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mirror of https://github.com/MaSzyna-EU07/maszyna.git synced 2026-07-19 11:09:19 +02:00

light wrapper object

This commit is contained in:
tmj-fstate
2017-02-15 22:57:48 +01:00
parent cf48989f39
commit 013a6f0559
13 changed files with 682 additions and 109 deletions

View File

@@ -347,7 +347,7 @@ bool TWorld::Init(HWND NhWnd, HDC hDC)
// glLineWidth(2.0f);
WriteLog("glPointSize(2.0f);");
glPointSize(2.0f);
#ifdef EU07_USE_OLD_LIGHTING_MODEL
// ----------- LIGHTING SETUP -----------
// Light values and coordinates
@@ -359,7 +359,7 @@ bool TWorld::Init(HWND NhWnd, HDC hDC)
Global::lightPos[3] = 0.0f;
// Ra: światła by sensowniej było ustawiać po wczytaniu scenerii
// TODO: re-implement this
// Ra: szczątkowe światło rozproszone - żeby było cokolwiek widać w ciemności
WriteLog("glLightModelfv(GL_LIGHT_MODEL_AMBIENT,darkLight);");
glLightModelfv(GL_LIGHT_MODEL_AMBIENT, Global::darkLight);
@@ -375,7 +375,7 @@ bool TWorld::Init(HWND NhWnd, HDC hDC)
glLightfv(GL_LIGHT0, GL_POSITION, Global::lightPos);
WriteLog("glEnable(GL_LIGHT0);");
glEnable(GL_LIGHT0);
#endif
// glColor() ma zmieniać kolor wybrany w glColorMaterial()
WriteLog("glEnable(GL_COLOR_MATERIAL);");
glEnable(GL_COLOR_MATERIAL);
@@ -470,13 +470,22 @@ bool TWorld::Init(HWND NhWnd, HDC hDC)
SetForegroundWindow(hWnd);
WriteLog("Sound Init");
glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
glDisable( GL_DEPTH_TEST ); // Disables depth testing
#ifndef EU07_USE_OLD_LIGHTING_MODEL
glEnable( GL_LIGHTING );
glEnable( GL_LIGHT0 );
#endif
glLoadIdentity();
// glColor4f(0.3f,0.0f,0.0f,0.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glTranslatef(0.0f, 0.0f, -0.50f);
// glRasterPos2f(-0.25f, -0.10f);
glDisable(GL_DEPTH_TEST); // Disables depth testing
glColor3f(3.0f, 3.0f, 3.0f);
#ifdef EU07_USE_OLD_LIGHTING_MODEL
glColor3f( 3.0f, 3.0f, 3.0f );
#else
glColor3f( 1.0f, 1.0f, 1.0f );
#endif
auto logo = TextureManager.GetTextureId( "logo", szTexturePath, 6 );
TextureManager.Bind(logo); // Select our texture
@@ -492,7 +501,7 @@ bool TWorld::Init(HWND NhWnd, HDC hDC)
glVertex3f(-0.28f, 0.22f, 0.0f); // top left of the texture and quad
glEnd();
//~logo; Ra: to jest bez sensu zapis
glColor3f(0.0f, 0.0f, 100.0f);
glColor3f(0.0f, 0.0f, 1.0f);
if (Global::detonatoryOK)
{
glRasterPos2f(-0.25f, -0.09f);
@@ -502,7 +511,6 @@ bool TWorld::Init(HWND NhWnd, HDC hDC)
}
SwapBuffers(hDC); // Swap Buffers (Double Buffering)
glEnable(GL_LIGHTING);
/*-----------------------Sound Initialization-----------------------*/
TSoundsManager::Init(hWnd);
// TSoundsManager::LoadSounds( "" );
@@ -562,8 +570,26 @@ bool TWorld::Init(HWND NhWnd, HDC hDC)
}
SwapBuffers(hDC); // Swap Buffers (Double Buffering)
#ifndef EU07_USE_OLD_LIGHTING_MODEL
// setup lighting
// GLfloat ambient[] = { 0.65f, 0.65f, 0.65f, 0.5f };
GLfloat ambient[] = { 0.0f, 0.0f, 0.0f, 1.0f };
::glLightModelfv( GL_LIGHT_MODEL_AMBIENT, ambient );
Global::DayLight.id = opengl_renderer::sunlight;
// directional light
// TODO, TBD: test omni-directional variant
Global::DayLight.position[ 3 ] = 1.0f;
::glLightf( opengl_renderer::sunlight, GL_SPOT_CUTOFF, 90.0 );
// rgb value for 5780 kelvin
Global::DayLight.diffuse[ 0 ] = 255.0 / 255.0;
Global::DayLight.diffuse[ 1 ] = 242.0 / 255.0;
Global::DayLight.diffuse[ 2 ] = 231.0 / 255.0;
#endif
Ground.Init(Global::SceneryFile, hDC);
// Global::tSinceStart= 0;
Sun.init();
Clouds.Init();
WriteLog("Ground init OK");
if (Global::detonatoryOK)
@@ -1401,6 +1427,7 @@ void TWorld::Update_Lights() {
return;
}
#ifdef EU07_USE_OLD_LIGHTING_MODEL
// double a=Global::fTimeAngleDeg/180.0*M_PI-M_PI; //kąt godzinny w radianach
double a = fmod( Global::fTimeAngleDeg, 360.0 ) / 180.0 * M_PI -
M_PI; // kąt godzinny w radianach
@@ -1478,7 +1505,32 @@ void TWorld::Update_Lights() {
