Files
qglengine/src/core/render/renderer.cpp
2023-02-23 11:04:29 +03:00

716 lines
22 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/>.
*/
#define GL_GLEXT_PROTOTYPES
#include "renderer.h"
#include "glmesh.h"
#include "glshaders.h"
#include "gltexture_manager.h"
#include "qglview.h"
#include <QOpenGLExtraFunctions>
#include <qad_types.h>
using namespace QGLEngineShaders;
Renderer::Renderer(QGLView * view_)
: RendererBase(view_)
, fbo_ds(view_, QVector<GLenum>() << GL_RGBA16F << GL_RGBA32F << GL_RGBA16F << GL_RGBA16F << GL_RGBA16F << GL_RGBA32F << GL_RGBA16F)
, fbo_out(view_, obrBuffersCount, false, GL_RGBA16F)
, rend_mat(this)
, rend_service(this)
, rend_selection(this)
, tone_proc(this)
, tex_env(view_, 512) {
mat_norm_to_tex_coord.scale(0.5, 0.5);
mat_norm_to_tex_coord.translate(1, 1);
mat_proj_90 = glMatrixPerspective(90., 1., 0.1);
for (int i = 0; i < 6; ++i) {
QMatrix4x4 fvm;
switch (i) {
case 0:
fvm.rotate(-90., QVector3D(0, 1, 0));
fvm.rotate(180., QVector3D(0, 0, 1));
break;
case 1:
fvm.rotate(90., QVector3D(0, 1, 0));
fvm.rotate(180., QVector3D(0, 0, 1));
break;
case 2: fvm.rotate(-90., QVector3D(1, 0, 0)); break;
case 3: fvm.rotate(90., QVector3D(1, 0, 0)); break;
case 4:
fvm.rotate(180., QVector3D(0, 0, 1));
fvm.rotate(180., QVector3D(0, 1, 0));
break;
case 5: fvm.rotate(180., QVector3D(0, 0, 1)); break;
}
mat_faces[i] = fvm;
}
quad = Primitive::plane(2., 2.);
cam_light = new Light();
cam_light->intensity = 0.75;
cam_light->setName("Camera_Light");
cam_light->setCastShadows(false);
shader_files[srSelectionFill] = "selection.glsl";
shader_files[srSelectionHalo] = "selection_halo.glsl";
shader_files[srSelectionApply] = "selection_apply.glsl";
shader_files[srSelectionFrame] = "selection_frame.glsl";
shader_files[srServiceFill] = "service_fill.glsl";
shader_files[srServiceFrame] = "service_frame.glsl";
shader_files[srServiceLine] = "service_line.glsl";
shader_files[srGeometrySolidPass] = "ds_geom.glsl";
shader_files[srGeometryTransparentPass] = "ds_geom.glsl";
shader_files[srLightOmniPass] = "ds_light.glsl";
shader_files[srLightSpotPass] = "ds_light.glsl";
shader_files[srFinalPass] = "ds_final.glsl";
shader_files[srTonemapPass] = "ds_tonemap.glsl";
shader_files[srShadowConePass] = "shadow.glsl";
shader_files[srShadowOmniPass] = "shadow.glsl";
shader_defines[srGeometrySolidPass] << "SOLID";
shader_defines[srLightSpotPass] << "SPOT";
shader_defines[srShadowOmniPass] << "OMNI";
edit_mode = need_init_shaders = true;
camera_light_mode = QGLView::clmAuto;
}
Renderer::~Renderer() {
delete quad;
delete cam_light;
qDeleteAll(shaders.values());
if (shader_fxaa) delete shader_fxaa;
}
void Renderer::init(int width, int height) {
fbo_ds.reinit();
fbo_out.reinit();
quad->reinit();
buffer_materials.reinit();
buffer_lights.reinit();
buffer_lights_pos.reinit();
textures_maps.reinit();
textures_empty.reinit();
shadow_maps_cone.reinit();
shadow_maps_omni.reinit();
depth_maps_cone.reinit();
depth_maps_omni.reinit();
resize(width, height);
rend_mat.init(width, height);
rend_service.init(width, height);
rend_selection.init(width, height);
tone_proc.init();
initQuad(quad);
initTextureArrays();
initCoeffTextures();
markReloadTextures();
tex_env.init();
if (is_grabbing) fbo_out.enablePixelBuffer();
need_init_shaders = true;
}
void Renderer::resize(int width, int height) {
rend_mat.resize(width, height);
rend_service.resize(width, height);
rend_selection.resize(width, height);
