重构了Model和Mesh等,RendererGLWidget改用glad
parent
41080b1c1e
commit
3221d18563
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@ -117,6 +117,7 @@
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<ClCompile Include="src\Editor\ThirdPartyLib\SvgHelper.cpp" />
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<ClCompile Include="src\Editor\util\PainterPathUtil.cpp" />
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<ClCompile Include="src\Editor\util\SvgFileLoader.cpp" />
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<ClCompile Include="src\gl.c" />
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<ClCompile Include="src\IconWidget.cpp" />
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<ClCompile Include="src\main.cpp" />
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<ClCompile Include="src\MainWindow.cpp" />
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@ -144,6 +145,7 @@
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<ClCompile Include="src\Renderer\RendererWidget.cpp" />
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<ClCompile Include="src\Renderer\Painting\ShortCutTree.cpp" />
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<ClCompile Include="src\Renderer\Painting\StraightLine.cpp" />
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<ClCompile Include="src\Renderer\VirtualTextureManager.cpp" />
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<ClCompile Include="src\SvgParser.cpp" />
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<ClCompile Include="src\TitleWidget.cpp" />
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<QtUic Include="EditorWidget.ui" />
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@ -205,6 +207,7 @@
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<ClInclude Include="src\Renderer\Painting\MaterialStyleStroke.h" />
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<ClInclude Include="src\Renderer\Painting\Painting.h" />
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<ClInclude Include="src\Renderer\Preview\ElementRenderer.h" />
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<ClInclude Include="src\Renderer\VirtualTextureManager.h" />
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<ClInclude Include="src\SvgParser.h" />
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<QtMoc Include="src\TitleWidget.h" />
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<QtMoc Include="src\IconWidget.h" />
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@ -210,6 +210,12 @@
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<ClCompile Include="src\Renderer\IblUtils.cpp">
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<Filter>Source Files\Renderer</Filter>
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</ClCompile>
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<ClCompile Include="src\Renderer\VirtualTextureManager.cpp">
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<Filter>Source Files\Renderer</Filter>
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</ClCompile>
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<ClCompile Include="src\gl.c">
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<Filter>Source Files</Filter>
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</ClCompile>
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</ItemGroup>
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<ItemGroup>
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<QtMoc Include="src\Renderer\RendererGLWidget.h">
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@ -435,6 +441,9 @@
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<ClInclude Include="src\Renderer\Painting\BaseStyle.h">
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<Filter>Header Files\Renderer\Painting</Filter>
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</ClInclude>
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<ClInclude Include="src\Renderer\VirtualTextureManager.h">
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<Filter>Header Files\Renderer</Filter>
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</ClInclude>
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</ItemGroup>
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<ItemGroup>
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<QtRcc Include="res\MainWindow.qrc">
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@ -0,0 +1,311 @@
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#ifndef __khrplatform_h_
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#define __khrplatform_h_
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/*
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** Copyright (c) 2008-2018 The Khronos Group Inc.
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**
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** Permission is hereby granted, free of charge, to any person obtaining a
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** copy of this software and/or associated documentation files (the
|
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** "Materials"), to deal in the Materials without restriction, including
|
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** without limitation the rights to use, copy, modify, merge, publish,
|
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** distribute, sublicense, and/or sell copies of the Materials, and to
|
||||
** permit persons to whom the Materials are furnished to do so, subject to
|
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** the following conditions:
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**
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** The above copyright notice and this permission notice shall be included
|
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** in all copies or substantial portions of the Materials.
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**
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** THE MATERIALS ARE PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
|
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** EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
|
||||
** MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
|
||||
** IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY
|
||||
** CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
|
||||
** TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
|
||||
** MATERIALS OR THE USE OR OTHER DEALINGS IN THE MATERIALS.
|
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*/
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|
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/* Khronos platform-specific types and definitions.
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*
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* The master copy of khrplatform.h is maintained in the Khronos EGL
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* Registry repository at https://github.com/KhronosGroup/EGL-Registry
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* The last semantic modification to khrplatform.h was at commit ID:
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* 67a3e0864c2d75ea5287b9f3d2eb74a745936692
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*
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* Adopters may modify this file to suit their platform. Adopters are
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* encouraged to submit platform specific modifications to the Khronos
|
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* group so that they can be included in future versions of this file.
|
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* Please submit changes by filing pull requests or issues on
|
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* the EGL Registry repository linked above.
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*
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*
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* See the Implementer's Guidelines for information about where this file
|
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* should be located on your system and for more details of its use:
|
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* http://www.khronos.org/registry/implementers_guide.pdf
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*
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* This file should be included as
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* #include <KHR/khrplatform.h>
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* by Khronos client API header files that use its types and defines.
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*
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* The types in khrplatform.h should only be used to define API-specific types.
|
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*
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* Types defined in khrplatform.h:
|
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* khronos_int8_t signed 8 bit
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* khronos_uint8_t unsigned 8 bit
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* khronos_int16_t signed 16 bit
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* khronos_uint16_t unsigned 16 bit
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* khronos_int32_t signed 32 bit
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* khronos_uint32_t unsigned 32 bit
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* khronos_int64_t signed 64 bit
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* khronos_uint64_t unsigned 64 bit
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* khronos_intptr_t signed same number of bits as a pointer
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* khronos_uintptr_t unsigned same number of bits as a pointer
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* khronos_ssize_t signed size
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* khronos_usize_t unsigned size
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* khronos_float_t signed 32 bit floating point
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* khronos_time_ns_t unsigned 64 bit time in nanoseconds
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* khronos_utime_nanoseconds_t unsigned time interval or absolute time in
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* nanoseconds
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* khronos_stime_nanoseconds_t signed time interval in nanoseconds
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* khronos_boolean_enum_t enumerated boolean type. This should
|
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* only be used as a base type when a client API's boolean type is
|
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* an enum. Client APIs which use an integer or other type for
|
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* booleans cannot use this as the base type for their boolean.
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*
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* Tokens defined in khrplatform.h:
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*
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* KHRONOS_FALSE, KHRONOS_TRUE Enumerated boolean false/true values.
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*
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* KHRONOS_SUPPORT_INT64 is 1 if 64 bit integers are supported; otherwise 0.
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* KHRONOS_SUPPORT_FLOAT is 1 if floats are supported; otherwise 0.
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*
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* Calling convention macros defined in this file:
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* KHRONOS_APICALL
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* KHRONOS_APIENTRY
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* KHRONOS_APIATTRIBUTES
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*
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* These may be used in function prototypes as:
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*
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* KHRONOS_APICALL void KHRONOS_APIENTRY funcname(
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* int arg1,
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* int arg2) KHRONOS_APIATTRIBUTES;
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*/
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#if defined(__SCITECH_SNAP__) && !defined(KHRONOS_STATIC)
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# define KHRONOS_STATIC 1
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#endif
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/*-------------------------------------------------------------------------
|
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* Definition of KHRONOS_APICALL
|
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*-------------------------------------------------------------------------
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* This precedes the return type of the function in the function prototype.
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*/
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#if defined(KHRONOS_STATIC)
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/* If the preprocessor constant KHRONOS_STATIC is defined, make the
|
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* header compatible with static linking. */
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# define KHRONOS_APICALL
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#elif defined(_WIN32)
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# define KHRONOS_APICALL __declspec(dllimport)
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#elif defined (__SYMBIAN32__)
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# define KHRONOS_APICALL IMPORT_C
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#elif defined(__ANDROID__)
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# define KHRONOS_APICALL __attribute__((visibility("default")))
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#else
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# define KHRONOS_APICALL
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#endif
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|
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/*-------------------------------------------------------------------------
|
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* Definition of KHRONOS_APIENTRY
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*-------------------------------------------------------------------------
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* This follows the return type of the function and precedes the function
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* name in the function prototype.
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*/
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#if defined(_WIN32) && !defined(_WIN32_WCE) && !defined(__SCITECH_SNAP__)
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/* Win32 but not WinCE */
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# define KHRONOS_APIENTRY __stdcall
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#else
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# define KHRONOS_APIENTRY
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#endif
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|
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/*-------------------------------------------------------------------------
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* Definition of KHRONOS_APIATTRIBUTES
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*-------------------------------------------------------------------------
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* This follows the closing parenthesis of the function prototype arguments.
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*/
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#if defined (__ARMCC_2__)
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#define KHRONOS_APIATTRIBUTES __softfp
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#else
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#define KHRONOS_APIATTRIBUTES
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#endif
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|
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/*-------------------------------------------------------------------------
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* basic type definitions
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*-----------------------------------------------------------------------*/
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#if (defined(__STDC_VERSION__) && __STDC_VERSION__ >= 199901L) || defined(__GNUC__) || defined(__SCO__) || defined(__USLC__)
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|
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/*
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* Using <stdint.h>
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*/
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#include <stdint.h>
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typedef int32_t khronos_int32_t;
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typedef uint32_t khronos_uint32_t;
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typedef int64_t khronos_int64_t;
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typedef uint64_t khronos_uint64_t;
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#define KHRONOS_SUPPORT_INT64 1
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#define KHRONOS_SUPPORT_FLOAT 1
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/*
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* To support platform where unsigned long cannot be used interchangeably with
|
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* inptr_t (e.g. CHERI-extended ISAs), we can use the stdint.h intptr_t.
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* Ideally, we could just use (u)intptr_t everywhere, but this could result in
|
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* ABI breakage if khronos_uintptr_t is changed from unsigned long to
|
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* unsigned long long or similar (this results in different C++ name mangling).
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* To avoid changes for existing platforms, we restrict usage of intptr_t to
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* platforms where the size of a pointer is larger than the size of long.
