Reorganize source files into logical subdirectories

Co-authored-by: Hirek193 <23196899+Hirek193@users.noreply.github.com>
This commit is contained in:
copilot-swe-agent[bot]
2026-03-14 19:01:57 +00:00
parent f981f81d55
commit 0531086bb9
221 changed files with 131 additions and 108 deletions

207
rendering/flip-s3tc.h Normal file
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// https://github.com/inequation/flip-s3tc
// Leszek Godlewski places this file in the public domain.
#pragma once
#include <stdint.h>
#ifdef __cplusplus
namespace flip_s3tc
{
#endif
#pragma pack(push, 1)
struct dxt1_block
{
uint16_t c0, c1;
uint8_t dcba,
hgfe,
lkji,
ponm;
};
struct dxt23_block
{
uint16_t adacabaa,
ahagafae,
alakajai,
apaoanam;
uint16_t c0, c1;
uint8_t dcba,
hgfe,
lkji,
ponm;
};
struct dxt45_block
{
uint8_t a0, a1;
struct
{
uint8_t alpha[3];
} ahagafaeadacabaa,
apaoanamalakajai;
uint16_t c0, c1;
uint8_t dcba,
hgfe,
lkji,
ponm;
};
#pragma pack(pop)
/** Performs an Y-flip of the given DXT1 block in place. */
void flip_dxt1_block(struct dxt1_block *block)
{
uint8_t temp;
temp = block->dcba;
block->dcba = block->ponm;
block->ponm = temp;
temp = block->hgfe;
block->hgfe = block->lkji;
block->lkji = temp;
}
/** Performs an Y-flip of the given DXT2/DXT3 block in place. */
void flip_dxt23_block(struct dxt23_block *block)
{
uint8_t temp8;
uint16_t temp16;
temp16 = block->adacabaa;
block->adacabaa = block->apaoanam;
block->apaoanam = temp16;
temp16 = block->ahagafae;
block->ahagafae = block->alakajai;
block->alakajai = temp16;
temp8 = block->dcba;
block->dcba = block->ponm;
block->ponm = temp8;
temp8 = block->hgfe;
block->hgfe = block->lkji;
block->lkji = temp8;
}
/** Performs an Y-flip of the given DXT4/DXT5 block in place. */
void flip_dxt45_block(struct dxt45_block *block)
{
uint8_t temp8;
uint32_t temp32;
uint32_t *as_int[2];
as_int[0] = (uint32_t *)block->ahagafaeadacabaa.alpha;
as_int[1] = (uint32_t *)block->apaoanamalakajai.alpha;
// swap adacabaa with apaoanam
temp32 = *as_int[0] & ((1 << 12) - 1);
*as_int[0] &= ~((1 << 12) - 1);
*as_int[0] |= (*as_int[1] & (((1 << 12) - 1) << 12)) >> 12;
*as_int[1] &= ~(((1 << 12) - 1) << 12);
*as_int[1] |= temp32 << 12;
// swap ahagafae with alakajai
temp32 = *as_int[0] & (((1 << 12) - 1) << 12);
*as_int[0] &= ~(((1 << 12) - 1) << 12);
*as_int[0] |= (*as_int[1] & ((1 << 12) - 1)) << 12;
*as_int[1] &= ~((1 << 12) - 1);
*as_int[1] |= temp32 >> 12;
temp8 = block->dcba;
block->dcba = block->ponm;
block->ponm = temp8;
temp8 = block->hgfe;
block->hgfe = block->lkji;
block->lkji = temp8;
}
/**
* Performs an Y-flip on the given DXT1 image in place.
* @param data buffer with image data (S3TC blocks)
* @param width image width in pixels
* @param height image height in pixels
*/
void flip_dxt1_image(void *data, int width, int height)
{
int x, y;
struct dxt1_block temp1, temp2;
struct dxt1_block *blocks = (struct dxt1_block *)data;
width = (width + 3) / 4;
height = (height + 3) / 4;
for (y = 0; y < height / 2; ++y)
{
for (x = 0; x < width; ++x)
{
temp1 = blocks[y * width + x];
temp2 = blocks[(height - y - 1) * width + x];
flip_dxt1_block(&temp1);
flip_dxt1_block(&temp2);
blocks[(height - y - 1) * width + x] = temp1;
blocks[y * width + x] = temp2;
}
}
}
/**
* Performs an Y-flip on the given DXT2/DXT3 image in place.
* @param data buffer with image data (S3TC blocks)
* @param width image width in pixels
* @param height image height in pixels
*/
void flip_dxt23_image(void *data, int width, int height)
{
int x, y;
struct dxt23_block temp1, temp2;
struct dxt23_block *blocks = (struct dxt23_block *)data;
width = (width + 3) / 4;
height = (height + 3) / 4;
for (y = 0; y < height / 2; ++y)
{
for (x = 0; x < width; ++x)
{
temp1 = blocks[y * width + x];
temp2 = blocks[(height - y - 1) * width + x];
flip_dxt23_block(&temp1);
flip_dxt23_block(&temp2);
blocks[(height - y - 1) * width + x] = temp1;
blocks[y * width + x] = temp2;
}
}
}
/**
* Performs an Y-flip on the given DXT1 image in place.
* @param data buffer with image data (S3TC blocks)
* @param width image width in pixels
* @param height image height in pixels
*/
void flip_dxt45_image(void *data, int width, int height)
{
int x, y;
struct dxt45_block temp1, temp2;
struct dxt45_block *blocks = (struct dxt45_block *)data;
width = (width + 3) / 4;
height = (height + 3) / 4;
for (y = 0; y < height / 2; ++y)
{
for (x = 0; x < width; ++x)
{
temp1 = blocks[y * width + x];
temp2 = blocks[(height - y - 1) * width + x];
flip_dxt45_block(&temp1);
flip_dxt45_block(&temp2);
blocks[(height - y - 1) * width + x] = temp1;
blocks[y * width + x] = temp2;
}
}
}
#if __cplusplus
} // namespace flip_s3tc
#endif

184
rendering/frustum.cpp Normal file
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/*
This Source Code Form is subject to the
terms of the Mozilla Public License, v.
2.0. If a copy of the MPL was not
distributed with this file, You can
obtain one at
http://mozilla.org/MPL/2.0/.
*/
#include "stdafx.h"
#include "frustum.h"
void
cFrustum::calculate() {
auto const &projection = OpenGLMatrices.data( GL_PROJECTION );
auto const &modelview = OpenGLMatrices.data( GL_MODELVIEW );
calculate( projection, modelview );
}
void
cFrustum::calculate( glm::mat4 const &Projection, glm::mat4 const &Modelview ) {
float const *proj = glm::value_ptr( Projection );
float const *modl = glm::value_ptr( Modelview );
float clip[ 16 ];
// multiply the matrices to retrieve clipping planes
clip[ 0 ] = modl[ 0 ] * proj[ 0 ] + modl[ 1 ] * proj[ 4 ] + modl[ 2 ] * proj[ 8 ] + modl[ 3 ] * proj[ 12 ];
clip[ 1 ] = modl[ 0 ] * proj[ 1 ] + modl[ 1 ] * proj[ 5 ] + modl[ 2 ] * proj[ 9 ] + modl[ 3 ] * proj[ 13 ];
clip[ 2 ] = modl[ 0 ] * proj[ 2 ] + modl[ 1 ] * proj[ 6 ] + modl[ 2 ] * proj[ 10 ] + modl[ 3 ] * proj[ 14 ];
clip[ 3 ] = modl[ 0 ] * proj[ 3 ] + modl[ 1 ] * proj[ 7 ] + modl[ 2 ] * proj[ 11 ] + modl[ 3 ] * proj[ 15 ];
clip[ 4 ] = modl[ 4 ] * proj[ 0 ] + modl[ 5 ] * proj[ 4 ] + modl[ 6 ] * proj[ 8 ] + modl[ 7 ] * proj[ 12 ];
clip[ 5 ] = modl[ 4 ] * proj[ 1 ] + modl[ 5 ] * proj[ 5 ] + modl[ 6 ] * proj[ 9 ] + modl[ 7 ] * proj[ 13 ];
clip[ 6 ] = modl[ 4 ] * proj[ 2 ] + modl[ 5 ] * proj[ 6 ] + modl[ 6 ] * proj[ 10 ] + modl[ 7 ] * proj[ 14 ];
clip[ 7 ] = modl[ 4 ] * proj[ 3 ] + modl[ 5 ] * proj[ 7 ] + modl[ 6 ] * proj[ 11 ] + modl[ 7 ] * proj[ 15 ];
clip[ 8 ] = modl[ 8 ] * proj[ 0 ] + modl[ 9 ] * proj[ 4 ] + modl[ 10 ] * proj[ 8 ] + modl[ 11 ] * proj[ 12 ];
clip[ 9 ] = modl[ 8 ] * proj[ 1 ] + modl[ 9 ] * proj[ 5 ] + modl[ 10 ] * proj[ 9 ] + modl[ 11 ] * proj[ 13 ];
clip[ 10 ] = modl[ 8 ] * proj[ 2 ] + modl[ 9 ] * proj[ 6 ] + modl[ 10 ] * proj[ 10 ] + modl[ 11 ] * proj[ 14 ];
clip[ 11 ] = modl[ 8 ] * proj[ 3 ] + modl[ 9 ] * proj[ 7 ] + modl[ 10 ] * proj[ 11 ] + modl[ 11 ] * proj[ 15 ];
clip[ 12 ] = modl[ 12 ] * proj[ 0 ] + modl[ 13 ] * proj[ 4 ] + modl[ 14 ] * proj[ 8 ] + modl[ 15 ] * proj[ 12 ];
clip[ 13 ] = modl[ 12 ] * proj[ 1 ] + modl[ 13 ] * proj[ 5 ] + modl[ 14 ] * proj[ 9 ] + modl[ 15 ] * proj[ 13 ];
clip[ 14 ] = modl[ 12 ] * proj[ 2 ] + modl[ 13 ] * proj[ 6 ] + modl[ 14 ] * proj[ 10 ] + modl[ 15 ] * proj[ 14 ];
clip[ 15 ] = modl[ 12 ] * proj[ 3 ] + modl[ 13 ] * proj[ 7 ] + modl[ 14 ] * proj[ 11 ] + modl[ 15 ] * proj[ 15 ];
// get the sides of the frustum.
m_frustum[ side_RIGHT ][ plane_A ] = clip[ 3 ] - clip[ 0 ];
m_frustum[ side_RIGHT ][ plane_B ] = clip[ 7 ] - clip[ 4 ];
m_frustum[ side_RIGHT ][ plane_C ] = clip[ 11 ] - clip[ 8 ];
m_frustum[ side_RIGHT ][ plane_D ] = clip[ 15 ] - clip[ 12 ];
normalize_plane( side_RIGHT );
m_frustum[ side_LEFT ][ plane_A ] = clip[ 3 ] + clip[ 0 ];
m_frustum[ side_LEFT ][ plane_B ] = clip[ 7 ] + clip[ 4 ];
m_frustum[ side_LEFT ][ plane_C ] = clip[ 11 ] + clip[ 8 ];
m_frustum[ side_LEFT ][ plane_D ] = clip[ 15 ] + clip[ 12 ];
normalize_plane( side_LEFT );
m_frustum[ side_BOTTOM ][ plane_A ] = clip[ 3 ] + clip[ 1 ];
m_frustum[ side_BOTTOM ][ plane_B ] = clip[ 7 ] + clip[ 5 ];
m_frustum[ side_BOTTOM ][ plane_C ] = clip[ 11 ] + clip[ 9 ];
m_frustum[ side_BOTTOM ][ plane_D ] = clip[ 15 ] + clip[ 13 ];
normalize_plane( side_BOTTOM );
m_frustum[ side_TOP ][ plane_A ] = clip[ 3 ] - clip[ 1 ];
m_frustum[ side_TOP ][ plane_B ] = clip[ 7 ] - clip[ 5 ];
m_frustum[ side_TOP ][ plane_C ] = clip[ 11 ] - clip[ 9 ];
m_frustum[ side_TOP ][ plane_D ] = clip[ 15 ] - clip[ 13 ];
normalize_plane( side_TOP );
m_frustum[ side_BACK ][ plane_A ] = clip[ 3 ] - clip[ 2 ];
m_frustum[ side_BACK ][ plane_B ] = clip[ 7 ] - clip[ 6 ];
m_frustum[ side_BACK ][ plane_C ] = clip[ 11 ] - clip[ 10 ];
m_frustum[ side_BACK ][ plane_D ] = clip[ 15 ] - clip[ 14 ];
normalize_plane( side_BACK );
m_frustum[ side_FRONT ][ plane_A ] = clip[ 3 ] + clip[ 2 ];
m_frustum[ side_FRONT ][ plane_B ] = clip[ 7 ] + clip[ 6 ];
m_frustum[ side_FRONT ][ plane_C ] = clip[ 11 ] + clip[ 10 ];
m_frustum[ side_FRONT ][ plane_D ] = clip[ 15 ] + clip[ 14 ];
normalize_plane( side_FRONT );
}
bool
cFrustum::point_inside( float const X, float const Y, float const Z ) const {
// cycle through the sides of the frustum, checking if the point is behind them
for( int idx = 0; idx < 6; ++idx ) {
if( m_frustum[ idx ][ plane_A ] * X
+ m_frustum[ idx ][ plane_B ] * Y
+ m_frustum[ idx ][ plane_C ] * Z
+ m_frustum[ idx ][ plane_D ] <= 0 )
return false;
}
// the point is in front of each frustum plane, i.e. inside of the frustum
return true;
}
float
cFrustum::sphere_inside( float const X, float const Y, float const Z, float const Radius ) const {
float distance;
// go through all the sides of the frustum. bail out as soon as possible
for( int idx = 0; idx < 6; ++idx ) {
distance =
m_frustum[ idx ][ plane_A ] * X
+ m_frustum[ idx ][ plane_B ] * Y
+ m_frustum[ idx ][ plane_C ] * Z
+ m_frustum[ idx ][ plane_D ];
if( distance <= -Radius )
return 0.0f;
}
return distance + Radius;
}
bool
cFrustum::cube_inside( float const X, float const Y, float const Z, float const Size ) const {
for( int idx = 0; idx < 6; ++idx ) {
if( m_frustum[ idx ][ plane_A ] * ( X - Size )
+ m_frustum[ idx ][ plane_B ] * ( Y - Size )
+ m_frustum[ idx ][ plane_C ] * ( Z - Size )
+ m_frustum[ idx ][ plane_D ] > 0 )
continue;
if( m_frustum[ idx ][ plane_A ] * ( X + Size )
+ m_frustum[ idx ][ plane_B ] * ( Y - Size )
+ m_frustum[ idx ][ plane_C ] * ( Z - Size )
+ m_frustum[ idx ][ plane_D ] > 0 )
continue;
if( m_frustum[ idx ][ plane_A ] * ( X - Size )
+ m_frustum[ idx ][ plane_B ] * ( Y + Size )
+ m_frustum[ idx ][ plane_C ] * ( Z - Size )
+ m_frustum[ idx ][ plane_D ] > 0 )
continue;
if( m_frustum[ idx ][ plane_A ] * ( X + Size )
+ m_frustum[ idx ][ plane_B ] * ( Y + Size )
+ m_frustum[ idx ][ plane_C ] * ( Z - Size )
+ m_frustum[ idx ][ plane_D ] > 0 )
continue;
if( m_frustum[ idx ][ plane_A ] * ( X - Size )
+ m_frustum[ idx ][ plane_B ] * ( Y - Size )
+ m_frustum[ idx ][ plane_C ] * ( Z + Size )
+ m_frustum[ idx ][ plane_D ] > 0 )
continue;
if( m_frustum[ idx ][ plane_A ] * ( X + Size )
+ m_frustum[ idx ][ plane_B ] * ( Y - Size )
+ m_frustum[ idx ][ plane_C ] * ( Z + Size )
+ m_frustum[ idx ][ plane_D ] > 0 )
continue;
if( m_frustum[ idx ][ plane_A ] * ( X - Size )
+ m_frustum[ idx ][ plane_B ] * ( Y + Size )
+ m_frustum[ idx ][ plane_C ] * ( Z + Size )
+ m_frustum[ idx ][ plane_D ] > 0 )
continue;
if( m_frustum[ idx ][ plane_A ] * ( X + Size )
+ m_frustum[ idx ][ plane_B ] * ( Y + Size )
+ m_frustum[ idx ][ plane_C ] * ( Z + Size )
+ m_frustum[ idx ][ plane_D ] > 0 )
continue;
return false;
}
return true;
}
void cFrustum::normalize_plane( cFrustum::side const Side ) {
float magnitude =
std::sqrt(
m_frustum[ Side ][ plane_A ] * m_frustum[ Side ][ plane_A ]
+ m_frustum[ Side ][ plane_B ] * m_frustum[ Side ][ plane_B ]
+ m_frustum[ Side ][ plane_C ] * m_frustum[ Side ][ plane_C ] );
m_frustum[ Side ][ plane_A ] /= magnitude;
m_frustum[ Side ][ plane_B ] /= magnitude;
m_frustum[ Side ][ plane_C ] /= magnitude;
m_frustum[ Side ][ plane_D ] /= magnitude;
}

96
rendering/frustum.h Normal file
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/*
This Source Code Form is subject to the
terms of the Mozilla Public License, v.
2.0. If a copy of the MPL was not
distributed with this file, You can
obtain one at
http://mozilla.org/MPL/2.0/.
*/
#pragma once
#include "Float3d.h"
#include "dumb3d.h"
inline std::vector<glm::vec4> const ndcfrustumshapepoints //
{
{-1, -1, -1, 1}, //
{ 1, -1, -1, 1}, //
{ 1, 1, -1, 1}, //
{-1, 1, -1, 1}, // z-near
{-1, -1, 1, 1}, //
{ 1, -1, 1, 1}, //
{ 1, 1, 1, 1}, //
{-1, 1, 1, 1}, // z-far
};
inline std::vector<std::size_t> const frustumshapepoinstorder { 0, 1, 1, 2, 2, 3, 3, 0, 4, 5, 5, 6, 6, 7, 7, 4, 0, 4, 1, 5, 2, 6, 3, 7 };
// generic frustum class. used to determine if objects are inside current view area
class cFrustum {
public:
// constructors:
cFrustum() = default;
// methods:
// update the frustum to match current view orientation
void
calculate();
void
calculate(glm::mat4 const &Projection, glm::mat4 const &Modelview);
// returns true if specified point is inside of the frustum
inline
bool
point_inside( glm::vec3 const &Point ) const { return point_inside( Point.x, Point.y, Point.z ); }
inline
bool
point_inside( float3 const &Point ) const { return point_inside( Point.x, Point.y, Point.z ); }
inline
bool
point_inside( Math3D::vector3 const &Point ) const { return point_inside( static_cast<float>( Point.x ), static_cast<float>( Point.y ), static_cast<float>( Point.z ) ); }
bool
point_inside( float const X, float const Y, float const Z ) const;
// tests if the sphere is in frustum, returns the distance between origin and sphere centre
inline
float
sphere_inside( glm::dvec3 const &Center, float const Radius ) const { return sphere_inside( static_cast<float>( Center.x ), static_cast<float>( Center.y ), static_cast<float>( Center.z ), Radius ); }
inline
float
sphere_inside( glm::vec3 const &Center, float const Radius ) const { return sphere_inside( Center.x, Center.y, Center.z, Radius ); }
inline
float
sphere_inside( float3 const &Center, float const Radius ) const { return sphere_inside( Center.x, Center.y, Center.z, Radius ); }
inline
float
sphere_inside( Math3D::vector3 const &Center, float const Radius ) const { return sphere_inside( static_cast<float>( Center.x ), static_cast<float>( Center.y ), static_cast<float>( Center.z ), Radius ); }
float
sphere_inside( float const X, float const Y, float const Z, float const Radius ) const;
// returns true if specified cube is inside of the frustum. Size = half of the length
inline
bool
cube_inside( glm::vec3 const &Center, float const Size ) const { return cube_inside( Center.x, Center.y, Center.z, Size ); }
inline
bool
cube_inside( float3 const &Center, float const Size ) const { return cube_inside( Center.x, Center.y, Center.z, Size ); }
inline
bool
cube_inside( Math3D::vector3 const &Center, float const Size ) const { return cube_inside( static_cast<float>( Center.x ), static_cast<float>( Center.y ), static_cast<float>( Center.z ), Size ); }
bool
cube_inside( float const X, float const Y, float const Z, float const Size ) const;
private:
// types:
// planes of the frustum
enum side { side_RIGHT = 0, side_LEFT = 1, side_BOTTOM = 2, side_TOP = 3, side_BACK = 4, side_FRONT = 5 };
// parameters of the frustum plane: A, B, C define plane normal, D defines distance from origin
enum plane { plane_A = 0, plane_B = 1, plane_C = 2, plane_D = 3 };
// methods:
void
normalize_plane( cFrustum::side const Side ); // normalizes a plane (A side) from the frustum
// members:
float m_frustum[6][4]; // holds the A B C and D values (normal & distance) for each side of the frustum.
};

