初步完成page的按需加载卸载
parent
063be364c2
commit
b23d55e876
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@ -70,6 +70,7 @@
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<LanguageStandard>stdcpp20</LanguageStandard>
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<LanguageStandard>stdcpp20</LanguageStandard>
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<AdditionalIncludeDirectories>$(ProjectDir)include;$(SolutionDir)ArchitectureColoredPainting\src\Editor\RightBar;$(SolutionDir)ArchitectureColoredPainting\src\Editor\;$(SolutionDir)FramelessHelper\include;$(SolutionDir)FramelessHelper\qmake\inc\core;$(SolutionDir)FramelessHelper\include\FramelessHelper\Core;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
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<AdditionalIncludeDirectories>$(ProjectDir)include;$(SolutionDir)ArchitectureColoredPainting\src\Editor\RightBar;$(SolutionDir)ArchitectureColoredPainting\src\Editor\;$(SolutionDir)FramelessHelper\include;$(SolutionDir)FramelessHelper\qmake\inc\core;$(SolutionDir)FramelessHelper\include\FramelessHelper\Core;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
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<PreprocessorDefinitions>FRAMELESSHELPER_WIDGETS_STATIC;%(PreprocessorDefinitions)</PreprocessorDefinitions>
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<PreprocessorDefinitions>FRAMELESSHELPER_WIDGETS_STATIC;%(PreprocessorDefinitions)</PreprocessorDefinitions>
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<WarningLevel>Level1</WarningLevel>
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</ClCompile>
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</ClCompile>
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<Link>
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<Link>
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<AdditionalDependencies>opengl32.lib;%(AdditionalDependencies)</AdditionalDependencies>
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<AdditionalDependencies>opengl32.lib;%(AdditionalDependencies)</AdditionalDependencies>
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@ -171,6 +172,7 @@
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<None Include="res\Shaders\model_shadow.frag" />
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<None Include="res\Shaders\model_shadow.frag" />
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<None Include="res\Shaders\model_shadow.geom" />
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<None Include="res\Shaders\model_shadow.geom" />
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<None Include="res\Shaders\model_shadow.vert" />
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<None Include="res\Shaders\model_shadow.vert" />
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<None Include="res\Shaders\pageId_downsample.comp" />
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<None Include="res\Shaders\painting.comp" />
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<None Include="res\Shaders\painting.comp" />
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<None Include="res\Shaders\painting.frag" />
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<None Include="res\Shaders\painting.frag" />
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<None Include="res\Shaders\painting.vert" />
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<None Include="res\Shaders\painting.vert" />
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@ -326,6 +326,9 @@
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<None Include="res\Shaders\brdf_lut.comp">
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<None Include="res\Shaders\brdf_lut.comp">
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<Filter>Resource Files\Shaders</Filter>
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<Filter>Resource Files\Shaders</Filter>
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</None>
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</None>
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<None Include="res\Shaders\pageId_downsample.comp">
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<Filter>Resource Files\Shaders</Filter>
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</None>
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</ItemGroup>
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</ItemGroup>
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<ItemGroup>
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<ItemGroup>
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<QtUic Include="EditorWidget.ui">
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<QtUic Include="EditorWidget.ui">
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@ -31,6 +31,7 @@
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<file>Shaders/irradiance_convolution.frag</file>
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<file>Shaders/irradiance_convolution.frag</file>
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<file>Shaders/cubemap_prefilter.frag</file>
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<file>Shaders/cubemap_prefilter.frag</file>
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<file>Shaders/brdf_lut.comp</file>
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<file>Shaders/brdf_lut.comp</file>
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<file>Shaders/pageId_downsample.comp</file>
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</qresource>
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</qresource>
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<qresource prefix="/qt/etc">
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<qresource prefix="/qt/etc">
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<file>qt.conf</file>
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<file>qt.conf</file>
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@ -9,7 +9,7 @@ layout (location = 0) out vec4 gBaseColor;
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layout (location = 1) out vec3 gNormal;
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layout (location = 1) out vec3 gNormal;
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layout (location = 2) out vec3 gPosition;
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layout (location = 2) out vec3 gPosition;
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layout (location = 3) out vec2 gMetallicRoughness;
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layout (location = 3) out vec2 gMetallicRoughness;
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layout (location = 4) out uint gPaintingIndex;
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layout (location = 4) out uvec2 gPaintingIndex;
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in vec2 TexCoords;
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in vec2 TexCoords;
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in vec3 WorldPos;
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in vec3 WorldPos;
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@ -52,6 +52,6 @@ void main()
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else
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else
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gMetallicRoughness = vec2(0,1);
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gMetallicRoughness = vec2(0,1);
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gPaintingIndex = 0;
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gPaintingIndex = uvec2(0);
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}
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}
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@ -1,4 +1,5 @@
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#version 450 core
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#version 450 core
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#extension GL_ARB_sparse_texture2 : enable
