Files
qglengine/src/core/render/renderer.h
peri4 011c3eeb71 version 1.1.0
add Renderer::GrabFormat flags
2023-04-25 17:34:47 +03:00

167 lines
4.4 KiB
C++

/*
QGL Renderer
Ivan Pelipenko peri4ko@yandex.ru
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU Lesser General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU Lesser General Public License for more details.
You should have received a copy of the GNU Lesser General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef RENDERER_H
#define RENDERER_H
#include "glcubemap.h"
#include "glframebuffereffectbase.h"
#include "renderer_base.h"
#include "renderer_material.h"
#include "renderer_selection.h"
#include "renderer_service.h"
#include "tonemapping_proc.h"
#include <QQueue>
class QGLENGINE_CORE_EXPORT Renderer: public RendererBase {
friend class QGLView;
friend class MouseController;
friend class RendererMaterial;
friend class RendererService;
friend class RendererSelection;
friend class FramebufferEffectBase;
friend class TonemappingProc;
enum ShaderRole {
// Selection
srSelectionFill,
srSelectionHalo,
srSelectionApply,
srSelectionFrame,
// Service
srServiceFill,
srServiceFrame,
srServiceLine,
// Deferred shading
srGeometrySolidPass,
srGeometryTransparentPass,
srLightOmniPass,
srLightSpotPass,
srFinalPass,
srTonemapPass,
srShadowConePass,
srShadowOmniPass,
};
enum OutBufferRole {
obrSolidOmni,
obrSolidSpot,
obrTransparentOmni,
obrTransparentSpot,
obrLighting,
obrGeneral0,
obrGeneral1,
obrGeneral2,
obrGeneral3,
obrBuffersCount,
};
public:
Renderer(QGLView * view_);
virtual ~Renderer();
enum DeferredBufferRole {
dbrDiffuse,
dbrNormalZ,
dbrMetalRoughReflectFlags,
dbrEmission,
dbrSpeedBitangXY,
dbrGeoNormal,
dbrNormalZSolid,
dbrMetalRoughReflectFlagsSolid,
dbrBuffersCount,
};
enum GrabFormat {
gfImage = 1,
gfFloat = 2
};
void init(int width, int height);
void resize(int width, int height);
void reloadShaders();
void renderScene();
void setCameraLightMode(int m);
int cameraLightMode() const { return camera_light_mode; }
QImage getImage() const { return last_img; }
QVector<QVector4D> getImageF() const { return last_img_f; }
void addFramebufferEffect(FramebufferEffectBase * e);
void clearFramebufferEffects() { fb_effects.clear(); }
QVector<FramebufferEffectBase *> framebufferEffects() const { return fb_effects; }
QString getTimings() const { return timings; }
QImage materialThumbnail(Material * m) { return rend_mat.materialThumbnail(m); }
void recreateMaterialThumbnails(bool force_all = false) { rend_mat.recreateMaterialThumbnails(force_all); }
protected:
void fillObjectsBuffer(const ObjectBaseList & ol, RenderPass pass);
void renderObjects(Scene & scene, RenderPass pass);
void renderLight(int first_wr_buff, bool clear_only);
void renderConeShadows();
void renderOmniShadows();
void renderConeShadow(int index, Light * light);
void renderOmniShadow(int index, Light * light, QOpenGLShaderProgram * prog, QMatrix4x4 om);
bool bindShader(ShaderRole role, QOpenGLShaderProgram ** ret = 0);
bool bindShader(QOpenGLShaderProgram * sp);
void initShaders();
void releaseShader();
QVector<int> getFreePlanes(int count);
private:
float gamma_ = 1.f;
int camera_light_mode, cur_write_plane = 0, prev_write_plane = 0;
bool edit_mode, need_init_shaders, need_render_sum, __reinit_debug;
Framebuffer fbo_ds, fbo_out;
QMap<ShaderRole, QString> shader_files;
QMap<ShaderRole, QStringList> shader_defines;
QMap<ShaderRole, QOpenGLShaderProgram *> shaders;
QOpenGLShaderProgram * shader_fxaa = nullptr;
RendererMaterial rend_mat;
RendererService rend_service;
RendererSelection rend_selection;
TonemappingProc tone_proc;
Mesh * quad;
Light * cam_light;
CubeTexture tex_env;
QPoint mouse_pos;
QRect mouse_rect;
QMatrix4x4 prev_view, prev_proj;
QMatrix4x4 mat_norm_to_tex_coord, mat_camera_fullview_inv, mat_proj_90;
QMatrix4x4 mat_faces[6];
QMatrix3x3 nm;
QVector4D corner_dirs[4];
QVector<QVector3D> hcontent;
QMap<int, QList<Light *>> cur_lights;
QVector<FramebufferEffectBase *> fb_effects;
QImage last_img;
QVector<QVector4D> last_img_f;
QString obr_defines, timings;
};
#endif // RENDERER_H