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/*
This Source Code Form is subject to the
terms of the Mozilla Public License, v.
2.0. If a copy of the MPL was not
distributed with this file, You can
obtain one at
http://mozilla.org/MPL/2.0/.
*/
#include "stdafx.h"
#include "geometrybank.h"
#include "vertex.h"
#include "sn_utils.h"
#include "Logs.h"
#include "Globals.h"
namespace gfx {
basic_vertex basic_vertex::convert(world_vertex const &world, glm::dvec3 const& origin)
{
basic_vertex vertex{};
vertex.position = static_cast<glm::vec3>(world.position - origin);
vertex.normal = world.normal;
vertex.texture = world.texture;
return vertex;
}
world_vertex basic_vertex::to_world(const glm::dvec3 &origin) const
{
world_vertex vertex{};
vertex.position = static_cast<glm::dvec3>(position) + origin;
vertex.normal = normal;
vertex.texture = texture;
return vertex;
}
void
basic_vertex::serialize( std::ostream &s, bool const Tangent ) const {
sn_utils::s_vec3( s, position );
sn_utils::s_vec3( s, normal );
sn_utils::ls_float32( s, texture.x );
sn_utils::ls_float32( s, texture.y );
if( Tangent ) {
sn_utils::s_vec4( s, tangent );
}
}
void
basic_vertex::deserialize( std::istream &s, bool const Tangent ) {
position = sn_utils::d_vec3( s );
normal = sn_utils::d_vec3( s );
texture.x = sn_utils::ld_float32( s );
texture.y = sn_utils::ld_float32( s );
if( Tangent ) {
tangent = sn_utils::d_vec4( s );
}
}
void
basic_vertex::serialize_packed( std::ostream &s, bool const Tangent ) const {
sn_utils::ls_uint64( s, glm::packHalf4x16( { position, 0.f } ) );
sn_utils::ls_uint32( s, glm::packSnorm3x10_1x2( { normal, 0.f } ) );
sn_utils::ls_uint16( s, glm::packHalf1x16( texture.x ) );
sn_utils::ls_uint16( s, glm::packHalf1x16( texture.y ) );
if( Tangent ) {
sn_utils::ls_uint32( s, glm::packSnorm3x10_1x2( tangent ) );
}
}
void
basic_vertex::deserialize_packed( std::istream &s, bool const Tangent ) {
position = glm::unpackHalf4x16( sn_utils::ld_uint64( s ) );
normal = glm::unpackSnorm3x10_1x2( sn_utils::ld_uint32( s ) );
texture.x = glm::unpackHalf1x16( sn_utils::ld_uint16( s ) );
texture.y = glm::unpackHalf1x16( sn_utils::ld_uint16( s ) );
if( Tangent ) {
tangent = glm::unpackSnorm3x10_1x2( sn_utils::ld_uint32( s ) );
}
}
// based on
// Lengyel, Eric. “Computing Tangent Space Basis Vectors for an Arbitrary Mesh”.
// Terathon Software, 2001. http://terathon.com/code/tangent.html
void calculate_tangents(vertex_array &vertices, index_array const &indices, int const type)
{
size_t vertex_count = vertices.size();
if (!vertex_count || vertices[0].tangent.w != 0.0f)
return;
size_t triangle_count;
size_t tri_count_base = indices.empty() ? vertex_count : indices.size();
if (type == GL_TRIANGLES)
triangle_count = tri_count_base / 3;
else if (type == GL_TRIANGLE_STRIP)
triangle_count = tri_count_base - 2;
else if (type == GL_TRIANGLE_FAN)
triangle_count = tri_count_base - 2;
else
return;
std::vector<glm::vec3> tan(vertex_count * 2);
for (size_t a = 0; a < triangle_count; a++)
{
size_t i1, i2, i3;
if (type == GL_TRIANGLES)
{
i1 = a * 3;
i2 = a * 3 + 1;
i3 = a * 3 + 2;
}
else if (type == GL_TRIANGLE_STRIP)
{
if (a % 2 == 0)
{
i1 = a;
i2 = a + 1;
}
else
{
i1 = a + 1;
i2 = a;
}
i3 = a + 2;
}
else if (type == GL_TRIANGLE_FAN)
{
i1 = 0;
i2 = a + 1;
i3 = a + 2;
}
if (!indices.empty()) {
i1 = indices[i1];
i2 = indices[i2];
i3 = indices[i3];
}
const glm::vec3 &v1 = vertices[i1].position;
const glm::vec3 &v2 = vertices[i2].position;
const glm::vec3 &v3 = vertices[i3].position;
const glm::vec2 &w1 = vertices[i1].texture;
const glm::vec2 &w2 = vertices[i2].texture;
const glm::vec2 &w3 = vertices[i3].texture;
float x1 = v2.x - v1.x;
float x2 = v3.x - v1.x;
float y1 = v2.y - v1.y;
float y2 = v3.y - v1.y;
float z1 = v2.z - v1.z;
float z2 = v3.z - v1.z;
float s1 = w2.x - w1.x;
float s2 = w3.x - w1.x;
float t1 = w2.y - w1.y;
float t2 = w3.y - w1.y;
float ri = (s1 * t2 - s2 * t1);
if (ri == 0.0f) {
//ErrorLog("Bad model: failed to generate tangent vectors for vertices: " +
// std::to_string(i1) + ", " + std::to_string(i2) + ", " + std::to_string(i3));
// useless error, as we don't have name of problematic model here
// why does it happen?
ri = 1.0f;
}
float r = 1.0f / ri;
glm::vec3 sdir((t2 * x1 - t1 * x2) * r, (t2 * y1 - t1 * y2) * r,
(t2 * z1 - t1 * z2) * r);
glm::vec3 tdir((s1 * x2 - s2 * x1) * r, (s1 * y2 - s2 * y1) * r,
(s1 * z2 - s2 * z1) * r);
tan[i1] += sdir;
tan[i2] += sdir;
tan[i3] += sdir;
tan[vertex_count + i1] += tdir;
tan[vertex_count + i2] += tdir;
tan[vertex_count + i3] += tdir;
}
for (size_t a = 0; a < vertex_count; a++)
{
const glm::vec3 &n = vertices[a].normal;
const glm::vec3 &t = tan[a];
const glm::vec3 &t2 = tan[vertex_count + a];
vertices[a].tangent =
glm::vec4(
glm::normalize((t - n * glm::dot(n, t))),
(glm::dot(glm::cross(n, t), t2) < 0.0F) ?
-1.0F :
1.0F);
}
}
void calculate_indices( index_array &Indices, vertex_array &Vertices, userdata_array &Userdata, float tolerancescale ) {
Indices.resize( Vertices.size() );
std::iota( std::begin( Indices ), std::end( Indices ), 0 );
// gather instances of used vertices, replace the original vertex bank with it after you're done
vertex_array indexedvertices{};
userdata_array indexeduserdata{};
indexedvertices.reserve( std::max<size_t>( 100, Vertices.size() / 3 ) ); // optimistic guesstimate, but should reduce re-allocation somewhat
bool has_userdata = !Userdata.empty();
if (has_userdata)
indexeduserdata.reserve(std::max<size_t>(100, Userdata.size() / 3));
auto const matchtolerance { 1e-5f * tolerancescale };
for( auto idx = 0; idx < Indices.size(); ++idx ) {
if( Indices[ idx ] < idx ) {
// this index is pointing to a vertex out of linear order, i.e. it's an already processed duplicate we can skip
continue;
}
// due to duplicate removal our vertex will likely have different index in the processed set
Indices[ idx ] = indexedvertices.size();
// see if there's any pointers in the remaining index subrange to similar enough vertices
// if found, remap these to use our current vertex instead
const auto& vertex { Vertices[ idx ] };
const auto* userdata{ has_userdata ? &Userdata[idx] : nullptr };
auto matchiter { std::cbegin( Vertices ) + idx };
auto matchuserdata = userdata;
for( auto matchidx = idx + 1; matchidx < Indices.size() && matchidx < idx + Global.iConvertIndexRange; ++matchidx ) {
++matchiter;
++matchuserdata;
if( ( glm::all( glm::epsilonEqual( vertex.position, matchiter->position, matchtolerance ) ) )
&& ( glm::all( glm::epsilonEqual( vertex.normal, matchiter->normal, matchtolerance ) ) )
&& ( glm::all( glm::epsilonEqual( vertex.texture, matchiter->texture, matchtolerance ) ) )
&& ( !userdata || glm::all( glm::epsilonEqual( userdata->data, matchuserdata->data, matchtolerance ) ) ) ) {
Indices[ matchidx ] = Indices[ idx ];
}
}
indexedvertices.emplace_back( vertex );
if(userdata)
indexeduserdata.emplace_back( *userdata );
}
// done indexing, swap the source vertex bank with the processed one
Vertices.swap( indexedvertices );
Userdata.swap( indexeduserdata );
}
// generic geometry bank class, allows storage, update and drawing of geometry chunks
// creates a new geometry chunk of specified type from supplied data. returns: handle to the chunk or NULL
gfx::geometry_handle
geometry_bank::create( gfx::vertex_array &Vertices, userdata_array &Userdata, unsigned int const Type ) {
if(Vertices.empty()) { return { 0, 0 }; }
m_chunks.emplace_back( Vertices, Userdata, Type );
// NOTE: handle is effectively (index into chunk array + 1) this leaves value of 0 to serve as error/empty handle indication
gfx::geometry_handle chunkhandle { 0, static_cast<std::uint32_t>(m_chunks.size()) };
// template method implementation
create_( chunkhandle );
// all done
return chunkhandle;
}
// creates a new indexed geometry chunk of specified type from supplied data. returns: handle to the chunk or NULL
gfx::geometry_handle
geometry_bank::create( gfx::index_array &Indices, gfx::vertex_array &Vertices, userdata_array &Userdata, unsigned int const Type ) {
if(Vertices.empty()) { return { 0, 0 }; }
m_chunks.emplace_back( Indices, Vertices, Userdata, Type );
// NOTE: handle is effectively (index into chunk array + 1) this leaves value of 0 to serve as error/empty handle indication
gfx::geometry_handle chunkhandle { 0, static_cast<std::uint32_t>(m_chunks.size()) };
// template method implementation
create_( chunkhandle );
// all done
return chunkhandle;
}
// replaces data of specified chunk with the supplied vertex data, starting from specified offset
bool
geometry_bank::replace( gfx::vertex_array &Vertices, userdata_array &Userdata, gfx::geometry_handle const &Geometry, std::size_t const Offset ) {
if( ( Geometry.chunk == 0 ) || ( Geometry.chunk > m_chunks.size() ) ) { return false; }
auto &chunk = gfx::geometry_bank::chunk( Geometry );
if( ( Offset == 0 )
&& ( Vertices.size() == chunk.vertices.size() ) ) {
// check first if we can get away with a simple swap...
chunk.vertices.swap( Vertices );
chunk.userdata.swap( Userdata );
}
else {
// ...otherwise we need to do some legwork
// NOTE: if the offset is larger than existing size of the chunk, it'll bridge the gap with 'blank' vertices
// TBD: we could bail out with an error instead if such request occurs
chunk.vertices.resize( Offset + Vertices.size(), gfx::basic_vertex() );
chunk.userdata.resize( Offset + Userdata.size(), gfx::vertex_userdata() );
chunk.vertices.insert( std::end( chunk.vertices ), std::begin( Vertices ), std::end( Vertices ) );
chunk.userdata.insert( std::end( chunk.userdata ), std::begin( Userdata ), std::end( Userdata ) );
}
// template method implementation
replace_( Geometry );
// all done
return true;
}
// adds supplied vertex data at the end of specified chunk
bool
geometry_bank::append( gfx::vertex_array &Vertices, userdata_array &Userdata, gfx::geometry_handle const &Geometry ) {
if( ( Geometry.chunk == 0 ) || ( Geometry.chunk > m_chunks.size() ) ) { return false; }
return replace( Vertices, Userdata, Geometry, gfx::geometry_bank::chunk( Geometry ).vertices.size() );
}
// draws geometry stored in specified chunk
std::size_t
geometry_bank::draw( gfx::geometry_handle const &Geometry, gfx::stream_units const &Units, unsigned int const Streams ) {
// template method implementation
return draw_( Geometry, Units, Streams );
}
// frees subclass-specific resources associated with the bank, typically called when the bank wasn't in use for a period of time
void
geometry_bank::release() {
// template method implementation
release_();
}
// provides direct access to indexdata of specfied chunk
index_array const &
geometry_bank::indices( gfx::geometry_handle const &Geometry ) const {
return geometry_bank::chunk( Geometry ).indices;
}
// provides direct access to vertex data of specfied chunk
vertex_array const &
geometry_bank::vertices( gfx::geometry_handle const &Geometry ) const {
return geometry_bank::chunk( Geometry ).vertices;
}
// provides direct access to vertex user data of specfied chunk
userdata_array const &
geometry_bank::userdata( gfx::geometry_handle const &Geometry ) const {
return geometry_bank::chunk( Geometry ).userdata;
}
// geometry bank manager, holds collection of geometry banks
// performs a resource sweep
void
geometrybank_manager::update() {
m_garbagecollector.sweep();
}
// creates a new geometry bank. returns: handle to the bank or NULL
gfx::geometrybank_handle
geometrybank_manager::register_bank(std::unique_ptr<geometry_bank> bank) {
m_geometrybanks.emplace_back(std::move(bank), std::chrono::steady_clock::time_point() );
// NOTE: handle is effectively (index into chunk array + 1) this leaves value of 0 to serve as error/empty handle indication
return { static_cast<std::uint32_t>( m_geometrybanks.size() ), 0 };
}
// creates a new geometry chunk of specified type from supplied data, in specified bank. returns: handle to the chunk or NULL
gfx::geometry_handle
geometrybank_manager::create_chunk(vertex_array &Vertices, userdata_array &Userdata, gfx::geometrybank_handle const &Geometry, int const Type ) {
auto const newchunkhandle = bank( Geometry ).first->create( Vertices, Userdata, Type );
if( newchunkhandle.chunk != 0 ) { return { Geometry.bank, newchunkhandle.chunk }; }
else { return { 0, 0 }; }
}
// creates a new indexed geometry chunk of specified type from supplied data, in specified bank. returns: handle to the chunk or NULL
gfx::geometry_handle
geometrybank_manager::create_chunk( gfx::index_array &Indices, gfx::vertex_array &Vertices, userdata_array &Userdata, gfx::geometrybank_handle const &Geometry, unsigned int const Type ) {
auto const newchunkhandle = bank( Geometry ).first->create( Indices, Vertices, Userdata, Type );
if( newchunkhandle.chunk != 0 ) { return { Geometry.bank, newchunkhandle.chunk }; }
else { return { 0, 0 }; }
}
// replaces data of specified chunk with the supplied vertex data, starting from specified offset
bool
geometrybank_manager::replace( gfx::vertex_array &Vertices, userdata_array &Userdata, gfx::geometry_handle const &Geometry, std::size_t const Offset ) {
return bank( Geometry ).first->replace( Vertices, Userdata, Geometry, Offset );
}
// adds supplied vertex data at the end of specified chunk
bool
geometrybank_manager::append( gfx::vertex_array &Vertices, userdata_array &Userdata, gfx::geometry_handle const &Geometry ) {
return bank( Geometry ).first->append( Vertices, Userdata, Geometry );
}
// draws geometry stored in specified chunk
void
geometrybank_manager::draw( gfx::geometry_handle const &Geometry, unsigned int const Streams ) {
if( Geometry == null_handle ) { return; }
auto &bankrecord = bank( Geometry );
bankrecord.second = m_garbagecollector.timestamp();
m_primitivecount += bankrecord.first->draw( Geometry, m_units, Streams );
}
// provides direct access to index data of specfied chunk
gfx::index_array const &
geometrybank_manager::indices( gfx::geometry_handle const &Geometry ) const {
return bank( Geometry ).first->indices( Geometry );
}
// provides direct access to vertex data of specfied chunk
gfx::vertex_array const &
geometrybank_manager::vertices( gfx::geometry_handle const &Geometry ) const {
return bank( Geometry ).first->vertices( Geometry );
}
// provides direct access to vertex user data of specfied chunk
gfx::userdata_array const &
geometrybank_manager::userdata( gfx::geometry_handle const &Geometry ) const {
return bank( Geometry ).first->userdata( Geometry );
}
void vertex_userdata::serialize(std::ostream &s) const
{
sn_utils::s_vec4(s, data);
}
void vertex_userdata::deserialize(std::istream &s)
{
data = sn_utils::d_vec4(s);
}
void vertex_userdata::serialize_packed(std::ostream &s) const
{
sn_utils::ls_uint64(s, glm::packHalf4x16(data));
}
void vertex_userdata::deserialize_packed(std::istream &s)
{
data = glm::unpackHalf4x16(sn_utils::ld_uint64(s));
}
} // namespace gfx

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/*
This Source Code Form is subject to the
terms of the Mozilla Public License, v.
2.0. If a copy of the MPL was not
distributed with this file, You can
obtain one at
http://mozilla.org/MPL/2.0/.
*/
#pragma once
#include "ResourceManager.h"
struct world_vertex;
namespace gfx {
struct basic_vertex {
glm::vec3 position; // 3d space
glm::vec3 normal; // 3d space
glm::vec2 texture; // uv space
glm::vec4 tangent; // xyz - tangent, w - handedness
basic_vertex() = default;
basic_vertex( glm::vec3 Position, glm::vec3 Normal, glm::vec2 Texture ) :
position( Position ), normal( Normal ), texture( Texture )
{}
static basic_vertex convert(world_vertex const &world, glm::dvec3 const &origin);
world_vertex to_world(glm::dvec3 const &origin = glm::dvec3(0.)) const;
void serialize( std::ostream&, bool const Tangent = false ) const;
void deserialize( std::istream&, bool const Tangent = false );
void serialize_packed( std::ostream&, bool const Tangent = false ) const;
void deserialize_packed( std::istream&, bool const Tangent = false );
};
struct vertex_userdata{
glm::vec4 data; // user data (for color or additional uv channels, not subject to post-processing)
void serialize( std::ostream& ) const;
void deserialize( std::istream& );
void serialize_packed( std::ostream& ) const;
void deserialize_packed( std::istream& );
};
// data streams carried in a vertex
enum stream {
none = 0x0,
position = 0x1,
normal = 0x2,
color = 0x4, // currently normal and colour streams are stored in the same slot, and mutually exclusive
texture = 0x8
};
unsigned int const basic_streams { stream::position | stream::normal | stream::texture };
unsigned int const color_streams { stream::position | stream::color | stream::texture };
struct stream_units {
std::vector<GLint> texture { GL_TEXTURE0 }; // unit associated with main texture data stream. TODO: allow multiple units per stream
};
using basic_index = std::uint32_t;
using vertex_array = std::vector<basic_vertex>;
using userdata_array = std::vector<vertex_userdata>;
using index_array = std::vector<basic_index>;
void calculate_tangents( vertex_array &vertices, index_array const &indices, int const type );
void calculate_indices( index_array &Indices, vertex_array &Vertices, userdata_array &Userdata, float tolerancescale = 1.0f );
// generic geometry bank class, allows storage, update and drawing of geometry chunks
struct geometry_handle {
// constructors
geometry_handle() :
bank( 0 ), chunk( 0 )
{}
geometry_handle( std::uint32_t Bank, std::uint32_t Chunk ) :
bank( Bank ), chunk( Chunk )
{}
// methods
inline
operator std::uint64_t() const {
/*
return bank << 14 | chunk; }
*/
return ( std::uint64_t { bank } << 32 | chunk );
}
// members
/*
std::uint32_t
bank : 18, // 250k banks
chunk : 14; // 16k chunks per bank
*/
std::uint32_t bank;
std::uint32_t chunk;
};
class geometry_bank {
public:
// types:
// constructors:
// destructor:
virtual
~geometry_bank() {}
// methods:
// creates a new geometry chunk of specified type from supplied data. returns: handle to the chunk or NULL
auto create( gfx::vertex_array &Vertices, gfx::userdata_array& Userdata, unsigned int const Type ) -> gfx::geometry_handle;
// creates a new indexed geometry chunk of specified type from supplied data. returns: handle to the chunk or NULL
auto create( gfx::index_array &Indices, gfx::vertex_array &Vertices, gfx::userdata_array& Userdata, unsigned int const Type ) -> gfx::geometry_handle;
// replaces vertex data of specified chunk with the supplied data, starting from specified offset
auto replace( gfx::vertex_array &Vertices, gfx::userdata_array& Userdata, gfx::geometry_handle const &Geometry, std::size_t const Offset = 0 ) -> bool;
// adds supplied vertex data at the end of specified chunk
auto append( gfx::vertex_array &Vertices, gfx::userdata_array& Userdata, gfx::geometry_handle const &Geometry ) -> bool;
// draws geometry stored in specified chunk
auto draw( gfx::geometry_handle const &Geometry, gfx::stream_units const &Units, unsigned int const Streams = basic_streams ) -> std::size_t;
// draws geometry stored in supplied list of chunks
template <typename Iterator_>
auto draw( Iterator_ First, Iterator_ Last, gfx::stream_units const &Units, unsigned int const Streams = basic_streams ) ->std::size_t {
std::size_t count { 0 };
while( First != Last ) {
count += draw( *First, Units, Streams ); ++First; }
return count; }
// frees subclass-specific resources associated with the bank, typically called when the bank wasn't in use for a period of time
void release();
// provides direct access to index data of specfied chunk
auto indices( gfx::geometry_handle const &Geometry ) const -> gfx::index_array const &;
// provides direct access to vertex data of specfied chunk
auto vertices( gfx::geometry_handle const &Geometry ) const -> gfx::vertex_array const &;
// provides direct access to vertex user data of specfied chunk
auto userdata( gfx::geometry_handle const &Geometry ) const -> gfx::userdata_array const &;
protected:
// types:
struct geometry_chunk {
unsigned int type; // kind of geometry used by the chunk
gfx::vertex_array vertices; // geometry data
gfx::index_array indices; // index data
gfx::userdata_array userdata;
// NOTE: constructor doesn't copy provided geometry data, but moves it
geometry_chunk( gfx::vertex_array &Vertices, gfx::userdata_array& Userdata, unsigned int Type ) :
type( Type )
{
vertices.swap( Vertices );
userdata.swap( Userdata );
}
// NOTE: constructor doesn't copy provided geometry data, but moves it
geometry_chunk( gfx::index_array &Indices, gfx::vertex_array &Vertices, gfx::userdata_array& Userdata, unsigned int Type ) :
type( Type )
{
vertices.swap( Vertices );
userdata.swap( Userdata );
indices.swap( Indices );
}
};
using geometrychunk_sequence = std::vector<geometry_chunk>;
// methods
inline
auto chunk( gfx::geometry_handle const Geometry ) -> geometry_chunk & {
return m_chunks[ Geometry.chunk - 1 ]; }
inline
auto chunk( gfx::geometry_handle const Geometry ) const -> geometry_chunk const & {
return m_chunks[ Geometry.chunk - 1 ]; }
// members:
geometrychunk_sequence m_chunks;
private:
// methods:
// create() subclass details
virtual void create_( gfx::geometry_handle const &Geometry ) = 0;
// replace() subclass details
virtual void replace_( gfx::geometry_handle const &Geometry ) = 0;
// draw() subclass details
virtual auto draw_( gfx::geometry_handle const &Geometry, gfx::stream_units const &Units, unsigned int const Streams ) -> std::size_t = 0;
// resource release subclass details
virtual void release_() = 0;
};
// geometry bank manager, holds collection of geometry banks
using geometrybank_handle = geometry_handle;
class geometrybank_manager {
public:
// constructors
geometrybank_manager() = default;
// methods:
// performs a resource sweep
void update();
// registers a new geometry bank. returns: handle to the bank
auto register_bank(std::unique_ptr<geometry_bank> bank) -> gfx::geometrybank_handle;
// creates a new geometry chunk of specified type from supplied data, in specified bank. returns: handle to the chunk or NULL
auto create_chunk( gfx::vertex_array &Vertices, gfx::userdata_array &Userdata, gfx::geometrybank_handle const &Geometry, int const Type ) -> gfx::geometry_handle;
// creates a new indexed geometry chunk of specified type from supplied data, in specified bank. returns: handle to the chunk or NULL
auto create_chunk( gfx::index_array &Indices, gfx::vertex_array &Vertices, gfx::userdata_array &Userdata, gfx::geometrybank_handle const &Geometry, unsigned int const Type ) -> gfx::geometry_handle;
// replaces data of specified chunk with the supplied vertex data, starting from specified offset
auto replace( gfx::vertex_array &Vertices, gfx::userdata_array &Userdata, gfx::geometry_handle const &Geometry, std::size_t const Offset = 0 ) -> bool;
// adds supplied vertex data at the end of specified chunk
auto append( gfx::vertex_array &Vertices, gfx::userdata_array &Userdata, gfx::geometry_handle const &Geometry ) -> bool;
// draws geometry stored in specified chunk
void draw( gfx::geometry_handle const &Geometry, unsigned int const Streams = basic_streams );
template <typename Iterator_>
void draw( Iterator_ First, Iterator_ Last, unsigned int const Streams = basic_streams ) {
while( First != Last ) {
draw( *First, Streams );
++First; } }
// provides direct access to index data of specfied chunk
auto indices( gfx::geometry_handle const &Geometry ) const -> gfx::index_array const &;
// provides direct access to vertex data of specfied chunk
auto vertices( gfx::geometry_handle const &Geometry ) const -> gfx::vertex_array const &;
// provides direct access to vertex data of specfied chunk
auto userdata( gfx::geometry_handle const &Geometry ) const -> gfx::userdata_array const &;
// sets target texture unit for the texture data stream
auto units() -> gfx::stream_units & { return m_units; }
// provides access to primitives count
auto primitives_count() const -> std::size_t const & { return m_primitivecount; }
auto primitives_count() -> std::size_t & { return m_primitivecount; }
private:
// types:
using geometrybanktimepoint_pair = std::pair< std::shared_ptr<geometry_bank>, resource_timestamp >;
using geometrybanktimepointpair_sequence = std::deque< geometrybanktimepoint_pair >;
// members:
geometrybanktimepointpair_sequence m_geometrybanks;
garbage_collector<geometrybanktimepointpair_sequence> m_garbagecollector { m_geometrybanks, 60, 120, "geometry buffer" };
gfx::stream_units m_units;
// methods
inline
auto valid( gfx::geometry_handle const &Geometry ) const -> bool {
return ( ( Geometry.bank != 0 )
&& ( Geometry.bank <= m_geometrybanks.size() ) ); }
inline
auto bank( gfx::geometry_handle const Geometry ) -> geometrybanktimepointpair_sequence::value_type & {
return m_geometrybanks[ Geometry.bank - 1 ]; }
inline
auto bank( gfx::geometry_handle const Geometry ) const -> geometrybanktimepointpair_sequence::value_type const & {
return m_geometrybanks[ Geometry.bank - 1 ]; }
// members:
std::size_t m_primitivecount { 0 }; // number of drawn primitives
};
} // namespace gfx

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/*
This Source Code Form is subject to the
terms of the Mozilla Public License, v.
2.0. If a copy of the MPL was not
distributed with this file, You can
obtain one at
http://mozilla.org/MPL/2.0/.
*/
#pragma once
#include "color.h"
// a simple light source, either omni- or directional
struct basic_light {
glm::vec4 ambient { colors::none };
glm::vec4 diffuse { colors::white };
glm::vec4 specular { colors::white };
glm::vec3 position;
glm::vec3 direction;
bool is_directional { true };
};

126
rendering/lightarray.cpp Normal file
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/*
This Source Code Form is subject to the
terms of the Mozilla Public License, v.
2.0. If a copy of the MPL was not
distributed with this file, You can
obtain one at
http://mozilla.org/MPL/2.0/.
*/
/*
MaSzyna EU07 locomotive simulator
Copyright (C) 2001-2004 Marcin Wozniak and others
*/
#include "stdafx.h"
#include "lightarray.h"
#include "DynObj.h"
void
light_array::insert( TDynamicObject const *Owner ) {
// we're only storing lights for locos, which have two sets of lights, front and rear
// for a more generic role this function would have to be tweaked to add vehicle type-specific light combinations
data.emplace_back( Owner, end::front );
data.emplace_back( Owner, end::rear );
}
void
light_array::remove( TDynamicObject const *Owner ) {
data.erase(
std::remove_if(
data.begin(),
data.end(),
[=]( light_record const &light ){ return light.owner == Owner; } ),
data.end() );
}
// updates records in the collection
void
light_array::update() {
for( auto &light : data ) {
// update light parameters to match current data of the owner
if( light.index == end::front ) {
// front light set
light.position = light.owner->GetPosition() + ( light.owner->VectorFront() * ( std::max( 0.0, light.owner->GetLength() * 0.5 - 2.0 ) ) );// +( light.owner->VectorUp() * 0.25 );
light.direction = glm::make_vec3( light.owner->VectorFront().getArray() );
}
else {
// rear light set
light.position = light.owner->GetPosition() - ( light.owner->VectorFront() * ( std::max( 0.0, light.owner->GetLength() * 0.5 - 2.0 ) ) );// +( light.owner->VectorUp() * 0.25 );
light.direction = glm::make_vec3( light.owner->VectorFront().getArray() );
light.direction.x = -light.direction.x;
light.direction.z = -light.direction.z;
}
// determine intensity of this light set
if( ( true == light.owner->MoverParameters->Power24vIsAvailable )
|| ( true == light.owner->MoverParameters->Power110vIsAvailable ) ) {
// with power on, the intensity depends on the state of activated switches
// first we cross-check the list of enabled lights with the lights installed in the vehicle...
auto const lights { light.owner->MoverParameters->iLights[ light.index ] & light.owner->LightList( static_cast<end>( light.index ) ) };
// ...then check their individual state
light.count = 0
+ ( ( lights & light::headlight_left ) ? 1 : 0 )
+ ( ( lights & light::headlight_right ) ? 1 : 0 )
+ ( ( lights & light::headlight_upper ) ? 1 : 0 )
+ ( ( lights & light::highbeamlight_left ) ? 1: 0)
+ ( ( lights & light::highbeamlight_right ) ? 1 : 0);
// set intensity
if( light.count > 0 ) {
bool isEnabled = light.index == end::front ? !light.owner->HeadlightsAoff : !light.owner->HeadlightsBoff;
light.intensity = std::max(0.0f, std::log((float)light.count + 1.0f));
if (light.owner->DimHeadlights && !light.owner->HighBeamLights && isEnabled) // tylko przyciemnione
light.intensity *= light.owner->MoverParameters->dimMultiplier;
else if (!light.owner->DimHeadlights && !light.owner->HighBeamLights && isEnabled) // normalne
light.intensity *= light.owner->MoverParameters->normMultiplier;
else if (light.owner->DimHeadlights && light.owner->HighBeamLights && isEnabled) // przyciemnione dlugie
light.intensity *= light.owner->MoverParameters->highDimMultiplier;
else if (!light.owner->DimHeadlights && light.owner->HighBeamLights && isEnabled) // dlugie zwykle
light.intensity *= light.owner->MoverParameters->highMultiplier;
else if (!isEnabled)
{
light.intensity = 0.0f;
}
// TBD, TODO: intensity can be affected further by other factors
light.state = {
( ( lights & light::headlight_left | light::highbeamlight_left ) ? 1.f : 0.f ),
( ( lights & light::headlight_upper ) ? 1.f : 0.f ),
( ( lights & light::headlight_right | light::highbeamlight_right) ? 1.f : 0.f ) };
light.color = {
static_cast<float>(light.owner->MoverParameters->refR) / 255.0f,
static_cast<float>(light.owner->MoverParameters->refG) / 255.0f,
static_cast<float>(light.owner->MoverParameters->refB) / 255.0f
};
if (light.owner->DimHeadlights && !light.owner->HighBeamLights) // tylko przyciemnione
light.state *= light.owner->MoverParameters->dimMultiplier;
else if (!light.owner->DimHeadlights && !light.owner->HighBeamLights) // normalne
light.state *= light.owner->MoverParameters->normMultiplier;
else if (light.owner->DimHeadlights && light.owner->HighBeamLights) // przyciemnione dlugie
light.state *= light.owner->MoverParameters->highDimMultiplier;
else if (!light.owner->DimHeadlights && light.owner->HighBeamLights) // dlugie zwykle
light.state *= light.owner->MoverParameters->highMultiplier;
else if (!isEnabled)
{
light.state = glm::vec3{0.f};
}
}
else {
light.intensity = 0.0f;
light.state = glm::vec3{ 0.f };
}
}
else {
// with battery off the lights are off
light.intensity = 0.0f;
light.count = 0;
}
}
}