+0.150 * ( Global::diffuseDayLight[ 0 ] + Global::ambientDayLight[ 0 ] ) // R
+ 0.295 * ( Global::diffuseDayLight[ 1 ] + Global::ambientDayLight[ 1 ] ) // G
+ 0.055 * ( Global::diffuseDayLight[ 2 ] + Global::ambientDayLight[ 2 ] ); // B
#else
Sun.update();
auto const position = Sun.getPosition();
Global::DayLight.position[0] = position.x;
Global::DayLight.position[1] = position.y;
Global::DayLight.position[2] = position.z;
auto const direction = -1.0 * Sun.getDirection();
Global::DayLight.direction = direction;
auto const intensity = std::min( 2.0f * Sun.getIntensity(), 1.0f );
Global::DayLight.diffuse[ 0 ] = 255.0 / 255.0 * intensity;
Global::DayLight.diffuse[ 1 ] = 242.0 / 255.0 * intensity;
Global::DayLight.diffuse[ 2 ] = 231.0 / 255.0 * intensity;
// Global::DayLight.diffuse[ 3 ] = 1.0f;// std::min( 0.15f + intensity, 1.0f );
Global::DayLight.ambient[ 0 ] = 205.0 / 255.0 * intensity * 0.75f;
Global::DayLight.ambient[ 1 ] = 217.0 / 255.0 * intensity * 0.75f;
Global::DayLight.ambient[ 2 ] = 231.0 / 255.0 * intensity * 0.75f;
// Global::DayLight.ambient[ 3 ] = 1.0f;
/*
// Global::DayLight.ambient[ 3 ] = intensity;
GLfloat ambient[] = { 0.1f + 0.5f * intensity, 0.1f + 0.5f * intensity, 0.1f + 0.5f * intensity, 0.5f };
::glLightModelfv( GL_LIGHT_MODEL_AMBIENT, ambient );
*/
Global::fLuminance = intensity;
#endif
vector3 sky = vector3( Global::AtmoColor[ 0 ], Global::AtmoColor[ 1 ], Global::AtmoColor[ 2 ] );
if( Global::fLuminance < 0.25 ) { // przyspieszenie zachodu/wschodu
sky *= 4.0 * Global::fLuminance; // nocny kolor nieba
@@ -1503,14 +1555,20 @@ bool TWorld::Render()
glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
glLoadIdentity();
Camera.SetMatrix(); // ustawienie macierzy kamery względem początku scenerii
glLightfv(GL_LIGHT0, GL_POSITION, Global::lightPos);
if (!Global::bWireFrame)
{ // bez nieba w trybie rysowania linii
glDisable(GL_FOG);
if( !Global::bWireFrame ) { // bez nieba w trybie rysowania linii
glDisable( GL_FOG );
Clouds.Render();
glEnable(GL_FOG);
glEnable( GL_FOG );
}
#ifdef EU07_USE_OLD_LIGHTING_MODEL
glLightfv(GL_LIGHT0, GL_POSITION, Global::lightPos);
#else
Sun.render( Camera.Pos );
Global::DayLight.apply_angle();
Global::DayLight.apply_intensity();
#endif
if (Global::bUseVBO)
{ // renderowanie przez VBO
if (!Ground.RenderVBO(Camera.Pos))
@@ -1693,7 +1751,10 @@ TWorld::Render_Cab() {
glEnable( GL_LIGHTING ); // po renderowaniu drutów może być to wyłączone
if( dynamic->mdKabina ) // bo mogła zniknąć przy przechodzeniu do innego pojazdu
{ // oswietlenie kabiny
{
#ifdef EU07_USE_OLD_LIGHTING_MODEL
// TODO: re-implement this
// oswietlenie kabiny
GLfloat ambientCabLight[ 4 ] = { 0.5f, 0.5f, 0.5f, 1.0f };
GLfloat diffuseCabLight[ 4 ] = { 0.5f, 0.5f, 0.5f, 1.0f };
GLfloat specularCabLight[ 4 ] = { 0.5f, 0.5f, 0.5f, 1.0f };
@@ -1773,6 +1834,7 @@ TWorld::Render_Cab() {
glLightfv( GL_LIGHT0, GL_AMBIENT, ambientCabLight );
glLightfv( GL_LIGHT0, GL_DIFFUSE, diffuseCabLight );
glLightfv( GL_LIGHT0, GL_SPECULAR, specularCabLight );
#endif
if( Global::bUseVBO ) { // renderowanie z użyciem VBO
dynamic->mdKabina->RaRender( 0.0, dynamic->ReplacableSkinID, dynamic->iAlpha );
dynamic->mdKabina->RaRenderAlpha( 0.0, dynamic->ReplacableSkinID, dynamic->iAlpha );
@@ -1781,10 +1843,13 @@ TWorld::Render_Cab() {
dynamic->mdKabina->Render( 0.0, dynamic->ReplacableSkinID, dynamic->iAlpha );
dynamic->mdKabina->RenderAlpha( 0.0, dynamic->ReplacableSkinID, dynamic->iAlpha );
}
#ifdef EU07_USE_OLD_LIGHTING_MODEL
// TODO: re-implement this
// przywrócenie standardowych, bo zawsze są zmieniane
glLightfv( GL_LIGHT0, GL_AMBIENT, Global::ambientDayLight );
glLightfv( GL_LIGHT0, GL_DIFFUSE, Global::diffuseDayLight );
glLightfv( GL_LIGHT0, GL_SPECULAR, Global::specularDayLight );
#endif
}
glPopMatrix();
}