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uniform sampler2D texture_basecolor;
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uniform sampler2D texture_basecolor;
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@ -6,8 +7,11 @@ in vec2 TexCoords;
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void main()
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void main()
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{
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{
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//gBaseColor = vec4(1,0,0,1);
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vec4 baseColor;// = texture(texture_basecolor, TexCoords);
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vec4 baseColor = texture(texture_basecolor, TexCoords);
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float lod = textureQueryLod(texture_basecolor, TexCoords).x;
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while(!sparseTexelsResidentARB(sparseTextureLodARB(texture_basecolor, TexCoords, lod, baseColor))&&lod<textureQueryLevels(texture_basecolor))
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lod++;
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if(baseColor.a<0.4)
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if(baseColor.a<0.4)
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discard;
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discard;
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}
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}
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@ -0,0 +1,14 @@
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#version 450 core
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layout (local_size_x = 8, local_size_y = 8) in;
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layout(rg16ui, binding = 3) uniform uimage2D gPageId;
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uniform uvec2 dither = uvec2(0);
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void main()
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{
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uvec2 targetLocation = gl_GlobalInvocationID.xy;
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uvec2 sourceLocation = targetLocation * 8 + dither;
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imageStore(gPageId, ivec2(targetLocation), uvec4(imageLoad(gPageId, ivec2(sourceLocation))));
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}
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@ -4,11 +4,13 @@
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uniform sampler2D texture_basecolor;
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uniform sampler2D texture_basecolor;
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uniform sampler2D texture_metallic_roughness;
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uniform sampler2D texture_metallic_roughness;
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uniform uint paintingId;
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layout(location = 0) out vec4 gBaseColor;
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layout(location = 0) out vec4 gBaseColor;
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layout(location = 1) out vec3 gNormal;
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layout(location = 1) out vec3 gNormal;
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layout(location = 2) out vec3 gPosition;
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layout(location = 2) out vec3 gPosition;
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layout(location = 3) out vec2 gMetallicRoughness;
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layout(location = 3) out vec2 gMetallicRoughness;
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layout(location = 4) out uint gPaintingIndex;
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layout(location = 4) out uvec2 gPaintingIndex;
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layout(location = 5) out vec2 gPaintingTexCoord;
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layout(location = 5) out vec2 gPaintingTexCoord;
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in vec2 TexCoords;
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in vec2 TexCoords;
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@ -17,24 +19,36 @@ in vec3 Normal;
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void main()
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void main()
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{
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{
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float lod = textureQueryLod(texture_basecolor, TexCoords).x;
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int lodExpect = int(textureQueryLod(texture_basecolor, TexCoords).x);
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while(!sparseTexelsResidentARB(sparseTextureLodARB(texture_basecolor, TexCoords, lod, gBaseColor))&&lod<textureQueryLevels(texture_basecolor))
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int levels = textureQueryLevels(texture_basecolor);
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float lod = lodExpect;
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while(!sparseTexelsResidentARB(sparseTextureLodARB(texture_basecolor, TexCoords, lod, gBaseColor))&&lod<levels)
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lod++;
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lod++;
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if(gBaseColor.a<0.4)
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if(gBaseColor.a<0.4)
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discard;
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discard;
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//gBaseColor = vec4( vec3(1),1 );
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//gBaseColor = vec4( vec3(1),1 );
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// mainImage(gBaseColor, vec2(1.,1.)-TexCoords);
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gPosition = WorldPos;
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gPosition = WorldPos;
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gNormal = normalize(Normal);
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gNormal = normalize(Normal);
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//gMetallicRoughness = vec2(0,1);
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//gMetallicRoughness = vec2(0,1);
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lod = textureQueryLod(texture_metallic_roughness, TexCoords).x;
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lod = lodExpect;
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vec4 mt;
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vec4 mt;
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while(!sparseTexelsResidentARB(sparseTextureLodARB(texture_metallic_roughness, TexCoords, lod, mt))&&lod<textureQueryLevels(texture_metallic_roughness))
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while(!sparseTexelsResidentARB(sparseTextureLodARB(texture_metallic_roughness, TexCoords, lod, mt))&&lod<levels)
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lod++;
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lod++;
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gMetallicRoughness = mt.rg;
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gMetallicRoughness = mt.rg;
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//gPaintingIndex = 1;
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gPaintingIndex = 0;
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// int pageSize = textureSize(texture_basecolor, levels-1).x;
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// uint pageId = 0;
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// for(uint i = 0; i < lodExpect; i++)
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// pageId += 1<<(2*(levels-1-i));
