From c8dcd5e9c0b05507a57a8378250a8b4c5ca8d08d Mon Sep 17 00:00:00 2001 From: peri4 Date: Sun, 12 Feb 2023 22:49:38 +0300 Subject: [PATCH] full support of ObjectBase:: isReceiveShadows, isCastShadows, isAcceptLight and isAcceptFog --- shaders/ds_geom.glsl | 5 ++++- shaders/ds_light.glsl | 33 ++++++++++++++++++++----------- shaders/shadow.glsl | 9 +++++++++ src/core/core/glshaders_headers.h | 12 ++++++----- src/core/core/glshaders_types.cpp | 9 +++------ src/core/core/glshaders_types.h | 28 ++++++++++++++++---------- src/core/render/renderer.cpp | 7 ++++++- src/core/render/renderer.h | 1 - src/core/scene/globject.cpp | 5 ++++- src/core/scene/globject.h | 15 +++++++++++--- 10 files changed, 84 insertions(+), 40 deletions(-) diff --git a/shaders/ds_geom.glsl b/shaders/ds_geom.glsl index cfec31e..180cefd 100644 --- a/shaders/ds_geom.glsl +++ b/shaders/ds_geom.glsl @@ -3,6 +3,7 @@ out vec3 geom_normal; out mat3 TBN; out vec4 object_color; +out float object_flags; void main(void) { qgl_MaterialIndex = qgl_Material; @@ -12,6 +13,7 @@ void main(void) { 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; } @@ -20,6 +22,7 @@ void main(void) { in vec3 geom_normal; in mat3 TBN; in vec4 object_color; +in float object_flags; uniform vec2 dt; uniform float z_near; @@ -65,7 +68,7 @@ void main(void) { qgl_FragData[0] = vec4(diffuse .rgba); qgl_FragData[1] = vec4(normal .xyz, z); - qgl_FragData[2] = vec4(metalness, roughness, reflectivity, 0); + 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); diff --git a/shaders/ds_light.glsl b/shaders/ds_light.glsl index 59dc3b3..0c89578 100644 --- a/shaders/ds_light.glsl +++ b/shaders/ds_light.glsl @@ -37,6 +37,7 @@ vec4 pos, lpos, shp; vec3 li, si, ldir, halfV, bn, bn2, lwdir; vec3 vds, vds2; float rough_diff, rough_spec, dist, NdotL, NdotH, spot, ldist, diff, spec, sdist, shadow; +uint flags; vec4 mapScreenToShadow(in int light_index, in vec3 offset) { @@ -74,12 +75,12 @@ void calcLight(in int index, in vec3 n, in vec3 v) { spot *= scos * step(qgl_light_parameter[index].angles.w, scos); spot *= smoothstep(qgl_light_parameter[index].angles.w, qgl_light_parameter[index].angles.y, scos); - if (qgl_light_parameter[index].flags == 1) { + if (qgl_light_parameter[index].flags == 1 && bitfieldExtract(flags, 3, 1) == 1) { float ds = ldist/300.; //float bias = ldist * 0.05; - vds = ds * bn.xyz; - vds2 = ds * bn2.xyz; + //vds = ds * bn.xyz; + //vds2 = ds * bn2.xyz; int layer = index - lights_start; float shadow = 0.; @@ -192,16 +193,21 @@ void main(void) { float reflectivity = v2.b; float NdotV = dot(normal, v); float roughness3 = roughness*roughness*roughness; - bn = normalize(cross(normal, view_dir)); - bn2 = normalize(cross(normal, bn)); + //bn = normalize(cross(normal, view_dir)); + //bn2 = normalize(cross(normal, bn)); rough_diff = max(roughness, _min_rough); rough_spec = max(roughness3, _min_rough); float shlick = clamp(metalness + (1 - metalness) * pow(1 - NdotV, 5), 0, 1); + flags = uint(v2.w); li = vec3(0.);//qgl_AmbientLight.color.rgb * qgl_AmbientLight.intensity; si = vec3(0.); - for (int i = 0; i < lights_count; ++i) - calcLight(lights_start + i, normal, v); + if (bitfieldExtract(flags, 0, 1) == 1) { + for (int i = 0; i < lights_count; ++i) + calcLight(lights_start + i, normal, v); + } else { + li = vec3(1.); + } si *= shlick; li *= (1 - shlick); alpha = min(1, alpha * (1 + shlick)); @@ -215,13 +221,16 @@ void main(void) { vec3 res_col = max(vec3(0), li * diffuse + si * spec_col + emission); res_col = mix(res_col, env_col, env_spec * reflectivity); - float plen = length(pos.xyz); - float fog = 1 - exp(-plen / fog_decay); - fog = clamp(fog * fog_color.a * fog_density, 0, 1); - res_col = mix(res_col, fog_color.rgb, fog); + if (bitfieldExtract(flags, 1, 1) == 1) { + float plen = length(pos.xyz); + float fog = 1 - exp(-plen / fog_decay); + fog = clamp(fog * fog_color.a * fog_density, 0, 1); + res_col = mix(res_col, fog_color.rgb, fog); + } qgl_FragColor = vec4(res_col, alpha); - //qgl_FragColor.rgb = view_dir; + //qgl_FragColor.rgb = vec3((v2.w/15)); + //qgl_FragColor.rgb = diffuse.rgb; /* #ifdef SPOT vec4 wpos = vec4(world_dir * z, 1); diff --git a/shaders/shadow.glsl b/shaders/shadow.glsl index e0de228..4519eff 100644 --- a/shaders/shadow.glsl +++ b/shaders/shadow.glsl @@ -1,6 +1,11 @@ // vert // +flat out uint object_flags; + void main(void) { + object_flags = qgl_ObjectFlags; + if (bitfieldExtract(object_flags, 2, 1) == 0) + return; qgl_MaterialIndex = qgl_Material; qgl_FragTexture = qgl_getFragTexture(); gl_Position = qgl_ftransform(); @@ -9,10 +14,14 @@ void main(void) { // frag // +flat in uint object_flags; + float z_near = 0.1f; const float _pe = 2.4e-7; void main(void) { + if (bitfieldExtract(object_flags, 2, 1) == 0) + discard; vec4 diffuse = qgl_materialTexture(QGL_MAP_DIFFUSE, qgl_FragTexture.xy, vec4(0)); if(diffuse.a < 0.5) discard; diff --git a/src/core/core/glshaders_headers.h b/src/core/core/glshaders_headers.h index 2a94007..42181e1 100644 --- a/src/core/core/glshaders_headers.h +++ b/src/core/core/glshaders_headers.h @@ -32,12 +32,11 @@ const char qgl_vertex_head[] = "layout(location = 1 ) in vec3 qgl_Vertex "layout(location = 3 ) in vec3 qgl_Tangent ;\n" "layout(location = 4 ) in vec3 qgl_Bitangent ;\n" "layout(location = 5 ) in vec2 qgl_Texture ;\n" - "layout(location = 6 ) in uint qgl_Material ;\n" + "layout(location = 6 ) in uvec4 qgl_ObjectIntegers;\n" "layout(location = 7 ) in uint qgl_ObjectSelected;\n" - "layout(location = 8 ) in uint qgl_ObjectID ;\n" - "layout(location = 9 ) in vec4 qgl_ObjectColor ;\n" - "layout(location = 10) in mat4 qgl_ModelMatrix ;\n" - "layout(location = 14) in mat2x3 qgl_TextureMatrix ;\n" + "layout(location = 8 ) in vec4 qgl_ObjectColor ;\n" + "layout(location = 9 ) in mat4 qgl_ModelMatrix ;\n" + "layout(location = 13) in mat2x3 qgl_TextureMatrix ;\n" "out vec2 qgl_FragTexture;\n" "flat out uint qgl_MaterialIndex;\n" "uniform mat4 qgl_ViewMatrix;\n" @@ -46,6 +45,9 @@ const char qgl_vertex_head[] = "layout(location = 1 ) in vec3 qgl_Vertex "mat3 qgl_getTangentMatrix() {return mat3(qgl_ViewMatrix * qgl_ModelMatrix);}\n" "vec2 qgl_getFragTexture() {return (vec3(qgl_Texture, 1.f) * qgl_TextureMatrix).xy;}\n" "vec4 qgl_ftransform() {return qgl_ViewProjMatrix * (qgl_ModelMatrix * vec4(qgl_Vertex, 1.f));}\n" + "#define qgl_Material qgl_ObjectIntegers[0]\n" + "#define qgl_ObjectID qgl_ObjectIntegers[1]\n" + "#define qgl_ObjectFlags qgl_ObjectIntegers[2]\n" ""; const