fbo_ds.resize(width, height);
fbo_out.resize(width, height);
tone_proc.resize();
}
void Renderer::reloadShaders() {
__reinit_debug = true;
QMapIterator<ShaderRole, QString> it(shader_files);
qDeleteAll(shaders.values());
shaders.clear();
if (shader_fxaa) delete shader_fxaa;
shader_fxaa = nullptr;
if (tone_proc.shader_sum) delete tone_proc.shader_sum;
tone_proc.shader_sum = nullptr;
QString dir = ":/shaders/";
while (it.hasNext()) {
it.next();
loadShadersMulti(shaders[it.key()], dir + it.value(), true, shader_defines.value(it.key()));
}
loadShadersMulti(tone_proc.shader_sum, dir + "sum.glsl", false);
QStringList fxaa_defs;
fxaa_defs << "FXAA_PC 1"
<< "FXAA_GLSL_130 1"
<< "FXAA_QUALITY__PRESET 15";
loadShaders(shader_fxaa, QStringList() << (dir + "fxaa.vert") << (dir + "fxaa.frag"), true, fxaa_defs);
for (auto * e: fb_effects) {
e->reloadShaders();
e->is_loaded = true;
}
need_init_shaders = true;
view->scene()->setLightsChanged();
view->scene()->setTreeStructChanged();
view->scene()->setMaterialsChanged();
}
bool Renderer::bindShader(Renderer::ShaderRole role, QOpenGLShaderProgram ** ret) {
QOpenGLShaderProgram * prog = shaders.value(role);
if (ret) *ret = prog;
if (!prog) return false;
if (!prog->isLinked()) return false;
prog->bind();
return true;
}
bool Renderer::bindShader(QOpenGLShaderProgram * sp) {
if (!sp) return true;
if (!sp->isLinked()) return true;
if (!sp->bind()) return false;
return true;
}
void Renderer::initShaders() {
if (!need_init_shaders) return;
need_init_shaders = false;
QOpenGLShaderProgram * prog = 0;
for (ShaderRole role: {srLightOmniPass, srLightSpotPass}) {
if (!bindShader(role, &prog)) continue;
initUniformBuffer(prog, &buffer_materials, bpMaterials, "QGLMaterialData");
initUniformBuffer(prog, &buffer_lights, bpLightParameters, "QGLLightParameterData");
initUniformBuffer(prog, &buffer_lights_pos, bpLightPositions, "QGLLightPositionData");
for (int i = 0; i < 5; ++i)
prog->setUniformValue(QString("tex_%1").arg(i).toLatin1().constData(), i);
prog->setUniformValue("tex_coeffs[0]", (int)Renderer::dbrBuffersCount);
prog->setUniformValue("tex_env", (int)Renderer::dbrBuffersCount + 1);
prog->setUniformValue("tex_noise", (int)Renderer::dbrBuffersCount + 2);
setUniformMaps(prog);
}
if (bindShader(srFinalPass, &prog)) {
prog->setUniformValue("tex_g1", 0);
prog->setUniformValue("tex_s_0", 1);
prog->setUniformValue("tex_s_1", 2);
prog->setUniformValue("tex_t_0", 3);
prog->setUniformValue("tex_t_1", 4);
}
for (ShaderRole role: {srGeometrySolidPass, srGeometryTransparentPass, srShadowConePass, srShadowOmniPass}) {
if (!bindShader(role, &prog)) continue;
initUniformBuffer(prog, &buffer_materials, bpMaterials, "QGLMaterialData");
setUniformMaps(prog);
}
if (bindShader(srTonemapPass, &prog)) {
prog->setUniformValue("tex_0", 0);
prog->setUniformValue("tex_sum", 1);
}
}
void Renderer::releaseShader() {
view->glUseProgram(0);
}
QVector<int> Renderer::getFreePlanes(int count) {
prev_write_plane = cur_write_plane;
QVector<int> ret;
bool output_done = false;
const int total_count = 4;
for (int i = 0; i < total_count; ++i) {
int plane = obrGeneral0 + i;
if (prev_write_plane == plane) continue;
if (!output_done) {
fbo_out.setWriteBuffer(plane);
cur_write_plane = plane;
output_done = true;
continue;
}
ret << plane;
if (ret.size() == count) break;
}
return ret;
}
void Renderer::fillObjectsBuffer(const ObjectBaseList & ol, RenderPass pass) {