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uint w = 1<<(levels-1-lodExpect);
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ivec2 page = ivec2(TexCoords * vec2(w));
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page = clamp(page, ivec2(0), ivec2(w-1));
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// pageId += page.y*w+page.x;
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if(lodExpect==levels-1)
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gPaintingIndex = uvec2(0);
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else
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gPaintingIndex = uvec2((paintingId<<4)+lodExpect, (page.y<<8)+page.x);
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gPaintingTexCoord = vec2(1., 1.) - TexCoords * 2;
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gPaintingTexCoord = vec2(1., 1.) - TexCoords * 2;
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return;
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return;
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{
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{
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if (shaderProgram->bind())
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if (shaderProgram->bind())
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{
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{
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glFunc->glActiveTexture(GL_TEXTURE0);
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glFunc->glBindTextureUnit(0, textureBasecolor);
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glFunc->glBindTexture(GL_TEXTURE_2D, textureBasecolor);
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glFunc->glBindTextureUnit(1, textureMetallicRoughness);
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glFunc->glActiveTexture(GL_TEXTURE1);
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glFunc->glBindTextureUnit(2, textureNormal);
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glFunc->glBindTexture(GL_TEXTURE_2D, textureMetallicRoughness);
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glFunc->glActiveTexture(GL_TEXTURE2);
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glFunc->glBindTexture(GL_TEXTURE_2D, textureNormal);
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shaderProgram->setUniformValue("texture_basecolor", 0);
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shaderProgram->setUniformValue("texture_basecolor", 0);
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shaderProgram->setUniformValue("texture_metallic_roughness", 1);
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shaderProgram->setUniformValue("texture_metallic_roughness", 1);
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shaderProgram->setUniformValue("texture_normal", 2);
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shaderProgram->setUniformValue("texture_normal", 2);
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{
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{
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if (shadowProgram->bind())
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if (shadowProgram->bind())
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{
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{
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glFunc->glActiveTexture(GL_TEXTURE0);
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glFunc->glBindTextureUnit(0, textureBasecolor);
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glFunc->glBindTexture(GL_TEXTURE_2D, textureBasecolor);
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shadowProgram->setUniformValue("texture_basecolor", 0);
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shadowProgram->setUniformValue("texture_basecolor", 0);
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QOpenGLVertexArrayObject::Binder bind(&VAO);
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QOpenGLVertexArrayObject::Binder bind(&VAO);
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}
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}
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}
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}
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m_mesh->paintingIndex = loadPainting(std::string(str.C_Str()));
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m_mesh->paintingId = loadPainting(std::string(str.C_Str()));
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auto& handle = vtManager->paintings[m_mesh->paintingIndex];
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auto& handle = vtManager->getPaintingHandle(m_mesh->paintingId);
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m_mesh->textureBasecolor = handle.baseColor;
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m_mesh->textureBasecolor = handle.baseColor;
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m_mesh->textureMetallicRoughness = handle.metallicRoughness;
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m_mesh->textureMetallicRoughness = handle.metallicRoughness;
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m_mesh->setupMesh();
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m_mesh->setupMesh();
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{
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{
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if (shaderProgram->bind())
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if (shaderProgram->bind())
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{
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{
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glFunc->glActiveTexture(GL_TEXTURE0);
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glFunc->glBindTextureUnit(0, textureBasecolor);
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glFunc->glBindTexture(GL_TEXTURE_2D, textureBasecolor);
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glFunc->glBindTextureUnit(1, textureMetallicRoughness);
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glFunc->glActiveTexture(GL_TEXTURE1);
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glFunc->glBindTexture(GL_TEXTURE_2D, textureMetallicRoughness);
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shaderProgram->setUniformValue("texture_basecolor", 0);
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shaderProgram->setUniformValue("texture_basecolor", 0);
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shaderProgram->setUniformValue("texture_metallic_roughness", 1);
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shaderProgram->setUniformValue("texture_metallic_roughness", 1);
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QOpenGLVertexArrayObject::Binder bind(&VAO);
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QOpenGLVertexArrayObject::Binder bind(&VAO);
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shaderProgram->setUniformValue("model", model);
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shaderProgram->setUniformValue("model", model);
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glFunc->glUniform1ui(glFunc->glGetUniformLocation(shaderProgram->programId(), "paintingId"), paintingId);
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EBO.bind();
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EBO.bind();
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glFunc->glDrawElements(GL_TRIANGLES, indices.size(), GL_UNSIGNED_INT, 0);
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glFunc->glDrawElements(GL_TRIANGLES, indices.size(), GL_UNSIGNED_INT, 0);
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shaderProgram->release();
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shaderProgram->release();
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{
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{
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if (shadowProgram->bind())
