Files
qglengine/glrendererbase.cpp
2021-05-31 12:47:46 +03:00

121 lines
4.6 KiB
C++

/*
QGL GLRendererBase
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/>.
*/
#include "glrendererbase.h"
#include "globject.h"
#include "qglview.h"
GLRendererBase::GLRendererBase(QGLView * view_): view(view_) {
white_image = QImage(1, 1, QImage::Format_ARGB32);
white_image.fill(0xFFFFFFFF);
white_image_id = 0;
violent_image = QImage(1, 1, QImage::Format_ARGB32);
violent_image.fill(QColor(127, 127, 255));
violent_image_id = 0;
}
void GLRendererBase::setupLight(const Light & l, int inpass_index, int gl_index) {
QVector3D lp = l.worldPos(), ld;
GLfloat pos[] = {0.f, 0.f, 0.f, 0.f};
GLfloat dir[] = {0.f, 0.f, 0.f};
GLfloat col[] = {0.f, 0.f, 0.f};
pos[0] = l.light_type == Light::Directional ? -l.direction().x() : lp.x();
pos[1] = l.light_type == Light::Directional ? -l.direction().y() : lp.y();
pos[2] = l.light_type == Light::Directional ? -l.direction().z() : lp.z();
pos[3] = l.light_type == Light::Directional ? 0. : 1.;
dir[0] = ld.x();
dir[1] = ld.y();
dir[2] = ld.z();
glEnable(gl_index);
glLightfv(gl_index, GL_DIFFUSE, col);
glLightfv(gl_index, GL_SPECULAR, col);
glLightfv(gl_index, GL_POSITION, pos);
glLightf(gl_index, GL_CONSTANT_ATTENUATION, l.decay_const);
glLightf(gl_index, GL_LINEAR_ATTENUATION, l.decay_linear);
glLightf(gl_index, GL_QUADRATIC_ATTENUATION, l.decay_quadratic);
if (l.light_type == Light::Cone) {
glLightfv(gl_index, GL_SPOT_DIRECTION, dir);
glLightf(gl_index, GL_SPOT_CUTOFF, l.angle_end / 2.f);
glLightf(gl_index, GL_SPOT_EXPONENT, (1.f - piClamp<float>((l.angle_end - l.angle_start) / (l.angle_end + 0.001f), 0., 1.f)) * 128.f);
} else {
glLightf(gl_index, GL_SPOT_CUTOFF, 180.);
}
}
void GLRendererBase::setupAmbientLight(const QColor & a, bool first_pass) {
GLfloat ambient[] = {0.0f, 0.0f, 0.0f, 1.f};
if (first_pass) {
ambient[0] = view->ambientColor().redF();
ambient[1] = view->ambientColor().greenF();
ambient[2] = view->ambientColor().blueF();
}
glLightModelfv(GL_LIGHT_MODEL_AMBIENT, ambient);
}
#define BIND_TEXTURE(ch, map) if (rp.prev_tex[ch] != mat.map.bitmap_id) { \
rp.prev_tex[ch] = mat.map.bitmap_id; \
glActiveTexture(GL_TEXTURE0 + ch); glBindTexture(GL_TEXTURE_2D, mat.map.bitmap_id); \
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, view->feature(QGLView::qglAnisotropicLevel).toInt());}
void GLRendererBase::setupTextures(ObjectBase & o, GLRendererBase::RenderingParameters & rp, bool first_object) {
}
#undef BIND_TEXTURE
void GLRendererBase::applyFilteringParameters() {
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, view->feature(QGLView::qglAnisotropicLevel).toInt());
}
GLRendererBase::RenderingParameters::RenderingParameters() {
}
void GLRendererBase::RenderingParameters::prepare() {
viewproj_matrix = proj_matrix * view_matrix;
normal_matrix = view_matrix.normalMatrix();
proj_matrix_i = proj_matrix.inverted();
view_matrix_i = view_matrix.inverted();
viewproj_matrix_i = viewproj_matrix.inverted();
}
void GLRendererBase::RenderingParameters::setUniform(QOpenGLShaderProgram * prog) {
if (!prog) return;
prog->setUniformValue("qgl_ModelViewMatrix", view_matrix);
prog->setUniformValue("qgl_ProjectionMatrix", proj_matrix);
prog->setUniformValue("qgl_ModelViewProjectionMatrix", viewproj_matrix);
prog->setUniformValue("qgl_NormalMatrix", normal_matrix);
prog->setUniformValue("qgl_ModelViewMatrixInverse", view_matrix_i);
prog->setUniformValue("qgl_ProjectionMatrixInverse", proj_matrix_i);
prog->setUniformValue("qgl_ModelViewProjectionMatrixInverse", viewproj_matrix_i);
prog->setUniformValue("qgl_ModelViewMatrixTranspose", view_matrix.transposed());
prog->setUniformValue("qgl_ProjectionMatrixTranspose", proj_matrix.transposed());
prog->setUniformValue("qgl_ModelViewProjectionMatrixTranspose", viewproj_matrix.transposed());
prog->setUniformValue("qgl_ModelViewMatrixInverseTranspose", view_matrix_i.transposed());
prog->setUniformValue("qgl_ProjectionMatrixInverseTranspose", proj_matrix_i.transposed());
prog->setUniformValue("qgl_ModelViewProjectionMatrixInverseTranspose", viewproj_matrix_i.transposed());
}