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#pragma once
#include "Classes.h"
// collection of virtual light sources present in the scene
// used by the renderer to determine most suitable placement for actual light sources during render
struct light_array {
public:
// types
struct light_record {
light_record( TDynamicObject const *Owner, int const Lightindex) :
owner(Owner), index(Lightindex)
{};
TDynamicObject const *owner; // the object in world which 'carries' the light
int index{ -1 }; // 0: front lights, 1: rear lights
glm::dvec3 position; // position of the light in 3d scene
glm::vec3 direction; // direction of the light in 3d scene
glm::vec3 color{ 255.0f / 255.0f, 241.0f / 255.0f, 224.0f / 255.0f }; // color of the light, default is halogen light
float intensity{ 0.0f }; // (combined) intensity of the light(s)
int count{ 0 }; // number (or pattern) of active light(s)
glm::vec3 state{ 0.f }; // state of individual lights
};
// methods
// adds records for lights of specified owner to the collection
void
insert( TDynamicObject const *Owner );
// removes records for lights of specified owner from the collection
void
remove( TDynamicObject const *Owner );
// updates records in the collection
void
update();
// types
typedef std::vector<light_record> lightrecord_array;
// members
lightrecord_array data;
};

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#include "stdafx.h"
#include "nullrenderer.h"
std::unique_ptr<gfx_renderer> null_renderer::create_func()
{
return std::unique_ptr<null_renderer>(new null_renderer());
}
bool null_renderer::renderer_register = gfx_renderer_factory::get_instance()->register_backend("null", null_renderer::create_func);

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/* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
#pragma once
#include "Texture.h"
#include "geometrybank.h"
#include "material.h"
#include "renderer.h"
#include "stdafx.h"
#include <glm/fwd.hpp>
#include <stdexcept>
class null_geometrybank : public gfx::geometry_bank {
public:
// constructors:
null_geometrybank() = default;
// destructor
~null_geometrybank() {};
private:
// methods:
// create() subclass details
void
create_( gfx::geometry_handle const &Geometry ) override {}
// replace() subclass details
void
replace_( gfx::geometry_handle const &Geometry ) override {}
// draw() subclass details
auto
draw_( gfx::geometry_handle const &Geometry, gfx::stream_units const &Units, unsigned int const Streams ) -> std::size_t override { return 0; }
// release() subclass details
void
release_() override {}
};
// bare-bones render controller, in lack of anything better yet
class null_renderer : public gfx_renderer {
public:
// types
// constructors
null_renderer() = default;
// destructor
~null_renderer() { }
// methods
bool
Init( GLFWwindow *Window ) override { return true; }
// main draw call. returns false on error
bool
Render() override { return true; }
void
SwapBuffers() override {}
inline
float
Framerate() override { return 10.0f; }
bool AddViewport(const global_settings::extraviewport_config &conf) override { return false; }
bool Debug_Ui_State(std::optional<bool>) override { return false; }
void Shutdown() override {}
// geometry methods
// NOTE: hands-on geometry management is exposed as a temporary measure; ultimately all visualization data should be generated/handled automatically by the renderer itself
// creates a new geometry bank. returns: handle to the bank or NULL
gfx::geometrybank_handle
Create_Bank() override { return m_geometry.register_bank(std::make_unique<null_geometrybank>()); }
// creates a new indexed geometry chunk of specified type from supplied data, in specified bank. returns: handle to the chunk or NULL
gfx::geometry_handle Insert(gfx::index_array &Indices, gfx::vertex_array &Vertices, gfx::userdata_array &Userdata, gfx::geometrybank_handle const &Geometry, int const Type) override {
return m_geometry.create_chunk( Indices, Vertices, Userdata, Geometry, Type ); }
// creates a new geometry chunk of specified type from supplied data, in specified bank. returns: handle to the chunk or NULL
gfx::geometry_handle Insert(gfx::vertex_array &Vertices, gfx::userdata_array &Userdata, gfx::geometrybank_handle const &Geometry, int const Type) override {
gfx::calculate_tangents(Vertices, gfx::index_array(), Type);
return m_geometry.create_chunk(Vertices, Userdata, Geometry, Type);
}
// replaces data of specified chunk with the supplied vertex data, starting from specified offset
bool Replace(gfx::vertex_array &Vertices, gfx::userdata_array &Userdata, gfx::geometry_handle const &Geometry, int const Type, const std::size_t Offset = 0) override {
gfx::calculate_tangents(Vertices, gfx::index_array(), Type);
return m_geometry.replace(Vertices, Userdata, Geometry, Offset);
}
// adds supplied vertex data at the end of specified chunk
bool Append(gfx::vertex_array &Vertices, gfx::userdata_array &Userdata, gfx::geometry_handle const &Geometry, int const Type) override {
gfx::calculate_tangents(Vertices, gfx::index_array(), Type);
return m_geometry.append(Vertices, Userdata, Geometry);
}
// provides direct access to index data of specfied chunk
gfx::index_array const &
Indices( gfx::geometry_handle const &Geometry ) const override { return m_geometry.indices(Geometry); }
// provides direct access to vertex data of specfied chunk
gfx::vertex_array const &
Vertices( gfx::geometry_handle const &Geometry ) const override { return m_geometry.vertices(Geometry); }
// provides direct access to vertex data of specfied chunk
gfx::userdata_array const &
UserData( gfx::geometry_handle const &Geometry ) const override { return m_geometry.userdata(Geometry); }
// material methods
material_handle
Fetch_Material( std::string const &Filename, bool const Loadnow = true ) override {
m_materials.push_back(std::make_shared<opengl_material>());
m_materials.back()->name = Filename;
return m_materials.size();
}
void
Bind_Material( material_handle const Material, TSubModel const *sm = nullptr, lighting_data const *lighting = nullptr ) override {}
IMaterial const *
Material( material_handle const Material ) const override { return m_materials.at(Material - 1).get(); }
// shader methods
auto Fetch_Shader( std::string const &name ) -> std::shared_ptr<gl::program> override { throw std::runtime_error("not impl"); }
// texture methods
texture_handle
Fetch_Texture( std::string const &Filename, bool const Loadnow = true, GLint format_hint = GL_SRGB_ALPHA ) override { throw std::runtime_error("not impl"); }
void
Bind_Texture( texture_handle const Texture ) override {}
void
Bind_Texture( std::size_t const Unit, texture_handle const Texture ) override {}
opengl_texture &
Texture( texture_handle const Texture ) override { throw std::runtime_error("not impl"); }
opengl_texture const &
Texture( texture_handle const Texture ) const override { throw std::runtime_error("not impl"); }
// utility methods
void
Pick_Control_Callback( std::function<void( TSubModel const *, const glm::vec2 )> Callback ) override {}
void
Pick_Node_Callback( std::function<void( scene::basic_node * )> Callback ) override {}
TSubModel const *
Pick_Control() const override { return nullptr; }
scene::basic_node const *
Pick_Node() const override { return nullptr; }
glm::dvec3
Mouse_Position() const override { return glm::dvec3(); }
// maintenance methods
void
Update( double const Deltatime ) override {}
void
Update_Pick_Control() override {}
void
Update_Pick_Node() override {}
glm::dvec3
Update_Mouse_Position() override { return glm::dvec3(); }
// debug methods
std::string const &
info_times() const override { return empty_str; }
std::string const &
info_stats() const override { return empty_str; }
void MakeScreenshot() override {}
static std::unique_ptr<gfx_renderer> create_func();
static bool renderer_register;
virtual imgui_renderer *GetImguiRenderer()
{
return nullptr;
}
private:
std::string empty_str;
gfx::geometrybank_manager m_geometry;
std::vector<std::shared_ptr<opengl_material>> m_materials;
};

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/*
This Source Code Form is subject to the
terms of the Mozilla Public License, v.
2.0. If a copy of the MPL was not
distributed with this file, You can
obtain one at
http://mozilla.org/MPL/2.0/.
*/
#include "stdafx.h"
#include "opengl33geometrybank.h"
#include "Logs.h"
namespace gfx {
// opengl vao/vbo-based variant of the geometry bank
// create() subclass details
void
opengl33_vaogeometrybank::create_( gfx::geometry_handle const &Geometry ) {
// adding a chunk means we'll be (re)building the buffer, which will fill the chunk records, amongst other things.
// thus we don't need to initialize the values here
m_chunkrecords.emplace_back( chunk_record() );
// kiss the existing buffer goodbye, new overall data size means we'll be making a new one
delete_buffer();
}
// replace() subclass details
void
opengl33_vaogeometrybank::replace_( gfx::geometry_handle const &Geometry ) {
auto &chunkrecord = m_chunkrecords[ Geometry.chunk - 1 ];
chunkrecord.is_good = false;
// if the overall length of the chunk didn't change we can get away with reusing the old buffer...
if( geometry_bank::chunk( Geometry ).vertices.size() != chunkrecord.vertex_count ) {
// ...but otherwise we'll need to allocate a new one
// TBD: we could keep and reuse the old buffer also if the new chunk is smaller than the old one,
// but it'd require some extra tracking and work to keep all chunks up to date; also wasting vram; may be not worth it?
delete_buffer();
}
}
void opengl33_vaogeometrybank::setup_buffer()
{
if( m_vertexbuffer ) { return; }
// if there's no buffer, we'll have to make one
// NOTE: this isn't exactly optimal in terms of ensuring the gfx card doesn't stall waiting for the data
// may be better to initiate upload earlier (during update phase) and trust this effort won't go to waste
if( true == m_chunks.empty() ) { return; }
std::size_t
vertexcount{ 0 },
indexcount{ 0 };
auto chunkiterator = m_chunks.cbegin();
bool has_userdata{ false };
for( auto &chunkrecord : m_chunkrecords ) {
// fill records for all chunks, based on the chunk data
chunkrecord.is_good = false; // if we're re-creating buffer, chunks might've been uploaded in the old one
chunkrecord.vertex_offset = vertexcount;
chunkrecord.vertex_count = chunkiterator->vertices.size();
vertexcount += chunkrecord.vertex_count;
chunkrecord.index_offset = indexcount;
chunkrecord.index_count = chunkiterator->indices.size();
chunkrecord.has_userdata = !chunkiterator->userdata.empty();
indexcount += chunkrecord.index_count;
has_userdata |= chunkrecord.has_userdata;
++chunkiterator;
}
// the odds for all created chunks to get replaced with empty ones are quite low, but the possibility does exist
if( vertexcount == 0 ) { return; }
if( !m_vao ) {
m_vao.emplace();
}
m_vao->bind();
// try to set up the buffers we need:
// optional index buffer...
if( indexcount > 0 ) {
m_indexbuffer.emplace();
m_indexbuffer->allocate( gl::buffer::ELEMENT_ARRAY_BUFFER, indexcount * sizeof( gfx::basic_index ), GL_STATIC_DRAW );
if( ::glGetError() == GL_OUT_OF_MEMORY ) {
ErrorLog( "openGL error: out of memory; failed to create a geometry index buffer" );
throw std::bad_alloc();
}
m_vao->setup_ebo( *m_indexbuffer );
}
else {
gl::buffer::unbind( gl::buffer::ELEMENT_ARRAY_BUFFER );
}
// ...and geometry buffer
m_vertexbuffer.emplace();
// NOTE: we're using static_draw since it's generally true for all we have implemented at the moment
// TODO: allow to specify usage hint at the object creation, and pass it here
const int vertex_size = has_userdata ? sizeof( gfx::basic_vertex ) + sizeof(gfx::vertex_userdata) : sizeof(gfx::basic_vertex);
m_vertexbuffer->allocate( gl::buffer::ARRAY_BUFFER, static_cast<int>(vertexcount * vertex_size), GL_STATIC_DRAW );
if( ::glGetError() == GL_OUT_OF_MEMORY ) {
ErrorLog( "openGL error: out of memory; failed to create a geometry buffer" );
throw std::bad_alloc();
}
m_vertex_count = static_cast<int>(vertexcount);
setup_attrib();
if(has_userdata)
setup_userdata();
}
void
opengl33_vaogeometrybank::setup_attrib(size_t offset)
{
m_vao->setup_attrib( *m_vertexbuffer, 0, 3, GL_FLOAT, sizeof( basic_vertex ), offsetof(basic_vertex, position) + offset * sizeof( basic_vertex ) );
// NOTE: normal and color streams share the data
m_vao->setup_attrib( *m_vertexbuffer, 1, 3, GL_FLOAT, sizeof( basic_vertex ), offsetof(basic_vertex, normal) + offset * sizeof( basic_vertex ) );
m_vao->setup_attrib( *m_vertexbuffer, 2, 2, GL_FLOAT, sizeof( basic_vertex ), offsetof(basic_vertex, texture) + offset * sizeof( basic_vertex ) );
m_vao->setup_attrib( *m_vertexbuffer, 3, 4, GL_FLOAT, sizeof( basic_vertex ), offsetof(basic_vertex, tangent) + offset * sizeof( basic_vertex ) );
}
void opengl33_vaogeometrybank::setup_userdata(size_t offset) {
const size_t offset_evaluated = m_vertex_count * sizeof(basic_vertex) + offset * sizeof( vertex_userdata );
m_vao->setup_attrib( *m_vertexbuffer, 4, 4, GL_FLOAT, sizeof( vertex_userdata ), offsetof(vertex_userdata, data) + offset_evaluated );}
// draw() subclass details
// NOTE: units and stream parameters are unused, but they're part of (legacy) interface
// TBD: specialized bank/manager pair without the cruft?
std::size_t
opengl33_vaogeometrybank::draw_( gfx::geometry_handle const &Geometry, gfx::stream_units const &Units, unsigned int const Streams )
{
setup_buffer();
auto &chunkrecord = m_chunkrecords.at(Geometry.chunk - 1);
// sanity check; shouldn't be needed but, eh
if( chunkrecord.vertex_count == 0 )
return 0;
auto const &chunk = gfx::geometry_bank::chunk( Geometry );
if( !chunkrecord.is_good ) {
m_vao->bind();
// we may potentially need to upload new buffer data before we can draw it
if( chunkrecord.index_count > 0 ) {
m_indexbuffer->upload( gl::buffer::ELEMENT_ARRAY_BUFFER, chunk.indices.data(), chunkrecord.index_offset * sizeof( gfx::basic_index ), chunkrecord.index_count * sizeof( gfx::basic_index ) );
}
m_vertexbuffer->upload( gl::buffer::ARRAY_BUFFER, chunk.vertices.data(), chunkrecord.vertex_offset * sizeof( gfx::basic_vertex ), chunkrecord.vertex_count * sizeof( gfx::basic_vertex ) );
if(chunkrecord.has_userdata)
m_vertexbuffer->upload(gl::buffer::ARRAY_BUFFER, chunk.userdata.data(),
static_cast<int>(m_vertex_count * sizeof(gfx::basic_vertex) + chunkrecord.vertex_offset * sizeof(gfx::vertex_userdata)),
static_cast<int>(chunkrecord.vertex_count * sizeof(gfx::vertex_userdata)));
chunkrecord.is_good = true;
}
// render
if( chunkrecord.index_count > 0 ) {
if (glDrawRangeElementsBaseVertex) {
m_vao->bind();
::glDrawRangeElementsBaseVertex(
chunk.type,
0, chunkrecord.vertex_count,
chunkrecord.index_count, GL_UNSIGNED_INT, reinterpret_cast<void const *>( chunkrecord.index_offset * sizeof( gfx::basic_index ) ),
chunkrecord.vertex_offset );
}
else if (glDrawElementsBaseVertexOES) {
m_vao->bind();
::glDrawElementsBaseVertexOES(
chunk.type,
chunkrecord.index_count, GL_UNSIGNED_INT, reinterpret_cast<void const *>( chunkrecord.index_offset * sizeof( gfx::basic_index ) ),
chunkrecord.vertex_offset );
}
else {
setup_attrib(chunkrecord.vertex_offset);
m_vao->bind();
::glDrawRangeElements(
chunk.type,
0, chunkrecord.vertex_count,
chunkrecord.index_count, GL_UNSIGNED_INT, reinterpret_cast<void const *>( chunkrecord.index_offset * sizeof( gfx::basic_index ) ) );
}
}
else {
m_vao->bind();
::glDrawArrays( chunk.type, chunkrecord.vertex_offset, chunkrecord.vertex_count );
}
/*
m_vao->unbind();
*/
auto const vertexcount { ( chunkrecord.index_count > 0 ? chunkrecord.index_count : chunkrecord.vertex_count ) };
switch( chunk.type ) {
case GL_TRIANGLES: { return vertexcount / 3; }
case GL_TRIANGLE_STRIP: { return vertexcount - 2; }
default: { return 0; }
}
}
// release () subclass details
void
opengl33_vaogeometrybank::release_() {
delete_buffer();
}
void
opengl33_vaogeometrybank::delete_buffer() {
m_vao.reset();
m_vertexbuffer.reset();
m_indexbuffer.reset();
// NOTE: since we've deleted the buffer all chunks it held were rendered invalid as well
// instead of clearing their state here we're delaying it until new buffer is created to avoid looping through chunk records twice
}
} // namespace gfx

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/*
This Source Code Form is subject to the
terms of the Mozilla Public License, v.
2.0. If a copy of the MPL was not
distributed with this file, You can
obtain one at
http://mozilla.org/MPL/2.0/.
*/
#pragma once
#include "geometrybank.h"
#include "gl/buffer.h"
#include "gl/vao.h"
namespace gfx {
// opengl vao/vbo-based variant of the geometry bank
class opengl33_vaogeometrybank : public geometry_bank {
public:
// constructors:
opengl33_vaogeometrybank() = default;
// destructor
~opengl33_vaogeometrybank() {
delete_buffer(); }
// methods:
static
void
reset() {;}
private:
// types:
struct chunk_record {
std::size_t vertex_offset{ 0 }; // beginning of the chunk vertex data as offset from the beginning of the last established buffer
std::size_t vertex_count{ 0 }; // size of the chunk in the last established buffer
std::size_t index_offset{ 0 };
std::size_t index_count{ 0 };
bool has_userdata{ false };
bool is_good{ false }; // true if local content of the chunk matches the data on the opengl end
};
typedef std::vector<chunk_record> chunkrecord_sequence;
// methods:
// create() subclass details
void
create_( gfx::geometry_handle const &Geometry ) override;
// replace() subclass details
void
replace_( gfx::geometry_handle const &Geometry ) override;
// draw() subclass details
auto
draw_( gfx::geometry_handle const &Geometry, gfx::stream_units const &Units, unsigned int const Streams ) -> std::size_t override;
// release() subclass details
void
release_() override;
void
setup_buffer();
void
setup_attrib(size_t offset = 0);
void
setup_userdata(size_t offset = 0);
void
delete_buffer();
// members:
std::optional<gl::buffer> m_vertexbuffer; // vertex buffer data on the opengl end
std::optional<gl::buffer> m_indexbuffer; // index buffer data on the opengl end
std::optional<gl::vao> m_vao;
chunkrecord_sequence m_chunkrecords; // helper data for all stored geometry chunks, in matching order
int m_vertex_count;
};
} // namespace gfx

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/*
This Source Code Form is subject to the
terms of the Mozilla Public License, v.
2.0. If a copy of the MPL was not
distributed with this file, You can
obtain one at
http://mozilla.org/MPL/2.0/.
*/
#include "stdafx.h"
#include "opengl33light.h"
void opengl33_light::apply_intensity(float const Factor) {
factor = Factor;
}
void opengl33_light::apply_angle() {}
//---------------------------------------------------------------------------

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/*
This Source Code Form is subject to the
terms of the Mozilla Public License, v.
2.0. If a copy of the MPL was not
distributed with this file, You can
obtain one at
http://mozilla.org/MPL/2.0/.
*/
#pragma once
#include "light.h"
struct opengl33_light : public basic_light {
GLuint id{(GLuint)-1};
float factor;
void apply_intensity(float const Factor = 1.0f);
void apply_angle();
opengl33_light &operator=(basic_light const &Right) {
basic_light::operator=(Right);
return *this; }
};
//---------------------------------------------------------------------------

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/*
This Source Code Form is subject to the
terms of the Mozilla Public License, v.
2.0. If a copy of the MPL was not
distributed with this file, You can
obtain one at
http://mozilla.org/MPL/2.0/.
*/
#include "stdafx.h"
#include "opengl33particles.h"
#include "particles.h"
#include "openglcamera.h"
#include "simulation.h"
#include "simulationenvironment.h"
std::vector<std::pair<glm::vec3, glm::vec2>> const billboard_vertices {
{ { -0.5f, -0.5f, 0.f }, { 0.f, 0.f } },
{ { 0.5f, -0.5f, 0.f }, { 1.f, 0.f } },
{ { 0.5f, 0.5f, 0.f }, { 1.f, 1.f } },
{ { -0.5f, -0.5f, 0.f }, { 0.f, 0.f } },
{ { 0.5f, 0.5f, 0.f }, { 1.f, 1.f } },
{ { -0.5f, 0.5f, 0.f }, { 0.f, 1.f } },
};
void
opengl33_particles::update( opengl_camera const &Camera ) {
if (!Global.Smoke)
return;
m_particlevertices.clear();
// build a list of visible smoke sources
// NOTE: arranged by distance to camera, if we ever need sorting and/or total amount cap-based culling
std::multimap<float, smoke_source const &> sources;
for( auto const &source : simulation::Particles.sequence() ) {
if( false == Camera.visible( source.area() ) ) { continue; }
// NOTE: the distance is negative when the camera is inside the source's bounding area
sources.emplace(
static_cast<float>( glm::length( Camera.position() - source.area().center ) - source.area().radius ),
source );
}
if( true == sources.empty() ) { return; }
// build billboard data for particles from visible sources
auto const camerarotation { glm::mat3( Camera.modelview() ) };
particle_vertex vertex;
for( auto const &source : sources ) {
auto const particlecolor {
glm::clamp(
source.second.color()
* ( glm::vec3 { Global.DayLight.ambient }
+ 0.35f * glm::vec3{ Global.DayLight.diffuse } ) * simulation::Environment.light_intensity(),
glm::vec3{ 0.f }, glm::vec3{ 1.f } ) };
auto const &particles { source.second.sequence() };
// TODO: put sanity cap on the overall amount of particles that can be drawn
auto const sizestep { 256.0 * billboard_vertices.size() };
m_particlevertices.reserve(
sizestep * std::ceil( m_particlevertices.size() + ( particles.size() * billboard_vertices.size() ) / sizestep ) );
for( auto const &particle : particles ) {
// TODO: particle color support
vertex.color[ 0 ] = particlecolor.r;
vertex.color[ 1 ] = particlecolor.g;
vertex.color[ 2 ] = particlecolor.b;
vertex.color.a = clamp(particle.opacity, 0.0f, 1.0f);
auto const offset { glm::vec3{ particle.position - Camera.position() } };
auto const rotation { glm::angleAxis( particle.rotation, glm::vec3{ 0.f, 0.f, 1.f } ) };
for( auto const &billboardvertex : billboard_vertices ) {
vertex.position = offset + ( rotation * billboardvertex.first * particle.size ) * camerarotation;
vertex.texture = billboardvertex.second;
m_particlevertices.emplace_back( vertex );
}
}
}
// ship the billboard data to the gpu:
// make sure we have enough room...
if( m_buffercapacity < m_particlevertices.size() ) {
m_buffercapacity = m_particlevertices.size();
if (!m_buffer)
m_buffer.emplace();
m_buffer->allocate(gl::buffer::ARRAY_BUFFER,
m_buffercapacity * sizeof(particle_vertex), GL_STREAM_DRAW);
}
if (m_buffer) {
// ...send the data...
m_buffer->upload(gl::buffer::ARRAY_BUFFER,
m_particlevertices.data(), 0, m_particlevertices.size() * sizeof(particle_vertex));
}
}
std::size_t
opengl33_particles::render() {
if( false == Global.Smoke ) { return 0; }
if( m_buffercapacity == 0 ) { return 0; }
if( m_particlevertices.empty() ) { return 0; }
if (!m_vao) {
m_vao.emplace();
m_vao->setup_attrib(*m_buffer, 0, 3, GL_FLOAT, sizeof(particle_vertex), 0);
m_vao->setup_attrib(*m_buffer, 1, 4, GL_FLOAT, sizeof(particle_vertex), 12);
m_vao->setup_attrib(*m_buffer, 2, 2, GL_FLOAT, sizeof(particle_vertex), 28);
m_buffer->unbind(gl::buffer::ARRAY_BUFFER);
m_vao->unbind();
}
if (!m_shader) {
gl::shader vert("smoke.vert");
gl::shader frag("smoke.frag");
gl::program *prog = new gl::program({vert, frag});
m_shader = std::unique_ptr<gl::program>(prog);
}
m_buffer->bind(gl::buffer::ARRAY_BUFFER);
m_shader->bind();
m_vao->bind();
glDrawArrays(GL_TRIANGLES, 0, m_particlevertices.size());
m_shader->unbind();
m_vao->unbind();
m_buffer->unbind(gl::buffer::ARRAY_BUFFER);
return m_particlevertices.size() / 6;
}
//---------------------------------------------------------------------------

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/*
This Source Code Form is subject to the
terms of the Mozilla Public License, v.
2.0. If a copy of the MPL was not
distributed with this file, You can
obtain one at
http://mozilla.org/MPL/2.0/.
*/
#pragma once
#include "gl/buffer.h"
#include "gl/vao.h"
#include "gl/shader.h"
class opengl_camera;
// particle data visualizer
class opengl33_particles {
public:
// constructors
opengl33_particles() = default;
// methods
void
update( opengl_camera const &Camera );
std::size_t
render( );
private:
// types
struct particle_vertex {
glm::vec3 position; // 3d space
glm::vec4 color; // rgba, unsigned byte format
glm::vec2 texture; // uv space
};
/*
using sourcedistance_pair = std::pair<smoke_source *, float>;
using source_sequence = std::vector<sourcedistance_pair>;
*/
using particlevertex_sequence = std::vector<particle_vertex>;
// methods
// members
/*
source_sequence m_sources; // list of particle sources visible in current render pass, with their respective distances to the camera
*/
particlevertex_sequence m_particlevertices; // geometry data of visible particles, generated on the cpu end
std::optional<gl::buffer> m_buffer;
std::optional<gl::vao> m_vao;
std::unique_ptr<gl::program> m_shader;
std::size_t m_buffercapacity{ 0 }; // total capacity of the last established buffer
};
//---------------------------------------------------------------------------