cur_objects_.resize(ol.size());
for (int i = 0; i < ol.size(); ++i) {
Object & so(cur_objects_[i]);
ObjectBase * o = ol[i];
if (o->material()) {
so.material = o->material()->_index;
so.color = QVector4D(1, 1, 1, 1);
} else {
so.material = 0;
so.color = QColor2QVector(o->color());
}
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;
}
// qDebug() << "fillObjectsBuffer" << ol.size();
}
void Renderer::renderObjects(Scene & scene, RenderPass pass) {
QOpenGLExtraFunctions * f = view;
QMapIterator<Mesh *, ObjectBaseList> it(scene.geometries_used[pass]);
bool emit_pos_change = false;
while (it.hasNext()) {
it.next();
Mesh * mesh = it.key();
if (mesh->isObjectsChanged(pass)) {
mesh->setObjectsChanged(pass, false);
emit_pos_change = true;
fillObjectsBuffer(it.value(), pass);
// qDebug() << "loadObjects" << pass << cur_objects_.size();
mesh->loadObjects(f, cur_objects_, pass);
}
if (mesh->isSelectionChanged(pass) && edit_mode) {
mesh->setSelectionChanged(pass, false);
fillSelectionsBuffer(rend_selection.cur_selections_, it.value());
// qDebug() << "fillSelectionsBuffer" << pass << rend_selection.cur_selections_.size();
mesh->loadSelections(f, rend_selection.cur_selections_, pass);
}
// qDebug() << "draw" << pass << it.value().size();
mesh->draw(f, it.value().size(), pass);
}
if (emit_pos_change) emit view->objectsPositionChanged();
}
void Renderer::renderLight(int first_wr_buff, bool clear_only) {
QOpenGLShaderProgram * prog = 0;
Camera * cam = view->camera();
for (int i = 0; i < 3; ++i) {
view->glActiveTexture(GL_TEXTURE0 + Renderer::dbrBuffersCount + i);
view->glBindTexture(GL_TEXTURE_2D, tex_coeff[i]);
}
fbo_ds.bindColorTextures();
fbo_out.bind();
// tex_env.bind((int)Renderer::dbrBuffersCount + 1);
typedef QPair<Renderer::ShaderRole, Light::Type> PassPair;
QVector<PassPair> passes;
passes << PassPair(srLightOmniPass, Light::Omni) << PassPair(srLightSpotPass, Light::Cone);
QColor back = view->fogColor();
back.setAlpha(0);
foreach(PassPair pass, passes) {
if (bindShader(pass.first, &prog)) {
/*if (pass.second == Light::Cone) {
auto & cone_ll(cur_lights[pass.second]);
for (int i = 0; i < cone_ll.size(); ++i) {
Light * l = cone_ll[i];
// l->shadow_map.bindDepthTexture(mtShadowCone + i);
l->shadow_map.bindColorTexture(0, mtShadowCone + i);
}
}*/
fbo_out.setWriteBuffer(first_wr_buff + pass.second);
glClearFramebuffer(back, false);
if (clear_only) continue;
setUniformCamera(prog, cam);
setUniformViewCorners(prog, cam);
prog->setUniformValue("lights_start", lights_start[pass.second]);
prog->setUniformValue("lights_count", (int)cur_lights[pass.second].size());
prog->setUniformValue("fog_color", view->fogColor());
prog->setUniformValue("fog_decay", qMax(view->fogDecay(), 0.001f));
prog->setUniformValue("fog_density", view->fogDensity());
prog->setUniformValue("view_mat", cam->viewMatrix().inverted().toGenericMatrix<3, 3>());
prog->setUniformValue("shadow_size", view->shadow_map_size);
prog->setUniformValue("noise_size", noise_size);
prog->setUniformValue("soft_shadows_enabled", view->soft_shadows);
prog->setUniformValue("soft_shadows_samples", view->soft_shadows_samples);
prog->setUniformValue("soft_shadows_quality", view->soft_shadows_quality);
prog->setUniformValue("tex_shadows_cone", (int)tarShadowsCone);
prog->setUniformValue("tex_shadows_omni", (int)tarShadowsOmni);
prog->setUniformValue("tex_depths_cone", (int)tarDepthsCone);