char qgl_fragment_head[] = diff --git a/src/core/core/glshaders_types.cpp b/src/core/core/glshaders_types.cpp index 67914e9..04e9304 100644 --- a/src/core/core/glshaders_types.cpp +++ b/src/core/core/glshaders_types.cpp @@ -61,8 +61,7 @@ void QGLEngineShaders::prepareDrawGeom(QOpenGLExtraFunctions * f) { void QGLEngineShaders::prepareDrawObj(QOpenGLExtraFunctions * f) { // qDebug() << "prepareDrawObj"; - f->glEnableVertexAttribArray(material_loc); - f->glEnableVertexAttribArray(object_id_loc); + f->glEnableVertexAttribArray(integers_loc); f->glEnableVertexAttribArray(color_loc); for (int i = 0; i < 4; ++i) f->glEnableVertexAttribArray(modelmatrix_loc + i); @@ -70,8 +69,7 @@ void QGLEngineShaders::prepareDrawObj(QOpenGLExtraFunctions * f) { f->glEnableVertexAttribArray(texturematrix_loc + i); GLsizei size = sizeof(Object); - f->glVertexAttribIPointer(material_loc, 1, GL_UNSIGNED_INT, size, (const void *)material_offset); - f->glVertexAttribIPointer(object_id_loc, 1, GL_UNSIGNED_INT, size, (const void *)object_id_offset); + f->glVertexAttribIPointer(integers_loc, 4, GL_UNSIGNED_INT, size, (const void *)integers_offset); f->glVertexAttribPointer(color_loc, 4, GL_FLOAT, GL_FALSE, size, (const void *)color_offset); for (int i = 0; i < 4; ++i) { f->glVertexAttribPointer(modelmatrix_loc + i, @@ -90,8 +88,7 @@ void QGLEngineShaders::prepareDrawObj(QOpenGLExtraFunctions * f) { (const void *)(texturematrix_offset + sizeof(QVector3D) * i)); } - f->glVertexAttribDivisor(material_loc, 1); - f->glVertexAttribDivisor(object_id_loc, 1); + f->glVertexAttribDivisor(integers_loc, 1); f->glVertexAttribDivisor(color_loc, 1); for (int i = 0; i < 4; ++i) f->glVertexAttribDivisor(modelmatrix_loc + i, 1); diff --git a/src/core/core/glshaders_types.h b/src/core/core/glshaders_types.h index 9d8e99d..bf588ef 100644 --- a/src/core/core/glshaders_types.h +++ b/src/core/core/glshaders_types.h @@ -34,9 +34,8 @@ const GLsizei bitangent_offset = sizeof(QVector3D) + tangent_offset; const GLsizei tex_offset = sizeof(QVector3D) + bitangent_offset; // object -const GLsizei material_offset = 0; -const GLsizei object_id_offset = sizeof(GLuint) + material_offset; -const GLsizei color_offset = sizeof(GLuint) + object_id_offset; +const GLsizei integers_offset = 0; +const GLsizei color_offset = sizeof(GLuint) * 4 + integers_offset; const GLsizei modelmatrix_offset = sizeof(QVector4D) + color_offset; const GLsizei texturematrix_offset = sizeof(QVector4D) * 4 + modelmatrix_offset; @@ -48,11 +47,10 @@ const GLuint tangent_loc = 3; // qgl_Tangent const GLuint bitangent_loc = 4; // qgl_Bitangent const GLuint tex_loc = 5; // qgl_Texture -const GLuint material_loc = 6; // qgl_Material -const GLuint object_id_loc = 8; // qgl_ObjectID -const GLuint color_loc = 9; // qgl_ObjectColor -const GLuint modelmatrix_loc = 10; // qgl_ModelViewProjectionMatrix -const GLuint texturematrix_loc = 14; // qgl_TextureMatrix +const GLuint integers_loc = 6; // qgl_ObjectIntegers +const GLuint color_loc = 8; // qgl_ObjectColor +const GLuint modelmatrix_loc = 9; // qgl_ModelViewProjectionMatrix +const GLuint texturematrix_loc = 13; // qgl_TextureMatrix const GLuint is_selected_loc = 7; // qgl_ObjectSelected @@ -66,13 +64,23 @@ struct Vertex { }; struct Object { Object() { - material = object_id = 0; - color = QVector4D(1, 1, 1, 1); + material = object_id = flags = 0; + color = QVector4D(1, 1, 1, 1); QMatrix4x4().copyDataTo(modelmatrix); QMatrix2x3().transposed().copyDataTo(texturematrix); } GLuint material; GLuint object_id; + union { + GLuint flags; + struct { + GLuint f_accept_light : 1; + GLuint f_accept_fog : 1; + GLuint f_accept_cast_shadow: 1; + GLuint f_accept_rec_shadow : 1; + }; + }; + GLuint _reserve; QVector4D color; GLfloat modelmatrix[16]; GLfloat texturematrix[6]; diff --git a/src/core/render/renderer.cpp b/src/core/render/renderer.cpp index a398c97..7b0c096 100644 --- a/src/core/render/renderer.cpp +++ b/src/core/render/renderer.cpp @@ -241,7 +241,12 @@ void Renderer::fillObjectsBuffer(const ObjectBaseList & ol, RenderPass pass) { so.material = 0; so.color = QColor2QVector(o->color()); } - so.object_id = o->id(); + so.object_id = o->id(); + so.flags = 0; + so.f_accept_light = o->isAcceptLight(); + so.f_accept_fog = o->isAcceptFog(); + so.f_accept_cast_shadow = o->isCastShadows(); + so.f_accept_rec_shadow = o->isReceiveShadows(); o->worldTransform().transposed().copyDataTo(so.modelmatrix); o->textureGLMatrix().copyDataTo(so.texturematrix); // qDebug() << "load obj" << o->name() << o->textureMatrix() << tmat; diff --git a/src/core/render/renderer.h b/src/core/render/renderer.h index bcb0b55..e7d56b2 100644 --- a/src/core/render/renderer.h +++ b/src/core/render/renderer.h @@ -110,7 +110,6 @@ public: protected: void fillObjectsBuffer(const ObjectBaseList & ol, RenderPass pass); - void reloadObjects(); void renderObjects(Scene & scene, RenderPass pass); void renderLight(int first_wr_buff, bool clear_only); void renderShadow(int index, Light * light); diff --git a/src/core/scene/globject.cpp b/src/core/scene/globject.cpp index 25315c4..ceabf30 100644 --- a/src/core/scene/globject.cpp +++ b/src/core/scene/globject.cpp @@ -225,7 +225,10 @@ void ObjectBase::setVisible(bool v) { void ObjectBase::setCastShadows(bool on) { cast_shadow = on; - if (type_ == glLight) ((Light *)this)->apply(); + if (type_ == glLight) + ((Light *)this)->apply(); + else + setObjectsChanged(); } diff --git a/src/core/scene/globject.h b/src/core/scene/globject.h index f22f1a3..a5f021e 100644 --- a/src/core/scene/globject.h +++ b/src/core/scene/globject.h @@ -84,7 +84,10 @@ public: bool isReceiveShadows() const { return rec_shadow; } bool isCastShadows() const { return cast_shadow; } - void setReceiveShadows(bool on) { rec_shadow = on; } + void setReceiveShadows(bool on) { + rec_shadow = on; + setObjectsChanged(); + } void setCastShadows(bool on); void move(const QVector3D & dv) { @@ -271,10 +274,16 @@ public: QGenericMatrix<3, 2, float> textureGLMatrix() const; bool isAcceptLight() const { return accept_light; } - void setAcceptLight(bool yes) { accept_light = yes; } + void setAcceptLight(bool yes) { + accept_light = yes; + setObjectsChanged(); + } bool isAcceptFog() const { return accept_fog; } - void setAcceptFog(bool yes) { accept_fog = yes; } + void setAcceptFog(bool yes) { + accept_fog = yes; + setObjectsChanged(); + } bool isSelected(bool check_parents = false) const; void setSelected(bool yes);