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*/
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#if defined(__SIZEOF_LONG__) && defined(__SIZEOF_POINTER__)
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#if __SIZEOF_POINTER__ > __SIZEOF_LONG__
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#define KHRONOS_USE_INTPTR_T
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#endif
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#endif
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#elif defined(__VMS ) || defined(__sgi)
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/*
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* Using <inttypes.h>
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*/
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#include <inttypes.h>
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typedef int32_t khronos_int32_t;
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typedef uint32_t khronos_uint32_t;
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typedef int64_t khronos_int64_t;
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typedef uint64_t khronos_uint64_t;
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#define KHRONOS_SUPPORT_INT64 1
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#define KHRONOS_SUPPORT_FLOAT 1
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#elif defined(_WIN32) && !defined(__SCITECH_SNAP__)
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/*
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* Win32
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*/
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typedef __int32 khronos_int32_t;
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typedef unsigned __int32 khronos_uint32_t;
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typedef __int64 khronos_int64_t;
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typedef unsigned __int64 khronos_uint64_t;
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#define KHRONOS_SUPPORT_INT64 1
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#define KHRONOS_SUPPORT_FLOAT 1
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#elif defined(__sun__) || defined(__digital__)
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|
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/*
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* Sun or Digital
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*/
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typedef int khronos_int32_t;
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typedef unsigned int khronos_uint32_t;
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#if defined(__arch64__) || defined(_LP64)
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typedef long int khronos_int64_t;
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typedef unsigned long int khronos_uint64_t;
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#else
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typedef long long int khronos_int64_t;
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typedef unsigned long long int khronos_uint64_t;
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#endif /* __arch64__ */
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#define KHRONOS_SUPPORT_INT64 1
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#define KHRONOS_SUPPORT_FLOAT 1
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#elif 0
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/*
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* Hypothetical platform with no float or int64 support
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*/
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typedef int khronos_int32_t;
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typedef unsigned int khronos_uint32_t;
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#define KHRONOS_SUPPORT_INT64 0
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#define KHRONOS_SUPPORT_FLOAT 0
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#else
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/*
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* Generic fallback
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*/
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#include <stdint.h>
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typedef int32_t khronos_int32_t;
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typedef uint32_t khronos_uint32_t;
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typedef int64_t khronos_int64_t;
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typedef uint64_t khronos_uint64_t;
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#define KHRONOS_SUPPORT_INT64 1
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#define KHRONOS_SUPPORT_FLOAT 1
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#endif
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/*
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* Types that are (so far) the same on all platforms
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*/
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typedef signed char khronos_int8_t;
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typedef unsigned char khronos_uint8_t;
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typedef signed short int khronos_int16_t;
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typedef unsigned short int khronos_uint16_t;
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|
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/*
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* Types that differ between LLP64 and LP64 architectures - in LLP64,
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* pointers are 64 bits, but 'long' is still 32 bits. Win64 appears
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* to be the only LLP64 architecture in current use.
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*/
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#ifdef KHRONOS_USE_INTPTR_T
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typedef intptr_t khronos_intptr_t;
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typedef uintptr_t khronos_uintptr_t;
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#elif defined(_WIN64)
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typedef signed long long int khronos_intptr_t;
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typedef unsigned long long int khronos_uintptr_t;
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#else
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typedef signed long int khronos_intptr_t;
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typedef unsigned long int khronos_uintptr_t;
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#endif
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#if defined(_WIN64)
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typedef signed long long int khronos_ssize_t;
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typedef unsigned long long int khronos_usize_t;
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#else
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typedef signed long int khronos_ssize_t;
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typedef unsigned long int khronos_usize_t;
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#endif
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#if KHRONOS_SUPPORT_FLOAT
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/*
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* Float type
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*/
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typedef float khronos_float_t;
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#endif
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#if KHRONOS_SUPPORT_INT64
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/* Time types
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*
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* These types can be used to represent a time interval in nanoseconds or
|
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* an absolute Unadjusted System Time. Unadjusted System Time is the number
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* of nanoseconds since some arbitrary system event (e.g. since the last
|
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* time the system booted). The Unadjusted System Time is an unsigned
|
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* 64 bit value that wraps back to 0 every 584 years. Time intervals
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* may be either signed or unsigned.
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*/
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typedef khronos_uint64_t khronos_utime_nanoseconds_t;
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typedef khronos_int64_t khronos_stime_nanoseconds_t;
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#endif
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/*
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* Dummy value used to pad enum types to 32 bits.
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*/
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#ifndef KHRONOS_MAX_ENUM
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#define KHRONOS_MAX_ENUM 0x7FFFFFFF
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#endif
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|
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/*
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* Enumerated boolean type
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*
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* Values other than zero should be considered to be true. Therefore
|
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* comparisons should not be made against KHRONOS_TRUE.
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*/
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typedef enum {
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KHRONOS_FALSE = 0,
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KHRONOS_TRUE = 1,
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KHRONOS_BOOLEAN_ENUM_FORCE_SIZE = KHRONOS_MAX_ENUM
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} khronos_boolean_enum_t;
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#endif /* __khrplatform_h_ */
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unsigned int hdrTexture = 0;
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if (data)
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{
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glGenTextures(1, &hdrTexture);
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glBindTexture(GL_TEXTURE_2D, hdrTexture);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB16F, width, height, 0, GL_RGB, GL_FLOAT, data);
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glFunc->glGenTextures(1, &hdrTexture);
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glFunc->glBindTexture(GL_TEXTURE_2D, hdrTexture);
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glFunc->glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB16F, width, height, 0, GL_RGB, GL_FLOAT, data);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glFunc->glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glFunc->glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glFunc->glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glFunc->glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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stbi_image_free(data);
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}
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glFunc->glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glFunc->glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glFunc->glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); // enable pre-filter mipmap sampling (combatting visible dots artifact)
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glFunc->glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); // enable pre-filter mipmap sampling (combatting visible dots artifact)
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glFunc->glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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#include "Mesh.h"
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#include <qDebug>
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using namespace Renderer;