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/*
This Source Code Form is subject to the
terms of the Mozilla Public License, v.
2.0. If a copy of the MPL was not
distributed with this file, You can
obtain one at
http://mozilla.org/MPL/2.0/.
*/
#include "stdafx.h"
#include "opengl33precipitation.h"
#include "Globals.h"
#include "renderer.h"
#include "simulationenvironment.h"
opengl33_precipitation::~opengl33_precipitation() {
// TODO: release allocated resources
}
void
opengl33_precipitation::create( int const Tesselation ) {
m_vertices.clear();
m_uvs.clear();
m_indices.clear();
auto const heightfactor { 10.f }; // height-to-radius factor
auto const verticaltexturestretchfactor { 1.5f }; // crude motion blur
// create geometry chunk
auto const latitudes { 3 }; // just a cylinder with end cones
auto const longitudes { Tesselation };
auto const longitudehalfstep { 0.5f * static_cast<float>( 2.0 * M_PI * 1.f / longitudes ) }; // for crude uv correction
std::uint16_t index = 0;
// auto const radius { 25.f }; // cylinder radius
std::vector<float> radii { 25.f, 10.f, 5.f, 1.f };
for( auto radius : radii ) {
for( int i = 0; i <= latitudes; ++i ) {
auto const latitude{ static_cast<float>( M_PI * ( -0.5f + (float)( i ) / latitudes ) ) };
auto const z{ std::sin( latitude ) };
auto const zr{ std::cos( latitude ) };
for( int j = 0; j <= longitudes; ++j ) {
// NOTE: for the first and last row half of the points we create end up unused but, eh
auto const longitude{ static_cast<float>( 2.0 * M_PI * (float)( j ) / longitudes ) };
auto const x{ std::cos( longitude ) };
auto const y{ std::sin( longitude ) };
// NOTE: cartesian to opengl swap would be: -x, -z, -y
m_vertices.emplace_back( glm::vec3( -x * zr, -z * heightfactor, -y * zr ) * radius );
// uvs
// NOTE: first and last row receives modified u values to deal with limitation of mapping onto triangles
auto u = (
i == 0 ? longitude + longitudehalfstep :
i == latitudes ? longitude - longitudehalfstep :
longitude );
m_uvs.emplace_back(
u / ( 2.0 * M_PI ) * radius,
1.f - (float)( i ) / latitudes * radius * heightfactor * 0.5f / verticaltexturestretchfactor );
if( ( i == 0 ) || ( j == 0 ) ) {
// initial edge of the dome, don't start indices yet
++index;
}
else {
// the end cones are built from one triangle of each quad, the middle rows use both
if( i < latitudes ) {
m_indices.emplace_back( index - 1 - ( longitudes + 1 ) );
m_indices.emplace_back( index - 1 );
m_indices.emplace_back( index );
}
if( i > 1 ) {
m_indices.emplace_back( index );
m_indices.emplace_back( index - ( longitudes + 1 ) );
m_indices.emplace_back( index - 1 - ( longitudes + 1 ) );
}
++index;
}
} // longitude
} // latitude
} // radius
}
void
opengl33_precipitation::update() {
if (!m_shader)
{
gl::shader vert("precipitation.vert");
gl::shader frag("precipitation.frag");
m_shader.emplace(std::vector<std::reference_wrapper<const gl::shader>>({vert, frag}));
}
if (!m_vertexbuffer) {
m_vao.emplace();
m_vao->bind();
if( m_vertices.empty() ) {
// create visualization mesh
create( 18 );
}
// build the buffers
m_vertexbuffer.emplace();
m_vertexbuffer->allocate(gl::buffer::ARRAY_BUFFER, m_vertices.size() * sizeof( glm::vec3 ), GL_STATIC_DRAW);
m_vertexbuffer->upload(gl::buffer::ARRAY_BUFFER, m_vertices.data(), 0, m_vertices.size() * sizeof( glm::vec3 ));
m_vao->setup_attrib(*m_vertexbuffer, 0, 3, GL_FLOAT, sizeof(glm::vec3), 0);
m_uvbuffer.emplace();
m_uvbuffer->allocate(gl::buffer::ARRAY_BUFFER, m_uvs.size() * sizeof( glm::vec2 ), GL_STATIC_DRAW);
m_uvbuffer->upload(gl::buffer::ARRAY_BUFFER, m_uvs.data(), 0, m_uvs.size() * sizeof( glm::vec2 ));
m_vao->setup_attrib(*m_uvbuffer, 1, 2, GL_FLOAT, sizeof(glm::vec2), 0);
m_indexbuffer.emplace();
m_indexbuffer->allocate(gl::buffer::ELEMENT_ARRAY_BUFFER, m_indices.size() * sizeof( unsigned short ), GL_STATIC_DRAW);
m_indexbuffer->upload(gl::buffer::ELEMENT_ARRAY_BUFFER, m_indices.data(), 0, m_indices.size() * sizeof( unsigned short ));
m_vao->setup_ebo(*m_indexbuffer);
m_vao->unbind();
// NOTE: vertex and index source data is superfluous past this point, but, eh
}
// TODO: include weather type check in the entry conditions
if( m_overcast == Global.Overcast ) { return; }
m_overcast = Global.Overcast;
std::string const densitysuffix { (
m_overcast < 1.35 ?
"_light" :
"_medium" ) };
if( Global.Weather == "rain:" ) {
m_texture = GfxRenderer->Fetch_Texture( "fx/rain" + densitysuffix );
}
else if( Global.Weather == "snow:" ) {
m_texture = GfxRenderer->Fetch_Texture( "fx/snow" + densitysuffix );
}
}
void
opengl33_precipitation::render() {
if( !m_shader ) { return; }
if( !m_vao ) { return; }
GfxRenderer->Bind_Texture( 0, m_texture );
m_shader->bind();
m_vao->bind();
::glDrawElements( GL_TRIANGLES, static_cast<GLsizei>( m_indices.size() ), GL_UNSIGNED_SHORT, reinterpret_cast<void const*>( 0 ) );
m_vao->unbind();
}

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/*
This Source Code Form is subject to the
terms of the Mozilla Public License, v.
2.0. If a copy of the MPL was not
distributed with this file, You can
obtain one at
http://mozilla.org/MPL/2.0/.
*/
#pragma once
#include "Texture.h"
#include "gl/vao.h"
#include "gl/shader.h"
class opengl33_precipitation {
public:
// constructors
opengl33_precipitation() = default;
// destructor
~opengl33_precipitation();
// methods
void
update();
void
render();
private:
// methods
void create( int const Tesselation );
// members
std::vector<glm::vec3> m_vertices;
std::vector<glm::vec2> m_uvs;
std::vector<std::uint16_t> m_indices;
texture_handle m_texture { -1 };
float m_overcast { -1.f }; // cached overcast level, difference from current state triggers texture update
std::optional<gl::buffer> m_vertexbuffer;
std::optional<gl::buffer> m_uvbuffer;
std::optional<gl::buffer> m_indexbuffer;
std::optional<gl::program> m_shader;
std::optional<gl::vao> m_vao;
};

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/*
This Source Code Form is subject to the
terms of the Mozilla Public License, v.
2.0. If a copy of the MPL was not
distributed with this file, You can
obtain one at
http://mozilla.org/MPL/2.0/.
*/
#pragma once
#include "renderer.h"
#include "openglcamera.h"
#include "opengl33light.h"
#include "opengl33particles.h"
#include "opengl33skydome.h"
#include "opengl33precipitation.h"
#include "simulationenvironment.h"
#include "scene.h"
#include "MemCell.h"
#include "lightarray.h"
#include "vr/vr_interface.h"
#include "gl/ubo.h"
#include "gl/framebuffer.h"
#include "gl/renderbuffer.h"
#include "gl/postfx.h"
#include "gl/shader.h"
#include "gl/cubemap.h"
#include "gl/glsl_common.h"
#include "gl/pbo.h"
#include "gl/query.h"
// bare-bones render controller, in lack of anything better yet
class opengl33_renderer : public gfx_renderer {
public:
// constructors
opengl33_renderer() = default;
// destructor
~opengl33_renderer() {}
// methods
bool
Init( GLFWwindow *Window ) override;
void
Shutdown() override;
bool
AddViewport(const global_settings::extraviewport_config &conf) override;
// main draw call. returns false on error
bool
Render() override;
void
SwapBuffers() override;
inline
float
Framerate() override { return m_framerate; }
// geometry methods
// NOTE: hands-on geometry management is exposed as a temporary measure; ultimately all visualization data should be generated/handled automatically by the renderer itself
// creates a new geometry bank. returns: handle to the bank or NULL
gfx::geometrybank_handle
Create_Bank() override;
// creates a new indexed geometry chunk of specified type from supplied data, in specified bank. returns: handle to the chunk or NULL
gfx::geometry_handle Insert(gfx::index_array &Indices, gfx::vertex_array &Vertices, gfx::userdata_array &Userdata, gfx::geometrybank_handle const &Geometry, int const Type) override;
// creates a new geometry chunk of specified type from supplied data, in specified bank. returns: handle to the chunk or NULL
gfx::geometry_handle Insert(gfx::vertex_array &Vertices, gfx::userdata_array &Userdata, gfx::geometrybank_handle const &Geometry, int const Type) override;
// replaces data of specified chunk with the supplied vertex data, starting from specified offset
bool Replace(gfx::vertex_array &Vertices, gfx::userdata_array &Userdata, gfx::geometry_handle const &Geometry, int const Type, const std::size_t Offset = 0) override;
// adds supplied vertex data at the end of specified chunk
bool Append(gfx::vertex_array &Vertices, gfx::userdata_array &Userdata, gfx::geometry_handle const &Geometry, int const Type) override;
// provides direct access to index data of specfied chunk
gfx::index_array const &
Indices( gfx::geometry_handle const &Geometry ) const override;
// provides direct access to vertex data of specfied chunk
gfx::vertex_array const &
Vertices( gfx::geometry_handle const &Geometry ) const override;
// provides direct access to vertex data of specfied chunk
gfx::userdata_array const &
UserData( gfx::geometry_handle const &Geometry ) const override;
// material methods
material_handle
Fetch_Material( std::string const &Filename, bool const Loadnow = true ) override;
void
Bind_Material( material_handle const Material, TSubModel const *sm = nullptr, lighting_data const *lighting = nullptr ) override;
IMaterial const *
Material( material_handle const Material ) const override;
// shader methods
auto Fetch_Shader( std::string const &name ) -> std::shared_ptr<gl::program> override;
// texture methods
texture_handle
Fetch_Texture( std::string const &Filename, bool const Loadnow = true, GLint format_hint = GL_SRGB_ALPHA ) override;
void
Bind_Texture( texture_handle const Texture ) override;
void
Bind_Texture( std::size_t const Unit, texture_handle const Texture ) override;
ITexture &
Texture( texture_handle const Texture ) override;
ITexture const &
Texture( texture_handle const Texture ) const override;
// utility methods
void
Pick_Control_Callback( std::function<void( TSubModel const *, const glm::vec2 )> Callback ) override;
void
Pick_Node_Callback( std::function<void( scene::basic_node * )> Callback ) override;
TSubModel const *
Pick_Control() const override { return m_pickcontrolitem; }
scene::basic_node const *
Pick_Node() const override { return m_picksceneryitem; }
glm::dvec3
Mouse_Position() const override { return m_worldmousecoordinates; }
// maintenance methods
void
Update( double const Deltatime ) override;
bool
Debug_Ui_State(std::optional<bool>) override;
void
Update_Pick_Control() override;
void
Update_Pick_Node() override;
glm::dvec3
Update_Mouse_Position() override;
// debug methods
std::string const &
info_times() const override;
std::string const &
info_stats() const override;
void MakeScreenshot() override;
opengl_material & Material( material_handle const Material );
opengl_material const & Material( TSubModel const * Submodel ) const;
// draws supplied geometry handles
void Draw_Geometry(std::vector<gfx::geometrybank_handle>::iterator begin, std::vector<gfx::geometrybank_handle>::iterator end);
void Draw_Geometry(const gfx::geometrybank_handle &handle);
// material methods
void Bind_Material_Shadow(material_handle const Material);
void Update_AnimModel(TAnimModel *model);
// members
GLenum static const sunlight{0};
static std::unique_ptr<gfx_renderer> create_func();
private:
// types
enum class rendermode
{
none,
color,
shadows,
reflections,
pickcontrols,
pickscenery
};
struct debug_stats
{
int dynamics{0};
int models{0};
int submodels{0};
int paths{0};
int traction{0};
int shapes{0};
int lines{0};
int particles{0};
int drawcalls{0};
int triangles{0};
debug_stats& operator+=( const debug_stats& Right ) {
dynamics += Right.dynamics;
models += Right.models;
submodels += Right.submodels;
paths += Right.paths;
traction += Right.traction;
shapes += Right.shapes;
lines += Right.lines;
particles += Right.particles;
drawcalls += Right.drawcalls;
return *this; }
};
using section_sequence = std::vector<scene::basic_section *>;
using distancecell_pair = std::pair<double, scene::basic_cell *>;
using cell_sequence = std::vector<distancecell_pair>;
struct renderpass_config
{
opengl_camera pass_camera;
opengl_camera viewport_camera;
rendermode draw_mode{rendermode::none};
float draw_range{0.0f};
debug_stats draw_stats;
};
struct viewport_config {
int width;
int height;
float draw_range;
bool main = false;
GLFWwindow *window = nullptr; // ogl window context
bool real_window = true; // whether we need to blit onto GLFWwindow surface
bool custom_backbuffer = false; // whether we want to render to our offscreen LDR backbuffer (pipeline required)
bool shadow = false; // include this viewport area in shadowmap
enum vp_type {
normal,
custom,
vr_left,
vr_right
} proj_type;
viewport_proj_config projection;
// main msaa render target for pipeline mode
std::unique_ptr<gl::framebuffer> msaa_fb;
std::unique_ptr<gl::renderbuffer> msaa_rbc;
std::unique_ptr<gl::renderbuffer> msaa_rbv;
std::unique_ptr<gl::renderbuffer> msaa_rbd;
// msaa resolve buffer (when using motion blur)
std::unique_ptr<gl::framebuffer> main_fb;
std::unique_ptr<opengl_texture> main_texv;
std::unique_ptr<opengl_texture> main_texd;
std::unique_ptr<opengl_texture> main_tex;
// final HDR buffer (also serving as msaa resolve buffer when not using motion blur)
std::unique_ptr<gl::framebuffer> main2_fb;
std::unique_ptr<opengl_texture> main2_tex;
// LDR backbuffer for offscreen rendering
std::unique_ptr<gl::framebuffer> backbuffer_fb;
std::unique_ptr<opengl_texture> backbuffer_tex;
bool initialized = false;
};
viewport_config *m_current_viewport = nullptr;
typedef std::vector<opengl33_light> opengllight_array;
// methods
std::unique_ptr<gl::program> make_shader(std::string v, std::string f);
bool Init_caps();
void setup_pass(viewport_config &Viewport, renderpass_config &Config, rendermode const Mode, float const Znear = 0.f, float const Zfar = 1.f, bool const Ignoredebug = false);
void setup_matrices();
void setup_drawing(bool const Alpha = false);
void setup_shadow_unbind_map();
void setup_shadow_bind_map();
void setup_shadow_color( glm::vec4 const &Shadowcolor );
void setup_env_map(gl::cubemap *tex);
void setup_environment_light(TEnvironmentType const Environment = e_flat);
void setup_sunlight_intensity( float const Factor = 1.f);
// runs jobs needed to generate graphics for specified render pass
void Render_pass(viewport_config &vp, rendermode const Mode);
// creates dynamic environment cubemap
bool Render_reflections(viewport_config &vp);
bool Render(world_environment *Environment);
void Render(scene::basic_region *Region);
void Render(section_sequence::iterator First, section_sequence::iterator Last);
void Render(cell_sequence::iterator First, cell_sequence::iterator Last);
void Render(scene::shape_node const &Shape, bool const Ignorerange);
void Render(TAnimModel *Instance);
bool Render(TDynamicObject *Dynamic);
bool Render(TModel3d *Model, material_data const *Material, float const Squaredistance, Math3D::vector3 const &Position, glm::vec3 const &Angle);
bool Render(TModel3d *Model, material_data const *Material, float const Squaredistance);
void Render(TSubModel *Submodel);
void Render(TTrack *Track);
void Render(scene::basic_cell::path_sequence::const_iterator First, scene::basic_cell::path_sequence::const_iterator Last);
bool Render_cab(TDynamicObject const *Dynamic, float const Lightlevel, bool const Alpha = false);
bool Render_interior( bool const Alpha = false );
bool Render_lowpoly( TDynamicObject *Dynamic, float const Squaredistance, bool const Setup, bool const Alpha = false );
bool Render_coupler_adapter( TDynamicObject *Dynamic, float const Squaredistance, int const End, bool const Alpha = false );
void Render(TMemCell *Memcell);
void Render_particles();
void Render_precipitation();
void Render_vr_models();
void Render_Alpha(scene::basic_region *Region);
void Render_Alpha(cell_sequence::reverse_iterator First, cell_sequence::reverse_iterator Last);
void Render_Alpha(TAnimModel *Instance);
void Render_Alpha(TTraction *Traction);
void Render_Alpha(scene::lines_node const &Lines);
bool Render_Alpha(TDynamicObject *Dynamic);
bool Render_Alpha(TModel3d *Model, material_data const *Material, float const Squaredistance, Math3D::vector3 const &Position, glm::vec3 const &Angle);
bool Render_Alpha(TModel3d *Model, material_data const *Material, float const Squaredistance);
void Render_Alpha(TSubModel *Submodel);
void Update_Lights(light_array &Lights);
glm::vec3 pick_color(std::size_t const Index);
std::size_t pick_index(glm::ivec3 const &Color);
bool init_viewport(viewport_config &vp);
void draw(const gfx::geometry_handle &handle);
void draw(std::vector<gfx::geometrybank_handle>::iterator begin, std::vector<gfx::geometrybank_handle>::iterator end);
void draw_debug_ui();
// members
GLFWwindow *m_window{nullptr}; // main window
gfx::geometrybank_manager m_geometry;
material_manager m_materials;
texture_manager m_textures;
opengl33_light m_sunlight;
opengllight_array m_lights;
/*
float m_sunandviewangle; // cached dot product of sunlight and camera vectors
*/
gfx::geometry_handle m_billboardgeometry{0, 0};
texture_handle m_glaretexture{-1};
texture_handle m_suntexture{-1};
texture_handle m_moontexture{-1};
texture_handle m_smoketexture{-1};
texture_handle m_headlightstexture{-1};
// main shadowmap resources
int m_shadowbuffersize{2048};
glm::mat4 m_shadowtexturematrix; // conversion from camera-centric world space to light-centric clip space
int m_environmentcubetextureface{0}; // helper, currently processed cube map face
double m_environmentupdatetime{0}; // time of the most recent environment map update
glm::dvec3 m_environmentupdatelocation; // coordinates of most recent environment map update
opengl33_skydome m_skydomerenderer;
opengl33_precipitation m_precipitationrenderer;
opengl33_particles m_particlerenderer; // particle visualization subsystem
unsigned int m_framestamp; // id of currently rendered gfx frame
float m_framerate;
double m_updateaccumulator{0.0};
std::string m_debugtimestext;
std::string m_pickdebuginfo;
//debug_stats m_debugstats;
std::string m_debugstatstext;
struct simulation_state {
std::string weather;
std::string season;
} m_simulationstate;
glm::vec4 m_baseambient{0.0f, 0.0f, 0.0f, 1.0f};
glm::vec4 m_shadowcolor{colors::shadow};
// TEnvironmentType m_environment { e_flat };
float m_specularopaquescalefactor{1.f};
float m_speculartranslucentscalefactor{1.f};
float m_fogrange = 2000.0f;
renderpass_config m_renderpass; // parameters for current render pass
section_sequence m_sectionqueue; // list of sections in current render pass
cell_sequence m_cellqueue;
renderpass_config m_colorpass; // parametrs of most recent color pass
std::array<renderpass_config, 3> m_shadowpass; // parametrs of most recent shadowmap pass for each of csm stages
std::vector<TSubModel const *> m_pickcontrolsitems;
std::vector<TSubModel const *> m_picksurfaceitems;
TSubModel const *m_pickcontrolitem{nullptr};
std::vector<scene::basic_node *> m_picksceneryitems;
scene::basic_node *m_picksceneryitem{nullptr};
glm::vec3 m_worldmousecoordinates { 0.f };
#ifdef EU07_USE_DEBUG_CAMERA
renderpass_config m_worldcamera; // debug item
#endif
std::optional<gl::query> m_timequery;
GLuint64 m_gllasttime = 0;
double m_precipitationrotation;
glm::mat4 perspective_projection_raw(float fovy, float aspect, float znear, float zfar);
glm::mat4 perspective_projection(const viewport_proj_config &c, float n, float f, glm::mat4 &frustum);
glm::mat4 ortho_projection(float left, float right, float bottom, float top, float z_near, float z_far);
glm::mat4 ortho_frustumtest_projection(float left, float right, float bottom, float top, float z_near, float z_far);
std::vector<std::function<void(TSubModel const *, glm::vec2)>> m_control_pick_requests;
std::vector<std::function<void(scene::basic_node *)>> m_node_pick_requests;
std::unique_ptr<gl::shader> m_vertex_shader;
std::unique_ptr<gl::ubo> scene_ubo;
std::unique_ptr<gl::ubo> model_ubo;
std::unique_ptr<gl::ubo> light_ubo;
gl::scene_ubs scene_ubs;
gl::model_ubs model_ubs;
gl::light_ubs light_ubs;
std::unordered_map<std::string, std::shared_ptr<gl::program>> m_shaders;
std::unique_ptr<gl::program> m_line_shader;
std::unique_ptr<gl::program> m_freespot_shader;
std::unique_ptr<gl::program> m_billboard_shader;
std::unique_ptr<gl::program> m_celestial_shader;
std::unique_ptr<gl::program> m_hiddenarea_shader;
std::unique_ptr<gl::program> m_copy_shader;
std::unique_ptr<gl::vao> m_empty_vao;
std::vector<std::unique_ptr<viewport_config>> m_viewports;
std::unique_ptr<gl::postfx> m_pfx_motionblur;
std::unique_ptr<gl::postfx> m_pfx_tonemapping;
std::unique_ptr<gl::postfx> m_pfx_chromaticaberration;
std::unique_ptr<gl::program> m_shadow_shader;
std::unique_ptr<gl::program> m_alpha_shadow_shader;
std::unique_ptr<gl::framebuffer> m_pick_fb;
std::unique_ptr<opengl_texture> m_pick_tex;
std::unique_ptr<gl::renderbuffer> m_pick_rb;
std::unique_ptr<gl::program> m_pick_surface_shader;
std::unique_ptr<gl::program> m_pick_shader;
std::unique_ptr<gl::cubemap> m_empty_cubemap;
std::unique_ptr<gl::framebuffer> m_env_fb;
std::unique_ptr<gl::renderbuffer> m_env_rb;
std::unique_ptr<gl::cubemap> m_env_tex;
std::unique_ptr<gl::framebuffer> m_shadow_fb;
std::unique_ptr<opengl_texture> m_shadow_tex;
std::unique_ptr<gl::pbo> m_picking_pbo;
std::unique_ptr<gl::pbo> m_picking_node_pbo;
std::unique_ptr<gl::pbo> m_depth_pointer_pbo;
std::unique_ptr<gl::framebuffer> m_depth_pointer_fb;
std::unique_ptr<gl::framebuffer> m_depth_pointer_fb2;
std::unique_ptr<gl::renderbuffer> m_depth_pointer_rb;
std::unique_ptr<opengl_texture> m_depth_pointer_tex;
std::unique_ptr<gl::program> m_depth_pointer_shader;
material_handle m_invalid_material;
bool m_blendingenabled;
bool m_widelines_supported;
struct headlight_config_s
{
float in_cutoff = 1.005f;
float out_cutoff = 0.993f;
float falloff_linear = 0.15f;
float falloff_quadratic = 0.15f;
float intensity = 1.0f;
float ambient = 0.0f;
};
headlight_config_s headlight_config;
std::unique_ptr<vr_interface> vr;
bool debug_ui_active = false;
static bool renderer_register;
class opengl33_imgui_renderer : public imgui_renderer
{
virtual bool Init() override;
virtual void Shutdown() override;
virtual void BeginFrame() override;
virtual void Render() override;
} m_imgui_renderer;
virtual imgui_renderer* GetImguiRenderer() override {
return &m_imgui_renderer;
}
};
//---------------------------------------------------------------------------

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/*
This Source Code Form is subject to the
terms of the Mozilla Public License, v.
2.0. If a copy of the MPL was not
distributed with this file, You can
obtain one at
http://mozilla.org/MPL/2.0/.
*/
#include "stdafx.h"
#include "opengl33skydome.h"
#include "simulationenvironment.h"
void opengl33_skydome::update() {
if (!m_shader) {
gl::shader vert("vbocolor.vert");
gl::shader frag("color.frag");
m_shader.emplace(std::vector<std::reference_wrapper<const gl::shader>>({vert, frag}));
}
auto &skydome { simulation::Environment.skydome() };
if (!m_vertexbuffer) {
m_vao.emplace();
m_vao->bind();
m_vertexbuffer.emplace();
m_vertexbuffer->allocate(gl::buffer::ARRAY_BUFFER, skydome.vertices().size() * sizeof( glm::vec3 ), GL_STATIC_DRAW);
m_vertexbuffer->upload(gl::buffer::ARRAY_BUFFER, skydome.vertices().data(), 0, skydome.vertices().size() * sizeof( glm::vec3 ));
m_vao->setup_attrib(*m_vertexbuffer, 0, 3, GL_FLOAT, sizeof(glm::vec3), 0);
m_coloursbuffer.emplace();
m_coloursbuffer->allocate(gl::buffer::ARRAY_BUFFER, skydome.colors().size() * sizeof( glm::vec3 ), GL_STATIC_DRAW);
m_coloursbuffer->upload(gl::buffer::ARRAY_BUFFER, skydome.colors().data(), 0, skydome.colors().size() * sizeof( glm::vec3 ));
m_vao->setup_attrib(*m_coloursbuffer, 1, 3, GL_FLOAT, sizeof(glm::vec3), 0);
m_indexbuffer.emplace();
m_indexbuffer->allocate(gl::buffer::ELEMENT_ARRAY_BUFFER, skydome.indices().size() * sizeof( unsigned short ), GL_STATIC_DRAW);
m_indexbuffer->upload(gl::buffer::ELEMENT_ARRAY_BUFFER, skydome.indices().data(), 0, skydome.indices().size() * sizeof( unsigned short ));
m_vao->setup_ebo(*m_indexbuffer);
m_vao->unbind();
}
// ship the current dynamic data to the gpu
if( true == skydome.is_dirty() ) {
if( m_coloursbuffer ) {
// the colour buffer was already initialized, so on this run we update its content
m_coloursbuffer->upload( gl::buffer::ARRAY_BUFFER, skydome.colors().data(), 0, skydome.colors().size() * sizeof( glm::vec3 ) );
skydome.is_dirty() = false;
}
}
}
// render skydome to screen
void opengl33_skydome::render() {
if( ( !m_shader) || ( !m_vao ) ) { return; }
m_shader->bind();
m_vao->bind();
auto const &skydome { simulation::Environment.skydome() };
::glDrawElements( GL_TRIANGLES, static_cast<GLsizei>( skydome.indices().size() ), GL_UNSIGNED_SHORT, reinterpret_cast<void const*>( 0 ) );
}