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if (shadowProgram->bind())
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{
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{
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glFunc->glBindTextureUnit(0, textureBasecolor);
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shadowProgram->setUniformValue("texture_basecolor", 0);
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QOpenGLVertexArrayObject::Binder bind(&VAO);
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QOpenGLVertexArrayObject::Binder bind(&VAO);
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shadowProgram->setUniformValue("model", model);
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shadowProgram->setUniformValue("model", model);
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EBO.bind();
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EBO.bind();
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QMatrix4x4 model;
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QMatrix4x4 model;
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QOpenGLFunctions_4_5_Compatibility* glFunc;
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QOpenGLFunctions_4_5_Compatibility* glFunc;
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QOpenGLShaderProgram* shaderProgram, * shadowProgram;
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QOpenGLShaderProgram* shaderProgram, * shadowProgram;
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GLuint paintingIndex;
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GLuint paintingId;
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PaintingMesh(QOpenGLFunctions_4_5_Compatibility* glFunc, QOpenGLShaderProgram* shaderProgram, QOpenGLShaderProgram* shadowProgram, const QMatrix4x4& model);
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PaintingMesh(QOpenGLFunctions_4_5_Compatibility* glFunc, QOpenGLShaderProgram* shaderProgram, QOpenGLShaderProgram* shadowProgram, const QMatrix4x4& model);
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void draw() override;
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void draw() override;
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#include <glm/gtc/matrix_transform.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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#include "IblUtils.h"
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#include "IblUtils.h"
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#include "VirtualTextureManager.h"
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#include "VirtualTextureManager.h"
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#include <QDebug>
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using namespace Renderer;
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using namespace Renderer;
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QOpenGLTexture randomMap(QOpenGLTexture::Target2D);
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QOpenGLTexture randomMap(QOpenGLTexture::Target2D);
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void GLAPIENTRY MessageCallback(GLenum source,
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GLenum type,
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GLuint id,
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GLenum severity,
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GLsizei length,
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const GLchar* message,
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const void* userParam)
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{
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//fprintf(stderr, "GL CALLBACK: %s type = 0x%x, severity = 0x%x, message = %s\n",
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// (type == GL_DEBUG_TYPE_ERROR ? "** GL ERROR **" : ""),
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// type, severity, message);
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if (type == GL_DEBUG_TYPE_ERROR)
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qCritical() << QString::fromStdString(std::format("GL_ERROR: type = {:#x}, severity = {:#x}, message = {}",
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type, severity, message));
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}
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void RendererGLWidget::initializeGL()
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void RendererGLWidget::initializeGL()
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{
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{
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gl = std::make_unique<GladGLContext>();
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gl = std::make_unique<GladGLContext>();
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if (!gladLoadGLContext(gl.get(), [](const char* name) { return (GLADapiproc)QOpenGLContext::currentContext()->getProcAddress(name); }))
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if (!gladLoadGLContext(gl.get(), [](const char* name) { return (GLADapiproc)QOpenGLContext::currentContext()->getProcAddress(name); }))
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qDebug() << "Failed to initialize GLAD";
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qCritical() << "Failed to initialize GLAD";
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QOpenGLFunctions_4_5_Core* glFunc = QOpenGLContext::currentContext()->versionFunctions<QOpenGLFunctions_4_5_Core>();
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QOpenGLFunctions_4_5_Core* glFunc = QOpenGLContext::currentContext()->versionFunctions<QOpenGLFunctions_4_5_Core>();
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qDebug() << "GL_VERSION" << (char*)gl->GetString(GL_VERSION);
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qDebug() << "GL_VERSION" << (char*)gl->GetString(GL_VERSION);
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gl->Enable(GL_DEBUG_OUTPUT);
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gl->DebugMessageCallback(MessageCallback, 0);
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gl->Enable(GL_DEPTH_TEST);
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gl->Enable(GL_DEPTH_TEST);
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gl->DepthFunc(GL_LEQUAL);
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gl->DepthFunc(GL_LEQUAL);
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gl->Enable(GL_TEXTURE_CUBE_MAP_SEAMLESS);
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gl->Enable(GL_TEXTURE_CUBE_MAP_SEAMLESS);
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@ -118,83 +137,83 @@ void RendererGLWidget::initializeGL()
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shadowProgramPtr = new QOpenGLShaderProgram;
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shadowProgramPtr = new QOpenGLShaderProgram;
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if (!shadowProgramPtr->addShaderFromSourceFile(QOpenGLShader::Vertex, ":/Shaders/model_shadow.vert"))
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if (!shadowProgramPtr->addShaderFromSourceFile(QOpenGLShader::Vertex, ":/Shaders/model_shadow.vert"))
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qDebug() << "ERROR:" << shadowProgramPtr->log();
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qCritical() << "ERROR:" << shadowProgramPtr->log();
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if (!shadowProgramPtr->addShaderFromSourceFile(QOpenGLShader::Geometry, ":/Shaders/model_shadow.geom"))
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if (!shadowProgramPtr->addShaderFromSourceFile(QOpenGLShader::Geometry, ":/Shaders/model_shadow.geom"))
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qDebug() << "ERROR:" << shadowProgramPtr->log();
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qCritical() << "ERROR:" << shadowProgramPtr->log();