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Mesh::Mesh(QOpenGLFunctions_4_5_Compatibility* glFunc, QOpenGLShaderProgram* shaderProgram, QOpenGLShaderProgram* shadowProgram, aiMatrix4x4 model)
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Renderer::Vertex::Vertex(const aiVector3D& position, const aiVector3D& normal, const aiVector3D& texCoords)
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: Position(position.x, position.y, position.z)
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, Normal(normal.x, normal.y, normal.z)
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, TexCoords(texCoords.x, texCoords.y)
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{
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}
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Mesh::Mesh(QOpenGLFunctions_4_5_Compatibility* glFunc, QOpenGLShaderProgram* shaderProgram, QOpenGLShaderProgram* shadowProgram, const QMatrix4x4& model)
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: glFunc(glFunc)
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, shaderProgram(shaderProgram)
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, shadowProgram(shadowProgram)
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, VBO(QOpenGLBuffer::VertexBuffer)
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, EBO(QOpenGLBuffer::IndexBuffer)
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, model((float*)&model)
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, model(model)
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{
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//for (int i = 0; i < 4; i++) {
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// for (int j = 0; j < 4; j++) {
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// this->model(i, j) = model[i][j];
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// }
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//}
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||||
}
|
||||
void Mesh::draw()
|
||||
{
|
||||
shaderProgram->bind();
|
||||
|
||||
unsigned int diffuseNr = 1;
|
||||
unsigned int specularNr = 1;
|
||||
unsigned int normalNr = 1;
|
||||
unsigned int heightNr = 1;
|
||||
|
||||
for (unsigned int i = 0; i < textures.size(); i++)
|
||||
if (shaderProgram->bind())
|
||||
{
|
||||
glFunc->glActiveTexture(GL_TEXTURE0 + i); // 在绑定之前激活相应的纹理单元
|
||||
textures[i]->texture.bind();
|
||||
//qDebug() << name + number;
|
||||
shaderProgram->setUniformValue(textures[i]->type.toStdString().c_str(), i);
|
||||
glFunc->glActiveTexture(GL_TEXTURE0);
|
||||
glFunc->glBindTexture(GL_TEXTURE_2D, textureBasecolor);
|
||||
glFunc->glActiveTexture(GL_TEXTURE1);
|
||||
glFunc->glBindTexture(GL_TEXTURE_2D, textureMetallicRoughness);
|
||||
glFunc->glActiveTexture(GL_TEXTURE2);
|
||||
glFunc->glBindTexture(GL_TEXTURE_2D, textureNormal);
|
||||
shaderProgram->setUniformValue("texture_basecolor", 0);
|
||||
shaderProgram->setUniformValue("texture_metallic_roughness", 1);
|
||||
shaderProgram->setUniformValue("texture_normal", 2);
|
||||
|
||||
QOpenGLVertexArrayObject::Binder bind(&VAO);
|
||||
shaderProgram->setUniformValue("model", model);
|
||||
EBO.bind();
|
||||
glFunc->glDrawElements(GL_TRIANGLES, indices.size(), GL_UNSIGNED_INT, 0);
|
||||
|
||||
shaderProgram->release();
|
||||
}
|
||||
// 绘制网格
|
||||
|
||||
QOpenGLVertexArrayObject::Binder bind(&VAO);
|
||||
shaderProgram->setUniformValue("model", model);
|
||||
EBO.bind();
|
||||
glFunc->glDrawElements(GL_TRIANGLES, indices.size(), GL_UNSIGNED_INT, 0);
|
||||
|
||||
shaderProgram->release();
|
||||
}
|
||||
void Mesh::drawShadow()
|
||||
{
|
||||
shadowProgram->bind();
|
||||
|
||||
unsigned int diffuseNr = 1;
|
||||
unsigned int specularNr = 1;
|
||||
unsigned int normalNr = 1;
|
||||
unsigned int heightNr = 1;
|
||||
|
||||
for (unsigned int i = 0; i < textures.size(); i++)
|
||||
if (shadowProgram->bind())
|
||||
{
|
||||
glFunc->glActiveTexture(GL_TEXTURE0 + i); // 在绑定之前激活相应的纹理单元
|
||||
textures[i]->texture.bind();
|
||||
//qDebug() << name + number;
|
||||
shadowProgram->setUniformValue(textures[i]->type.toStdString().c_str(), i);
|
||||
glFunc->glActiveTexture(GL_TEXTURE0);
|
||||
glFunc->glBindTexture(GL_TEXTURE_2D, textureBasecolor);
|
||||
shadowProgram->setUniformValue("texture_basecolor", 0);
|
||||
|
||||
QOpenGLVertexArrayObject::Binder bind(&VAO);
|
||||
shadowProgram->setUniformValue("model", model);
|
||||
EBO.bind();
|
||||
glFunc->glDrawElements(GL_TRIANGLES, indices.size(), GL_UNSIGNED_INT, 0);
|
||||
|
||||
shadowProgram->release();
|
||||
}
|
||||
// 绘制网格
|
||||
|
||||
QOpenGLVertexArrayObject::Binder bind(&VAO);
|
||||
shadowProgram->setUniformValue("model", model);
|
||||
EBO.bind();
|
||||
glFunc->glDrawElements(GL_TRIANGLES, indices.size(), GL_UNSIGNED_INT, 0);
|
||||
|
||||
shadowProgram->release();
|
||||
}
|
||||
void Mesh::setupMesh()
|
||||
{
|
||||
shaderProgram->bind();
|
||||
VAO.create();
|
||||
VAO.bind();
|
||||
|
||||
|
@ -81,23 +70,17 @@ void Mesh::setupMesh()
|
|||
EBO.bind();
|
||||
EBO.allocate(indices.data(), indices.size() * sizeof(unsigned int));
|
||||
|
||||
|
||||
|
||||
shaderProgram->enableAttributeArray(0);
|
||||
shaderProgram->setAttributeBuffer(0, GL_FLOAT, 0, 3, sizeof(Vertex));
|
||||
|
||||
shaderProgram->enableAttributeArray(1);
|
||||
shaderProgram->setAttributeBuffer(1, GL_FLOAT, offsetof(Vertex, Normal), 3, sizeof(Vertex));
|
||||
|
||||
shaderProgram->enableAttributeArray(2);
|
||||
shaderProgram->setAttributeBuffer(2, GL_FLOAT, offsetof(Vertex, TexCoords), 2, sizeof(Vertex));
|
||||
|
||||
shaderProgram->enableAttributeArray(3);
|
||||
shaderProgram->setAttributeBuffer(3, GL_FLOAT, offsetof(Vertex, Tangent), 3, sizeof(Vertex));
|
||||
|
||||
shaderProgram->enableAttributeArray(4);
|
||||
shaderProgram->setAttributeBuffer(4, GL_FLOAT, offsetof(Vertex, Bitangent), 3, sizeof(Vertex));
|
||||
|
||||
if (shaderProgram->bind())
|
||||
{
|
||||
shaderProgram->enableAttributeArray(0);
|
||||
shaderProgram->setAttributeBuffer(0, GL_FLOAT, 0, 3, sizeof(Vertex));
|
||||
shaderProgram->enableAttributeArray(1);
|
||||
shaderProgram->setAttributeBuffer(1, GL_FLOAT, offsetof(Vertex, Normal), 3, sizeof(Vertex));
|
||||
shaderProgram->enableAttributeArray(2);
|
||||
shaderProgram->setAttributeBuffer(2, GL_FLOAT, offsetof(Vertex, TexCoords), 2, sizeof(Vertex));
|
||||
shaderProgram->release();
|
||||
}
|
||||
VAO.release();
|
||||
shaderProgram->release();
|
||||
}
|
||||
|
||||
|
||||
|
|
|
@ -9,10 +9,9 @@
|
|||
#include <QOpenGLVertexArrayObject>
|
||||
#include <QOpenGLTexture>
|
||||
#include <QOpenGLWidget>
|
||||
#include <assimp/Importer.hpp>
|
||||
#include <assimp/scene.h>
|
||||
#include <assimp/postprocess.h>
|
||||
#include <assimp/vector3.h>
|
||||
#include "Drawable.h"
|
||||
|
||||
namespace Renderer
|
||||
{
|
||||
struct Vertex
|
||||
|
@ -20,8 +19,7 @@ namespace Renderer
|
|||
QVector3D Position;
|
||||
QVector3D Normal;
|
||||
QVector2D TexCoords;
|
||||
QVector3D Tangent;
|
||||
QVector3D Bitangent;
|
||||
Vertex(const aiVector3D& position, const aiVector3D& Normal, const aiVector3D& TexCoords);
|
||||
};
|
||||
|
||||
struct Texture
|
||||
|
@ -40,22 +38,23 @@ namespace Renderer
|
|||
class Mesh : public Drawable
|
||||
{
|
||||
public:
|
||||
/* 网格数据 */
|
||||
QVector<Vertex> vertices; //顶点数据
|
||||
QVector<unsigned int> indices; //索引数组
|
||||
QVector<Texture*> textures; //纹理数据
|
||||
QMatrix4x4 model; //模型矩阵
|
||||
QOpenGLFunctions_4_5_Compatibility* glFunc; //opengl函数入口
|
||||
QOpenGLShaderProgram* shaderProgram, * shadowProgram; //着色器程序
|
||||
QVector<Vertex> vertices;
|
||||
QVector<unsigned int> indices;
|
||||
//QVector<Texture*> textures;
|
||||
GLuint textureBasecolor;
|
||||
GLuint textureMetallicRoughness;
|
||||
GLuint textureNormal;
|
||||
|
||||
/* 函数 */
|
||||
Mesh(QOpenGLFunctions_4_5_Compatibility* glFunc, QOpenGLShaderProgram* shaderProgram, QOpenGLShaderProgram* shadowProgram, aiMatrix4x4 model);
|
||||
QMatrix4x4 model;
|
||||
QOpenGLFunctions_4_5_Compatibility* glFunc;
|
||||
QOpenGLShaderProgram* shaderProgram, * shadowProgram;
|
||||
|
||||
Mesh(QOpenGLFunctions_4_5_Compatibility* glFunc, QOpenGLShaderProgram* shaderProgram, QOpenGLShaderProgram* shadowProgram, const QMatrix4x4& model);
|
||||
void draw() override;
|
||||
void drawShadow() override;
|
||||
void setupMesh();
|
||||
|
||||
private:
|
||||
/* 渲染数据 */
|
||||
QOpenGLVertexArrayObject VAO;
|
||||
QOpenGLBuffer VBO, EBO;
|
||||
|
||||
|
|
|
@ -1,5 +1,6 @@
|
|||
#include "Model.h"
|
||||
|
||||
#include <assimp/Importer.hpp>
|
||||
#include <assimp/postprocess.h>
|
||||
#include <QOpenGLTexture>
|
||||
#include <QOpenGLContext>
|
||||
#include <QTextCodec>
|
||||
|
@ -48,10 +49,6 @@ Model::Model(QOpenGLContext* context, QOpenGLShaderProgram* shaderProgram, QOpen
|
|||
|
||||
Model::~Model() //销毁对象
|
||||
{
|
||||
for (auto& it : textures_loaded) {
|
||||
it->texture.destroy();
|
||||
delete it;
|
||||
}
|
||||
for (auto& it : meshes) {
|
||||
delete it;
|
||||
}
|
||||
|
@ -133,9 +130,11 @@ GLuint encodeZIndexAngle(GLuint zIndex, float angle)
|
|||
{
|
||||
return GLuint(angle / 360 * 65536 + zIndex * 65536);
|
||||
}
|
||||
|
||||
Drawable* Model::processMesh(aiMesh* mesh, const aiScene* scene, aiMatrix4x4 model)
|
||||
{
|
||||
aiMaterial* material = scene->mMaterials[mesh->mMaterialIndex];
|
||||
QMatrix4x4 modelQ((float*)&model);
|
||||
|
||||
aiString str;
|
||||
material->GetTexture(aiTextureType_BASE_COLOR, 0, &str);
|
||||
|
@ -144,35 +143,21 @@ Drawable* Model::processMesh(aiMesh* mesh, const aiScene* scene, aiMatrix4x4 mod
|
|||
{
|
||||
qDebug() << str.C_Str() << "Replaced";
|
||||
// 初始化网格
|
||||
PaintingMesh* m_mesh = new PaintingMesh(glFunc, paintingProgram, shadowProgram, model);
|
||||
PaintingMesh* m_mesh = new PaintingMesh(glFunc, paintingProgram, shadowProgram, modelQ);
|
||||
// 遍历网格的每个顶点
|
||||
for (unsigned int i = 0; i < mesh->mNumVertices; i++)
|
||||
{
|
||||
PaintingVertex vertex;
|
||||
vertex.Position = QVector3D(mesh->mVertices[i].x, mesh->mVertices[i].y, mesh->mVertices[i].z);
|
||||
minX = std::min(minX, vertex.Position.x());
|
||||
maxX = std::max(maxX, vertex.Position.x());
|
||||
minY = std::min(minY, vertex.Position.y());
|
||||
maxY = std::max(maxY, vertex.Position.y());
|
||||
minZ = std::min(minZ, vertex.Position.z());
|
||||
maxZ = std::max(maxZ, vertex.Position.z());
|
||||
|
||||
|
||||
// 法向量
|
||||
if (mesh->mNormals)
|
||||
vertex.Normal = QVector3D(mesh->mNormals[i].x, mesh->mNormals[i].y, mesh->mNormals[i].z);
|
||||
|
||||
// 纹理坐标
|
||||
if (mesh->mTextureCoords[0])
|
||||
vertex.TexCoords = QVector2D(mesh->mTextureCoords[0][i].x, mesh->mTextureCoords[0][i].y);
|
||||
|
||||
if (mesh->mTangents)
|
||||
vertex.Tangent = QVector3D(mesh->mTangents[i].x, mesh->mTangents[i].y, mesh->mTangents[i].z);
|
||||
|
||||
if (mesh->mBitangents)
|
||||
vertex.Bitangent = QVector3D(mesh->mBitangents[i].x, mesh->mBitangents[i].y, mesh->mBitangents[i].z);;
|
||||
|
||||
m_mesh->vertices.push_back(vertex);
|
||||
if (mesh->mNormals && mesh->mTextureCoords[0])
|
||||
{
|
||||
Vertex vertex(mesh->mVertices[i], mesh->mNormals[i], mesh->mTextureCoords[0][i]);
|
||||
minX = std::min(minX, vertex.Position.x());
|
||||
maxX = std::max(maxX, vertex.Position.x());
|
||||
minY = std::min(minY, vertex.Position.y());
|
||||
maxY = std::max(maxY, vertex.Position.y());
|
||||
minZ = std::min(minZ, vertex.Position.z());
|
||||
maxZ = std::max(maxZ, vertex.Position.z());
|
||||
m_mesh->vertices.push_back(vertex);
|
||||
}
|
||||
}
|
||||
|
||||
for (unsigned int i = 0; i < mesh->mNumFaces; i++)
|
||||
|
@ -191,131 +176,64 @@ Drawable* Model::processMesh(aiMesh* mesh, const aiScene* scene, aiMatrix4x4 mod
|
|||
else
|
||||
{
|
||||
// 初始化网格
|
||||
Mesh* m_mesh = new Mesh(glFunc, shaderProgram, shadowProgram, model);
|
||||
Mesh* m_mesh = new Mesh(glFunc, shaderProgram, shadowProgram, modelQ);
|
||||
// 遍历网格的每个顶点
|
||||
for (unsigned int i = 0; i < mesh->mNumVertices; i++)
|
||||
{
|
||||
Vertex vertex;
|
||||
QVector3D vector; //将assimp的数据转化为QtOpenGL支持的数据
|
||||
|
||||
// 位置
|
||||
vector.setX(mesh->mVertices[i].x);
|
||||
vector.setY(mesh->mVertices[i].y);
|
||||
vector.setZ(mesh->mVertices[i].z);
|
||||
vertex.Position = vector;
|
||||
minX = std::min(minX, vertex.Position.x());
|
||||
maxX = std::max(maxX, vertex.Position.x());
|
||||
minY = std::min(minY, vertex.Position.y());
|
||||
maxY = std::max(maxY, vertex.Position.y());
|
||||
minZ = std::min(minZ, vertex.Position.z());
|
||||
maxZ = std::max(maxZ, vertex.Position.z());
|
||||
|
||||
|
||||
// 法向量
|
||||
if (mesh->mNormals) {
|
||||
vector.setX(mesh->mNormals[i].x);
|
||||
vector.setY(mesh->mNormals[i].y);
|
||||
vector.setZ(mesh->mNormals[i].z);
|
||||
vertex.Normal = vector;
|
||||
}
|
||||
// 纹理坐标
|
||||
if (mesh->mTextureCoords[0]) // does the mesh contain texture coordinates?