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/*
This Source Code Form is subject to the
terms of the Mozilla Public License, v.
2.0. If a copy of the MPL was not
distributed with this file, You can
obtain one at
http://mozilla.org/MPL/2.0/.
*/
#pragma once
#include "gl/vao.h"
#include "gl/shader.h"
#include "gl/buffer.h"
class opengl33_skydome {
public:
// constructors
opengl33_skydome() = default;
// destructor
~opengl33_skydome() {;}
// methods
// updates data stores on the opengl end. NOTE: unbinds buffers
void update();
// draws the skydome
void render();
private:
// members
std::optional<gl::buffer> m_vertexbuffer;
std::optional<gl::buffer> m_indexbuffer;
std::optional<gl::buffer> m_coloursbuffer;
std::optional<gl::program> m_shader;
std::optional<gl::vao> m_vao;
};

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/*
This Source Code Form is subject to the
terms of the Mozilla Public License, v.
2.0. If a copy of the MPL was not
distributed with this file, You can
obtain one at
http://mozilla.org/MPL/2.0/.
*/
#include "stdafx.h"
#include "openglcamera.h"
#include "DynObj.h"
void
opengl_camera::update_frustum( glm::mat4 const &Projection, glm::mat4 const &Modelview ) {
m_frustum.calculate( Projection, Modelview );
// cache inverse tranformation matrix
// NOTE: transformation is done only to camera-centric space
m_inversetransformation = glm::inverse( Projection * glm::mat4{ glm::mat3{ Modelview } } );
// calculate frustum corners
m_frustumpoints = ndcfrustumshapepoints;
transform_to_world(
std::begin( m_frustumpoints ),
std::end( m_frustumpoints ) );
}
// returns true if specified object is within camera frustum, false otherwise
bool
opengl_camera::visible( scene::bounding_area const &Area ) const {
return ( m_frustum.sphere_inside( Area.center, Area.radius ) > 0.f );
}
bool
opengl_camera::visible( TDynamicObject const *Dynamic ) const {
// sphere test is faster than AABB, so we'll use it here
// we're giving vehicles some extra padding, to allow for things like shared bogeys extending past the main body
return ( m_frustum.sphere_inside( Dynamic->GetPosition(), Dynamic->radius() * 1.25 ) > 0.0f );
}
// debug helper, draws shape of frustum in world space
void
opengl_camera::draw( glm::vec3 const &Offset ) const {
::glBegin( GL_LINES );
for( auto const pointindex : frustumshapepoinstorder ) {
::glVertex3fv( glm::value_ptr( glm::vec3{ m_frustumpoints[ pointindex ] } - Offset ) );
}
::glEnd();
}
//---------------------------------------------------------------------------

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/*
This Source Code Form is subject to the
terms of the Mozilla Public License, v.
2.0. If a copy of the MPL was not
distributed with this file, You can
obtain one at
http://mozilla.org/MPL/2.0/.
*/
#pragma once
#include "frustum.h"
#include "scene.h"
// simple camera object. paired with 'virtual camera' in the scene
class opengl_camera {
public:
// constructors
opengl_camera() = default;
// methods:
inline
void
update_frustum() { update_frustum( m_projection, m_modelview ); }
inline
void
update_frustum(glm::mat4 frustumtest_proj) {
update_frustum(frustumtest_proj, m_modelview); }
void
update_frustum( glm::mat4 const &Projection, glm::mat4 const &Modelview );
bool
visible( scene::bounding_area const &Area ) const;
bool
visible( TDynamicObject const *Dynamic ) const;
inline
glm::dvec3 const &
position() const { return m_position; }
inline
glm::dvec3 &
position() { return m_position; }
inline
glm::mat4 const &
projection() const { return m_projection; }
inline
glm::mat4 &
projection() { return m_projection; }
inline
glm::mat4 const &
modelview() const { return m_modelview; }
inline
glm::mat4 &
modelview() { return m_modelview; }
inline
std::vector<glm::vec4> &
frustum_points() { return m_frustumpoints; }
// transforms provided set of clip space points to world space
template <class Iterator_>
void
transform_to_world( Iterator_ First, Iterator_ Last ) const {
std::for_each(
First, Last,
[this]( glm::vec4 &point ) {
// transform each point using the cached matrix...
point = this->m_inversetransformation * point;
// ...and scale by transformed w
point = glm::vec4{ glm::vec3{ point } / point.w, 1.f }; } ); }
// debug helper, draws shape of frustum in world space
void
draw( glm::vec3 const &Offset ) const;
private:
// members:
cFrustum m_frustum;
std::vector<glm::vec4> m_frustumpoints; // visualization helper; corners of defined frustum, in world space
glm::dvec3 m_position;
glm::mat4 m_projection;
glm::mat4 m_modelview;
glm::mat4 m_inversetransformation; // cached transformation to world space
};
//---------------------------------------------------------------------------

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/*
This Source Code Form is subject to the
terms of the Mozilla Public License, v.
2.0. If a copy of the MPL was not
distributed with this file, You can
obtain one at
http://mozilla.org/MPL/2.0/.
*/
#include "stdafx.h"
#include "openglcolor.h"
opengl_color OpenGLColor;

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/*
This Source Code Form is subject to the
terms of the Mozilla Public License, v.
2.0. If a copy of the MPL was not
distributed with this file, You can
obtain one at
http://mozilla.org/MPL/2.0/.
*/
#pragma once
#include "Globals.h"
// encapsulation of the fixed pipeline opengl color
class opengl_color {
public:
// constructors:
opengl_color() = default;
// methods:
inline
void
color3( glm::vec3 const &Color ) {
return color4( glm::vec4{ Color, 1.f } ); }
inline
void
color3( float const Red, float const Green, float const Blue ) {
return color3( glm::vec3 { Red, Green, Blue } ); }
inline
void
color3( float const *Value ) {
return color3( glm::make_vec3( Value ) ); }
inline
void
color4( glm::vec4 const &Color ) {
if( ( Color != m_color ) || ( false == Global.bUseVBO ) ) {
m_color = Color;
::glColor4fv( glm::value_ptr( m_color ) ); } }
inline
void
color4( float const Red, float const Green, float const Blue, float const Alpha ) {
return color4( glm::vec4{ Red, Green, Blue, Alpha } ); }
inline
void
color4( float const *Value ) {
return color4( glm::make_vec4( Value ) );
}
inline
glm::vec4 const &
data() const {
return m_color; }
inline
float const *
data_array() const {
return glm::value_ptr( m_color ); }
private:
// members:
glm::vec4 m_color { -1 };
};
extern opengl_color OpenGLColor;
// NOTE: standard opengl calls re-definitions
#undef glColor3f
#undef glColor3fv
#undef glColor4f
#undef glColor4fv
#define glColor3f OpenGLColor.color3
#define glColor3fv OpenGLColor.color3
#define glColor4f OpenGLColor.color4
#define glColor4fv OpenGLColor.color4
//---------------------------------------------------------------------------

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/*
This Source Code Form is subject to the
terms of the Mozilla Public License, v.
2.0. If a copy of the MPL was not
distributed with this file, You can
obtain one at
http://mozilla.org/MPL/2.0/.
*/
#include "stdafx.h"
#include "openglgeometrybank.h"
#include "openglcolor.h"
#include "Logs.h"
namespace gfx {
// opengl vbo-based variant of the geometry bank
GLuint opengl_vbogeometrybank::m_activevertexbuffer { 0 }; // buffer bound currently on the opengl end, if any
unsigned int opengl_vbogeometrybank::m_activestreams { gfx::stream::none }; // currently enabled data type pointers
std::vector<GLint> opengl_vbogeometrybank::m_activetexturearrays; // currently enabled texture coord arrays
// create() subclass details
void
opengl_vbogeometrybank::create_( gfx::geometry_handle const &Geometry ) {
// adding a chunk means we'll be (re)building the buffer, which will fill the chunk records, amongst other things.
// thus we don't need to initialize the values here
m_chunkrecords.emplace_back( chunk_record() );
// kiss the existing buffer goodbye, new overall data size means we'll be making a new one
delete_buffer();
}
// replace() subclass details
void
opengl_vbogeometrybank::replace_( gfx::geometry_handle const &Geometry ) {
auto &chunkrecord = m_chunkrecords[ Geometry.chunk - 1 ];
chunkrecord.is_good = false;
// if the overall length of the chunk didn't change we can get away with reusing the old buffer...
if( geometry_bank::chunk( Geometry ).vertices.size() != chunkrecord.vertex_count ) {
// ...but otherwise we'll need to allocate a new one
// TBD: we could keep and reuse the old buffer also if the new chunk is smaller than the old one,
// but it'd require some extra tracking and work to keep all chunks up to date; also wasting vram; may be not worth it?
delete_buffer();
}
}
// draw() subclass details
std::size_t
opengl_vbogeometrybank::draw_( gfx::geometry_handle const &Geometry, gfx::stream_units const &Units, unsigned int const Streams ) {
setup_buffer();
auto &chunkrecord { m_chunkrecords[ Geometry.chunk - 1 ] };
// sanity check; shouldn't be needed but, eh
if( chunkrecord.vertex_count == 0 ) { return 0; }
// setup...
if( m_activevertexbuffer != m_vertexbuffer ) {
bind_buffer();
}
auto const &chunk = gfx::geometry_bank::chunk( Geometry );
if( false == chunkrecord.is_good ) {
// we may potentially need to upload new buffer data before we can draw it
if( chunkrecord.index_count > 0 ) {
::glBufferSubData(
GL_ELEMENT_ARRAY_BUFFER,
chunkrecord.index_offset * sizeof( gfx::basic_index ),
chunkrecord.index_count * sizeof( gfx::basic_index ),
chunk.indices.data() );
}
::glBufferSubData(
GL_ARRAY_BUFFER,
chunkrecord.vertex_offset * sizeof( gfx::basic_vertex ),
chunkrecord.vertex_count * sizeof( gfx::basic_vertex ),
chunk.vertices.data() );
chunkrecord.is_good = true;
}
// ...render...
if( chunkrecord.index_count > 0 ) {
/*
::glDrawElementsBaseVertex(
chunk.type,
chunkrecord.index_count, GL_UNSIGNED_INT, reinterpret_cast<void const *>( chunkrecord.index_offset * sizeof( gfx::basic_index ) ),
chunkrecord.vertex_offset );
*/
if (glDrawRangeElementsBaseVertex) {
if( m_activestreams != Streams ) {
bind_streams( Units, Streams );
}
::glDrawRangeElementsBaseVertex(
chunk.type,
0, chunkrecord.vertex_count,
chunkrecord.index_count, GL_UNSIGNED_INT, reinterpret_cast<void const *>( chunkrecord.index_offset * sizeof( gfx::basic_index ) ),
chunkrecord.vertex_offset );
}
else {
bind_streams( Units, Streams, chunkrecord.vertex_offset );
::glDrawRangeElements(
chunk.type,
0, chunkrecord.vertex_count,
chunkrecord.index_count, GL_UNSIGNED_INT, reinterpret_cast<void const *>( chunkrecord.index_offset * sizeof( gfx::basic_index ) ) );
}
}
else {
if( m_activestreams != Streams ) {
bind_streams( Units, Streams );
}
::glDrawArrays( chunk.type, chunkrecord.vertex_offset, chunkrecord.vertex_count );
}
// ...post-render cleanup
/*
::glDisableClientState( GL_VERTEX_ARRAY );
::glDisableClientState( GL_NORMAL_ARRAY );
::glDisableClientState( GL_TEXTURE_COORD_ARRAY );
::glBindBuffer( GL_ARRAY_BUFFER, 0 ); m_activebuffer = 0;
*/
auto const vertexcount { ( chunkrecord.index_count > 0 ? chunkrecord.index_count : chunkrecord.vertex_count ) };
switch( chunk.type ) {
case GL_TRIANGLES: { return vertexcount / 3; }
case GL_TRIANGLE_STRIP: { return vertexcount - 2; }
default: { return 0; }
}
}
// release () subclass details
void
opengl_vbogeometrybank::release_() {
delete_buffer();
}
void
opengl_vbogeometrybank::setup_buffer() {
if( m_vertexbuffer != 0 ) { return; }
// if there's no buffer, we'll have to make one
// NOTE: this isn't exactly optimal in terms of ensuring the gfx card doesn't stall waiting for the data
// may be better to initiate upload earlier (during update phase) and trust this effort won't go to waste
if( true == m_chunks.empty() ) { return; }
std::size_t
vertexcount{ 0 },
indexcount{ 0 };
auto chunkiterator = m_chunks.cbegin();
for( auto &chunkrecord : m_chunkrecords ) {
// fill records for all chunks, based on the chunk data
chunkrecord.is_good = false; // if we're re-creating buffer, chunks might've been uploaded in the old one
chunkrecord.vertex_offset = vertexcount;
chunkrecord.vertex_count = chunkiterator->vertices.size();
vertexcount += chunkrecord.vertex_count;
chunkrecord.index_offset = indexcount;
chunkrecord.index_count = chunkiterator->indices.size();
indexcount += chunkrecord.index_count;
++chunkiterator;
}
// the odds for all created chunks to get replaced with empty ones are quite low, but the possibility does exist
if( vertexcount == 0 ) { return; }
// try to set up the buffers we need
if( ( indexcount > 0 ) && ( m_indexbuffer == 0 ) ) {
::glGenBuffers( 1, &m_indexbuffer );
if( m_indexbuffer == 0 ) { return; } // if we didn't get a buffer we'll try again during the next draw call
}
if( m_vertexbuffer == 0 ) {
::glGenBuffers( 1, &m_vertexbuffer );
if( m_vertexbuffer == 0 ) { return; } // if we didn't get a buffer we'll try again during the next draw call
}
bind_buffer();
// NOTE: we're using static_draw since it's generally true for all we have implemented at the moment
// TODO: allow to specify usage hint at the object creation, and pass it here
if( indexcount > 0 ) {
::glBufferData(
GL_ELEMENT_ARRAY_BUFFER,
indexcount * sizeof( gfx::basic_index ),
nullptr,
GL_STATIC_DRAW );
if( ::glGetError() == GL_OUT_OF_MEMORY ) {
// TBD: throw a bad_alloc?
ErrorLog( "openGL error: out of memory; failed to create a geometry index buffer" );
delete_buffer();
return;
}
}
::glBufferData(
GL_ARRAY_BUFFER,
vertexcount * sizeof( gfx::basic_vertex ),
nullptr,
GL_STATIC_DRAW );
if( ::glGetError() == GL_OUT_OF_MEMORY ) {
// TBD: throw a bad_alloc?
ErrorLog( "openGL error: out of memory; failed to create a geometry buffer" );
delete_buffer();
return;
}
}
void
opengl_vbogeometrybank::bind_buffer() {
::glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, m_indexbuffer );
::glBindBuffer( GL_ARRAY_BUFFER, m_vertexbuffer );
m_activevertexbuffer = m_vertexbuffer;
m_activestreams = gfx::stream::none;
}
void
opengl_vbogeometrybank::delete_buffer() {
if( m_indexbuffer != 0 ) {
::glDeleteBuffers( 1, &m_indexbuffer );
m_indexbuffer = 0;
}
if( m_vertexbuffer != 0 ) {
::glDeleteBuffers( 1, &m_vertexbuffer );
if( m_activevertexbuffer == m_vertexbuffer ) {
m_activevertexbuffer = 0;
release_streams();
}
m_vertexbuffer = 0;
// NOTE: since we've deleted the buffer all chunks it held were rendered invalid as well
// instead of clearing their state here we're delaying it until new buffer is created to avoid looping through chunk records twice
}
}
void
opengl_vbogeometrybank::bind_streams( gfx::stream_units const &Units, unsigned int const Streams, size_t offset ) {
if( Streams & gfx::stream::position ) {
::glVertexPointer( 3, GL_FLOAT, sizeof( gfx::basic_vertex ), reinterpret_cast<void const *>( offsetof(gfx::basic_vertex, position) + sizeof( gfx::basic_vertex ) * offset ) );
::glEnableClientState( GL_VERTEX_ARRAY );
}
else {
::glDisableClientState( GL_VERTEX_ARRAY );
}
// NOTE: normal and color streams share the data, making them effectively mutually exclusive
if( Streams & gfx::stream::normal ) {
::glNormalPointer( GL_FLOAT, sizeof( gfx::basic_vertex ), reinterpret_cast<void const *>( offsetof(gfx::basic_vertex, normal) + sizeof( gfx::basic_vertex ) * offset ) );
::glEnableClientState( GL_NORMAL_ARRAY );
}
else {
::glDisableClientState( GL_NORMAL_ARRAY );
}
if( Streams & gfx::stream::color ) {
::glColorPointer( 3, GL_FLOAT, sizeof( gfx::basic_vertex ), reinterpret_cast<void const *>( offsetof(gfx::basic_vertex, normal) + sizeof( gfx::basic_vertex ) * offset ) );
::glEnableClientState( GL_COLOR_ARRAY );
}
else {
::glDisableClientState( GL_COLOR_ARRAY );
}
if( Streams & gfx::stream::texture ) {
for( auto unit : Units.texture ) {
::glClientActiveTexture( GL_TEXTURE0 + unit );
::glTexCoordPointer( 2, GL_FLOAT, sizeof( gfx::basic_vertex ), reinterpret_cast<void const *>( offsetof(gfx::basic_vertex, texture) + sizeof( gfx::basic_vertex ) * offset ) );
::glEnableClientState( GL_TEXTURE_COORD_ARRAY );
}
m_activetexturearrays = Units.texture;
}
else {
for( auto unit : Units.texture ) {
::glClientActiveTexture( GL_TEXTURE0 + unit );
::glDisableClientState( GL_TEXTURE_COORD_ARRAY );
}
m_activetexturearrays.clear(); // NOTE: we're simplifying here, since we always toggle the same texture coord sets
}
m_activestreams = Streams;
}
void
opengl_vbogeometrybank::release_streams() {
::glDisableClientState( GL_VERTEX_ARRAY );
::glDisableClientState( GL_NORMAL_ARRAY );
::glDisableClientState( GL_COLOR_ARRAY );
for( auto unit : m_activetexturearrays ) {
::glClientActiveTexture( GL_TEXTURE0 + unit );
::glDisableClientState( GL_TEXTURE_COORD_ARRAY );
}
m_activestreams = gfx::stream::none;
m_activetexturearrays.clear();
}
// opengl display list based variant of the geometry bank
// create() subclass details
void
opengl_dlgeometrybank::create_( gfx::geometry_handle const &Geometry ) {
m_chunkrecords.emplace_back( chunk_record() );
}
// replace() subclass details
void
opengl_dlgeometrybank::replace_( gfx::geometry_handle const &Geometry ) {
delete_list( Geometry );
}
// draw() subclass details
std::size_t
opengl_dlgeometrybank::draw_( gfx::geometry_handle const &Geometry, gfx::stream_units const &Units, unsigned int const Streams ) {
auto &chunkrecord = m_chunkrecords[ Geometry.chunk - 1 ];
if( chunkrecord.streams != Streams ) {
delete_list( Geometry );
chunkrecord.primitive_count = 0;
}
if( chunkrecord.list == 0 ) {
// we don't have a list ready, so compile one
chunkrecord.streams = Streams;
chunkrecord.list = ::glGenLists( 1 );
auto const &chunk = gfx::geometry_bank::chunk( Geometry );
::glNewList( chunkrecord.list, GL_COMPILE );
::glBegin( chunk.type );
if( chunk.indices.size() > 0 ) {
// indexed geometry
for( auto const &index : chunk.indices ) {
auto const &vertex { chunk.vertices[ index ] };
if( Streams & gfx::stream::normal ) { ::glNormal3fv( glm::value_ptr( vertex.normal ) ); }
else if( Streams & gfx::stream::color ) { ::glColor3fv( glm::value_ptr( vertex.normal ) ); }
if( Streams & gfx::stream::texture ) { for( auto unit : Units.texture ) { ::glMultiTexCoord2fv( unit, glm::value_ptr( vertex.texture ) ); } }
if( Streams & gfx::stream::position ) { ::glVertex3fv( glm::value_ptr( vertex.position ) ); }
}
}
else {
// raw geometry
for( auto const &vertex : chunk.vertices ) {
if( Streams & gfx::stream::normal ) { ::glNormal3fv( glm::value_ptr( vertex.normal ) ); }
else if( Streams & gfx::stream::color ) { ::glColor3fv( glm::value_ptr( vertex.normal ) ); }
if( Streams & gfx::stream::texture ) { for( auto unit : Units.texture ) { ::glMultiTexCoord2fv( unit, glm::value_ptr( vertex.texture ) ); } }
if( Streams & gfx::stream::position ) { ::glVertex3fv( glm::value_ptr( vertex.position ) ); }
}
}
::glEnd();
::glEndList();
auto const vertexcount { ( chunk.indices.empty() ? chunk.vertices.size() : chunk.indices.size() ) };
switch( chunk.type ) {
case GL_TRIANGLES: { chunkrecord.primitive_count += vertexcount / 3; break; }
case GL_TRIANGLE_STRIP: { chunkrecord.primitive_count += vertexcount - 2; break; }
default: { break; }
}
}
// with the list done we can just play it
::glCallList( chunkrecord.list );
return chunkrecord.primitive_count;
}
// release () subclass details
void
opengl_dlgeometrybank::release_() {
for( auto &chunkrecord : m_chunkrecords ) {
if( chunkrecord.list != 0 ) {
::glDeleteLists( chunkrecord.list, 1 );
chunkrecord.list = 0;
}
chunkrecord.streams = gfx::stream::none;
}
}
void
opengl_dlgeometrybank::delete_list( gfx::geometry_handle const &Geometry ) {
// NOTE: given it's our own internal method we trust it to be called with valid parameters
auto &chunkrecord = m_chunkrecords[ Geometry.chunk - 1 ];
if( chunkrecord.list != 0 ) {
::glDeleteLists( chunkrecord.list, 1 );
chunkrecord.list = 0;
}
chunkrecord.streams = gfx::stream::none;
}
} // namespace gfx

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/*
This Source Code Form is subject to the
terms of the Mozilla Public License, v.
2.0. If a copy of the MPL was not
distributed with this file, You can
obtain one at
http://mozilla.org/MPL/2.0/.
*/
#pragma once
#include "geometrybank.h"
namespace gfx {
// opengl vbo-based variant of the geometry bank
class opengl_vbogeometrybank : public geometry_bank {
public:
// constructors:
opengl_vbogeometrybank() = default;
// destructor
~opengl_vbogeometrybank() {
delete_buffer(); }
// methods:
static
void
reset() {
m_activevertexbuffer = 0;
m_activestreams = gfx::stream::none; }
private:
// types:
struct chunk_record {
std::size_t vertex_offset{ 0 }; // beginning of the chunk vertex data as offset from the beginning of the last established buffer
std::size_t vertex_count{ 0 }; // size of the chunk in the last established buffer
std::size_t index_offset{ 0 };
std::size_t index_count{ 0 };
bool is_good{ false }; // true if local content of the chunk matches the data on the opengl end
};
using chunkrecord_sequence = std::vector<chunk_record>;
// methods:
// create() subclass details
void
create_( gfx::geometry_handle const &Geometry ) override;
// replace() subclass details
void
replace_( gfx::geometry_handle const &Geometry ) override;
// draw() subclass details
auto
draw_( gfx::geometry_handle const &Geometry, gfx::stream_units const &Units, unsigned int const Streams ) -> std::size_t override;
// release() subclass details
void
release_() override;
void
setup_buffer();
void
bind_buffer();
void
delete_buffer();
static
void
bind_streams(gfx::stream_units const &Units, unsigned int const Streams , size_t offset = 0);
static
void
release_streams();
// members:
static GLuint m_activevertexbuffer; // buffer bound currently on the opengl end, if any
static unsigned int m_activestreams;
static std::vector<GLint> m_activetexturearrays;
GLuint m_vertexbuffer { 0 }; // id of the buffer holding vertex data on the opengl end
GLuint m_indexbuffer { 0 }; // id of the buffer holding index data on the opengl end
chunkrecord_sequence m_chunkrecords; // helper data for all stored geometry chunks, in matching order
};
// opengl display list based variant of the geometry bank
class opengl_dlgeometrybank : public geometry_bank {
public:
// constructors:
opengl_dlgeometrybank() = default;
// destructor:
~opengl_dlgeometrybank() {
for( auto &chunkrecord : m_chunkrecords ) {
::glDeleteLists( chunkrecord.list, 1 ); } }
private:
// types:
struct chunk_record {
GLuint list { 0 }; // display list associated with the chunk
unsigned int streams { 0 }; // stream combination used to generate the display list
std::size_t primitive_count { 0 };
};
using chunkrecord_sequence = std::vector<chunk_record>;
// methods:
// create() subclass details
void
create_( gfx::geometry_handle const &Geometry ) override;
// replace() subclass details
void
replace_( gfx::geometry_handle const &Geometry ) override;
// draw() subclass details
auto
draw_( gfx::geometry_handle const &Geometry, gfx::stream_units const &Units, unsigned int const Streams ) -> std::size_t override;
// release () subclass details
void
release_() override;
void
delete_list( gfx::geometry_handle const &Geometry );
// members:
chunkrecord_sequence m_chunkrecords; // helper data for all stored geometry chunks, in matching order
};
} // namespace gfx