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if (!shadowProgramPtr->addShaderFromSourceFile(QOpenGLShader::Fragment, ":/Shaders/model_shadow.frag"))
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if (!shadowProgramPtr->addShaderFromSourceFile(QOpenGLShader::Fragment, ":/Shaders/model_shadow.frag"))
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qDebug() << "ERROR:" << shadowProgramPtr->log();
|
qCritical() << "ERROR:" << shadowProgramPtr->log();
|
||||||
if (!shadowProgramPtr->link())
|
if (!shadowProgramPtr->link())
|
||||||
qDebug() << "ERROR:" << shadowProgramPtr->log();
|
qCritical() << "ERROR:" << shadowProgramPtr->log();
|
||||||
|
|
||||||
plainProgramPtr = new QOpenGLShaderProgram;
|
plainProgramPtr = new QOpenGLShaderProgram;
|
||||||
if (!plainProgramPtr->addShaderFromSourceFile(QOpenGLShader::Vertex, ":/Shaders/shader.vert"))
|
if (!plainProgramPtr->addShaderFromSourceFile(QOpenGLShader::Vertex, ":/Shaders/shader.vert"))
|
||||||
qDebug() << "ERROR:" << plainProgramPtr->log();
|
qCritical() << "ERROR:" << plainProgramPtr->log();
|
||||||
if (!plainProgramPtr->addShaderFromSourceFile(QOpenGLShader::Fragment, ":/Shaders/shader.frag"))
|
if (!plainProgramPtr->addShaderFromSourceFile(QOpenGLShader::Fragment, ":/Shaders/shader.frag"))
|
||||||
qDebug() << "ERROR:" << plainProgramPtr->log();
|
qCritical() << "ERROR:" << plainProgramPtr->log();
|
||||||
if (!plainProgramPtr->link())
|
if (!plainProgramPtr->link())
|
||||||
qDebug() << "ERROR:" << plainProgramPtr->log();
|
qCritical() << "ERROR:" << plainProgramPtr->log();
|
||||||
|
|
||||||
modelProgramPtr = new QOpenGLShaderProgram;
|
modelProgramPtr = new QOpenGLShaderProgram;
|
||||||
if (!modelProgramPtr->addShaderFromSourceFile(QOpenGLShader::Vertex, ":/Shaders/model.vert"))
|
if (!modelProgramPtr->addShaderFromSourceFile(QOpenGLShader::Vertex, ":/Shaders/model.vert"))
|
||||||
qDebug() << "ERROR:" << modelProgramPtr->log();
|
qCritical() << "ERROR:" << modelProgramPtr->log();
|
||||||
if (!modelProgramPtr->addShaderFromSourceFile(QOpenGLShader::Fragment, ":/Shaders/model.frag"))
|
if (!modelProgramPtr->addShaderFromSourceFile(QOpenGLShader::Fragment, ":/Shaders/model.frag"))
|
||||||
qDebug() << "ERROR:" << modelProgramPtr->log();
|
qCritical() << "ERROR:" << modelProgramPtr->log();
|
||||||
if (!modelProgramPtr->link())
|
if (!modelProgramPtr->link())
|
||||||
qDebug() << "ERROR:" << modelProgramPtr->log();
|
qCritical() << "ERROR:" << modelProgramPtr->log();
|
||||||
|
|
||||||
paintingProgramPtr = new QOpenGLShaderProgram;
|
paintingProgramPtr = new QOpenGLShaderProgram;
|
||||||
if (!paintingProgramPtr->addShaderFromSourceFile(QOpenGLShader::Vertex, ":/Shaders/painting.vert"))
|
if (!paintingProgramPtr->addShaderFromSourceFile(QOpenGLShader::Vertex, ":/Shaders/painting.vert"))
|
||||||
qDebug() << "ERROR:" << paintingProgramPtr->log();
|
qCritical() << "ERROR:" << paintingProgramPtr->log();
|
||||||
if (!paintingProgramPtr->addShaderFromSourceFile(QOpenGLShader::Fragment, ":/Shaders/painting.frag"))
|
if (!paintingProgramPtr->addShaderFromSourceFile(QOpenGLShader::Fragment, ":/Shaders/painting.frag"))
|
||||||
qDebug() << "ERROR:" << paintingProgramPtr->log();
|
qCritical() << "ERROR:" << paintingProgramPtr->log();
|
||||||
if (!paintingProgramPtr->link())
|
if (!paintingProgramPtr->link())
|
||||||
qDebug() << "ERROR:" << paintingProgramPtr->log();
|
qCritical() << "ERROR:" << paintingProgramPtr->log();
|
||||||
|
|
||||||
paintingCompProgramPtr = new QOpenGLShaderProgram;
|
pageIdDownsampleProgramPtr = new QOpenGLShaderProgram;
|
||||||
if (!paintingCompProgramPtr->addShaderFromSourceFile(QOpenGLShader::Compute, ":/Shaders/painting.comp"))
|
if (!pageIdDownsampleProgramPtr->addShaderFromSourceFile(QOpenGLShader::Compute, ":/Shaders/pageId_downsample.comp"))
|
||||||
qDebug() << "ERROR:" << paintingCompProgramPtr->log();
|
qCritical() << "ERROR:" << pageIdDownsampleProgramPtr->log();
|
||||||
if (!paintingCompProgramPtr->link())
|
if (!pageIdDownsampleProgramPtr->link())
|
||||||
qDebug() << "ERROR:" << paintingCompProgramPtr->log();
|
qCritical() << "ERROR:" << pageIdDownsampleProgramPtr->log();
|
||||||
|
|
||||||
depthInitProgramPtr = new QOpenGLShaderProgram;
|
depthInitProgramPtr = new QOpenGLShaderProgram;
|
||||||
if (!depthInitProgramPtr->addShaderFromSourceFile(QOpenGLShader::Compute, ":/Shaders/depth_init.comp"))
|
if (!depthInitProgramPtr->addShaderFromSourceFile(QOpenGLShader::Compute, ":/Shaders/depth_init.comp"))
|
||||||
qDebug() << "ERROR:" << depthInitProgramPtr->log();
|
qCritical() << "ERROR:" << depthInitProgramPtr->log();
|
||||||
if (!depthInitProgramPtr->link())
|
if (!depthInitProgramPtr->link())
|
||||||
qDebug() << "ERROR:" << depthInitProgramPtr->log();
|
qCritical() << "ERROR:" << depthInitProgramPtr->log();
|
||||||
|
|
||||||
depthMipmapProgramPtr = new QOpenGLShaderProgram;
|
depthMipmapProgramPtr = new QOpenGLShaderProgram;
|
||||||
if (!depthMipmapProgramPtr->addShaderFromSourceFile(QOpenGLShader::Compute, ":/Shaders/depth_mipmap.comp"))
|
if (!depthMipmapProgramPtr->addShaderFromSourceFile(QOpenGLShader::Compute, ":/Shaders/depth_mipmap.comp"))
|
||||||
qDebug() << "ERROR:" << depthMipmapProgramPtr->log();
|
qCritical() << "ERROR:" << depthMipmapProgramPtr->log();
|
||||||
if (!depthMipmapProgramPtr->link())
|
if (!depthMipmapProgramPtr->link())
|
||||||
qDebug() << "ERROR:" << depthMipmapProgramPtr->log();
|
qCritical() << "ERROR:" << depthMipmapProgramPtr->log();
|
||||||
|
|
||||||
shadowMappingProgramPtr = new QOpenGLShaderProgram;
|
shadowMappingProgramPtr = new QOpenGLShaderProgram;
|
||||||
if (!shadowMappingProgramPtr->addShaderFromSourceFile(QOpenGLShader::Compute, ":/Shaders/shadow_mapping.comp"))
|
if (!shadowMappingProgramPtr->addShaderFromSourceFile(QOpenGLShader::Compute, ":/Shaders/shadow_mapping.comp"))
|
||||||
qDebug() << "ERROR:" << shadowMappingProgramPtr->log();
|
qCritical() << "ERROR:" << shadowMappingProgramPtr->log();
|
||||||
if (!shadowMappingProgramPtr->link())
|
if (!shadowMappingProgramPtr->link())
|
||||||
qDebug() << "ERROR:" << shadowMappingProgramPtr->log();
|
qCritical() << "ERROR:" << shadowMappingProgramPtr->log();
|
||||||
|
|
||||||
ssgiProgramPtr = new QOpenGLShaderProgram;
|
ssgiProgramPtr = new QOpenGLShaderProgram;
|
||||||
if (!ssgiProgramPtr->addShaderFromSourceFile(QOpenGLShader::Compute, ":/Shaders/ssgi.comp"))
|
if (!ssgiProgramPtr->addShaderFromSourceFile(QOpenGLShader::Compute, ":/Shaders/ssgi.comp"))
|
||||||
qDebug() << "ERROR:" << ssgiProgramPtr->log();
|
qCritical() << "ERROR:" << ssgiProgramPtr->log();
|
||||||
if (!ssgiProgramPtr->link())
|
if (!ssgiProgramPtr->link())
|
||||||
qDebug() << "ERROR:" << ssgiProgramPtr->log();
|
qCritical() << "ERROR:" << ssgiProgramPtr->log();
|
||||||
|
|
||||||
finalProgramPtr = new QOpenGLShaderProgram;
|
finalProgramPtr = new QOpenGLShaderProgram;
|
||||||
if (!finalProgramPtr->addShaderFromSourceFile(QOpenGLShader::Vertex, ":/Shaders/final.vert"))
|
if (!finalProgramPtr->addShaderFromSourceFile(QOpenGLShader::Vertex, ":/Shaders/final.vert"))
|
||||||
qDebug() << "ERROR:" << finalProgramPtr->log();
|
qCritical() << "ERROR:" << finalProgramPtr->log();
|
||||||
if (!finalProgramPtr->addShaderFromSourceFile(QOpenGLShader::Fragment, ":/Shaders/final.frag"))
|
if (!finalProgramPtr->addShaderFromSourceFile(QOpenGLShader::Fragment, ":/Shaders/final.frag"))
|
||||||
qDebug() << "ERROR:" << finalProgramPtr->log();
|
qCritical() << "ERROR:" << finalProgramPtr->log();
|
||||||
if (!finalProgramPtr->link())
|
if (!finalProgramPtr->link())
|
||||||
qDebug() << "ERROR:" << finalProgramPtr->log();
|
qCritical() << "ERROR:" << finalProgramPtr->log();
|
||||||
|
|
||||||
skyBoxProgramPtr = new QOpenGLShaderProgram;
|
skyBoxProgramPtr = new QOpenGLShaderProgram;
|
||||||
if (!skyBoxProgramPtr->addShaderFromSourceFile(QOpenGLShader::Vertex, ":/Shaders/skybox.vert"))
|
if (!skyBoxProgramPtr->addShaderFromSourceFile(QOpenGLShader::Vertex, ":/Shaders/skybox.vert"))
|
||||||
qDebug() << "ERROR:" << skyBoxProgramPtr->log();
|