|
||||
if (mesh->mNormals && mesh->mTextureCoords[0])
|
||||
{
|
||||
QVector2D vec;
|
||||
//一个顶点最多可以包含8个不同的纹理坐标。因此我们假设我们不用
|
||||
//使用一个顶点可以有多个纹理坐标的模型,所以我们总是取第一个集合(0)。
|
||||
vec.setX(mesh->mTextureCoords[0][i].x);
|
||||
vec.setY(mesh->mTextureCoords[0][i].y);
|
||||
vertex.TexCoords = vec;
|
||||
Vertex vertex(mesh->mVertices[i], mesh->mNormals[i], mesh->mTextureCoords[0][i]);
|
||||
minX = std::min(minX, vertex.Position.x());
|
||||
maxX = std::max(maxX, vertex.Position.x());
|
||||
minY = std::min(minY, vertex.Position.y());
|
||||
maxY = std::max(maxY, vertex.Position.y());
|
||||
minZ = std::min(minZ, vertex.Position.z());
|
||||
maxZ = std::max(maxZ, vertex.Position.z());
|
||||
m_mesh->vertices.push_back(vertex);
|
||||
}
|
||||
else {
|
||||
vertex.TexCoords = QVector2D(0, 0);
|
||||
}
|
||||
if (mesh->mTangents) {
|
||||
// tangent
|
||||
vector.setX(mesh->mTangents[i].x);
|
||||
vector.setY(mesh->mTangents[i].y);
|
||||
vector.setZ(mesh->mTangents[i].z);
|
||||
vertex.Tangent = vector;
|
||||
}
|
||||
if (mesh->mBitangents) {
|
||||
vector.setX(mesh->mBitangents[i].x);
|
||||
vector.setY(mesh->mBitangents[i].y);
|
||||
vector.setZ(mesh->mBitangents[i].z);
|
||||
vertex.Bitangent = vector;
|
||||
}
|
||||
// bitangent
|
||||
m_mesh->vertices.push_back(vertex);
|
||||
}
|
||||
|
||||
for (unsigned int i = 0; i < mesh->mNumFaces; i++)
|
||||
{
|
||||
aiFace face = mesh->mFaces[i];
|
||||
// 将所有面的索引数据添加到索引数组中
|
||||
for (unsigned int j = 0; j < face.mNumIndices; j++) {
|
||||
m_mesh->indices.push_back(face.mIndices[j]);
|
||||
}
|
||||
}
|
||||
// 将所有面的索引数据添加到索引数组中
|
||||
for (auto face = mesh->mFaces; face < mesh->mFaces + mesh->mNumFaces; face++)
|
||||
for (auto indice = face->mIndices; indice < face->mIndices + face->mNumIndices; indice++)
|
||||
m_mesh->indices.push_back(*indice);
|
||||
|
||||
// 处理材质
|
||||
QVector<Texture*> diffuseMaps = loadMaterialTextures(material, aiTextureType_BASE_COLOR, "texture_basecolor");
|
||||
for (auto& it : diffuseMaps)
|
||||
m_mesh->textures.push_back(it);
|
||||
|
||||
QVector<Texture*> metalnessMaps = loadMaterialTextures(material, aiTextureType_METALNESS, "texture_metallic_roughness");
|
||||
for (auto& it : metalnessMaps)
|
||||
m_mesh->textures.push_back(it);
|
||||
|
||||
QVector<Texture*> normalMaps = loadMaterialTextures(material, aiTextureType_NORMALS, "texture_normal");
|
||||
for (auto& it : normalMaps)
|
||||
m_mesh->textures.push_back(it);
|
||||
m_mesh->textureBasecolor = loadMaterialTextures(material, aiTextureType_BASE_COLOR);
|
||||
m_mesh->textureMetallicRoughness = loadMaterialTextures(material, aiTextureType_METALNESS);
|
||||
m_mesh->textureNormal = loadMaterialTextures(material, aiTextureType_NORMALS);
|
||||
|
||||
m_mesh->setupMesh();
|
||||
return m_mesh;
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
|
||||
QVector<Texture*> Model::loadMaterialTextures(aiMaterial* mat, aiTextureType type, QString typeName)
|
||||
GLuint Model::loadMaterialTextures(aiMaterial* mat, aiTextureType type)
|
||||
{
|
||||
/// Mesh只支持单纹理
|
||||
if (!mat->GetTextureCount(type))
|
||||
return 0;
|
||||
|
||||
QVector<Texture*> textures;
|
||||
aiString str;
|
||||
mat->GetTexture(type, 0, &str);
|
||||
const std::string path(str.C_Str());
|
||||
auto iter = texturesLoaded.find(path);
|
||||
if (iter != texturesLoaded.end())
|
||||
return iter->second.textureId();
|
||||
|
||||
for (unsigned int i = 0; i < mat->GetTextureCount(type); i++)
|
||||
{
|
||||
//qDebug() << typeName;
|
||||
aiString str;
|
||||
mat->GetTexture(type, i, &str);
|
||||
QImage data(directory.filePath(path.c_str()));
|
||||
if (data.isNull())
|
||||
return 0;
|
||||
|
||||
// 检查纹理是否在之前加载过,如果是,则继续到下一个迭代:跳过加载新纹理
|
||||
bool skip = false;
|
||||
for (unsigned int j = 0; j < textures_loaded.size(); j++)
|
||||
{
|
||||
if (std::strcmp(textures_loaded[j]->path.toStdString().c_str(), str.C_Str()) == 0)
|
||||
{
|
||||
textures.push_back(textures_loaded[j]);
|
||||
skip = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
if (!skip)
|
||||
{ // 如果材质还没有加载,加载它
|
||||
Texture* texture = new Texture;
|
||||
QImage data(directory.filePath(str.C_Str()));
|
||||
if (!data.isNull()) {
|
||||
texture->texture.setData(data);
|
||||
texture->type = typeName;
|
||||
texture->path = str.C_Str();
|
||||
textures.push_back(texture);
|
||||
textures_loaded.push_back(texture); // store it as texture loaded for entire model, to ensure we won't unnecesery load duplicate textures.
|
||||
}
|
||||
else {
|
||||
qDebug() << "未能成功加载纹理:" << directory.filePath(str.C_Str());
|
||||
}
|
||||
}
|
||||
}
|
||||
return textures;
|
||||
//qDebug() << "Loading" << path.c_str();
|
||||
auto [it, _] = texturesLoaded.emplace(std::piecewise_construct, std::make_tuple(path), std::make_tuple(QOpenGLTexture::Target2D));
|
||||
auto& texture = it->second;
|
||||
texture.create();
|
||||
texture.setWrapMode(QOpenGLTexture::DirectionS, QOpenGLTexture::Repeat);
|
||||
texture.setWrapMode(QOpenGLTexture::DirectionT, QOpenGLTexture::Repeat);
|
||||
texture.setMinMagFilters(QOpenGLTexture::LinearMipMapLinear, QOpenGLTexture::Linear);
|
||||
texture.setData(data);
|
||||
return texture.textureId();
|
||||
}
|
||||
|
||||
GLuint Renderer::Model::loadPainting(std::string path)
|
||||
|
|
|
@ -1,9 +1,9 @@
|
|||
#pragma once
|
||||
|
||||
#include "Mesh.h"
|
||||
#include "Drawable.h"
|
||||
#include "Painting/PaintingHelper.h"
|
||||
#include <QDir>
|
||||
#include <assimp/scene.h>
|
||||
|
||||
namespace Renderer
|
||||
{
|
||||
|
@ -31,7 +31,8 @@ namespace Renderer
|
|||
|
||||
/* 模型数据 */
|
||||
std::unordered_map<std::string, GLuint> paintingLoaded;
|
||||
QVector<Texture*> textures_loaded; //纹理
|
||||
std::unordered_map<std::string, QOpenGLTexture> texturesLoaded;
|
||||
//std::vector<Texture*> textures_loaded; //ÎÆÀí
|
||||
QVector<Drawable*> meshes; //网格
|
||||
QDir directory; //模型所在路径
|
||||
|
||||
|
@ -49,7 +50,7 @@ namespace Renderer
|
|||
Drawable* processMesh(aiMesh* mesh, const aiScene* scene, aiMatrix4x4 model);
|
||||
|
||||
//加载材质纹理
|
||||
QVector<Texture*> loadMaterialTextures(aiMaterial* mat, aiTextureType type, QString typeName);
|
||||
GLuint loadMaterialTextures(aiMaterial* mat, aiTextureType type);
|
||||
|
||||
GLuint loadPainting(std::string path);
|
||||
};
|
||||
|
|
|
@ -1,36 +1,39 @@
|
|||
#include "PaintingMesh.h"
|
||||
using namespace Renderer;
|
||||
PaintingMesh::PaintingMesh(QOpenGLFunctions_4_5_Compatibility* glFunc, QOpenGLShaderProgram* shaderProgram, QOpenGLShaderProgram* shadowProgram, aiMatrix4x4 model)
|
||||
PaintingMesh::PaintingMesh(QOpenGLFunctions_4_5_Compatibility* glFunc, QOpenGLShaderProgram* shaderProgram, QOpenGLShaderProgram* shadowProgram, const QMatrix4x4& model)
|
||||
: glFunc(glFunc)
|
||||
, shaderProgram(shaderProgram)
|
||||
, shadowProgram(shadowProgram)
|
||||
, VBO(QOpenGLBuffer::VertexBuffer)
|
||||
, EBO(QOpenGLBuffer::IndexBuffer)
|
||||
, model((float*)&model)
|
||||
, model(model)
|
||||
{
|
||||
}
|
||||
void PaintingMesh::draw()
|
||||
{
|
||||
shaderProgram->bind();
|
||||
QOpenGLVertexArrayObject::Binder bind(&VAO);
|
||||
shaderProgram->setUniformValue("model", model);
|
||||
EBO.bind();
|
||||
glFunc->glDrawElements(GL_TRIANGLES, indices.size(), GL_UNSIGNED_INT, 0);
|
||||
|
||||
shaderProgram->release();
|
||||
if (shaderProgram->bind())
|
||||
{
|
||||
QOpenGLVertexArrayObject::Binder bind(&VAO);
|
||||
shaderProgram->setUniformValue("model", model);
|
||||
EBO.bind();
|
||||
glFunc->glDrawElements(GL_TRIANGLES, indices.size(), GL_UNSIGNED_INT, 0);
|
||||
shaderProgram->release();
|
||||
}
|
||||
}
|
||||
void PaintingMesh::drawShadow()
|
||||
{
|
||||
shadowProgram->bind();
|
||||
QOpenGLVertexArrayObject::Binder bind(&VAO);
|
||||
shadowProgram->setUniformValue("model", model);
|
||||
EBO.bind();
|
||||
glFunc->glDrawElements(GL_TRIANGLES, indices.size(), GL_UNSIGNED_INT, 0);