prog->setUniformValue("tex_depths_omni", (int)tarDepthsOmni);
GLenum filter = view->softShadows() ? GL_NEAREST : GL_LINEAR;
shadow_maps_cone.bind(view, tarShadowsCone);
view->glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER, filter);
view->glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER, filter);
shadow_maps_omni.bind(view, tarShadowsOmni);
view->glTexParameteri(GL_TEXTURE_CUBE_MAP_ARRAY, GL_TEXTURE_MIN_FILTER, filter);
view->glTexParameteri(GL_TEXTURE_CUBE_MAP_ARRAY, GL_TEXTURE_MAG_FILTER, filter);
depth_maps_cone.bind(view, tarDepthsCone);
depth_maps_omni.bind(view, tarDepthsOmni);
renderQuad(prog, quad, cam);
}
}
}
void Renderer::renderConeShadows() {
QOpenGLExtraFunctions * f = view;
QOpenGLShaderProgram * prog = 0;
if (bindShader(srShadowConePass, &prog)) {
glEnableDepth();
textures_empty.bind(f, tarEmpty);
textures_maps.bind(f, tarMaps);
auto cone_ll = cur_lights.value(Light::Cone);
if (shadow_maps_cone.resize(f, view->shadow_map_size, cone_ll.size())) {
f->glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
f->glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
f->glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_REF_TO_TEXTURE);
f->glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_COMPARE_FUNC, GL_LESS);
}
depth_maps_cone.resize(f, view->shadow_map_size, cone_ll.size());
for (int i = 0; i < cone_ll.size(); ++i) {
Light * l = cone_ll[i];
QMatrix4x4 pm = glMatrixPerspective(l->angle_end, 1., 0.1), om, vm;
om.translate(-l->worldAim());
vm.translate(0., 0., -l->distance());
// vm.rotate(-roll_, 0., 0., 1.);
QMatrix4x4 pmat = l->worldTransform();
pmat(0, 3) = pmat(1, 3) = pmat(2, 3) = 0.;
vm *= pmat.inverted();
auto vpm = pm * (vm * om);
if (l->isCastShadows()) {
prog->setUniformValue("qgl_ViewProjMatrix", vpm);
renderConeShadow(i, l);
}
l->shadow_matrix = mat_norm_to_tex_coord * vpm * mat_camera_fullview_inv;
}
}
}
void Renderer::renderOmniShadows() {
QOpenGLExtraFunctions * f = view;
QOpenGLShaderProgram * prog = 0;
if (bindShader(srShadowOmniPass, &prog)) {
glEnableDepth();
textures_empty.bind(f, tarEmpty);
textures_maps.bind(f, tarMaps);
auto omni_ll = cur_lights.value(Light::Omni);
if (shadow_maps_omni.resize(f, view->shadow_map_size, omni_ll.size())) {
f->glTexParameteri(GL_TEXTURE_CUBE_MAP_ARRAY, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_REF_TO_TEXTURE);
f->glTexParameteri(GL_TEXTURE_CUBE_MAP_ARRAY, GL_TEXTURE_COMPARE_FUNC, GL_LESS);
}
depth_maps_omni.resize(f, view->shadow_map_size, omni_ll.size());
for (int i = 0; i < omni_ll.size(); ++i) {
Light * l = omni_ll[i];
QMatrix4x4 om;
om.translate(-l->worldPos());
// vm.translate(0., 0., -l->distance());
// vm.rotate(-roll_, 0., 0., 1.);
if (l->isCastShadows()) {
renderOmniShadow(i, l, prog, om);
}
// l->shadow_matrix = mat_norm_to_tex_coord * vpm * mat_camera_fullview_inv;
}
}
}
void Renderer::renderConeShadow(int index, Light * light) {
Scene & scene(*(view->scene()));
bool force_resize = false;
if (!light->shadow_map.isInit()) {
light->shadow_map.reinit(view);
force_resize = true;
}
light->shadow_map.resize(view->shadow_map_size, force_resize);
light->shadow_map.bind();
view->glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, shadow_maps_cone.ID(), 0, index);
view->glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, depth_maps_cone.ID(), 0, index);
glDrawBuffer(GL_COLOR_ATTACHMENT0);
glClearFramebuffer();
renderObjects(scene, rpSolid);