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rendering/opengllight.cpp Normal file
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/*
This Source Code Form is subject to the
terms of the Mozilla Public License, v.
2.0. If a copy of the MPL was not
distributed with this file, You can
obtain one at
http://mozilla.org/MPL/2.0/.
*/
#include "stdafx.h"
#include "opengllight.h"
#include "utilities.h"
void
opengl_light::apply_intensity( float const Factor ) {
if( Factor == 1.f ) {
::glLightfv( id, GL_AMBIENT, glm::value_ptr( ambient ) );
::glLightfv( id, GL_DIFFUSE, glm::value_ptr( diffuse ) );
::glLightfv( id, GL_SPECULAR, glm::value_ptr( specular ) );
}
else {
auto const factor{ clamp( Factor, 0.05f, 1.f ) };
// temporary light scaling mechanics (ultimately this work will be left to the shaders
glm::vec4 scaledambient( ambient.r * factor, ambient.g * factor, ambient.b * factor, ambient.a );
glm::vec4 scaleddiffuse( diffuse.r * factor, diffuse.g * factor, diffuse.b * factor, diffuse.a );
glm::vec4 scaledspecular( specular.r * factor, specular.g * factor, specular.b * factor, specular.a );
glLightfv( id, GL_AMBIENT, glm::value_ptr( scaledambient ) );
glLightfv( id, GL_DIFFUSE, glm::value_ptr( scaleddiffuse ) );
glLightfv( id, GL_SPECULAR, glm::value_ptr( scaledspecular ) );
}
}
void
opengl_light::apply_angle() {
::glLightfv( id, GL_POSITION, glm::value_ptr( glm::vec4{ position, ( is_directional ? 0.f : 1.f ) } ) );
if( false == is_directional ) {
::glLightfv( id, GL_SPOT_DIRECTION, glm::value_ptr( direction ) );
}
}
//---------------------------------------------------------------------------

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/*
This Source Code Form is subject to the
terms of the Mozilla Public License, v.
2.0. If a copy of the MPL was not
distributed with this file, You can
obtain one at
http://mozilla.org/MPL/2.0/.
*/
#pragma once
#include "light.h"
struct opengl_light : public basic_light {
GLuint id { (GLuint)-1 };
void
apply_intensity( float const Factor = 1.0f );
void
apply_angle();
opengl_light &
operator=( basic_light const &Right ) {
basic_light::operator=( Right );
return *this; }
};
//---------------------------------------------------------------------------

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/*
This Source Code Form is subject to the
terms of the Mozilla Public License, v.
2.0. If a copy of the MPL was not
distributed with this file, You can
obtain one at
http://mozilla.org/MPL/2.0/.
*/
#include "stdafx.h"
opengl_matrices OpenGLMatrices;

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/*
This Source Code Form is subject to the
terms of the Mozilla Public License, v.
2.0. If a copy of the MPL was not
distributed with this file, You can
obtain one at
http://mozilla.org/MPL/2.0/.
*/
#pragma once
#include <stack>
#include <vector>
// encapsulation of the fixed pipeline opengl matrix stack
class opengl_matrices {
// types:
class opengl_stack {
public:
// constructors:
opengl_stack() { m_stack.emplace(1.f); }
// methods:
glm::mat4 const &
data() const {
return m_stack.top(); }
void
push_matrix() {
m_stack.emplace( m_stack.top() ); }
void
pop_matrix( bool const Upload = true ) {
if( m_stack.size() > 1 ) {
m_stack.pop();
if( Upload ) { upload(); } } }
void
load_identity( bool const Upload = true ) {
m_stack.top() = glm::mat4( 1.f );
if( Upload ) { upload(); } }
void
load_matrix( glm::mat4 const &Matrix, bool const Upload = true ) {
m_stack.top() = Matrix;
if( Upload ) { upload(); } }
void
rotate( float const Angle, glm::vec3 const &Axis, bool const Upload = true ) {
m_stack.top() = glm::rotate( m_stack.top(), Angle, Axis );
if( Upload ) { upload(); } }
void
translate( glm::vec3 const &Translation, bool const Upload = true ) {
m_stack.top() = glm::translate( m_stack.top(), Translation );
if( Upload ) { upload(); } }
void
scale( glm::vec3 const &Scale, bool const Upload = true ) {
m_stack.top() = glm::scale( m_stack.top(), Scale );
if( Upload ) { upload(); } }
void
multiply( glm::mat4 const &Matrix, bool const Upload = true ) {
m_stack.top() *= Matrix;
if( Upload ) { upload(); } }
void
ortho( float const Left, float const Right, float const Bottom, float const Top, float const Znear, float const Zfar, bool const Upload = true ) {
m_stack.top() *= glm::ortho( Left, Right, Bottom, Top, Znear, Zfar );
if( Upload ) { upload(); } }
void
perspective( float const Fovy, float const Aspect, float const Znear, float const Zfar, bool const Upload = true ) {
m_stack.top() *= glm::perspective( Fovy, Aspect, Znear, Zfar );
if( Upload ) { upload(); } }
void
look_at( glm::vec3 const &Eye, glm::vec3 const &Center, glm::vec3 const &Up, bool const Upload = true ) {
m_stack.top() *= glm::lookAt( Eye, Center, Up );
if( Upload ) { upload(); } }
private:
// types:
typedef std::stack<glm::mat4> mat4_stack;
// methods:
void
upload() { ::glLoadMatrixf( glm::value_ptr( m_stack.top() ) ); }
// members:
mat4_stack m_stack;
};
enum stack_mode { gl_modelview = 0, gl_projection = 1, gl_texture = 2 };
typedef std::vector<opengl_stack> openglstack_array;
public:
// constructors:
opengl_matrices() {
m_stacks.emplace_back(); // modelview
m_stacks.emplace_back(); // projection
m_stacks.emplace_back(); // texture
}
// methods:
bool &
upload() {
return m_upload; }
void
mode( GLuint const Mode ) {
switch( Mode ) {
case GL_MODELVIEW: { m_mode = stack_mode::gl_modelview; break; }
case GL_PROJECTION: { m_mode = stack_mode::gl_projection; break; }
case GL_TEXTURE: { m_mode = stack_mode::gl_texture; break; }
default: { break; } }
if( m_upload ) {::glMatrixMode( Mode ); } }
glm::mat4 const &
data( GLuint const Mode = -1 ) const {
switch( Mode ) {
case GL_MODELVIEW: { return m_stacks[ stack_mode::gl_modelview ].data(); }
case GL_PROJECTION: { return m_stacks[ stack_mode::gl_projection ].data(); }
case GL_TEXTURE: { return m_stacks[ stack_mode::gl_texture ].data(); }
default: { return m_stacks[ m_mode ].data(); } } }
float const *
data_array( GLuint const Mode = -1 ) const {
return glm::value_ptr( data( Mode ) ); }
void
push_matrix() { m_stacks[ m_mode ].push_matrix(); }
void
pop_matrix() { m_stacks[ m_mode ].pop_matrix( m_upload ); }
void
load_identity() { m_stacks[ m_mode ].load_identity( m_upload ); }
void
load_matrix( glm::mat4 const &Matrix ) { m_stacks[ m_mode ].load_matrix( Matrix, m_upload ); }
template <typename Type_>
void
load_matrix( Type_ const *Matrix ) { load_matrix( glm::make_mat4( Matrix ) ); }
template <typename Type_>
void
rotate( Type_ const Angle, Type_ const X, Type_ const Y, Type_ const Z ) {
m_stacks[ m_mode ].rotate(
static_cast<float>(glm::radians(Angle)),
glm::vec3(
static_cast<float>( X ),
static_cast<float>( Y ),
static_cast<float>( Z ) ),
m_upload ); }
template <typename Type_>
void
translate( Type_ const X, Type_ const Y, Type_ const Z ) {
m_stacks[ m_mode ].translate(
glm::vec3(
static_cast<float>( X ),
static_cast<float>( Y ),
static_cast<float>( Z ) ),
m_upload ); }
template <typename Type_>
void
scale( Type_ const X, Type_ const Y, Type_ const Z ) {
m_stacks[ m_mode ].scale(
glm::vec3(
static_cast<float>( X ),
static_cast<float>( Y ),
static_cast<float>( Z ) ),
m_upload ); }
template <typename Type_>
void
multiply( Type_ const *Matrix ) {
m_stacks[ m_mode ].multiply(
glm::make_mat4( Matrix ),
m_upload ); }
template <typename Type_>
void
ortho( Type_ const Left, Type_ const Right, Type_ const Bottom, Type_ const Top, Type_ const Znear, Type_ const Zfar ) {
m_stacks[ m_mode ].ortho(
static_cast<float>( Left ),
static_cast<float>( Right ),
static_cast<float>( Bottom ),
static_cast<float>( Top ),
static_cast<float>( Znear ),
static_cast<float>( Zfar ),
m_upload ); }
template <typename Type_>
void
perspective( Type_ const Fovy, Type_ const Aspect, Type_ const Znear, Type_ const Zfar ) {
m_stacks[ m_mode ].perspective(
static_cast<float>( glm::radians( Fovy ) ),
static_cast<float>( Aspect ),
static_cast<float>( Znear ),
static_cast<float>( Zfar ),
m_upload ); }
template <typename Type_>
void
look_at( Type_ const Eyex, Type_ const Eyey, Type_ const Eyez, Type_ const Centerx, Type_ const Centery, Type_ const Centerz, Type_ const Upx, Type_ const Upy, Type_ const Upz ) {
m_stacks[ m_mode ].look_at(
glm::vec3(
static_cast<float>( Eyex ),
static_cast<float>( Eyey ),
static_cast<float>( Eyez ) ),
glm::vec3(
static_cast<float>( Centerx ),
static_cast<float>( Centery ),
static_cast<float>( Centerz ) ),
glm::vec3(
static_cast<float>( Upx ),
static_cast<float>( Upy ),
static_cast<float>( Upz ) ),
m_upload ); }
private:
// members:
stack_mode m_mode{ stack_mode::gl_projection };
openglstack_array m_stacks;
bool m_upload { true };
};
extern opengl_matrices OpenGLMatrices;
// NOTE: standard opengl calls re-definitions
#undef glMatrixMode
#undef glPushMatrix
#undef glPopMatrix
#undef glLoadIdentity
#undef glLoadMatrixf
#undef glLoadMatrixd
#undef glRotated
#undef glRotatef
#undef glTranslated
#undef glTranslatef
#undef glScaled
#undef glScalef
#undef glMultMatrixd
#undef glMultMatrixf
#undef glOrtho
#undef gluPerspective
#undef gluLookAt
#define glMatrixMode OpenGLMatrices.mode
#define glPushMatrix OpenGLMatrices.push_matrix
#define glPopMatrix OpenGLMatrices.pop_matrix
#define glLoadIdentity OpenGLMatrices.load_identity
#define glLoadMatrixf OpenGLMatrices.load_matrix
#define glLoadMatrixd OpenGLMatrices.load_matrix
#define glRotated OpenGLMatrices.rotate
#define glRotatef OpenGLMatrices.rotate
#define glTranslated OpenGLMatrices.translate
#define glTranslatef OpenGLMatrices.translate
#define glScaled OpenGLMatrices.scale
#define glScalef OpenGLMatrices.scale
#define glMultMatrixd OpenGLMatrices.multiply
#define glMultMatrixf OpenGLMatrices.multiply
#define glOrtho OpenGLMatrices.ortho
#define gluPerspective OpenGLMatrices.perspective
#define gluLookAt OpenGLMatrices.look_at
//---------------------------------------------------------------------------

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/*
This Source Code Form is subject to the
terms of the Mozilla Public License, v.
2.0. If a copy of the MPL was not
distributed with this file, You can
obtain one at
http://mozilla.org/MPL/2.0/.
*/
#include "stdafx.h"
#include "openglparticles.h"
#include "particles.h"
#include "openglcamera.h"
#include "simulation.h"
#include "Logs.h"
std::vector<std::pair<glm::vec3, glm::vec2>> const billboard_vertices {
{ { -0.5f, -0.5f, 0.f }, { 0.f, 0.f } },
{ { 0.5f, -0.5f, 0.f }, { 1.f, 0.f } },
{ { 0.5f, 0.5f, 0.f }, { 1.f, 1.f } },
{ { -0.5f, 0.5f, 0.f }, { 0.f, 1.f } }
};
void
opengl_particles::update( opengl_camera const &Camera ) {
m_particlevertices.clear();
if( false == Global.Smoke ) { return; }
// build a list of visible smoke sources
// NOTE: arranged by distance to camera, if we ever need sorting and/or total amount cap-based culling
std::multimap<float, smoke_source const &> sources;
for( auto const &source : simulation::Particles.sequence() ) {
if( false == Camera.visible( source.area() ) ) { continue; }
// NOTE: the distance is negative when the camera is inside the source's bounding area
sources.emplace(
static_cast<float>( glm::length( Camera.position() - source.area().center ) - source.area().radius ),
source );
}
if( true == sources.empty() ) { return; }
// build billboard data for particles from visible sources
auto const camerarotation { glm::mat3( Camera.modelview() ) };
particle_vertex vertex;
for( auto const &source : sources ) {
auto const particlecolor {
glm::clamp(
source.second.color()
* ( glm::vec3 { Global.DayLight.ambient } + 0.35f * glm::vec3{ Global.DayLight.diffuse } )
* 255.f,
glm::vec3{ 0.f }, glm::vec3{ 255.f } ) };
auto const &particles { source.second.sequence() };
// TODO: put sanity cap on the overall amount of particles that can be drawn
auto const sizestep { 256.0 * billboard_vertices.size() };
m_particlevertices.reserve(
sizestep * std::ceil( m_particlevertices.size() + ( particles.size() * billboard_vertices.size() ) / sizestep ) );
for( auto const &particle : particles ) {
// TODO: particle color support
vertex.color[ 0 ] = static_cast<std::uint_fast8_t>( particlecolor.r );
vertex.color[ 1 ] = static_cast<std::uint_fast8_t>( particlecolor.g );
vertex.color[ 2 ] = static_cast<std::uint_fast8_t>( particlecolor.b );
vertex.color[ 3 ] = clamp<std::uint8_t>( particle.opacity * 255, 0, 255 );
auto const offset { glm::vec3{ particle.position - Camera.position() } };
auto const rotation { glm::angleAxis( particle.rotation, glm::vec3{ 0.f, 0.f, 1.f } ) };
for( auto const &billboardvertex : billboard_vertices ) {
vertex.position = offset + ( rotation * billboardvertex.first * particle.size ) * camerarotation;
vertex.texture = billboardvertex.second;
m_particlevertices.emplace_back( vertex );
}
}
}
// ship the billboard data to the gpu:
// setup...
::glPushClientAttrib( GL_CLIENT_VERTEX_ARRAY_BIT );
// ...make sure we have enough room...
if( m_buffercapacity < m_particlevertices.size() ) {
// allocate gpu side buffer big enough to hold the data
m_buffercapacity = 0;
if( m_buffer != (GLuint)-1 ) {
// get rid of the old buffer
::glDeleteBuffers( 1, &m_buffer );
m_buffer = (GLuint)-1;
}
::glGenBuffers( 1, &m_buffer );
if( ( m_buffer > 0 ) && ( m_buffer != (GLuint)-1 ) ) {
// if we didn't get a buffer we'll try again during the next draw call
// NOTE: we match capacity instead of current size to reduce number of re-allocations
auto const particlecount { m_particlevertices.capacity() };
::glBindBuffer( GL_ARRAY_BUFFER, m_buffer );
::glBufferData(
GL_ARRAY_BUFFER,
particlecount * sizeof( particle_vertex ),
nullptr,
GL_DYNAMIC_DRAW );
if( ::glGetError() == GL_OUT_OF_MEMORY ) {
// TBD: throw a bad_alloc?
ErrorLog( "openGL error: out of memory; failed to create a geometry buffer" );
::glDeleteBuffers( 1, &m_buffer );
m_buffer = (GLuint)-1;
}
else {
m_buffercapacity = particlecount;
}
}
}
// ...send the data...
if( ( m_buffer > 0 ) && ( m_buffer != (GLuint)-1 ) ) {
// if the buffer exists at this point it's guaranteed to be big enough to hold our data
::glBindBuffer( GL_ARRAY_BUFFER, m_buffer );
::glBufferSubData(
GL_ARRAY_BUFFER,
0,
m_particlevertices.size() * sizeof( particle_vertex ),
m_particlevertices.data() );
}
// ...and cleanup
::glPopClientAttrib();
::glBindBuffer( GL_ARRAY_BUFFER, 0 );
}
std::size_t
opengl_particles::render( GLint const Textureunit ) {
if( false == Global.Smoke ) { return 0; }
if( m_buffercapacity == 0 ) { return 0; }
if( m_particlevertices.empty() ) { return 0; }
if( ( m_buffer == 0 ) || ( m_buffer == (GLuint)-1 ) ) { return 0; }
// setup...
::glPushClientAttrib( GL_CLIENT_VERTEX_ARRAY_BIT );
::glBindBuffer( GL_ARRAY_BUFFER, m_buffer );
::glVertexPointer( 3, GL_FLOAT, sizeof( particle_vertex ), static_cast<char *>( nullptr ) );
::glEnableClientState( GL_VERTEX_ARRAY );
::glColorPointer( 4, GL_UNSIGNED_BYTE, sizeof( particle_vertex ), reinterpret_cast<void const *>( sizeof( float ) * 3 ) );
::glEnableClientState( GL_COLOR_ARRAY );
::glClientActiveTexture( GL_TEXTURE0 + Textureunit );
::glTexCoordPointer( 2, GL_FLOAT, sizeof( particle_vertex ), reinterpret_cast<void const *>( sizeof( float ) * 3 + sizeof( std::uint8_t ) * 4 ) );
::glEnableClientState( GL_TEXTURE_COORD_ARRAY );
// ...draw...
::glDrawArrays( GL_QUADS, 0, m_particlevertices.size() );
// ...and cleanup
::glPopClientAttrib();
::glBindBuffer( GL_ARRAY_BUFFER, 0 );
return m_particlevertices.size() / 4;
}
//---------------------------------------------------------------------------

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/*
This Source Code Form is subject to the
terms of the Mozilla Public License, v.
2.0. If a copy of the MPL was not
distributed with this file, You can
obtain one at
http://mozilla.org/MPL/2.0/.
*/
#pragma once
class opengl_camera;
// particle data visualizer
class opengl_particles {
public:
// constructors
opengl_particles() = default;
// destructor
~opengl_particles() {
if( m_buffer != -1 ) {
::glDeleteBuffers( 1, &m_buffer ); } }
// methods
void
update( opengl_camera const &Camera );
std::size_t
render( GLint const Textureunit );
private:
// types
struct particle_vertex {
glm::vec3 position; // 3d space
std::uint8_t color[ 4 ]; // rgba, unsigned byte format
glm::vec2 texture; // uv space
float padding[ 2 ]; // experimental, some gfx hardware allegedly works better with 32-bit aligned data blocks
};
/*
using sourcedistance_pair = std::pair<smoke_source *, float>;
using source_sequence = std::vector<sourcedistance_pair>;
*/
using particlevertex_sequence = std::vector<particle_vertex>;
// methods
// members
/*
source_sequence m_sources; // list of particle sources visible in current render pass, with their respective distances to the camera
*/
particlevertex_sequence m_particlevertices; // geometry data of visible particles, generated on the cpu end
GLuint m_buffer{ (GLuint)-1 }; // id of the buffer holding geometry data on the opengl end
std::size_t m_buffercapacity{ 0 }; // total capacity of the last established buffer
};
//---------------------------------------------------------------------------

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/*
This Source Code Form is subject to the
terms of the Mozilla Public License, v.
2.0. If a copy of the MPL was not
distributed with this file, You can
obtain one at
http://mozilla.org/MPL/2.0/.
*/
#include "stdafx.h"
#include "openglprecipitation.h"
#include "Globals.h"
#include "renderer.h"
#include "simulationenvironment.h"
opengl_precipitation::~opengl_precipitation() {
if( m_vertexbuffer != -1 ) { ::glDeleteBuffers( 1, &m_vertexbuffer ); }
if( m_indexbuffer != -1 ) { ::glDeleteBuffers( 1, &m_indexbuffer ); }
if( m_uvbuffer != -1 ) { ::glDeleteBuffers( 1, &m_uvbuffer ); }
}
void
opengl_precipitation::create( int const Tesselation ) {
m_vertices.clear();
m_uvs.clear();
m_indices.clear();
auto const heightfactor { 10.f }; // height-to-radius factor
auto const verticaltexturestretchfactor { 1.5f }; // crude motion blur
// create geometry chunk
auto const latitudes { 3 }; // just a cylinder with end cones
auto const longitudes { Tesselation };
auto const longitudehalfstep { 0.5f * static_cast<float>( 2.0 * M_PI * 1.f / longitudes ) }; // for crude uv correction
std::uint16_t index = 0;
// auto const radius { 25.f }; // cylinder radius
std::vector<float> radii { 25.f, 10.f, 5.f, 1.f };
for( auto radius : radii ) {
for( int i = 0; i <= latitudes; ++i ) {
auto const latitude{ static_cast<float>( M_PI * ( -0.5f + (float)( i ) / latitudes ) ) };
auto const z{ std::sin( latitude ) };
auto const zr{ std::cos( latitude ) };
for( int j = 0; j <= longitudes; ++j ) {
// NOTE: for the first and last row half of the points we create end up unused but, eh
auto const longitude{ static_cast<float>( 2.0 * M_PI * (float)( j ) / longitudes ) };
auto const x{ std::cos( longitude ) };
auto const y{ std::sin( longitude ) };
// NOTE: cartesian to opengl swap would be: -x, -z, -y
m_vertices.emplace_back( glm::vec3( -x * zr, -z * heightfactor, -y * zr ) * radius );
// uvs
// NOTE: first and last row receives modified u values to deal with limitation of mapping onto triangles
auto u = (
i == 0 ? longitude + longitudehalfstep :
i == latitudes ? longitude - longitudehalfstep :
longitude );
m_uvs.emplace_back(
u / ( 2.0 * M_PI ) * radius,
1.f - (float)( i ) / latitudes * radius * heightfactor * 0.5f / verticaltexturestretchfactor );
if( ( i == 0 ) || ( j == 0 ) ) {
// initial edge of the dome, don't start indices yet
++index;
}
else {
// the end cones are built from one triangle of each quad, the middle rows use both
if( i < latitudes ) {
m_indices.emplace_back( index - 1 - ( longitudes + 1 ) );
m_indices.emplace_back( index - 1 );
m_indices.emplace_back( index );
}
if( i > 1 ) {
m_indices.emplace_back( index );
m_indices.emplace_back( index - ( longitudes + 1 ) );
m_indices.emplace_back( index - 1 - ( longitudes + 1 ) );
}
++index;
}
} // longitude
} // latitude
} // radius
}
void
opengl_precipitation::update() {
// NOTE: we should really be checking state of each buffer as theoretically allocation could go wrong mid-way, but, eh
if( m_vertexbuffer == (GLuint)-1 ) {
if( m_vertices.empty() ) {
// create visualization mesh
create( 18 );
}
// cache entry state
::glPushClientAttrib( GL_CLIENT_VERTEX_ARRAY_BIT );
// build the buffers
::glGenBuffers( 1, &m_vertexbuffer );
::glBindBuffer( GL_ARRAY_BUFFER, m_vertexbuffer );
::glBufferData( GL_ARRAY_BUFFER, m_vertices.size() * sizeof( glm::vec3 ), m_vertices.data(), GL_STATIC_DRAW );
::glGenBuffers( 1, &m_uvbuffer );
::glBindBuffer( GL_ARRAY_BUFFER, m_uvbuffer );
::glBufferData( GL_ARRAY_BUFFER, m_uvs.size() * sizeof( glm::vec2 ), m_uvs.data(), GL_STATIC_DRAW );
::glGenBuffers( 1, &m_indexbuffer );
::glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, m_indexbuffer );
::glBufferData( GL_ELEMENT_ARRAY_BUFFER, m_indices.size() * sizeof( unsigned short ), m_indices.data(), GL_STATIC_DRAW );
// NOTE: vertex and index source data is superfluous past this point, but, eh
// cleanup
::glPopClientAttrib();
::glBindBuffer( GL_ARRAY_BUFFER, 0 );
::glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, 0 );
}
// TODO: include weather type check in the entry conditions
if( m_overcast == Global.Overcast ) { return; }
m_overcast = Global.Overcast;
std::string const densitysuffix { (
m_overcast < 1.35 ?
"_light" :
"_medium" ) };
if( Global.Weather == "rain:" ) {
m_texture = GfxRenderer->Fetch_Texture( "fx/rain" + densitysuffix );
}
else if( Global.Weather == "snow:" ) {
m_texture = GfxRenderer->Fetch_Texture( "fx/snow" + densitysuffix );
}
}
void
opengl_precipitation::render( GLint const Textureunit ) {
if( m_texture == null_handle ) { return; }
GfxRenderer->Bind_Texture( m_texture );
// cache entry state
::glPushClientAttrib( GL_CLIENT_VERTEX_ARRAY_BIT );
// positions
::glBindBuffer( GL_ARRAY_BUFFER, m_vertexbuffer );
::glVertexPointer( 3, GL_FLOAT, sizeof( glm::vec3 ), reinterpret_cast<void const*>( 0 ) );
::glEnableClientState( GL_VERTEX_ARRAY );
// uvs
::glBindBuffer( GL_ARRAY_BUFFER, m_uvbuffer );
::glClientActiveTexture( GL_TEXTURE0 + Textureunit );
::glTexCoordPointer( 2, GL_FLOAT, sizeof( glm::vec2 ), reinterpret_cast<void const*>( 0 ) );
::glEnableClientState( GL_TEXTURE_COORD_ARRAY );
// uv transformation matrix
::glMatrixMode( GL_TEXTURE );
::glLoadIdentity();
::glTranslatef( 0.f, simulation::Environment.precipitation().get_textureoffset(), 0.f );
// indices
::glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, m_indexbuffer );
::glDrawElements( GL_TRIANGLES, static_cast<GLsizei>( m_indices.size() ), GL_UNSIGNED_SHORT, reinterpret_cast<void const*>( 0 ) );
// cleanup
::glLoadIdentity();
::glMatrixMode( GL_MODELVIEW );
::glPopClientAttrib();
::glBindBuffer( GL_ARRAY_BUFFER, 0 );
::glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, 0 );
}

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/*
This Source Code Form is subject to the
terms of the Mozilla Public License, v.
2.0. If a copy of the MPL was not
distributed with this file, You can
obtain one at
http://mozilla.org/MPL/2.0/.
*/
#pragma once
#include "Texture.h"
class opengl_precipitation {
public:
// constructors
opengl_precipitation() = default;
// destructor
~opengl_precipitation();
// methods
void
update();
void
render( GLint const Textureunit );
private:
// methods
void create( int const Tesselation );
// members
std::vector<glm::vec3> m_vertices;
std::vector<glm::vec2> m_uvs;
std::vector<std::uint16_t> m_indices;
GLuint m_vertexbuffer { (GLuint)-1 };
GLuint m_uvbuffer { (GLuint)-1 };
GLuint m_indexbuffer { (GLuint)-1 };
texture_handle m_texture { null_handle };
float m_overcast { -1.f }; // cached overcast level, difference from current state triggers texture update
};