|
||||
shadowProgram->release();
|
||||
if (shadowProgram->bind())
|
||||
{
|
||||
QOpenGLVertexArrayObject::Binder bind(&VAO);
|
||||
shadowProgram->setUniformValue("model", model);
|
||||
EBO.bind();
|
||||
glFunc->glDrawElements(GL_TRIANGLES, indices.size(), GL_UNSIGNED_INT, 0);
|
||||
shadowProgram->release();
|
||||
}
|
||||
}
|
||||
void PaintingMesh::setupMesh()
|
||||
{
|
||||
shaderProgram->bind();
|
||||
|
||||
VAO.create();
|
||||
VAO.bind();
|
||||
|
||||
|
@ -38,30 +41,21 @@ void PaintingMesh::setupMesh()
|
|||
EBO.create();
|
||||
|
||||
VBO.bind();
|
||||
VBO.allocate(vertices.data(), vertices.size() * sizeof(PaintingVertex));
|
||||
VBO.allocate(vertices.data(), vertices.size() * sizeof(Vertex));
|
||||
|
||||
EBO.bind();
|
||||
EBO.allocate(indices.data(), indices.size() * sizeof(unsigned int));
|
||||
|
||||
|
||||
shaderProgram->enableAttributeArray(0);
|
||||
shaderProgram->setAttributeBuffer(0, GL_FLOAT, 0, 3, sizeof(PaintingVertex));
|
||||
|
||||
shaderProgram->enableAttributeArray(1);
|
||||
shaderProgram->setAttributeBuffer(1, GL_FLOAT, offsetof(PaintingVertex, Normal), 3, sizeof(PaintingVertex));
|
||||
|
||||
shaderProgram->enableAttributeArray(2);
|
||||
shaderProgram->setAttributeBuffer(2, GL_FLOAT, offsetof(PaintingVertex, TexCoords), 2, sizeof(PaintingVertex));
|
||||
|
||||
shaderProgram->enableAttributeArray(1);
|
||||
shaderProgram->setAttributeBuffer(3, GL_FLOAT, offsetof(PaintingVertex, Tangent), 3, sizeof(PaintingVertex));
|
||||
|
||||
shaderProgram->enableAttributeArray(1);
|
||||
shaderProgram->setAttributeBuffer(4, GL_FLOAT, offsetof(PaintingVertex, Bitangent), 3, sizeof(PaintingVertex));
|
||||
|
||||
|
||||
if (shaderProgram->bind())
|
||||
{
|
||||
shaderProgram->enableAttributeArray(0);
|
||||
shaderProgram->setAttributeBuffer(0, GL_FLOAT, 0, 3, sizeof(Vertex));
|
||||
shaderProgram->enableAttributeArray(1);
|
||||
shaderProgram->setAttributeBuffer(1, GL_FLOAT, offsetof(Vertex, Normal), 3, sizeof(Vertex));
|
||||
shaderProgram->enableAttributeArray(2);
|
||||
shaderProgram->setAttributeBuffer(2, GL_FLOAT, offsetof(Vertex, TexCoords), 2, sizeof(Vertex));
|
||||
shaderProgram->release();
|
||||
}
|
||||
VAO.release();
|
||||
|
||||
shaderProgram->release();
|
||||
|
||||
}
|
||||
|
|
|
@ -1,5 +1,4 @@
|
|||
#pragma once
|
||||
|
||||
#include <QOpenGLFunctions_4_5_Compatibility>
|
||||
#include <QString>
|
||||
#include <QVector>
|
||||
|
@ -10,40 +9,30 @@
|
|||
#include <QOpenGLVertexArrayObject>
|
||||
#include <QOpenGLTexture>
|
||||
#include <QOpenGLWidget>
|
||||
#include <assimp/Importer.hpp>
|
||||
#include <assimp/scene.h>
|
||||
#include <assimp/postprocess.h>
|
||||
#include "Drawable.h"
|
||||
#include "Mesh.h"
|
||||
|
||||
namespace Renderer
|
||||
{
|
||||
struct PaintingVertex
|
||||
{
|
||||
QVector3D Position;
|
||||
QVector3D Normal;
|
||||
QVector2D TexCoords;
|
||||
QVector3D Tangent;
|
||||
QVector3D Bitangent;
|
||||
};
|
||||
|
||||
class PaintingMesh : public Drawable
|
||||
{
|
||||
public:
|
||||
/* 网格数据 */
|
||||
QVector<PaintingVertex> vertices; //顶点数据
|
||||
QVector<unsigned int> indices; //索引数组
|
||||
QMatrix4x4 model; //模型矩阵
|
||||
QOpenGLFunctions_4_5_Compatibility* glFunc; //opengl函数入口
|
||||
QOpenGLShaderProgram* shaderProgram, * shadowProgram; //着色器程序
|
||||
QVector<Vertex> vertices;
|
||||
QVector<GLuint> indices;
|
||||
GLuint textureBasecolor;
|
||||
GLuint textureMetallicRoughness;
|
||||
QMatrix4x4 model;
|
||||
QOpenGLFunctions_4_5_Compatibility* glFunc;
|
||||
QOpenGLShaderProgram* shaderProgram, * shadowProgram;
|
||||
GLuint paintingIndex;
|
||||
/* 函数 */
|
||||
PaintingMesh(QOpenGLFunctions_4_5_Compatibility* glFunc, QOpenGLShaderProgram* shaderProgram, QOpenGLShaderProgram* shadowProgram, aiMatrix4x4 model);
|
||||
|
||||
PaintingMesh(QOpenGLFunctions_4_5_Compatibility* glFunc, QOpenGLShaderProgram* shaderProgram, QOpenGLShaderProgram* shadowProgram, const QMatrix4x4& model);
|
||||
void draw() override;
|
||||
void drawShadow() override;
|
||||
void setupMesh();
|
||||
|
||||
private:
|
||||
/* 渲染数据 */
|
||||
QOpenGLVertexArrayObject VAO;
|
||||
QOpenGLBuffer VBO, EBO;
|
||||
|
||||
|
|
|
@ -1,3 +1,4 @@
|
|||
#include <glad/gl.h>
|
||||
#include "RendererGLWidget.h"
|
||||
#include <iostream>
|
||||
#include <string>
|
||||
|
@ -102,14 +103,17 @@ QOpenGLTexture randomMap(QOpenGLTexture::Target2D);
|
|||
|
||||
void RendererGLWidget::initializeGL()
|
||||
{
|
||||
initializeOpenGLFunctions();
|
||||
QOpenGLFunctions_4_5_Core* glFunc = QOpenGLContext::currentContext()->versionFunctions<QOpenGLFunctions_4_5_Core>();
|
||||
qDebug() << "GL_VERSION" << (char*)glGetString(GL_VERSION);
|
||||
gl = std::make_unique<GladGLContext>();
|
||||
if (!gladLoadGLContext(gl.get(), [](const char* name) { return (GLADapiproc)QOpenGLContext::currentContext()->getProcAddress(name); }))
|
||||
qDebug() << "Failed to initialize GLAD";
|
||||
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
glDepthFunc(GL_LEQUAL);
|
||||
glEnable(GL_TEXTURE_CUBE_MAP_SEAMLESS);
|
||||
glClearColor(0, 0, 0, 1);
|
||||
QOpenGLFunctions_4_5_Core* glFunc = QOpenGLContext::currentContext()->versionFunctions<QOpenGLFunctions_4_5_Core>();
|
||||
qDebug() << "GL_VERSION" << (char*)gl->GetString(GL_VERSION);
|
||||
|
||||
gl->Enable(GL_DEPTH_TEST);
|
||||
gl->DepthFunc(GL_LEQUAL);
|
||||
gl->Enable(GL_TEXTURE_CUBE_MAP_SEAMLESS);
|
||||
gl->ClearColor(0, 0, 0, 1);
|
||||
|
||||
shadowProgramPtr = new QOpenGLShaderProgram;
|
||||
if (!shadowProgramPtr->addShaderFromSourceFile(QOpenGLShader::Vertex, ":/Shaders/model_shadow.vert"))
|
||||
|
@ -192,11 +196,11 @@ void RendererGLWidget::initializeGL()
|
|||
qDebug() << "ERROR:" << skyBoxProgramPtr->log();
|
||||
|
||||
shadowProgramPtr->bind();
|
||||
glGenBuffers(1, &lightSpaceMatricesUBO);
|
||||
glBindBuffer(GL_UNIFORM_BUFFER, lightSpaceMatricesUBO);
|
||||
glBufferData(GL_UNIFORM_BUFFER, sizeof(QMatrix4x4) * 16, nullptr, GL_STATIC_DRAW);
|
||||
glBindBufferBase(GL_UNIFORM_BUFFER, 0, lightSpaceMatricesUBO);
|
||||
glBindBuffer(GL_UNIFORM_BUFFER, 0);
|
||||
gl->GenBuffers(1, &lightSpaceMatricesUBO);
|
||||
gl->BindBuffer(GL_UNIFORM_BUFFER, lightSpaceMatricesUBO);
|
||||
gl->BufferData(GL_UNIFORM_BUFFER, sizeof(QMatrix4x4) * 16, nullptr, GL_STATIC_DRAW);
|
||||
gl->BindBufferBase(GL_UNIFORM_BUFFER, 0, lightSpaceMatricesUBO);
|
||||
gl->BindBuffer(GL_UNIFORM_BUFFER, 0);
|
||||
shadowProgramPtr->release();
|
||||
|
||||
|
||||
|
@ -250,11 +254,11 @@ void RendererGLWidget::initializeGL()
|
|||
|
||||
quadVBO.allocate(vertex, sizeof(vertex));
|
||||
quadVBO.bind();
|
||||
glEnableVertexAttribArray(0);
|
||||
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(GLfloat),
|
||||
gl->EnableVertexAttribArray(0);
|
||||
gl->VertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(GLfloat),
|
||||
nullptr);
|
||||
glEnableVertexAttribArray(1);
|
||||
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(GLfloat),
|
||||
gl->EnableVertexAttribArray(1);
|
||||
gl->VertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(GLfloat),
|
||||
reinterpret_cast<void*>(3 * sizeof(GLfloat)));
|
||||
quadVBO.release();
|
||||
|
||||
|
@ -266,7 +270,7 @@ void RendererGLWidget::paintGL()
|
|||
{
|
||||
QOpenGLFunctions_4_5_Core* glFunc = QOpenGLContext::currentContext()->versionFunctions<QOpenGLFunctions_4_5_Core>();
|
||||
|
||||
glEnable(GL_CULL_FACE);
|
||||
gl->Enable(GL_CULL_FACE);
|
||||
|
||||
light.lightDirection.setX(cos(qDegreesToRadians(sunPitch)) * cos(qDegreesToRadians(sunYaw)));
|
||||
light.lightDirection.setY(sin(qDegreesToRadians(sunPitch)));
|
||||
|
@ -274,31 +278,31 @@ void RendererGLWidget::paintGL()
|
|||
light.lightDirection.normalize();
|
||||
|
||||
const std::vector<QMatrix4x4> lightMatrices = light.getLightSpaceMatrices();
|
||||
glBindBuffer(GL_UNIFORM_BUFFER, lightSpaceMatricesUBO);
