shadows done
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@@ -69,6 +69,7 @@ Renderer::Renderer(QGLView * view_)
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cam_light = new Light();
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cam_light->intensity = 0.75;
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cam_light->setName("Camera_Light");
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cam_light->setCastShadows(false);
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shader_files[srSelectionFill] = "selection.glsl";
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shader_files[srSelectionHalo] = "selection_halo.glsl";
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@@ -151,7 +152,7 @@ void Renderer::reloadShaders() {
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shader_fxaa = nullptr;
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if (tone_proc.shader_sum) delete tone_proc.shader_sum;
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tone_proc.shader_sum = nullptr;
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QString dir = "./shaders/";
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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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@@ -362,7 +363,14 @@ void Renderer::renderConeShadows() {
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textures_empty.bind(f, tarEmpty);
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textures_maps.bind(f, tarMaps);
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auto cone_ll = cur_lights.value(Light::Cone);
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shadow_maps_cone.resize(f, view->shadow_map_size, cone_ll.size());
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if (shadow_maps_cone.resize(f, view->shadow_map_size, cone_ll.size())) {
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f->glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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f->glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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f->glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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f->glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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f->glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_REF_TO_TEXTURE);
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f->glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_COMPARE_FUNC, GL_LESS);
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}
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for (int i = 0; i < cone_ll.size(); ++i) {
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Light * l = cone_ll[i];
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QMatrix4x4 pm = glMatrixPerspective(l->angle_end, 1., 0.1), om, vm;
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@@ -391,7 +399,15 @@ void Renderer::renderOmniShadows() {
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textures_empty.bind(f, tarEmpty);
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textures_maps.bind(f, tarMaps);
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auto omni_ll = cur_lights.value(Light::Omni);
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shadow_maps_omni.resize(f, view->shadow_map_size, omni_ll.size());
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if (shadow_maps_omni.resize(f, view->shadow_map_size, omni_ll.size())) {
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f->glTexParameteri(GL_TEXTURE_CUBE_MAP_ARRAY, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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f->glTexParameteri(GL_TEXTURE_CUBE_MAP_ARRAY, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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// f->glTexParameteri(GL_TEXTURE_CUBE_MAP_ARRAY, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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// f->glTexParameteri(GL_TEXTURE_CUBE_MAP_ARRAY, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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// f->glTexParameteri(GL_TEXTURE_CUBE_MAP_ARRAY, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
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f->glTexParameteri(GL_TEXTURE_CUBE_MAP_ARRAY, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_REF_TO_TEXTURE);
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f->glTexParameteri(GL_TEXTURE_CUBE_MAP_ARRAY, GL_TEXTURE_COMPARE_FUNC, GL_LESS);
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}
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for (int i = 0; i < omni_ll.size(); ++i) {
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Light * l = omni_ll[i];
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QMatrix4x4 om;
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@@ -417,8 +433,9 @@ void Renderer::renderConeShadow(int index, Light * light) {
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light->shadow_map.resize(view->shadow_map_size, force_resize);
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light->shadow_map.bind();
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view->glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, shadow_maps_cone.ID(), 0, index);
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glDrawBuffer(GL_COLOR_ATTACHMENT0);
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view->glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, shadow_maps_cone.ID(), 0, index);
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// glDrawBuffer(GL_COLOR_ATTACHMENT0);
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// glClearDepth(0.);
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glClearFramebuffer();
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renderObjects(scene, rpSolid);
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light->shadow_map.release();
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@@ -439,7 +456,7 @@ void Renderer::renderOmniShadow(int index, Light * light, QOpenGLShaderProgram *
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QMatrix4x4 vm = mat_proj_90 * mat_faces[i] * om;
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prog->setUniformValue("qgl_ViewProjMatrix", vm);
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int buff_ind = GL_COLOR_ATTACHMENT0 + i;
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view->glFramebufferTextureLayer(GL_FRAMEBUFFER, buff_ind, shadow_maps_omni.ID(), 0, index * 6 + i);
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view->glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, shadow_maps_omni.ID(), 0, index * 6 + i);
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// static GLenum faces[6] = {GL_COLOR_ATTACHMENT0,
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// GL_COLOR_ATTACHMENT1,
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// GL_COLOR_ATTACHMENT2,
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@@ -447,7 +464,7 @@ void Renderer::renderOmniShadow(int index, Light * light, QOpenGLShaderProgram *
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// GL_COLOR_ATTACHMENT4,
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// GL_COLOR_ATTACHMENT5};
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// view->glDrawBuffers(6, faces);
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glDrawBuffer(buff_ind);
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// glDrawBuffer(buff_ind);
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glClearFramebuffer();
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renderObjects(scene, rpSolid);
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}
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@@ -665,7 +682,8 @@ void Renderer::renderScene() {
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tprog->bind();
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shadow_maps_cone.bind(f, tarShadowsCone);
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shadow_maps_omni.bind(f, tarShadowsOmni);
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quad->draw(f, 1);*/
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quad->draw(f, 1);
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*/
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}
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