light->shadow_map.release();
}
void Renderer::renderOmniShadow(int index, Light * light, QOpenGLShaderProgram * prog, QMatrix4x4 om) {
Scene & scene(*(view->scene()));
bool force_resize = false;
if (!light->shadow_map.isInit()) {
light->shadow_map.reinit(view);
force_resize = true;
}
light->shadow_map.resize(view->shadow_map_size, force_resize);
light->shadow_map.bind();
for (int i = 0; i < 6; ++i) {
QMatrix4x4 vm = mat_proj_90 * mat_faces[i] * om;
prog->setUniformValue("qgl_ViewProjMatrix", vm);
view->glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, shadow_maps_omni.ID(), 0, index * 6 + i);
view->glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, depth_maps_omni.ID(), 0, index * 6 + i);
// static GLenum faces[6] = {GL_COLOR_ATTACHMENT0,
// GL_COLOR_ATTACHMENT1,
// GL_COLOR_ATTACHMENT2,
// GL_COLOR_ATTACHMENT3,
// GL_COLOR_ATTACHMENT4,
// GL_COLOR_ATTACHMENT5};
// view->glDrawBuffers(6, faces);
glDrawBuffer(GL_COLOR_ATTACHMENT0);
glClearFramebuffer();
renderObjects(scene, rpSolid);
}
light->shadow_map.release();
}
void Renderer::renderScene() {
timings.clear();
Measurer phase(&timings);
phase.begin("init");
initShaders();
tex_env.load();
QOpenGLExtraFunctions * f = view;
Scene & scene(*(view->scene()));
Camera * cam = view->camera();
QOpenGLShaderProgram * prog = 0;
bool scene_changed = scene.prepare();
cur_lights = scene.lights_used;
mat_camera_fullview_inv = cam->fullViewMatrix().inverted();
scene.destroyUnused(f);
phase.end();
/// reload materials on change
phase.begin("scene reload");
if (scene_changed || scene.need_reload_materials) {
rend_selection.generateObjectsID(scene);
reloadMaterials(scene);
if (edit_mode) recreateMaterialThumbnails();
emit view->materialsChanged();
}
phase.end();
/// material thumbnails
phase.begin("materials");
if (edit_mode && !scene_changed) {
rend_mat.procQueue();
}
phase.end();
/// cone shadows and shadow matrix
phase.begin("shadows cone");
renderConeShadows();
phase.end();
/// omni shadows and shadow matrix
phase.begin("shadows omni");
renderOmniShadows();
phase.end();
/// lights
phase.begin("lights prepare");
bool use_camlight = (camera_light_mode == QGLView::clmOn);
if ((camera_light_mode == QGLView::clmAuto) && cur_lights.isEmpty()) {
use_camlight = true;
}
if (use_camlight) {
cur_lights[Light::Omni] << cam_light;
cam_light->setPos(cam->pos());
}
if (scene.lights_changed) {
scene.lights_changed = false;
reloadLightsParameters(cur_lights);
}
reloadLightsPositions(cam);
phase.end();
/// selection
phase.begin("selection");
if (edit_mode) {
rend_selection.renderSelection(scene);
}
phase.end();
/// solid geometry pass
phase.begin("geometry solid");
fbo_ds.bind();
glEnableDepth();
glClearFramebuffer();
if (bindShader(srGeometrySolidPass, &prog)) {
setUniformCamera(prog, cam);
textures_empty.bind(f, tarEmpty);
textures_maps.bind(f, tarMaps);
glPolygonMode(GL_FRONT_AND_BACK, view->renderMode());
renderObjects(scene, rpSolid);
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
}
fbo_ds.blit(dbrNormalZ, fbo_ds.id(), dbrNormalZSolid, fbo_ds.rect(), fbo_ds.rect());
fbo_ds.blit(dbrMetalRoughReflectFlags, fbo_ds.id(), dbrMetalRoughReflectFlagsSolid, fbo_ds.rect(), fbo_ds.rect());
fbo_ds.release();
phase.end();
/// lighting passes
phase.begin("... light");
renderLight(obrSolidOmni, scene.geometries_used[rpSolid].isEmpty());
phase.end();
/// transparent geometry pass
phase.begin("geometry trans");
fbo_ds.bind();
glEnableDepth();