|
||||
gl->BindBuffer(GL_UNIFORM_BUFFER, lightSpaceMatricesUBO);
|
||||
for (size_t i = 0; i < lightMatrices.size(); i++)
|
||||
{
|
||||
glBufferSubData(GL_UNIFORM_BUFFER, i * 16 * sizeof(GLfloat), 16 * sizeof(GLfloat), lightMatrices[i].data());
|
||||
gl->BufferSubData(GL_UNIFORM_BUFFER, i * 16 * sizeof(GLfloat), 16 * sizeof(GLfloat), lightMatrices[i].data());
|
||||
}
|
||||
glBindBuffer(GL_UNIFORM_BUFFER, 0);
|
||||
gl->BindBuffer(GL_UNIFORM_BUFFER, 0);
|
||||
|
||||
{
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, shadowFboHandle);
|
||||
glViewport(0, 0, shadowMapResolution, shadowMapResolution);
|
||||
glClear(GL_DEPTH_BUFFER_BIT);
|
||||
//glCullFace(GL_FRONT);
|
||||
gl->BindFramebuffer(GL_FRAMEBUFFER, shadowFboHandle);
|
||||
gl->Viewport(0, 0, shadowMapResolution, shadowMapResolution);
|
||||
gl->Clear(GL_DEPTH_BUFFER_BIT);
|
||||
//gl->CullFace(GL_FRONT);
|
||||
if (model != nullptr)
|
||||
model->drawShadow();
|
||||
//glCullFace(GL_BACK);
|
||||
//gl->CullFace(GL_BACK);
|
||||
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
||||
gl->BindFramebuffer(GL_FRAMEBUFFER, 0);
|
||||
}
|
||||
QMatrix4x4 projection;
|
||||
projection.perspective(camera.Zoom, camera.Ratio, camera.NearPlane, camera.FarPlane);
|
||||
QMatrix4x4 view = camera.GetViewMatrix();
|
||||
if (fboPtr->bind())
|
||||
{
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
glViewport(0, 0, frameWidth, frameHeight);
|
||||
gl->Clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
gl->Viewport(0, 0, frameWidth, frameHeight);
|
||||
|
||||
modelProgramPtr->bind();
|
||||
modelProgramPtr->setUniformValue("projection", projection);
|
||||
|
@ -340,35 +344,35 @@ void RendererGLWidget::paintGL()
|
|||
}
|
||||
|
||||
GLuint paintingCompQuery;
|
||||
glGenQueries(1, &paintingCompQuery);
|
||||
glBeginQuery(GL_TIME_ELAPSED, paintingCompQuery);
|
||||
gl->GenQueries(1, &paintingCompQuery);
|
||||
gl->BeginQuery(GL_TIME_ELAPSED, paintingCompQuery);
|
||||
|
||||
paintingCompProgramPtr->bind();
|
||||
glBindImageTexture(0, gbuffers[0], 0, GL_FALSE, 0, GL_READ_WRITE, GL_RGBA8);
|
||||
glBindImageTexture(1, gbuffers[3], 0, GL_FALSE, 0, GL_READ_WRITE, GL_RG8);
|
||||
glBindImageTexture(2, gbuffers[4], 0, GL_FALSE, 0, GL_READ_WRITE, GL_R16UI);
|
||||
glBindImageTexture(3, gbuffers[5], 0, GL_FALSE, 0, GL_READ_WRITE, GL_RG32F);
|
||||
gl->BindImageTexture(0, gbuffers[0], 0, GL_FALSE, 0, GL_READ_WRITE, GL_RGBA8);
|
||||
gl->BindImageTexture(1, gbuffers[3], 0, GL_FALSE, 0, GL_READ_WRITE, GL_RG8);
|
||||
gl->BindImageTexture(2, gbuffers[4], 0, GL_FALSE, 0, GL_READ_WRITE, GL_R16UI);
|
||||
gl->BindImageTexture(3, gbuffers[5], 0, GL_FALSE, 0, GL_READ_WRITE, GL_RG32F);
|
||||
|
||||
glDispatchCompute(ceil(frameWidth / 8.), ceil(frameHeight / 8.), 1);
|
||||
gl->DispatchCompute(ceil(frameWidth / 8.), ceil(frameHeight / 8.), 1);
|
||||
paintingCompProgramPtr->release();
|
||||
|
||||
glEndQuery(GL_TIME_ELAPSED);
|
||||
gl->EndQuery(GL_TIME_ELAPSED);
|
||||
|
||||
|
||||
depthInitProgramPtr->bind();
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glBindTexture(GL_TEXTURE_2D, gbuffers[6]);
|
||||
glBindImageTexture(0, gbuffers[7], 0, GL_FALSE, 0, GL_READ_WRITE, GL_R32F);
|
||||
glDispatchCompute(ceil(depthWidth / 8.), ceil(depthHeight / 8.), 1);
|
||||
gl->ActiveTexture(GL_TEXTURE0);
|
||||
gl->BindTexture(GL_TEXTURE_2D, gbuffers[6]);
|
||||
gl->BindImageTexture(0, gbuffers[7], 0, GL_FALSE, 0, GL_READ_WRITE, GL_R32F);
|
||||
gl->DispatchCompute(ceil(depthWidth / 8.), ceil(depthHeight / 8.), 1);
|
||||
depthInitProgramPtr->release();
|
||||
|
||||
depthMipmapProgramPtr->bind();
|
||||
for (int i = 0; i <= 3; i++)
|
||||
glBindImageTexture(i, gbuffers[7], i, GL_FALSE, 0, GL_READ_WRITE, GL_R32F);
|
||||
glDispatchCompute(ceil(depthWidth / 2. / 8.), ceil(depthHeight / 2. / 8.), 1);
|
||||
gl->BindImageTexture(i, gbuffers[7], i, GL_FALSE, 0, GL_READ_WRITE, GL_R32F);
|
||||
gl->DispatchCompute(ceil(depthWidth / 2. / 8.), ceil(depthHeight / 2. / 8.), 1);
|
||||
for (int i = 0; i <= 3; i++)
|
||||
glBindImageTexture(i, gbuffers[7], i + 3, GL_FALSE, 0, GL_READ_WRITE, GL_R32F);
|
||||
glDispatchCompute(ceil(depthWidth / 2. / 8. / 8.), ceil(depthHeight / 2. / 8. / 8.), 1);
|
||||
gl->BindImageTexture(i, gbuffers[7], i + 3, GL_FALSE, 0, GL_READ_WRITE, GL_R32F);
|
||||
gl->DispatchCompute(ceil(depthWidth / 2. / 8. / 8.), ceil(depthHeight / 2. / 8. / 8.), 1);
|
||||
depthMipmapProgramPtr->release();
|
||||
|
||||
shadowMappingProgramPtr->bind();
|
||||
|
@ -382,25 +386,25 @@ void RendererGLWidget::paintGL()
|
|||
shadowMappingProgramPtr->setUniformValue("camPos", camera.Position);
|
||||
shadowMappingProgramPtr->setUniformValue("mainLightDirection", light.lightDirection);
|
||||
shadowMappingProgramPtr->setUniformValue("mainLightRadiance", mainLightRadiance);
|
||||
/*glActiveTexture(GL_TEXTURE0);
|
||||
glBindTexture(GL_TEXTURE_2D, gbuffers[0]);*/
|
||||
glActiveTexture(GL_TEXTURE1);
|
||||
glBindTexture(GL_TEXTURE_2D, gbuffers[1]);
|
||||
glActiveTexture(GL_TEXTURE2);
|
||||
glBindTexture(GL_TEXTURE_2D, gbuffers[2]);
|
||||
glActiveTexture(GL_TEXTURE3);
|
||||
glBindTexture(GL_TEXTURE_2D, gbuffers[3]);
|
||||
glActiveTexture(GL_TEXTURE4);
|
||||
glBindTexture(GL_TEXTURE_2D_ARRAY, shadowGbuffer);
|
||||
glActiveTexture(GL_TEXTURE5);
|
||||
glBindTexture(GL_TEXTURE_CUBE_MAP, irradianceMap);
|
||||
glActiveTexture(GL_TEXTURE6);
|
||||
glBindTexture(GL_TEXTURE_CUBE_MAP, prefilterMap);
|
||||
glActiveTexture(GL_TEXTURE7);
|
||||
glBindTexture(GL_TEXTURE_2D, brdfLUTTexture);
|
||||
glBindImageTexture(0, gbuffers[0], 0, GL_FALSE, 0, GL_READ_WRITE, GL_RGBA8);
|
||||
glBindImageTexture(1, gbuffers[8], 0, GL_FALSE, 0, GL_READ_WRITE, GL_RGBA16F);
|
||||
glDispatchCompute(ceil(frameWidth / 8.), ceil(frameHeight / 8.), 1);
|
||||
/*gl->ActiveTexture(GL_TEXTURE0);
|
||||
gl->BindTexture(GL_TEXTURE_2D, gbuffers[0]);*/
|
||||
gl->ActiveTexture(GL_TEXTURE1);
|
||||
gl->BindTexture(GL_TEXTURE_2D, gbuffers[1]);
|
||||
gl->ActiveTexture(GL_TEXTURE2);
|
||||
gl->BindTexture(GL_TEXTURE_2D, gbuffers[2]);
|
||||
gl->ActiveTexture(GL_TEXTURE3);
|
||||
gl->BindTexture(GL_TEXTURE_2D, gbuffers[3]);
|
||||
gl->ActiveTexture(GL_TEXTURE4);
|
||||
gl->BindTexture(GL_TEXTURE_2D_ARRAY, shadowGbuffer);
|
||||
gl->ActiveTexture(GL_TEXTURE5);
|
||||
gl->BindTexture(GL_TEXTURE_CUBE_MAP, irradianceMap);
|
||||
gl->ActiveTexture(GL_TEXTURE6);
|
||||
gl->BindTexture(GL_TEXTURE_CUBE_MAP, prefilterMap);
|
||||
gl->ActiveTexture(GL_TEXTURE7);
|
||||
gl->BindTexture(GL_TEXTURE_2D, brdfLUTTexture);
|
||||
gl->BindImageTexture(0, gbuffers[0], 0, GL_FALSE, 0, GL_READ_WRITE, GL_RGBA8);
|
||||
gl->BindImageTexture(1, gbuffers[8], 0, GL_FALSE, 0, GL_READ_WRITE, GL_RGBA16F);
|
||||
gl->DispatchCompute(ceil(frameWidth / 8.), ceil(frameHeight / 8.), 1);
|
||||
shadowMappingProgramPtr->release();
|
||||
|
||||
/*ssgiProgramPtr->bind();
|
||||
|
@ -411,46 +415,46 @@ void RendererGLWidget::paintGL()
|
|||
ssgiProgramPtr->setUniformValue("mainLightDirection", light.lightDirection);
|
||||
ssgiProgramPtr->setUniformValue("mainLightRadiance", lightColors[0]);
|
||||
ssgiProgramPtr->setUniformValue("rdSeed", QVector4D(rand(), rand(), rand(), rand()));
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glBindTexture(GL_TEXTURE_2D, gbuffers[0]);
|
||||
glActiveTexture(GL_TEXTURE1);
|
||||
glBindTexture(GL_TEXTURE_2D, gbuffers[1]);
|
||||
glActiveTexture(GL_TEXTURE2);
|
||||
glBindTexture(GL_TEXTURE_2D, gbuffers[2]);
|
||||
glActiveTexture(GL_TEXTURE3);
|
||||
glBindTexture(GL_TEXTURE_2D, gbuffers[3]);
|
||||
glActiveTexture(GL_TEXTURE4);
|
||||
glBindTexture(GL_TEXTURE_2D, gbuffers[7]);
|
||||
glActiveTexture(GL_TEXTURE5);
|
||||
glBindTexture(GL_TEXTURE_2D, gbuffers[8]);
|
||||
glBindImageTexture(1, gbuffers[9], 0, GL_FALSE, 0, GL_READ_WRITE, GL_RGBA16F);
|
||||