qCritical() << "ERROR:" << skyBoxProgramPtr->log();
|
||||||
if (!skyBoxProgramPtr->addShaderFromSourceFile(QOpenGLShader::Fragment, ":/Shaders/skybox.frag"))
|
if (!skyBoxProgramPtr->addShaderFromSourceFile(QOpenGLShader::Fragment, ":/Shaders/skybox.frag"))
|
||||||
qDebug() << "ERROR:" << skyBoxProgramPtr->log();
|
qCritical() << "ERROR:" << skyBoxProgramPtr->log();
|
||||||
if (!skyBoxProgramPtr->link())
|
if (!skyBoxProgramPtr->link())
|
||||||
qDebug() << "ERROR:" << skyBoxProgramPtr->log();
|
qCritical() << "ERROR:" << skyBoxProgramPtr->log();
|
||||||
|
|
||||||
shadowProgramPtr->bind();
|
shadowProgramPtr->bind();
|
||||||
gl->GenBuffers(1, &lightSpaceMatricesUBO);
|
gl->GenBuffers(1, &lightSpaceMatricesUBO);
|
||||||
|
@ -271,6 +290,11 @@ void RendererGLWidget::initializeGL()
|
||||||
void RendererGLWidget::paintGL()
|
void RendererGLWidget::paintGL()
|
||||||
{
|
{
|
||||||
QOpenGLFunctions_4_5_Core* glFunc = QOpenGLContext::currentContext()->versionFunctions<QOpenGLFunctions_4_5_Core>();
|
QOpenGLFunctions_4_5_Core* glFunc = QOpenGLContext::currentContext()->versionFunctions<QOpenGLFunctions_4_5_Core>();
|
||||||
|
GLuint timeQuery;
|
||||||
|
gl->GenQueries(1, &timeQuery);
|
||||||
|
gl->BeginQuery(GL_TIME_ELAPSED, timeQuery);
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
gl->Enable(GL_CULL_FACE);
|
gl->Enable(GL_CULL_FACE);
|
||||||
|
|
||||||
|
@ -342,40 +366,35 @@ void RendererGLWidget::paintGL()
|
||||||
}
|
}
|
||||||
plainProgramPtr->release();
|
plainProgramPtr->release();
|
||||||
|
|
||||||
|
pageIdDownsampleProgramPtr->bind();
|
||||||
|
gl->BindImageTexture(3, gbuffers[4], 0, GL_FALSE, 0, GL_READ_WRITE, GL_RG16UI);
|
||||||
|
gl->DispatchCompute(ceil(frameWidth / 8. / 8.), ceil(frameWidth / 8. / 8.), 1);
|
||||||
|
pageIdDownsampleProgramPtr->release();
|
||||||
|
|
||||||
|
std::vector<glm::u16vec2> pixels;
|
||||||
|
pixels.resize(ceil(frameWidth / 8.) * ceil(frameHeight / 8.));
|
||||||
|
gl->ReadBuffer(GL_COLOR_ATTACHMENT4);
|
||||||
|
gl->ReadnPixels(0, 0, ceil(frameWidth / 8.), ceil(frameHeight / 8.), GL_RG_INTEGER, GL_UNSIGNED_SHORT, pixels.size() * sizeof(glm::u16vec2), pixels.data());
|
||||||
|
vtManager->updatePages(pixels);
|
||||||
|
|
||||||
fboPtr->release();
|
fboPtr->release();
|
||||||
}
|
}
|
||||||
|
|
||||||
GLuint paintingCompQuery;
|
//depthInitProgramPtr->bind();
|
||||||
gl->GenQueries(1, &paintingCompQuery);
|
//gl->ActiveTexture(GL_TEXTURE0);
|
||||||
gl->BeginQuery(GL_TIME_ELAPSED, paintingCompQuery);
|
//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();
|
||||||
|
|
||||||
paintingCompProgramPtr->bind();
|
//depthMipmapProgramPtr->bind();
|
||||||
gl->BindImageTexture(0, gbuffers[0], 0, GL_FALSE, 0, GL_READ_WRITE, GL_RGBA8);
|
//for (int i = 0; i <= 3; i++)
|
||||||
gl->BindImageTexture(1, gbuffers[3], 0, GL_FALSE, 0, GL_READ_WRITE, GL_RG8);
|
// gl->BindImageTexture(i, gbuffers[7], i, GL_FALSE, 0, GL_READ_WRITE, GL_R32F);
|
||||||
gl->BindImageTexture(2, gbuffers[4], 0, GL_FALSE, 0, GL_READ_WRITE, GL_R16UI);
|
//gl->DispatchCompute(ceil(depthWidth / 2. / 8.), ceil(depthHeight / 2. / 8.), 1);
|
||||||
gl->BindImageTexture(3, gbuffers[5], 0, GL_FALSE, 0, GL_READ_WRITE, GL_RG32F);
|
//for (int i = 0; i <= 3; i++)
|
||||||
|
// gl->BindImageTexture(i, gbuffers[7], i + 3, GL_FALSE, 0, GL_READ_WRITE, GL_R32F);
|
||||||
//gl->DispatchCompute(ceil(frameWidth / 8.), ceil(frameHeight / 8.), 1);
|
//gl->DispatchCompute(ceil(depthWidth / 2. / 8. / 8.), ceil(depthHeight / 2. / 8. / 8.), 1);
|
||||||
paintingCompProgramPtr->release();
|
//depthMipmapProgramPtr->release();
|
||||||
|
|
||||||
gl->EndQuery(GL_TIME_ELAPSED);
|
|
||||||
|
|
||||||
|
|
||||||
depthInitProgramPtr->bind();
|
|
||||||
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++)
|
|
||||||
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++)
|
|
||||||
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();
|
shadowMappingProgramPtr->bind();
|
||||||
shadowMappingProgramPtr->setUniformValue("view", view);
|
shadowMappingProgramPtr->setUniformValue("view", view);
|
||||||
|
@ -388,22 +407,15 @@ void RendererGLWidget::paintGL()
|
||||||
shadowMappingProgramPtr->setUniformValue("camPos", camera.Position);
|
shadowMappingProgramPtr->setUniformValue("camPos", camera.Position);
|
||||||
shadowMappingProgramPtr->setUniformValue("mainLightDirection", light.lightDirection);
|
shadowMappingProgramPtr->setUniformValue("mainLightDirection", light.lightDirection);
|
||||||
shadowMappingProgramPtr->setUniformValue("mainLightRadiance", mainLightRadiance);
|
shadowMappingProgramPtr->setUniformValue("mainLightRadiance", mainLightRadiance);
|
||||||
/*gl->ActiveTexture(GL_TEXTURE0);
|
|
||||||
gl->BindTexture(GL_TEXTURE_2D, gbuffers[0]);*/
|
gl->BindTextureUnit(1, gbuffers[1]);
|
||||||
gl->ActiveTexture(GL_TEXTURE1);
|
gl->BindTextureUnit(2, gbuffers[2]);
|
||||||
gl->BindTexture(GL_TEXTURE_2D, gbuffers[1]);
|
gl->BindTextureUnit(3, gbuffers[3]);
|
||||||
gl->ActiveTexture(GL_TEXTURE2);
|
gl->BindTextureUnit(4, shadowGbuffer);
|
||||||
gl->BindTexture(GL_TEXTURE_2D, gbuffers[2]);
|
gl->BindTextureUnit(5, irradianceMap);
|
||||||
gl->ActiveTexture(GL_TEXTURE3);
|
gl->BindTextureUnit(6, prefilterMap);
|
||||||
gl->BindTexture(GL_TEXTURE_2D, gbuffers[3]);
|
gl->BindTextureUnit(7, brdfLUTTexture);
|
||||||
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(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->BindImageTexture(1, gbuffers[8], 0, GL_FALSE, 0, GL_READ_WRITE, GL_RGBA16F);
|
||||||
gl->DispatchCompute(ceil(frameWidth / 8.), ceil(frameHeight / 8.), 1);
|
gl->DispatchCompute(ceil(frameWidth / 8.), ceil(frameHeight / 8.), 1);
|
||||||
|
@ -435,11 +447,9 @@ void RendererGLWidget::paintGL()
|
||||||
|
|
||||||
gl->Viewport(0, 0, frameWidth, frameHeight);
|
gl->Viewport(0, 0, frameWidth, frameHeight);
|
||||||
gl->Clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
gl->Clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||||
//QOpenGLVertexArrayObject::Binder vaoBinder(&quadVAO);
|
|
||||||
finalProgramPtr->bind();
|
finalProgramPtr->bind();
|
||||||
finalProgramPtr->setUniformValue("exposure", exposure);
|
finalProgramPtr->setUniformValue("exposure", exposure);
|
||||||
gl->ActiveTexture(GL_TEXTURE0);
|
gl->BindTextureUnit(0, gbuffers[0]);
|
||||||
gl->BindTexture(GL_TEXTURE_2D, gbuffers[0]);
|
|
||||||
quadVAO.bind();
|
quadVAO.bind();
|
||||||
gl->DrawArrays(GL_TRIANGLE_STRIP, 0, 4);
|
gl->DrawArrays(GL_TRIANGLE_STRIP, 0, 4);
|
||||||
quadVAO.release();
|
quadVAO.release();
|
||||||
|
@ -450,28 +460,29 @@ void RendererGLWidget::paintGL()
|
||||||
skyBoxProgramPtr->setUniformValue("view", view);
|
skyBoxProgramPtr->setUniformValue("view", view);
|
||||||
skyBoxProgramPtr->setUniformValue("projection", projection);
|
skyBoxProgramPtr->setUniformValue("projection", projection);
|
||||||
skyBoxProgramPtr->setUniformValue("exposure", exposure);
|
skyBoxProgramPtr->setUniformValue("exposure", exposure);
|
||||||
gl->ActiveTexture(GL_TEXTURE0);
|
gl->BindTextureUnit(0, skyCubemap);
|
||||||
gl->BindTexture(GL_TEXTURE_CUBE_MAP, skyCubemap);
|
|
||||||
IblUtils::renderCube(glFunc);
|
IblUtils::renderCube(glFunc);
|
||||||
skyBoxProgramPtr->release();
|
skyBoxProgramPtr->release();
|
||||||
|
|
||||||
GLuint paintingCompDuration;
|
gl->EndQuery(GL_TIME_ELAPSED);
|
||||||
gl->GetQueryObjectuiv(paintingCompQuery, GL_QUERY_RESULT, &paintingCompDuration);
|
GLuint frameDuration;
|
||||||
|
gl->GetQueryObjectuiv(timeQuery, GL_QUERY_RESULT, &frameDuration);
|
||||||
|
|
||||||
clock_t currentFrame = std::clock();
|
clock_t currentFrame = std::clock();
|
||||||
deltaTime = (float)(currentFrame - lastFrame) / CLOCKS_PER_SEC;
|
deltaTime = (float)(currentFrame - lastFrame) / CLOCKS_PER_SEC;
|
||||||
lastFrame = currentFrame;
|
lastFrame = currentFrame;
|
||||||
|
|
||||||
static float accTime = 0, frameCnt = 0;
|
static float accTime = 0, frameCnt = 0, averageDuration = 0;
|
||||||
accTime += deltaTime;
|
accTime += deltaTime;
|
||||||
frameCnt++;
|
frameCnt++;
|
||||||
|
averageDuration += frameDuration;
|
||||||
if (accTime > 1.)