fbo_ds.setWriteBuffers({0, 1, 2, 3, 4});
glClearFramebuffer(Qt::black, false);
fbo_ds.setWriteBuffers();
if (bindShader(srGeometryTransparentPass, &prog)) {
setUniformCamera(prog, cam);
textures_empty.bind(f, tarEmpty);
textures_maps.bind(f, tarMaps);
glPolygonMode(GL_FRONT_AND_BACK, view->renderMode());
renderObjects(scene, rpTransparent);
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
}
fbo_ds.release();
phase.end();
/// lighting passes
phase.begin("... light");
renderLight(obrTransparentOmni, scene.geometries_used[rpTransparent].isEmpty());
phase.end();
/// blending layers
phase.begin("blending");
if (bindShader(srFinalPass, &prog)) {
fbo_out.bindColorTexture(obrSolidOmni, 1);
fbo_out.bindColorTexture(obrSolidSpot, 2);
fbo_out.bindColorTexture(obrTransparentOmni, 3);
fbo_out.bindColorTexture(obrTransparentSpot, 4);
fbo_out.setWriteBuffer(obrLighting);
renderQuad(prog, quad);
}
phase.end();
fbo_out.bind();
cur_write_plane = obrLighting;
/// tonemapping
phase.begin("tonemap");
tone_proc.process();
auto free = getFreePlanes(0);
if (bindShader(srTonemapPass, &prog)) {
prog->setUniformValue("gamma", gamma_);
prog->setUniformValue("frame_max", tone_proc.frameMax());
// qDebug() << tone_proc.frameMax();
fbo_out.bindColorTexture(prev_write_plane, 0);
renderQuad(prog, quad);
} else {
fbo_out.blit(prev_write_plane, fbo_out.id(), cur_write_plane, fbo_out.rect(), fbo_out.rect());
}
phase.end();
/// FXAA
phase.begin("fxaa");
if (view->FXAA_) {
prog = shader_fxaa;
if (bindShader(prog)) {
auto free = getFreePlanes(0);
setUniformCamera(prog, 0, true, fbo_out.size());
fbo_out.bindColorTexture(prev_write_plane);
renderQuad(prog, quad, 0, false);
}
}
phase.end();
/// custom effects
for (auto * e: fb_effects) {
if (!e->isEnabled()) continue;
phase.begin("fb effect " + e->name());
e->reloadShadersInternal();
e->drawInternal();
phase.end();
}
fbo_out.release();
/// apply hovers and selection frame
phase.begin("service");
if (edit_mode) {
rend_selection.drawSelection(fbo_out, cur_write_plane);
rend_service.renderService();
} else {
fbo_out.blit(cur_write_plane, 0, 0, fbo_out.rect(), QRect(QPoint(), view->pixelSize()));
}
phase.end();
/// grab framebuffer
phase.begin("grab");
if (is_grabbing) {
fbo_out.queryImage(0);
last_img = fbo_out.getImage().mirrored();
// qDebug() << last_img.size();
}
phase.end();
/*
static QOpenGLShaderProgram * tprog = nullptr;
if (tprog && __reinit_debug) {
delete tprog;
tprog = nullptr;
}
if (!tprog) {
loadShadersMulti(tprog, "./shaders/debug.glsl");
tprog->bind();
tprog->setUniformValue("tex_cone", (int)tarShadowsCone);
tprog->setUniformValue("tex_omni", (int)tarShadowsOmni);
tprog->setUniformValue("dep_cone", (int)tarDepthsCone);
tprog->setUniformValue("dep_omni", (int)tarDepthsOmni);
QMatrix4x4 mat;
double sz = 0.33;
mat.translate(sz - 1, sz - 1);
mat.scale(sz, sz);
tprog->setUniformValue("qgl_ViewProjMatrix", mat);
}
__reinit_debug = false;
tprog->bind();
shadow_maps_cone.bind(f, tarShadowsCone);
shadow_maps_omni.bind(f, tarShadowsOmni);
depth_maps_cone.bind(f, tarDepthsCone);
depth_maps_omni.bind(f, tarDepthsOmni);
quad->draw(f, 1);
*/
}
void Renderer::setCameraLightMode(int m) {
camera_light_mode = m;
view->scene()->setLightsChanged();
}
void Renderer::setGrabImage(bool on) {
is_grabbing = on;
// fbo_out.enablePixelBuffer();
}
void Renderer::addFramebufferEffect(FramebufferEffectBase * e) {
e->r = this;
fb_effects << e;
}