glDispatchCompute(ceil(frameWidth / 8.), ceil(frameHeight / 8.), 1);
|
||||
gl->ActiveTexture(GL_TEXTURE0);
|
||||
gl->BindTexture(GL_TEXTURE_2D, gbuffers[0]);
|
||||
gl->ActiveTexture(GL_TEXTURE1);
|
||||
gl->BindTexture(GL_TEXTURE_2D, gbuffers[1]);
|
||||
gl->ActiveTexture(GL_TEXTURE2);
|
||||
gl->BindTexture(GL_TEXTURE_2D, gbuffers[2]);
|
||||
gl->ActiveTexture(GL_TEXTURE3);
|
||||
gl->BindTexture(GL_TEXTURE_2D, gbuffers[3]);
|
||||
gl->ActiveTexture(GL_TEXTURE4);
|
||||
gl->BindTexture(GL_TEXTURE_2D, gbuffers[7]);
|
||||
gl->ActiveTexture(GL_TEXTURE5);
|
||||
gl->BindTexture(GL_TEXTURE_2D, gbuffers[8]);
|
||||
gl->BindImageTexture(1, gbuffers[9], 0, GL_FALSE, 0, GL_READ_WRITE, GL_RGBA16F);
|
||||
gl->DispatchCompute(ceil(frameWidth / 8.), ceil(frameHeight / 8.), 1);
|
||||
ssgiProgramPtr->release();*/
|
||||
|
||||
glViewport(0, 0, frameWidth, frameHeight);
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
gl->Viewport(0, 0, frameWidth, frameHeight);
|
||||
gl->Clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
//QOpenGLVertexArrayObject::Binder vaoBinder(&quadVAO);
|
||||
finalProgramPtr->bind();
|
||||
finalProgramPtr->setUniformValue("exposure", exposure);
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glBindTexture(GL_TEXTURE_2D, gbuffers[0]);
|
||||
gl->ActiveTexture(GL_TEXTURE0);
|
||||
gl->BindTexture(GL_TEXTURE_2D, gbuffers[0]);
|
||||
quadVAO.bind();
|
||||
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
|
||||
gl->DrawArrays(GL_TRIANGLE_STRIP, 0, 4);
|
||||
quadVAO.release();
|
||||
finalProgramPtr->release();
|
||||
|
||||
skyBoxProgramPtr->bind();
|
||||
glDisable(GL_CULL_FACE);
|
||||
gl->Disable(GL_CULL_FACE);
|
||||
skyBoxProgramPtr->setUniformValue("view", view);
|
||||
skyBoxProgramPtr->setUniformValue("projection", projection);
|
||||
skyBoxProgramPtr->setUniformValue("exposure", exposure);
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glBindTexture(GL_TEXTURE_CUBE_MAP, skyCubemap);
|
||||
gl->ActiveTexture(GL_TEXTURE0);
|
||||
gl->BindTexture(GL_TEXTURE_CUBE_MAP, skyCubemap);
|
||||
IblUtils::renderCube(glFunc);
|
||||
skyBoxProgramPtr->release();
|
||||
|
||||
GLuint paintingCompDuration;
|
||||
glGetQueryObjectuiv(paintingCompQuery, GL_QUERY_RESULT, &paintingCompDuration);
|
||||
gl->GetQueryObjectuiv(paintingCompQuery, GL_QUERY_RESULT, &paintingCompDuration);
|
||||
|
||||
clock_t currentFrame = std::clock();
|
||||
deltaTime = (float)(currentFrame - lastFrame) / CLOCKS_PER_SEC;
|
||||
|
@ -495,11 +499,11 @@ void RendererGLWidget::resizeGL(int width, int height)
|
|||
qDebug() << frameWidth << "x" << frameHeight;
|
||||
camera.Ratio = (float)frameWidth / (float)frameHeight;
|
||||
//qDebug() << devicePixelRatioF() << width << height;
|
||||
//glViewport(0, 0, (GLint)devicePixelRatio()*width, (GLint)devicePixelRatio()*height);
|
||||
//gl->Viewport(0, 0, (GLint)devicePixelRatio()*width, (GLint)devicePixelRatio()*height);
|
||||
|
||||
if (fboPtr != nullptr)
|
||||
{
|
||||
glDeleteTextures(9, gbuffers + 1);
|
||||
gl->DeleteTextures(9, gbuffers + 1);
|
||||
delete fboPtr;
|
||||
}
|
||||
|
||||
|
@ -509,78 +513,78 @@ void RendererGLWidget::resizeGL(int width, int height)
|
|||
//BaseColor
|
||||
gbuffers[0] = fboPtr->texture();
|
||||
|
||||
glGenTextures(9, gbuffers + 1);
|
||||
gl->GenTextures(9, gbuffers + 1);
|
||||
//Normal
|
||||
glBindTexture(GL_TEXTURE_2D, gbuffers[1]);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB16F, frameWidth, frameHeight, 0, GL_RGB, GL_FLOAT, NULL);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
||||
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D, gbuffers[1], 0);
|
||||
gl->BindTexture(GL_TEXTURE_2D, gbuffers[1]);
|
||||
gl->TexImage2D(GL_TEXTURE_2D, 0, GL_RGB16F, frameWidth, frameHeight, 0, GL_RGB, GL_FLOAT, NULL);
|
||||
gl->TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
||||
gl->TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
||||
gl->FramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D, gbuffers[1], 0);
|
||||
//Position
|
||||
glBindTexture(GL_TEXTURE_2D, gbuffers[2]);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB32F, frameWidth, frameHeight, 0, GL_RGB, GL_FLOAT, NULL);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
||||
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT2, GL_TEXTURE_2D, gbuffers[2], 0);
|
||||
gl->BindTexture(GL_TEXTURE_2D, gbuffers[2]);
|
||||
gl->TexImage2D(GL_TEXTURE_2D, 0, GL_RGB32F, frameWidth, frameHeight, 0, GL_RGB, GL_FLOAT, NULL);
|
||||
gl->TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
||||
gl->TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
||||
gl->FramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT2, GL_TEXTURE_2D, gbuffers[2], 0);
|
||||
//MetallicRoughness
|
||||
glBindTexture(GL_TEXTURE_2D, gbuffers[3]);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RG8, frameWidth, frameHeight, 0, GL_RG, GL_UNSIGNED_BYTE, NULL);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
||||
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT3, GL_TEXTURE_2D, gbuffers[3], 0);
|
||||
gl->BindTexture(GL_TEXTURE_2D, gbuffers[3]);
|
||||
gl->TexImage2D(GL_TEXTURE_2D, 0, GL_RG8, frameWidth, frameHeight, 0, GL_RG, GL_UNSIGNED_BYTE, NULL);
|
||||
gl->TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
||||
gl->TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
||||
gl->FramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT3, GL_TEXTURE_2D, gbuffers[3], 0);
|
||||
//gPaintingIndex
|
||||
glBindTexture(GL_TEXTURE_2D, gbuffers[4]);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_R16UI, frameWidth, frameHeight, 0, GL_RED_INTEGER, GL_UNSIGNED_INT, NULL);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
||||
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT4, GL_TEXTURE_2D, gbuffers[4], 0);
|
||||
gl->BindTexture(GL_TEXTURE_2D, gbuffers[4]);
|
||||
gl->TexImage2D(GL_TEXTURE_2D, 0, GL_R16UI, frameWidth, frameHeight, 0, GL_RED_INTEGER, GL_UNSIGNED_INT, NULL);
|
||||
gl->TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
||||
gl->TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
||||
gl->FramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT4, GL_TEXTURE_2D, gbuffers[4], 0);
|
||||
//PaintingTexCoord
|
||||
glBindTexture(GL_TEXTURE_2D, gbuffers[5]);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RG32F, frameWidth, frameHeight, 0, GL_RG, GL_FLOAT, NULL);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
||||
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT5, GL_TEXTURE_2D, gbuffers[5], 0);
|
||||
gl->BindTexture(GL_TEXTURE_2D, gbuffers[5]);
|
||||
gl->TexImage2D(GL_TEXTURE_2D, 0, GL_RG32F, frameWidth, frameHeight, 0, GL_RG, GL_FLOAT, NULL);
|
||||
gl->TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
||||
gl->TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
||||
gl->FramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT5, GL_TEXTURE_2D, gbuffers[5], 0);
|
||||
//Depth
|
||||
glBindTexture(GL_TEXTURE_2D, gbuffers[6]);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT32F, frameWidth, frameHeight, 0, GL_DEPTH_COMPONENT, GL_FLOAT, NULL);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
|
||||
glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, std::begin({ 1.0f, 1.0f, 1.0f, 1.0f }));
|
||||
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, gbuffers[6], 0);
|
||||
gl->BindTexture(GL_TEXTURE_2D, gbuffers[6]);
|
||||
gl->TexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT32F, frameWidth, frameHeight, 0, GL_DEPTH_COMPONENT, GL_FLOAT, NULL);
|
||||
gl->TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
||||
gl->TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
||||
gl->TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
|
||||
gl->TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
|
||||
gl->TexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, std::begin({ 1.0f, 1.0f, 1.0f, 1.0f }));