|
if (accTime > 1.)
|
||||||
{
|
{
|
||||||
std::cout << std::format("{:20}\r", "");
|
std::cout << std::format("{:20}\r", "");
|
||||||
std::cout << std::format("FPS: {:.2f} Painting: {}ms Pos: {},{},{}\r", frameCnt / accTime, paintingCompDuration / 1e6, camera.Position.x(), camera.Position.y(), camera.Position.z());
|
std::cout << std::format("FPS: {:.2f}({:.2f}ms) Pos: {:.2f},{:.2f},{:.2f}\r", frameCnt / accTime, averageDuration / 1e6 / frameCnt, camera.Position.x(), camera.Position.y(), camera.Position.z());
|
||||||
//std::cout << "FPS: " << frameCnt / accTime << " " << camera.Position.x() << " " << camera.Position.y() << " " << camera.Position.z() << "\r";
|
|
||||||
accTime = 0;
|
accTime = 0;
|
||||||
frameCnt = 0;
|
frameCnt = 0;
|
||||||
|
averageDuration = 0;
|
||||||
}
|
}
|
||||||
|
|
||||||
if (pressedKeys.contains(Qt::Key_W)) {
|
if (pressedKeys.contains(Qt::Key_W)) {
|
||||||
|
@ -536,7 +547,7 @@ void RendererGLWidget::resizeGL(int width, int height)
|
||||||
gl->FramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT3, GL_TEXTURE_2D, gbuffers[3], 0);
|
gl->FramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT3, GL_TEXTURE_2D, gbuffers[3], 0);
|
||||||
//gPaintingIndex
|
//gPaintingIndex
|
||||||
gl->BindTexture(GL_TEXTURE_2D, gbuffers[4]);
|
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->TexImage2D(GL_TEXTURE_2D, 0, GL_RG16UI, frameWidth, frameHeight, 0, GL_RG_INTEGER, GL_UNSIGNED_INT, NULL);
|
||||||
gl->TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
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_MAG_FILTER, GL_NEAREST);
|
||||||
gl->FramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT4, GL_TEXTURE_2D, gbuffers[4], 0);
|
gl->FramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT4, GL_TEXTURE_2D, gbuffers[4], 0);
|
||||||
|
|
|
@ -59,7 +59,7 @@ namespace Renderer
|
||||||
QOpenGLShaderProgram* plainProgramPtr = nullptr;
|
QOpenGLShaderProgram* plainProgramPtr = nullptr;
|
||||||
QOpenGLShaderProgram* modelProgramPtr = nullptr;
|
QOpenGLShaderProgram* modelProgramPtr = nullptr;
|
||||||
QOpenGLShaderProgram* paintingProgramPtr = nullptr;
|
QOpenGLShaderProgram* paintingProgramPtr = nullptr;
|
||||||
QOpenGLShaderProgram* paintingCompProgramPtr = nullptr;
|
QOpenGLShaderProgram* pageIdDownsampleProgramPtr = nullptr;
|
||||||
QOpenGLShaderProgram* depthInitProgramPtr = nullptr;
|
QOpenGLShaderProgram* depthInitProgramPtr = nullptr;
|
||||||
QOpenGLShaderProgram* depthMipmapProgramPtr = nullptr;
|
QOpenGLShaderProgram* depthMipmapProgramPtr = nullptr;
|
||||||
QOpenGLShaderProgram* shadowMappingProgramPtr = nullptr;
|
QOpenGLShaderProgram* shadowMappingProgramPtr = nullptr;
|
||||||
|
|
|
@ -47,7 +47,7 @@ Renderer::VirtualTextureManager::VirtualTextureManager(GladGLContext* gl)
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
GLuint Renderer::VirtualTextureManager::createVirtualTexture(Painting painting)
|
std::uint16_t Renderer::VirtualTextureManager::createVirtualTexture(Painting painting)
|
||||||
{
|
{
|
||||||
const GLsizei levels = glm::log2(textureSize / pageSize) + 1;
|
const GLsizei levels = glm::log2(textureSize / pageSize) + 1;
|
||||||
qDebug() << "levels:" << levels;
|
qDebug() << "levels:" << levels;
|
||||||
|
@ -103,6 +103,66 @@ GLuint Renderer::VirtualTextureManager::createVirtualTexture(Painting painting)
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
paintings.emplace_back(baseColor, metallicRoughness, painting.buffers);
|
paintings.emplace_back(baseColor, metallicRoughness, painting.buffers);
|
||||||
|
return paintings.size();
|
||||||
return paintings.size() - 1;
|
}
|
||||||
|
|
||||||
|
Renderer::PaintingHandle& Renderer::VirtualTextureManager::getPaintingHandle(std::uint16_t id)
|
||||||
|
{
|
||||||
|
return paintings[id - 1];
|
||||||
|
}
|
||||||
|
|
||||||
|
void Renderer::VirtualTextureManager::pageCommitmentById(const glm::u16vec2& pageId, GLboolean commit)
|
||||||
|
{
|
||||||
|
auto& painting = getPaintingHandle(pageId.x >> 4);
|
||||||
|
GLint level = pageId.x & 0b1111;
|
||||||
|
glm::ivec2 page(pageId.y & 0b11111111, pageId.y >> 8);
|
||||||
|
qDebug() << commit << level << page.x << page.y;
|
||||||
|
gl->TexturePageCommitmentEXT(painting.baseColor, level,
|
||||||
|
static_cast<GLsizei>(pageSize) * page.x, static_cast<GLsizei>(pageSize) * page.y, 0,
|
||||||
|
static_cast<GLsizei>(pageSize), static_cast<GLsizei>(pageSize), 1,
|
||||||
|
commit);
|
||||||
|
gl->TexturePageCommitmentEXT(painting.metallicRoughness, level,
|
||||||
|
static_cast<GLsizei>(pageSize) * page.x, static_cast<GLsizei>(pageSize) * page.y, 0,
|
||||||
|