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/*
This Source Code Form is subject to the
terms of the Mozilla Public License, v.
2.0. If a copy of the MPL was not
distributed with this file, You can
obtain one at
http://mozilla.org/MPL/2.0/.
*/
#pragma once
#include "renderer.h"
#include "opengllight.h"
#include "openglcamera.h"
#include "openglparticles.h"
#include "openglskydome.h"
#include "openglprecipitation.h"
#include "lightarray.h"
#include "scene.h"
#include "simulationenvironment.h"
#include "MemCell.h"
#define EU07_USE_PICKING_FRAMEBUFFER
//#define EU07_USE_DEBUG_SHADOWMAP
//#define EU07_USE_DEBUG_CABSHADOWMAP
//#define EU07_USE_DEBUG_CAMERA
//#define EU07_USE_DEBUG_SOUNDEMITTERS
//#define EU07_DISABLECABREFLECTIONS
// bare-bones render controller, in lack of anything better yet
class opengl_renderer : public gfx_renderer {
public:
// types
// constructors
opengl_renderer() = default;
// destructor
~opengl_renderer() { }
// methods
bool
Init( GLFWwindow *Window ) override;
// main draw call. returns false on error
bool
Render() override;
void
SwapBuffers() override;
inline
float
Framerate() override { return m_framerate; }
bool AddViewport(const global_settings::extraviewport_config &conf) override { return false; }
bool Debug_Ui_State(std::optional<bool>) override { return false; }
void Shutdown() override {}
// geometry methods
// NOTE: hands-on geometry management is exposed as a temporary measure; ultimately all visualization data should be generated/handled automatically by the renderer itself
// creates a new geometry bank. returns: handle to the bank or NULL
gfx::geometrybank_handle
Create_Bank() override;
// creates a new indexed geometry chunk of specified type from supplied data, in specified bank. returns: handle to the chunk or NULL
gfx::geometry_handle Insert(gfx::index_array &Indices, gfx::vertex_array &Vertices, gfx::userdata_array &Userdata, gfx::geometrybank_handle const &Geometry, int const Type) override;
// creates a new geometry chunk of specified type from supplied data, in specified bank. returns: handle to the chunk or NULL
gfx::geometry_handle Insert(gfx::vertex_array &Vertices, gfx::userdata_array &Userdata, gfx::geometrybank_handle const &Geometry, int const Type) override;
// replaces data of specified chunk with the supplied vertex data, starting from specified offset
bool Replace(gfx::vertex_array &Vertices, gfx::userdata_array &Userdata, gfx::geometry_handle const &Geometry, int const Type, const std::size_t Offset = 0) override;
// adds supplied vertex data at the end of specified chunk
bool Append(gfx::vertex_array &Vertices, gfx::userdata_array &Userdata, gfx::geometry_handle const &Geometry, int const Type) override;
// provides direct access to index data of specfied chunk
gfx::index_array const &
Indices( gfx::geometry_handle const &Geometry ) const override;
// provides direct access to vertex data of specfied chunk
gfx::vertex_array const &
Vertices( gfx::geometry_handle const &Geometry ) const override;
// provides direct access to vertex data of specfied chunk
gfx::userdata_array const &
UserData( gfx::geometry_handle const &Geometry ) const override;
// material methods
material_handle
Fetch_Material( std::string const &Filename, bool const Loadnow = true ) override;
void
Bind_Material( material_handle const Material, TSubModel const *sm = nullptr, lighting_data const *lighting = nullptr ) override;
IMaterial const *
Material( material_handle const Material ) const override;
// shader methods
auto Fetch_Shader( std::string const &name ) -> std::shared_ptr<gl::program> override;
// texture methods
texture_handle
Fetch_Texture( std::string const &Filename, bool const Loadnow = true, GLint format_hint = GL_SRGB_ALPHA ) override;
void
Bind_Texture( texture_handle const Texture ) override;
void
Bind_Texture( std::size_t const Unit, texture_handle const Texture ) override;
ITexture &
Texture( texture_handle const Texture ) override;
ITexture const &
Texture( texture_handle const Texture ) const override;
// utility methods
void
Pick_Control_Callback( std::function<void( TSubModel const *, const glm::vec2 )> Callback ) override;
void
Pick_Node_Callback( std::function<void( scene::basic_node * )> Callback ) override;
TSubModel const *
Pick_Control() const override { return m_pickcontrolitem; }
scene::basic_node const *
Pick_Node() const override { return m_picksceneryitem; }
glm::dvec3
Mouse_Position() const override { return m_worldmousecoordinates; }
// maintenance methods
void
Update( double const Deltatime ) override;
void
Update_Pick_Control() override;
void
Update_Pick_Node() override;
glm::dvec3
Update_Mouse_Position() override;
// debug methods
std::string const &
info_times() const override;
std::string const &
info_stats() const override;
void MakeScreenshot() override;
opengl_material const & Material( TSubModel const * Submodel ) const;
// members
GLenum static const sunlight { GL_LIGHT0 };
static std::unique_ptr<gfx_renderer> create_func();
private:
// types
enum class rendermode {
none,
color,
shadows,
cabshadows,
reflections,
pickcontrols,
pickscenery
};
enum textureunit {
helper = 0,
shadows,
normals,
diffuse
};
struct debug_stats {
int dynamics { 0 };
int models { 0 };
int submodels { 0 };
int paths { 0 };
int traction { 0 };
int shapes { 0 };
int lines { 0 };
int particles { 0 };
int drawcalls { 0 };
};
using section_sequence = std::vector<scene::basic_section *>;
using distancecell_pair = std::pair<double, scene::basic_cell *>;
using cell_sequence = std::vector<distancecell_pair>;
struct renderpass_config {
opengl_camera camera;
rendermode draw_mode { rendermode::none };
float draw_range { 0.0f };
debug_stats draw_stats;
};
struct units_state {
bool diffuse { false };
bool shadows { false };
bool reflections { false };
};
typedef std::vector<opengl_light> opengllight_array;
// methods
void
Disable_Lights();
void
setup_pass( renderpass_config &Config, rendermode const Mode, float const Znear = 0.f, float const Zfar = 1.f, bool const Ignoredebug = false );
void
setup_matrices();
void
setup_drawing( bool const Alpha = false );
void
setup_units( bool const Diffuse, bool const Shadows, bool const Reflections );
void
setup_shadow_map( GLuint const Texture, glm::mat4 const &Transformation );
void
setup_shadow_color( glm::vec4 const &Shadowcolor );
void
setup_environment_light( TEnvironmentType const Environment = e_flat );
void
switch_units( bool const Diffuse, bool const Shadows, bool const Reflections );
// helper, texture manager method; activates specified texture unit
void
select_unit( GLint const Textureunit );
// runs jobs needed to generate graphics for specified render pass
void
Render_pass( rendermode const Mode );
// creates dynamic environment cubemap
bool
Render_reflections();
bool
Render( world_environment *Environment );
void
Render( scene::basic_region *Region );
void
Render( section_sequence::iterator First, section_sequence::iterator Last );
void
Render( cell_sequence::iterator First, cell_sequence::iterator Last );
void
Render( scene::shape_node const &Shape, bool const Ignorerange );
void
Render( TAnimModel *Instance );
bool
Render( TDynamicObject *Dynamic );
bool
Render( TModel3d *Model, material_data const *Material, float const Squaredistance, Math3D::vector3 const &Position, glm::vec3 const &Angle );
bool
Render( TModel3d *Model, material_data const *Material, float const Squaredistance );
void
Render( TSubModel *Submodel );
void
Render( TTrack *Track );
void
Render( scene::basic_cell::path_sequence::const_iterator First, scene::basic_cell::path_sequence::const_iterator Last );
bool
Render_cab( TDynamicObject const *Dynamic, float const Lightlevel, bool const Alpha = false );
bool
Render_interior( bool const Alpha = false );
bool
Render_lowpoly( TDynamicObject *Dynamic, float const Squaredistance, bool const Setup, bool const Alpha = false );
bool
Render_coupler_adapter( TDynamicObject *Dynamic, float const Squaredistance, int const End, bool const Alpha = false );
void
Render( TMemCell *Memcell );
void
Render_particles();
void
Render_precipitation();
void
Render_Alpha( scene::basic_region *Region );
void
Render_Alpha( cell_sequence::reverse_iterator First, cell_sequence::reverse_iterator Last );
void
Render_Alpha( TAnimModel *Instance );
void
Render_Alpha( TTraction *Traction );
void
Render_Alpha( scene::lines_node const &Lines );
bool
Render_Alpha( TDynamicObject *Dynamic );
bool
Render_Alpha( TModel3d *Model, material_data const *Material, float const Squaredistance, Math3D::vector3 const &Position, glm::vec3 const &Angle );
bool
Render_Alpha( TModel3d *Model, material_data const *Material, float const Squaredistance );
void
Render_Alpha( TSubModel *Submodel );
void
Update_Lights( light_array &Lights );
bool
Init_caps();
glm::vec3
pick_color( std::size_t const Index );
std::size_t
pick_index( glm::ivec3 const &Color );
// members
GLFWwindow *m_window { nullptr };
gfx::geometrybank_manager m_geometry;
material_manager m_materials;
texture_manager m_textures;
opengl_light m_sunlight;
opengllight_array m_lights;
opengl_skydome m_skydomerenderer;
opengl_precipitation m_precipitationrenderer;
opengl_particles m_particlerenderer; // particle visualization subsystem
/*
float m_sunandviewangle; // cached dot product of sunlight and camera vectors
*/
gfx::geometry_handle m_billboardgeometry { 0, 0 };
texture_handle m_glaretexture { -1 };
texture_handle m_suntexture { -1 };
texture_handle m_moontexture { -1 };
texture_handle m_reflectiontexture { -1 };
texture_handle m_smoketexture { -1 };
material_handle m_invalid_material;
// TODO: refactor framebuffer stuff into an object
bool m_framebuffersupport { false };
#ifdef EU07_USE_PICKING_FRAMEBUFFER
GLuint m_pickframebuffer { 0 };
GLuint m_picktexture { 0 };
GLuint m_pickdepthbuffer { 0 };
#endif
// main shadowmap resources
int m_shadowbuffersize { 2048 };
GLuint m_shadowframebuffer { 0 };
GLuint m_shadowtexture { 0 };
#ifdef EU07_USE_DEBUG_SHADOWMAP
GLuint m_shadowdebugtexture{ 0 };
#endif
#ifdef EU07_USE_DEBUG_CABSHADOWMAP
GLuint m_cabshadowdebugtexture{ 0 };
#endif
glm::mat4 m_shadowtexturematrix; // conversion from camera-centric world space to light-centric clip space
// cab shadowmap resources
GLuint m_cabshadowframebuffer { 0 };
GLuint m_cabshadowtexture { 0 };
glm::mat4 m_cabshadowtexturematrix; // conversion from cab-centric world space to light-centric clip space
// environment map resources
GLuint m_environmentframebuffer { 0 };
GLuint m_environmentcubetexture { 0 };
GLuint m_environmentdepthbuffer { 0 };
bool m_environmentcubetexturesupport { false }; // indicates whether we can use the dynamic environment cube map
int m_environmentcubetextureface { 0 }; // helper, currently processed cube map face
double m_environmentupdatetime { 0.0 }; // time of the most recent environment map update
glm::dvec3 m_environmentupdatelocation; // coordinates of most recent environment map update
int m_helpertextureunit { 0 };
int m_shadowtextureunit { 1 };
int m_normaltextureunit { 2 };
int m_diffusetextureunit{ 3 };
units_state m_unitstate;
unsigned int m_framestamp; // id of currently rendered gfx frame
float m_framerate;
double m_updateaccumulator { 0.0 };
// double m_pickupdateaccumulator { 0.0 };
std::string m_debugtimestext;
std::string m_pickdebuginfo;
std::string m_debugstatstext;
struct simulation_state {
std::string weather;
std::string season;
} m_simulationstate;
glm::vec4 m_baseambient { 0.0f, 0.0f, 0.0f, 1.0f };
glm::vec4 m_shadowcolor { colors::shadow };
float m_fogrange { 2000.f };
// TEnvironmentType m_environment { e_flat };
float m_specularopaquescalefactor { 1.f };
float m_speculartranslucentscalefactor { 1.f };
bool m_renderspecular{ false }; // controls whether to include specular component in the calculations
renderpass_config m_renderpass; // parameters for current render pass
section_sequence m_sectionqueue; // list of sections in current render pass
cell_sequence m_cellqueue;
renderpass_config m_colorpass; // parametrs of most recent color pass
renderpass_config m_shadowpass; // parametrs of most recent shadowmap pass
renderpass_config m_cabshadowpass; // parameters of most recent cab shadowmap pass
std::vector<TSubModel *> m_pickcontrolsitems;
TSubModel *m_pickcontrolitem { nullptr };
std::vector<scene::basic_node *> m_picksceneryitems;
scene::basic_node *m_picksceneryitem { nullptr };
glm::vec3 m_worldmousecoordinates { 0.f };
std::vector<std::function<void( TSubModel const *, const glm::vec2 )>> m_control_pick_requests;
std::vector<std::function<void( scene::basic_node * )>> m_node_pick_requests;
#ifdef EU07_USE_DEBUG_CAMERA
renderpass_config m_worldcamera; // debug item
#endif
bool m_isATI;
static bool renderer_register;
class opengl_imgui_renderer : public imgui_renderer
{
virtual bool Init() override;
virtual void Shutdown() override;
virtual void BeginFrame() override;
virtual void Render() override;
} m_imgui_renderer;
virtual imgui_renderer *GetImguiRenderer() override
{
return &m_imgui_renderer;
}
};
//---------------------------------------------------------------------------

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/*
This Source Code Form is subject to the
terms of the Mozilla Public License, v.
2.0. If a copy of the MPL was not
distributed with this file, You can
obtain one at
http://mozilla.org/MPL/2.0/.
*/
#include "stdafx.h"
#include "openglskydome.h"
#include "simulationenvironment.h"
opengl_skydome::~opengl_skydome() {
if( m_vertexbuffer != -1 ) { ::glDeleteBuffers( 1, &m_vertexbuffer ); }
if( m_indexbuffer != -1 ) { ::glDeleteBuffers( 1, &m_indexbuffer ); }
if( m_coloursbuffer != -1 ) { ::glDeleteBuffers( 1, &m_coloursbuffer ); }
}
void opengl_skydome::update() {
auto &skydome { simulation::Environment.skydome() };
// cache entry state
::glPushClientAttrib( GL_CLIENT_VERTEX_ARRAY_BIT );
// setup gpu data buffers:
// ...static data...
if( m_indexbuffer == (GLuint)-1 ) {
::glGenBuffers( 1, &m_indexbuffer );
if( ( m_indexbuffer > 0 ) && ( m_indexbuffer != (GLuint)-1 ) ) {
::glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, m_indexbuffer );
auto const &indices { skydome.indices() };
::glBufferData( GL_ELEMENT_ARRAY_BUFFER, indices.size() * sizeof( unsigned short ), indices.data(), GL_STATIC_DRAW );
m_indexcount = indices.size();
}
}
if( m_vertexbuffer == (GLuint)-1 ) {
::glGenBuffers( 1, &m_vertexbuffer );
if( ( m_vertexbuffer > 0 ) && ( m_vertexbuffer != (GLuint)-1 ) ) {
::glBindBuffer( GL_ARRAY_BUFFER, m_vertexbuffer );
auto const &vertices { skydome.vertices() };
::glBufferData( GL_ARRAY_BUFFER, vertices.size() * sizeof( glm::vec3 ), vertices.data(), GL_STATIC_DRAW );
}
}
// ...and dynamic data
if( m_coloursbuffer == (GLuint)-1 ) {
::glGenBuffers( 1, &m_coloursbuffer );
if( ( m_coloursbuffer > 0 ) && ( m_coloursbuffer != (GLuint)-1 ) ) {
::glBindBuffer( GL_ARRAY_BUFFER, m_coloursbuffer );
auto const &colors { skydome.colors() };
::glBufferData( GL_ARRAY_BUFFER, colors.size() * sizeof( glm::vec3 ), colors.data(), GL_DYNAMIC_DRAW );
}
}
// ship the current dynamic data to the gpu
// TODO: ship the data if it changed since the last update
if( true == skydome.is_dirty() ) {
if( ( m_coloursbuffer > 0 ) && ( m_coloursbuffer != (GLuint)-1 ) ) {
::glBindBuffer( GL_ARRAY_BUFFER, m_coloursbuffer );
auto &colors{ skydome.colors() };
/*
float twilightfactor = clamp( -simulation::Environment.sun().getAngle(), 0.0f, 18.0f ) / 18.0f;
auto gamma = interpolate( glm::vec3( 0.45f ), glm::vec3( 1.0f ), twilightfactor );
for( auto & color : colors ) {
color = glm::pow( color, gamma );
}
*/
::glBufferSubData( GL_ARRAY_BUFFER, 0, colors.size() * sizeof( glm::vec3 ), colors.data() );
skydome.is_dirty() = false;
}
}
// cleanup
::glPopClientAttrib();
::glBindBuffer( GL_ARRAY_BUFFER, 0 );
::glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, 0 );
}
// render skydome to screen
void opengl_skydome::render() {
if( ( m_indexbuffer == (GLuint)-1 )
|| ( m_vertexbuffer == (GLuint)-1 )
|| ( m_coloursbuffer == (GLuint)-1 ) ) {
return;
}
// setup:
::glPushClientAttrib( GL_CLIENT_VERTEX_ARRAY_BIT );
// ...positions...
::glBindBuffer( GL_ARRAY_BUFFER, m_vertexbuffer );
::glVertexPointer( 3, GL_FLOAT, sizeof( glm::vec3 ), reinterpret_cast<void const*>( 0 ) );
::glEnableClientState( GL_VERTEX_ARRAY );
// ...colours...
::glBindBuffer( GL_ARRAY_BUFFER, m_coloursbuffer );
::glColorPointer( 3, GL_FLOAT, sizeof( glm::vec3 ), reinterpret_cast<void const*>( 0 ) );
::glEnableClientState( GL_COLOR_ARRAY );
// ...indices
::glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, m_indexbuffer );
// draw
::glDisableClientState( GL_TEXTURE_COORD_ARRAY );
::glDrawElements( GL_TRIANGLES, static_cast<GLsizei>( m_indexcount ), GL_UNSIGNED_SHORT, reinterpret_cast<void const*>( 0 ) );
// cleanup
::glPopClientAttrib();
::glBindBuffer( GL_ARRAY_BUFFER, 0 );
::glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, 0 );
}

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/*
This Source Code Form is subject to the
terms of the Mozilla Public License, v.
2.0. If a copy of the MPL was not
distributed with this file, You can
obtain one at
http://mozilla.org/MPL/2.0/.
*/
#pragma once
class opengl_skydome {
public:
// constructors
opengl_skydome() = default;
// destructor
~opengl_skydome();
// methods
// updates data stores on the opengl end. NOTE: unbinds buffers
void update();
// draws the skydome
void render();
private:
// members
GLuint m_indexbuffer{ (GLuint)-1 }; // id of the buffer holding index data on the opengl end
std::size_t m_indexcount { 0 };
GLuint m_vertexbuffer{ (GLuint)-1 }; // id of the buffer holding vertex data on the opengl end
GLuint m_coloursbuffer{ (GLuint)-1 }; // id of the buffer holding colour data on the opengl end
};