|
||||
gl->FramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, gbuffers[6], 0);
|
||||
|
||||
GLenum attachments[] = { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2, GL_COLOR_ATTACHMENT3, GL_COLOR_ATTACHMENT4, GL_COLOR_ATTACHMENT5 };
|
||||
glDrawBuffers(6, attachments);
|
||||
gl->DrawBuffers(6, attachments);
|
||||
//gbuffers = fboPtr->textures();
|
||||
|
||||
if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
|
||||
if (gl->CheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
|
||||
qDebug() << "Framebuffer not complete!";
|
||||
|
||||
//HiZ, not bind to fbo
|
||||
depthWidth = ceil(frameWidth / 64.) * 64;
|
||||
depthHeight = ceil(frameHeight / 64.) * 64;
|
||||
qDebug() << depthWidth << depthHeight;
|
||||
glBindTexture(GL_TEXTURE_2D, gbuffers[7]);
|
||||
gl->BindTexture(GL_TEXTURE_2D, gbuffers[7]);
|
||||
for (int i = 0; i <= 6; i++)
|
||||
glTexImage2D(GL_TEXTURE_2D, i, GL_R32F, depthWidth / pow(2, i), depthHeight / pow(2, i), 0, GL_RED, GL_FLOAT, NULL);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 6);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_NEAREST);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST_MIPMAP_NEAREST);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
|
||||
glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, std::begin({ 1.0f, 1.0f, 1.0f, 1.0f }));
|
||||
gl->TexImage2D(GL_TEXTURE_2D, i, GL_R32F, depthWidth / pow(2, i), depthHeight / pow(2, i), 0, GL_RED, GL_FLOAT, NULL);
|
||||
gl->TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0);
|
||||
gl->TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 6);
|
||||
gl->TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_NEAREST);
|
||||
gl->TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST_MIPMAP_NEAREST);
|
||||
gl->TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
|
||||
gl->TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
|
||||
gl->TexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, std::begin({ 1.0f, 1.0f, 1.0f, 1.0f }));
|
||||
//DirectLight
|
||||
glBindTexture(GL_TEXTURE_2D, gbuffers[8]);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F, frameWidth, frameHeight, 0, GL_RGBA, GL_FLOAT, NULL);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
||||
gl->BindTexture(GL_TEXTURE_2D, gbuffers[8]);
|
||||
gl->TexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F, frameWidth, frameHeight, 0, GL_RGBA, GL_FLOAT, NULL);
|
||||
gl->TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
||||
gl->TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
||||
//InDirectLight
|
||||
glBindTexture(GL_TEXTURE_2D, gbuffers[9]);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F, frameWidth, frameHeight, 0, GL_RGBA, GL_FLOAT, NULL);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
||||
gl->BindTexture(GL_TEXTURE_2D, gbuffers[9]);
|
||||
gl->TexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F, frameWidth, frameHeight, 0, GL_RGBA, GL_FLOAT, NULL);
|
||||
gl->TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
||||
gl->TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
||||
|
||||
fboPtr->release();
|
||||
}
|
||||
|
@ -590,38 +594,38 @@ void RendererGLWidget::resizeGL(int width, int height)
|
|||
|
||||
if (shadowFboHandle != 0)
|
||||
{
|
||||
glDeleteTextures(1, &shadowGbuffer);
|
||||
glDeleteFramebuffers(1, &shadowFboHandle);
|
||||
gl->DeleteTextures(1, &shadowGbuffer);
|
||||
gl->DeleteFramebuffers(1, &shadowFboHandle);
|
||||
}
|
||||
|
||||
//shadowMapResolution = 1.5 * std::max(frameWidth, frameHeight);
|
||||
shadowMapResolution = 2048;
|
||||
glGenFramebuffers(1, &shadowFboHandle);
|
||||
gl->GenFramebuffers(1, &shadowFboHandle);
|
||||
{
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, shadowFboHandle);
|
||||
glGenTextures(1, &shadowGbuffer);
|
||||
gl->BindFramebuffer(GL_FRAMEBUFFER, shadowFboHandle);
|
||||
gl->GenTextures(1, &shadowGbuffer);
|
||||
//Depth
|
||||
glBindTexture(GL_TEXTURE_2D_ARRAY, shadowGbuffer);
|
||||
glTexImage3D(
|
||||
gl->BindTexture(GL_TEXTURE_2D_ARRAY, shadowGbuffer);
|
||||
gl->TexImage3D(
|
||||
GL_TEXTURE_2D_ARRAY, 0, GL_DEPTH_COMPONENT32F, shadowMapResolution, shadowMapResolution, int(light.shadowCascadeLevels.size()),
|
||||
0, GL_DEPTH_COMPONENT, GL_FLOAT, nullptr);
|
||||
|
||||
/*glBindTexture(GL_TEXTURE_2D, shadowGbuffer);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT32,
|
||||
/*gl->BindTexture(GL_TEXTURE_2D, shadowGbuffer);
|
||||
gl->TexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT32,
|
||||
shadowMapResolution, shadowMapResolution, 0, GL_DEPTH_COMPONENT, GL_FLOAT, NULL);*/
|
||||
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
||||
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
||||
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
|
||||
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
|
||||
glTexParameterfv(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_BORDER_COLOR, std::begin({ 1.0f, 1.0f, 1.0f, 1.0f }));
|
||||
glFramebufferTexture(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, shadowGbuffer, 0);
|
||||
//glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, shadowGbuffer, 0);
|
||||
glDrawBuffer(GL_NONE);
|
||||
glReadBuffer(GL_NONE);
|
||||
gl->TexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
||||
gl->TexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
||||
gl->TexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
|
||||
gl->TexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
|
||||
gl->TexParameterfv(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_BORDER_COLOR, std::begin({ 1.0f, 1.0f, 1.0f, 1.0f }));
|
||||
gl->FramebufferTexture(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, shadowGbuffer, 0);
|
||||
//gl->FramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, shadowGbuffer, 0);
|
||||
gl->DrawBuffer(GL_NONE);
|
||||
gl->ReadBuffer(GL_NONE);
|
||||
|
||||
if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
|
||||
if (gl->CheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
|
||||
qDebug() << "ShadowFramebuffer not complete!";
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
||||
gl->BindFramebuffer(GL_FRAMEBUFFER, 0);
|
||||
}
|
||||
|
||||
|
||||
|
|
|
@ -1,7 +1,6 @@
|
|||
#pragma once
|
||||
|
||||
#include <QOpenGLWidget>
|
||||
#include <QOpenGLFunctions_4_5_Core>
|
||||
#include <QOpenGLShaderProgram>
|
||||
#include <QOpenGLBuffer>
|
||||
#include <QOpenGLVertexArrayObject>
|
||||
|
@ -11,9 +10,12 @@
|
|||
#include "Light.h"
|
||||
#include "Model.h"
|
||||
#include "Painting/PaintingHelper.h"
|
||||
|
||||
struct GladGLContext;
|
||||
|
||||
namespace Renderer
|
||||
{
|
||||
class RendererGLWidget : public QOpenGLWidget, protected QOpenGLFunctions_4_5_Core
|
||||
class RendererGLWidget : public QOpenGLWidget
|
||||
{
|
||||
Q_OBJECT
|
||||
public:
|
||||
|
@ -50,6 +52,7 @@ namespace Renderer
|
|||
int shadowMapResolution;
|
||||
float exposure = 0.8;
|
||||
|
||||
std::unique_ptr<GladGLContext> gl;
|
||||
QOpenGLShaderProgram* shadowProgramPtr = nullptr;
|
||||
QOpenGLShaderProgram* plainProgramPtr = nullptr;
|
||||
QOpenGLShaderProgram* modelProgramPtr = nullptr;
|
||||
|
|
|
@ -0,0 +1,7 @@
|
|||
#include "VirtualTextureManager.h"
|
||||
#include <glad/gl.h>
|
||||
|
||||
Renderer::VirtualTextureManager::VirtualTextureManager(GladGLContext* gl)
|
||||
:gl(gl)
|
||||
{
|
||||
}
|
|
@ -0,0 +1,17 @@
|
|||
#pragma once
|
||||
|
||||
|
||||
struct GladGLContext;
|
||||
|
||||
namespace Renderer
|
||||
{
|
||||
class VirtualTextureManager
|
||||
{
|
||||
public:
|
||||
VirtualTextureManager(GladGLContext* gl);
|
||||
|
||||
private:
|
||||
GladGLContext* gl;
|
||||
};
|
||||
}
|
||||
|
File diff suppressed because it is too large
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Reference in New Issue