceiveShadows() const { return rec_shadow; }
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bool isCastShadows() const { return cast_shadow; }
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void setReceiveShadows(bool on) { rec_shadow = on; }
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void setReceiveShadows(bool on) {
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rec_shadow = on;
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setObjectsChanged();
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}
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void setCastShadows(bool on);
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void move(const QVector3D & dv) {
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@@ -271,10 +274,16 @@ public:
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QGenericMatrix<3, 2, float> textureGLMatrix() const;
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bool isAcceptLight() const { return accept_light; }
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void setAcceptLight(bool yes) { accept_light = yes; }
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void setAcceptLight(bool yes) {
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accept_light = yes;
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setObjectsChanged();
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}
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bool isAcceptFog() const { return accept_fog; }
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void setAcceptFog(bool yes) { accept_fog = yes; }
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void setAcceptFog(bool yes) {
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accept_fog = yes;
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setObjectsChanged();
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}
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bool isSelected(bool check_parents = false) const;
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void setSelected(bool yes);
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