static_cast<GLsizei>(pageSize), static_cast<GLsizei>(pageSize), 1,
|
||||||
|
commit);
|
||||||
|
|
||||||
|
if (commit)
|
||||||
|
{
|
||||||
|
program.bind();
|
||||||
|
gl->Uniform2i(gl->GetUniformLocation(program.programId(), "pixelOffset"), static_cast<GLsizei>(pageSize) * page.x, static_cast<GLsizei>(pageSize) * page.y);
|
||||||
|
gl->BindImageTexture(0, painting.baseColor, level, GL_FALSE, 0, GL_READ_WRITE, GL_RGBA8);
|
||||||
|
gl->BindImageTexture(1, painting.metallicRoughness, level, GL_FALSE, 0, GL_READ_WRITE, GL_RG8);
|
||||||
|
gl->DispatchCompute(pageSize / 8, pageSize / 8, 1);
|
||||||
|
program.release();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
void Renderer::VirtualTextureManager::updatePages(const std::vector<glm::u16vec2>& pageIds)
|
||||||
|
{
|
||||||
|
for (auto iter = loadedPages.begin(); iter != loadedPages.end();)
|
||||||
|
{
|
||||||
|
iter->second--;
|
||||||
|
if (iter->second == 0)
|
||||||
|
{
|
||||||
|
pageCommitmentById(iter->first, GL_FALSE);
|
||||||
|
iter = loadedPages.erase(iter);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
iter++;
|
||||||
|
}
|
||||||
|
for (auto& pageId : pageIds)
|
||||||
|
{
|
||||||
|
if (pageId.x)
|
||||||
|
{
|
||||||
|
auto [iter, success] = loadedPages.emplace(pageId, lifeTime);
|
||||||
|
if (success)
|
||||||
|
{
|
||||||
|
pageCommitmentById(pageId, GL_TRUE);
|
||||||
|
|
||||||
|
}
|
||||||
|
else
|
||||||
|
iter->second = lifeTime;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
|
@ -1,6 +1,7 @@
|
||||||
#pragma once
|
#pragma once
|
||||||
#include "Painting/Painting.h"
|
#include "Painting/Painting.h"
|
||||||
#include <QOpenGLShaderProgram>
|
#include <QOpenGLShaderProgram>
|
||||||
|
#include <unordered_map>
|
||||||
|
|
||||||
struct GladGLContext;
|
struct GladGLContext;
|
||||||
|
|
||||||
|
@ -16,22 +17,35 @@ namespace Renderer
|
||||||
class VirtualTextureManager
|
class VirtualTextureManager
|
||||||
{
|
{
|
||||||
public:
|
public:
|
||||||
static constexpr GLsizei textureSize = 16384;
|
|
||||||
std::vector<PaintingHandle> paintings;
|
|
||||||
|
|
||||||
VirtualTextureManager(GladGLContext* gl);
|
VirtualTextureManager(GladGLContext* gl);
|
||||||
|
|
||||||
/**
|
/**
|
||||||
* @brief
|
* @brief
|
||||||
* @param painting
|
* @param painting
|
||||||
* @return 在paintings中索引
|
* @return ÐéÄâÎÆÀíid
|
||||||
*/
|
*/
|
||||||
GLuint createVirtualTexture(Painting painting);
|
std::uint16_t createVirtualTexture(Painting painting);
|
||||||
|
PaintingHandle& getPaintingHandle(std::uint16_t id);
|
||||||
|
void updatePages(const std::vector<glm::u16vec2>& pageIds);
|
||||||
private:
|
private:
|
||||||
GladGLContext* gl;
|
GladGLContext* gl;
|
||||||
|
static constexpr GLsizei textureSize = 16384;
|
||||||
|
static constexpr int lifeTime = 64;
|
||||||
GLint pageSize;
|
GLint pageSize;
|
||||||
QOpenGLShaderProgram program;
|
QOpenGLShaderProgram program;
|
||||||
|
std::vector<PaintingHandle> paintings;
|
||||||
|
|
||||||
|
struct u16vec2Hash
|
||||||
|
{
|
||||||
|
std::size_t operator()(glm::u16vec2 const& v) const
|
||||||
|
{
|
||||||
|
return ((std::size_t)v.y << 16) + v.x;
|
||||||
|
}
|
||||||
|
};
|
||||||
|
|
||||||
|
std::unordered_map<glm::u16vec2, int, u16vec2Hash> loadedPages;
|
||||||
|
|
||||||
|
void pageCommitmentById(const glm::u16vec2& pageId, GLboolean commit);
|
||||||
};
|
};
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
|
@ -27,12 +27,11 @@ void messageHandler(QtMsgType type, const QMessageLogContext& context, const QSt
|
||||||
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_INTENSITY | FOREGROUND_RED | FOREGROUND_GREEN);
|
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_INTENSITY | FOREGROUND_RED | FOREGROUND_GREEN);
|
||||||
break;
|
break;
|
||||||
case QtCriticalMsg:
|
case QtCriticalMsg:
|
||||||
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_INTENSITY | FOREGROUND_RED | FOREGROUND_BLUE);
|
|
||||||
break;
|
|
||||||
case QtFatalMsg:
|
|
||||||
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_INTENSITY | FOREGROUND_RED);
|
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_INTENSITY | FOREGROUND_RED);
|
||||||
break;
|
break;
|
||||||
|
case QtFatalMsg:
|
||||||
|
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_INTENSITY | FOREGROUND_RED | FOREGROUND_GREEN | FOREGROUND_BLUE | BACKGROUND_RED);
|
||||||
|
break;
|
||||||
}
|
}
|
||||||
std::cout << std::format("{}({},{}) {}\n",
|
std::cout << std::format("{}({},{}) {}\n",
|
||||||
QString(context.file).splitRef("\\").back().toLocal8Bit().data(),
|
QString(context.file).splitRef("\\").back().toLocal8Bit().data(),
|
||||||
|
|
Loading…
Reference in New Issue