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/*
This Source Code Form is subject to the
terms of the Mozilla Public License, v.
2.0. If a copy of the MPL was not
distributed with this file, You can
obtain one at
http://mozilla.org/MPL/2.0/.
*/
#include "stdafx.h"
#include "particles.h"
#include "Timer.h"
#include "Globals.h"
#include "AnimModel.h"
#include "simulationenvironment.h"
#include "Logs.h"
void
smoke_source::particle_emitter::deserialize( cParser &Input ) {
if( Input.getToken<std::string>() != "{" ) { return; }
std::unordered_map<std::string, float &> const variablemap {
{ "min_inclination:", inclination[ value_limit::min ] },
{ "max_inclination:", inclination[ value_limit::max ] },
{ "min_velocity:", velocity[ value_limit::min ] },
{ "max_velocity:", velocity[ value_limit::max ] },
{ "min_size:", size[ value_limit::min ] },
{ "max_size:", size[ value_limit::max ] },
{ "min_opacity:", opacity[ value_limit::min ] },
{ "max_opacity:", opacity[ value_limit::max ] } };
std::string key;
while( ( false == ( ( key = Input.getToken<std::string>( true, "\n\r\t ,;[]" ) ).empty() ) )
&& ( key != "}" ) ) {
if( key == "color:" ) {
// special case, vec3 attribute type
// TODO: variable table, if amount of vector attributes increases
color = Input.getToken<glm::vec3>( true, "\n\r\t ,;[]" );
color =
glm::clamp(
color / 255.f,
glm::vec3{ 0.f }, glm::vec3{ 1.f } );
}
else {
// float type attributes
auto const lookup { variablemap.find( key ) };
if( lookup != variablemap.end() ) {
lookup->second = Input.getToken<float>( true, "\n\r\t ,;[]" );
}
}
}
}
void
smoke_source::particle_emitter::initialize( smoke_particle &Particle ) {
auto const polarangle { glm::radians( LocalRandom( inclination[ value_limit::min ], inclination[ value_limit::max ] ) ) }; // theta
auto const azimuthalangle { glm::radians( LocalRandom( -180, 180 ) ) }; // phi
// convert spherical coordinates to opengl coordinates
auto const launchvector { glm::vec3(
std::sin( polarangle ) * std::sin( azimuthalangle ) * -1,
std::cos( polarangle ),
std::sin( polarangle ) * std::cos( azimuthalangle ) ) };
auto const launchvelocity { static_cast<float>( LocalRandom( velocity[ value_limit::min ], velocity[ value_limit::max ] ) ) };
Particle.velocity = launchvector * launchvelocity;
Particle.rotation = glm::radians( LocalRandom( 0, 360 ) );
Particle.size = LocalRandom( size[ value_limit::min ], size[ value_limit::max ] );
Particle.opacity = LocalRandom( opacity[ value_limit::min ], opacity[ value_limit::max ] ) / Global.SmokeFidelity;
Particle.age = 0;
}
bool
smoke_source::deserialize( cParser &Input ) {
if( false == Input.ok() ) { return false; }
while( true == deserialize_mapping( Input ) ) {
; // all work done by while()
}
return true;
}
// imports member data pair from the config file
bool
smoke_source::deserialize_mapping( cParser &Input ) {
// token can be a key or block end
std::string const key { Input.getToken<std::string>( true, "\n\r\t ,;[]" ) };
if( ( true == key.empty() ) || ( key == "}" ) ) { return false; }
// if not block end then the key is followed by assigned value or sub-block
if( key == "spawn_rate:" ) {
Input.getTokens();
Input >> m_spawnrate;
}
else if( key == "initializer:" ) {
m_emitter.deserialize( Input );
}
/*
else if( key == "velocity_change:" ) {
m_velocitymodifier.deserialize( Input );
}
*/
else if( key == "size_change:" ) {
m_sizemodifier.deserialize( Input );
}
else if( key == "opacity_change:" ) {
m_opacitymodifier.deserialize( Input );
}
return true; // return value marks a [ key: value ] pair was extracted, nothing about whether it's recognized
}
void
smoke_source::initialize() {
m_max_particles =
// put a cap on number of particles in a single source. TBD, TODO: make it part of he source configuration?
std::min(
static_cast<int>( 500 * Global.SmokeFidelity ),
// NOTE: given nature of the smoke we're presuming opacity decreases over time and the particle is killed when it reaches 0
// this gives us estimate of longest potential lifespan of single particle, and how many particles total can there be at any given time
// TBD, TODO: explicit lifespan variable as part of the source configuration?
static_cast<int>( m_spawnrate / std::abs( m_opacitymodifier.value_change() ) ) );
}
void
smoke_source::bind( TDynamicObject const *Vehicle ) {
m_owner.vehicle = Vehicle;
m_ownertype = (
m_owner.vehicle != nullptr ?
owner_type::vehicle :
owner_type::none );
}
void
smoke_source::bind( TAnimModel const *Node ) {
m_owner.node = Node;
m_ownertype = (
m_owner.node != nullptr ?
owner_type::node :
owner_type::none );
}
// updates state of owned particles
void
smoke_source::update( double const Timedelta, bool const Onlydespawn ) {
// prepare bounding box for new pass
// TODO: include bounding box in the bounding_area class
bounding_box boundingbox {
glm::dvec3{ std::numeric_limits<double>::max() },
glm::dvec3{ std::numeric_limits<double>::lowest() } };
m_spawncount = (
( ( false == Global.Smoke ) || ( true == Onlydespawn ) ) ?
0.f :
std::min<float>(
m_spawncount + ( m_spawnrate * Timedelta * Global.SmokeFidelity ),
m_max_particles ) );
// consider special spawn rate cases
if( m_ownertype == owner_type::vehicle ) {
if (Global.AirTemperature <= 5.f || m_owner.vehicle->MoverParameters->dizel_heat.Ts < 45.f)
{
m_emitter.color == glm::vec3{128, 128, 128};
}
if (m_owner.vehicle->MoverParameters->dizel_spinup == true)
{
m_spawncount =
((false == Global.Smoke) || (true == Onlydespawn)) ?
0.f :
std::min<float>(
// m_spawncount + ( m_spawnrate * Timedelta * Global.SmokeFidelity ),
m_spawncount +(m_spawnrate * Timedelta * Global.SmokeFidelity * (((m_owner.vehicle->MoverParameters->enrot) / 4 ) * 0.01)), m_max_particles);
}
else
{
if (m_owner.vehicle->MoverParameters->DirAbsolute == 0 ||
m_owner.vehicle->MoverParameters->Im == 0)
{
m_spawncount =
((false == Global.Smoke) || (true == Onlydespawn)) ?
0.f :
std::min<float>(
// m_spawncount + ( m_spawnrate * Timedelta * Global.SmokeFidelity ),
m_spawncount + (m_spawnrate * Timedelta * Global.SmokeFidelity * ((((m_owner.vehicle->MoverParameters->DElist[m_owner.vehicle->MoverParameters->MainCtrlPosNo].RPM -m_owner.vehicle->MoverParameters->enrot) /60) *0.02) *(m_owner.vehicle->MoverParameters->EnginePower * 0.005))), m_max_particles);
}
else
{
m_spawncount =
((false == Global.Smoke) || (true == Onlydespawn)) ?
0.f :
std::min<float>(
// m_spawncount + ( m_spawnrate * Timedelta * Global.SmokeFidelity ),
m_spawncount + (m_spawnrate * Timedelta * Global.SmokeFidelity * ((((m_owner.vehicle->MoverParameters->DElist[m_owner.vehicle->MoverParameters->MainCtrlPosNo].RPM -m_owner.vehicle->MoverParameters->enrot) /60) * (sqrt(m_owner.vehicle->MoverParameters->Im) * 0.01) * 0.02) *(m_owner.vehicle->MoverParameters->EnginePower * 0.005))), m_max_particles);
}
}
}
// update spawned particles
for( auto particleiterator { std::begin( m_particles ) }; particleiterator != std::end( m_particles ); ++particleiterator ) {
auto &particle { *particleiterator };
bool particleisalive;
while( ( false == ( particleisalive = update( particle, boundingbox, Timedelta ) ) )
&& ( m_spawncount >= 1.f ) ) {
// replace dead particle with a new one
m_spawncount -= 1.f;
initialize( particle );
}
if( false == particleisalive ) {
// we have a dead particle and no pending spawn requests, (try to) move the last particle here
do {
if( std::next( particleiterator ) == std::end( m_particles ) ) { break; } // already at last particle
particle = m_particles.back();
m_particles.pop_back();
} while( false == ( particleisalive = update( particle, boundingbox, Timedelta ) ) );
}
if( false == particleisalive ) {
// NOTE: if we're here it means the iterator is at last container slot which holds a dead particle about to be eliminated...
m_particles.pop_back();
// ...since this effectively makes the iterator now point at end() and the advancement at the end of the loop will move it past end()
// we have to break the loop manually (could use < comparison but with both ways being ugly, this is
break;
}
}
// spawn pending particles in remaining container slots
while( ( m_spawncount >= 1.f )
&& ( m_particles.size() < m_max_particles ) ) {
m_spawncount -= 1.f;
// work with a temporary copy in case initial update renders the particle dead
smoke_particle newparticle;
initialize( newparticle );
if( true == update( newparticle, boundingbox, Timedelta ) ) {
// if the new particle didn't die immediately place it in the container...
m_particles.emplace_back( newparticle );
}
}
// if we still have pending requests after filling entire container replace older particles
if( m_spawncount >= 1.f ) {
// sort all particles from most to least transparent, oldest to youngest if it's a tie
std::sort(
std::begin( m_particles ),
std::end( m_particles ),
[]( smoke_particle const &Left, smoke_particle const &Right ) {
return ( Left.opacity != Right.opacity ?
Left.opacity < Right.opacity :
Left.age > Right.age ); } );
// replace old particles with new ones until we run out of either requests or room
for( auto &particle : m_particles ) {
while( m_spawncount >= 1.f ) {
m_spawncount -= 1.f;
// work with a temporary copy so we don't wind up with replacing a good particle with a dead on arrival one
smoke_particle newparticle;
initialize( newparticle );
if( true == update( newparticle, boundingbox, Timedelta ) ) {
// if the new particle didn't die immediately place it in the container...
particle = newparticle;
// ...and move on to the next slot
break;
}
}
}
// discard pending spawn requests our container couldn't fit
m_spawncount -= std::floor( m_spawncount );
}
// determine bounding area from calculated bounding box
if( false == m_particles.empty() ) {
m_area.center = interpolate( boundingbox[ value_limit::min ], boundingbox[ value_limit::max ], 0.5 );
m_area.radius = 0.5 * ( glm::length( boundingbox[ value_limit::max ] - boundingbox[ value_limit::min ] ) );
}
else {
m_area.center = location();
m_area.radius = 0;
}
}
glm::dvec3
smoke_source::location() const {
glm::dvec3 location;
switch( m_ownertype ) {
case owner_type::vehicle: {
location = glm::dvec3 {
m_offset.x * m_owner.vehicle->VectorLeft()
+ m_offset.y * m_owner.vehicle->VectorUp()
+ m_offset.z * m_owner.vehicle->VectorFront() };
location += glm::dvec3{ m_owner.vehicle->GetPosition() };
break;
}
case owner_type::node: {
auto const rotationx { glm::angleAxis( glm::radians( m_owner.node->Angles().x ), glm::vec3{ 1.f, 0.f, 0.f } ) };
auto const rotationy { glm::angleAxis( glm::radians( m_owner.node->Angles().y ), glm::vec3{ 0.f, 1.f, 0.f } ) };
auto const rotationz { glm::angleAxis( glm::radians( m_owner.node->Angles().z ), glm::vec3{ 0.f, 0.f, 1.f } ) };
location = rotationy * rotationx * rotationz * glm::vec3{ m_offset };
location += m_owner.node->location();
break;
}
default: {
location = m_offset;
break;
}
}
return location;
}
// sets particle state to fresh values
void
smoke_source::initialize( smoke_particle &Particle ) {
m_emitter.initialize( Particle );
Particle.position = location();
if( m_ownertype == owner_type::vehicle ) {
Particle.opacity *= m_owner.vehicle->MoverParameters->dizel_fill;
auto const enginerevolutionsfactor { 1.5f }; // high engine revolutions increase initial particle velocity
switch( m_owner.vehicle->MoverParameters->EngineType ) {
case TEngineType::DieselElectric: {
if (m_owner.vehicle->MoverParameters->dizel_spinup == true)
{
Particle.velocity *= 0.38*(((m_owner.vehicle->MoverParameters->enrot)/2)*0.5); // / m_owner.vehicle->MoverParameters->dizel_fill *0.01)) ;
}
else
{
Particle.velocity *= ((((m_owner.vehicle->MoverParameters->enrot)/60)*0.6) * (m_owner.vehicle->MoverParameters->EnginePower *0.03)); // / m_owner.vehicle->MoverParameters->dizel_fill *0.01)) ;
//Particle.velocity *= m_owner.vehicle->GetVelocity(); // / m_owner.vehicle->MoverParameters->dizel_fill *0.01)) ;
}
break;
}
default: {
break;
}
}
}
}
// updates state of provided particle and bounding box. returns: true if particle is still alive afterwards, false otherwise
bool
smoke_source::update( smoke_particle &Particle, bounding_box &Boundingbox, double const Timedelta ) {
m_opacitymodifier.update( Particle.opacity, Timedelta );
// if the particle is dead we can bail out early...
if( Particle.opacity <= 0.f ) { return false; }
// ... otherwise proceed with full update
m_sizemodifier.update( Particle.size, Timedelta );
// crude smoke dispersion simulation
// http://www.auburn.edu/academic/forestry_wildlife/fire/smoke_guide/smoke_dispersion.htm
switch (m_ownertype)
{
case owner_type::vehicle:
{
Particle.velocity.y += ( 0.025 * Particle.velocity.y ) * std::min( 0.f, Global.AirTemperature - 90 ) * Timedelta; // decelerate faster in cold weather
Particle.velocity.y -= ( (0.05 * (pow(m_owner.vehicle->GetVelocity()*1,0.4))) * Particle.velocity.y ) * Global.Overcast * Timedelta; // decelerate faster with high air humidity and/or precipitation
break;
}
default:
{
Particle.velocity.y += ( 0.005 * Particle.velocity.y ) * std::min( 0.f, Global.AirTemperature - 10 ) * Timedelta; // decelerate faster in cold weather
Particle.velocity.y -= ( 0.050 * Particle.velocity.y ) * Global.Overcast * Timedelta; // decelerate faster with high air humidity and/or precipitation
Particle.velocity.y = std::max<float>( 0.25 * ( 2.f - Global.Overcast ), Particle.velocity.y ); // put a cap on deceleration
break;
}
}
Particle.position += Particle.velocity * static_cast<float>( Timedelta );
Particle.position += 0.1f * Particle.age * simulation::Environment.wind() * static_cast<float>( Timedelta );
// m_velocitymodifier.update( Particle.velocity, Timedelta );
Particle.age += Timedelta;
// update bounding box
Boundingbox[ value_limit::min ] = glm::min( Boundingbox[ value_limit::min ], Particle.position - glm::dvec3{ Particle.size } );
Boundingbox[ value_limit::max ] = glm::max( Boundingbox[ value_limit::max ], Particle.position + glm::dvec3{ Particle.size } );
return true;
}
// adds a new particle source of specified type, placing it in specified world location
// returns: true on success, false if the specified type definition couldn't be located
bool
particle_manager::insert( std::string const &Sourcetemplate, glm::dvec3 const Location ) {
auto const *sourcetemplate { find( Sourcetemplate ) };
if( sourcetemplate == nullptr ) { return false; }
// ...if template lookup didn't fail put template clone on the source list and initialize it
m_sources.emplace_back( *sourcetemplate );
auto &source { m_sources.back() };
source.initialize();
source.m_offset = Location;
return true;
}
bool
particle_manager::insert( std::string const &Sourcetemplate, TDynamicObject const *Vehicle, glm::dvec3 const Location ) {
if( false == insert( Sourcetemplate, Location ) ) { return false; }
// attach the source to specified vehicle
auto &source { m_sources.back() };
source.bind( Vehicle );
return true;
}
bool
particle_manager::insert( std::string const &Sourcetemplate, TAnimModel const *Node, glm::dvec3 const Location ) {
if( false == insert( Sourcetemplate, Location ) ) { return false; }
// attach the source to specified node
auto &source { m_sources.back() };
source.bind( Node );
return true;
}
// updates state of all owned emitters
void
particle_manager::update() {
auto const timedelta { Timer::GetDeltaTime() };
if( timedelta == 0.0 ) { return; }
auto const distancethreshold { 2 * Global.BaseDrawRange * Global.fDistanceFactor }; // to reduce workload distant enough sources won't spawn new particles
for( auto &source : m_sources ) {
auto const viewerdistance { glm::length( source.area().center - glm::dvec3{ Global.pCamera.Pos } ) - source.area().radius };
source.update( timedelta, viewerdistance > distancethreshold );
}
}
smoke_source *
particle_manager::find( std::string const &Template ) {
auto const templatepath { "data/" };
auto const templatename { ToLower( Template ) };
// try to locate specified rail profile...
auto const lookup { m_sourcetemplates.find( templatename ) };
if( lookup != m_sourcetemplates.end() ) {
// ...if it works, we're done...
return &(lookup->second);
}
// ... and if it fails try to add the template to the database from a data file
smoke_source source;
cParser parser(templatepath + templatename + ".txt", cParser::buffer_FILE);
if (source.deserialize(parser))
{
// if deserialization didn't fail finish source setup...
source.m_opacitymodifier.bind( &Global.SmokeFidelity );
// ...then cache the source as template for future instances
m_sourcetemplates.emplace( templatename, source );
// should be 'safe enough' to return lookup result directly afterwards
return &( m_sourcetemplates.find( templatename )->second );
}
else {
ErrorLog( "Bad file: failed to locate particle source configuration file \"" + std::string( templatepath + templatename + ".txt" ) + "\"", logtype::file );
}
// if fetching data from the file fails too, give up
return nullptr;
}

243
rendering/particles.h Normal file
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/*
This Source Code Form is subject to the
terms of the Mozilla Public License, v.
2.0. If a copy of the MPL was not
distributed with this file, You can
obtain one at
http://mozilla.org/MPL/2.0/.
*/
#pragma once
#include "Classes.h"
#include "scene.h"
// particle specialized for drawing smoke
// given smoke features we can take certain shortcuts
// -- there's no need to sort the particles, can be drawn in any order with depth write turned off
// -- the colour remains consistent throughout, only opacity changes
// -- randomized particle rotation
// -- initial velocity reduced over time to slow drift upwards (drift speed depends on particle and air temperature difference)
// -- size increased over time
struct smoke_particle {
glm::dvec3 position; // meters, 3d space;
float rotation; // radians; local z axis angle
glm::vec3 velocity; // meters per second, 3d space; current velocity
float size; // multiplier, billboard size
// glm::vec4 color; // 0-1 range, rgba; geometry color and opacity
float opacity; // 0-1 range
// glm::vec2 uv_offset; // 0-1 range, uv space; for texture animation
float age; // seconds; time elapsed since creation
// double distance; // meters; distance between particle and camera
};
enum value_limit {
min = 0,
max = 1
};
// helper, adjusts provided variable by fixed amount, keeping resulting value between limits
template <typename Type_>
class fixedstep_modifier {
public:
// methods
void
deserialize( cParser &Input );
// updates state of provided variable
void
update( Type_ &Variable, double const Timedelta ) const;
void
bind( Type_ const *Modifier ) {
m_valuechangemodifier = Modifier; }
Type_
value_change() const {
return (
m_valuechangemodifier == nullptr ?
m_valuechange :
m_valuechange / *( m_valuechangemodifier ) ); }
private:
//types
// methods
// members
// Type_ m_intialvalue { Type_( 0 ) }; // meters per second; velocity applied to freshly spawned particles
Type_ m_valuechange { Type_( 0 ) }; // meters per second; change applied to initial velocity
Type_ m_valuelimits[ 2 ] { Type_( std::numeric_limits<Type_>::lowest() ), Type_( std::numeric_limits<Type_>::max() ) };
Type_ const *m_valuechangemodifier{ nullptr }; // optional modifier applied to value change
};
// particle emitter
class smoke_source {
// located in scenery
// new particles emitted if distance of source < double view range
// existing particles are updated until dead no matter the range (presumed to have certain lifespan)
// during update pass dead particle slots are filled with new instances, if there's no particles queued the slot is swapped with the last particle in the list
// bounding box/sphere calculated based on position of all owned particles, used by the renderer to include/discard data in a draw pass
friend class particle_manager;
public:
// types
using particle_sequence = std::vector<smoke_particle>;
// methods
bool
deserialize( cParser &Input );
void
initialize();
void
bind( TDynamicObject const *Vehicle );
void
bind( TAnimModel const *Node );
// updates state of owned particles
void
update( double const Timedelta, bool const Onlydespawn );
glm::vec3 const &
color() const {
return m_emitter.color; }
glm::dvec3
location() const;
// provides access to bounding area data
scene::bounding_area const &
area() const {
return m_area; }
particle_sequence const &
sequence() const {
return m_particles; }
private:
// types
enum class owner_type {
none = 0,
vehicle,
node
};
struct particle_emitter {
float inclination[ 2 ] { 0.f, 0.f };
float velocity[ 2 ] { 1.f, 1.f };
float size[ 2 ] { 1.f, 1.f };
float opacity[ 2 ] { 1.f, 1.f };
glm::vec3 color { 16.f / 255.f };
void deserialize( cParser &Input );
void initialize( smoke_particle &Particle );
};
using bounding_box = glm::dvec3[ 2 ]; // bounding box of owned particles
// methods
// imports member data pair from the config file
bool
deserialize_mapping( cParser &Input );
void
initialize( smoke_particle &Particle );
// updates state of provided particle and bounding box. returns: true if particle is still alive afterwards, false otherwise
bool
update( smoke_particle &Particle, bounding_box &Boundingbox, double const Timedelta );
// members
// config/inputs
// TBD: union and indicator, or just plain owner variables?
owner_type m_ownertype { owner_type::none };
union {
TDynamicObject const * vehicle;
TAnimModel const * node;
} m_owner { nullptr }; // optional, scene item carrying this source
glm::dvec3 m_offset; // meters, 3d space; relative position of the source, either from the owner or the region centre
float m_spawnrate { 0.f }; // number of particles to spawn per second
particle_emitter m_emitter;
// bool m_inheritvelocity { false }; // whether spawned particle should receive velocity of its owner
// TODO: replace modifiers with configurable interpolator item allowing keyframe-based changes over time
fixedstep_modifier<float> m_sizemodifier; // particle billboard size
// fixedstep_modifier<glm::vec3> m_colormodifier; // particle billboard color and opacity
fixedstep_modifier<float> m_opacitymodifier;
// texture_handle m_texture { -1 }; // texture assigned to particle billboards
// current state
float m_spawncount { 0.f }; // number of particles to spawn during next update
particle_sequence m_particles; // collection of spawned particles
std::size_t m_max_particles; // maximum number of particles existing
scene::bounding_area m_area; // bounding sphere of owned particles
};
// holds all particle emitters defined in the scene and updates their state
class particle_manager {
friend opengl_renderer;
public:
// types
using source_sequence = std::vector<smoke_source>;
// constructors
particle_manager() = default;
// destructor
// ~particle_manager();
// methods
// adds a new particle source of specified type, placing it in specified world location. returns: true on success, false if the specified type definition couldn't be located
bool
insert( std::string const &Sourcetemplate, glm::dvec3 const Location );
bool
insert( std::string const &Sourcetemplate, TDynamicObject const *Vehicle, glm::dvec3 const Location );
bool
insert( std::string const &Sourcetemplate, TAnimModel const *Node, glm::dvec3 const Location );
// updates state of all owned emitters
void
update();
// data access
source_sequence &
sequence() {
return m_sources; }
// members
private:
// types
using source_map = std::unordered_map<std::string, smoke_source>;
// methods
smoke_source *
find( std::string const &Template );
// members
source_map m_sourcetemplates; // cached particle emitter configurations
source_sequence m_sources; // all owned particle emitters
};
template <typename Type_>
void
fixedstep_modifier<Type_>::update( Type_ &Variable, double const Timedelta ) const {
// HACK: float cast to avoid vec3 and double mismatch
// TBD, TODO: replace with vector types specialization
auto const valuechange { (
m_valuechangemodifier == nullptr ?
m_valuechange :
m_valuechange / *( m_valuechangemodifier ) ) };
Variable += ( valuechange * static_cast<float>( Timedelta ) );
// clamp down to allowed value range
Variable = glm::max( Variable, m_valuelimits[ value_limit::min ] );
Variable = glm::min( Variable, m_valuelimits[ value_limit::max ] );
}
template <typename Type_>
void
fixedstep_modifier<Type_>::deserialize( cParser &Input ) {
if( Input.getToken<std::string>() != "{" ) { return; }
std::unordered_map<std::string, Type_ &> const variablemap {
{ "step:", m_valuechange },
{ "min:", m_valuelimits[ value_limit::min ] },
{ "max:", m_valuelimits[ value_limit::max ] } };
std::string key;
while( ( false == ( ( key = Input.getToken<std::string>( true, "\n\r\t ,;[]" ) ).empty() ) )
&& ( key != "}" ) ) {
auto const lookup { variablemap.find( key ) };
if( lookup == variablemap.end() ) { continue; }
lookup->second = Input.getToken<Type_>( true, "\n\r\t ,;[]" );
}
}

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/*
This Source Code Form is subject to the
terms of the Mozilla Public License, v.
2.0. If a copy of the MPL was not
distributed with this file, You can
obtain one at
http://mozilla.org/MPL/2.0/.
*/
#include "stdafx.h"
#include "precipitation.h"
#include "Globals.h"
#include "Timer.h"
#include "simulation.h"
#include "Train.h"
basic_precipitation::~basic_precipitation() {
// TODO: release allocated resources
}
bool
basic_precipitation::init() {
auto const heightfactor { 10.f }; // height-to-radius factor
m_moverate *= heightfactor;
return true;
}
void
basic_precipitation::update() {
auto const timedelta { static_cast<float>( ( DebugModeFlag ? Timer::GetDeltaTime() : Timer::GetDeltaTime() ) ) };
if( timedelta == 0.0 ) { return; }
m_textureoffset += m_moverate * m_moverateweathertypefactor * timedelta;
m_textureoffset = clamp_circular( m_textureoffset, 10.f );
auto cameramove { glm::dvec3{ Global.pCamera.Pos - m_camerapos} };
cameramove.y = 0.0; // vertical movement messes up vector calculation
m_camerapos = Global.pCamera.Pos;
// intercept sudden user-induced camera jumps...
// ...from free fly mode change
if( m_freeflymode != FreeFlyModeFlag ) {
m_freeflymode = FreeFlyModeFlag;
if( true == m_freeflymode ) {
// cache last precipitation vector in the cab
m_cabcameramove = m_cameramove;
// don't carry previous precipitation vector to a new unrelated location
m_cameramove = glm::dvec3{ 0.0 };
}
else {
// restore last cached precipitation vector
m_cameramove = m_cabcameramove;
}
cameramove = glm::dvec3{ 0.0 };
}
// ...from jump between cab and window/mirror view
if( m_windowopen != Global.CabWindowOpen ) {
m_windowopen = Global.CabWindowOpen;
cameramove = glm::dvec3{ 0.0 };
}
// ... from cab change
if( ( simulation::Train != nullptr ) && ( simulation::Train->iCabn != m_activecab ) ) {
m_activecab = simulation::Train->iCabn;
cameramove = glm::dvec3{ 0.0 };
}
// ... from camera jump to another location
if( glm::length( cameramove ) > 100.0 ) {
cameramove = glm::dvec3{ 0.0 };
}
m_cameramove = m_cameramove * std::max( 0.0, 1.0 - 5.0 * timedelta ) + cameramove * ( 30.0 * timedelta );
if( std::abs( m_cameramove.x ) < 0.001 ) { m_cameramove.x = 0.0; }
if( std::abs( m_cameramove.y ) < 0.001 ) { m_cameramove.y = 0.0; }
if( std::abs( m_cameramove.z ) < 0.001 ) { m_cameramove.z = 0.0; }
}
float
basic_precipitation::get_textureoffset() const {
return m_textureoffset;
}

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/*
This Source Code Form is subject to the
terms of the Mozilla Public License, v.
2.0. If a copy of the MPL was not
distributed with this file, You can
obtain one at
http://mozilla.org/MPL/2.0/.
*/
#pragma once
// based on "Rendering Falling Rain and Snow"
// by Niniane Wang, Bretton Wade
class basic_precipitation {
public:
// constructors
basic_precipitation() = default;
// destructor
~basic_precipitation();
// methods
bool
init();
void
update();
float
get_textureoffset() const;
glm::dvec3 m_cameramove{ 0.0 };
private:
// members
float m_textureoffset { 0.f };
float m_moverate { 30 * 0.001f };
float m_moverateweathertypefactor { 1.f }; // medium-dependent; 1.0 for snow, faster for rain
glm::dvec3 m_camerapos { 0.0 };
bool m_freeflymode { true };
bool m_windowopen { true };
int m_activecab{ 0 };
glm::dvec3 m_cabcameramove{ 0.0 };
};

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/*
This Source Code Form is subject to the
terms of the Mozilla Public License, v.
2.0. If a copy of the MPL was not
distributed with this file, You can
obtain one at
http://mozilla.org/MPL/2.0/.
*/
#include "stdafx.h"
#include "renderer.h"
#include "Logs.h"
std::unique_ptr<gfx_renderer> GfxRenderer;
bool gfx_renderer_factory::register_backend(const std::string &backend, gfx_renderer_factory::create_method func)
{
backends[backend] = func;
return true;
}
std::unique_ptr<gfx_renderer> gfx_renderer_factory::create(const std::string &backend)
{
auto it = backends.find(backend);
if (it != backends.end())
return it->second();
ErrorLog("renderer \"" + backend + "\" not found!");
return nullptr;
}
gfx_renderer_factory *gfx_renderer_factory::get_instance()
{
if (!instance)
instance = new gfx_renderer_factory();
return instance;
}
gfx_renderer_factory *gfx_renderer_factory::instance;
//---------------------------------------------------------------------------

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/*
This Source Code Form is subject to the
terms of the Mozilla Public License, v.
2.0. If a copy of the MPL was not
distributed with this file, You can
obtain one at
http://mozilla.org/MPL/2.0/.
*/
#pragma once
#include "geometrybank.h"
#include "interfaces/IMaterial.h"
#include "interfaces/ITexture.h"
#include "Globals.h"
struct lighting_data;
namespace gl
{
class program;
}
class gfx_renderer {
public:
// types
// constructors
// destructor
virtual ~gfx_renderer() {}
// methods
virtual auto Init( GLFWwindow *Window ) -> bool = 0;
virtual bool AddViewport(const global_settings::extraviewport_config &conf) = 0;
virtual void Shutdown() = 0;
// main draw call. returns false on error
virtual auto Render() -> bool = 0;
virtual void SwapBuffers() = 0;
virtual auto Framerate() -> float = 0;
// geometry methods
// NOTE: hands-on geometry management is exposed as a temporary measure; ultimately all visualization data should be generated/handled automatically by the renderer itself
// creates a new geometry bank. returns: handle to the bank or NULL
virtual auto Create_Bank() -> gfx::geometrybank_handle = 0;
// creates a new indexed geometry chunk of specified type from supplied data, in specified bank. returns: handle to the chunk or NULL
virtual auto Insert(gfx::index_array &Indices, gfx::vertex_array &Vertices, gfx::userdata_array &Userdata, gfx::geometrybank_handle const &Geometry, int const Type) -> gfx::geometry_handle = 0;
// creates a new geometry chunk of specified type from supplied data, in specified bank. returns: handle to the chunk or NULL
virtual auto Insert(gfx::vertex_array &Vertices, gfx::userdata_array &Userdata, gfx::geometrybank_handle const &Geometry, int const Type) -> gfx::geometry_handle = 0;
// replaces data of specified chunk with the supplied vertex data, starting from specified offset
virtual auto Replace(gfx::vertex_array &Vertices, gfx::userdata_array &Userdata, gfx::geometry_handle const &Geometry, int const Type, const std::size_t Offset = 0) -> bool = 0;
// adds supplied vertex data at the end of specified chunk
virtual auto Append(gfx::vertex_array &Vertices, gfx::userdata_array &Userdata, gfx::geometry_handle const &Geometry, int const Type) -> bool = 0;
// provides direct access to index data of specfied chunk
virtual auto Indices( gfx::geometry_handle const &Geometry ) const->gfx::index_array const & = 0;
// provides direct access to vertex data of specfied chunk
virtual auto Vertices( gfx::geometry_handle const &Geometry ) const ->gfx::vertex_array const & = 0;
// provides direct access to vertex user data of specfied chunk
virtual auto UserData( gfx::geometry_handle const &Geometry ) const ->gfx::userdata_array const & = 0;
// material methods
virtual auto Fetch_Material( std::string const &Filename, bool const Loadnow = true ) -> material_handle = 0;
virtual void Bind_Material( material_handle const Material, TSubModel const *sm = nullptr, lighting_data const *lighting = nullptr ) = 0;
virtual auto Material( material_handle const Material ) const -> IMaterial const * = 0;
// shader methods
virtual auto Fetch_Shader( std::string const &name ) -> std::shared_ptr<gl::program> = 0;
// texture methods
virtual auto Fetch_Texture( std::string const &Filename, bool const Loadnow = true, GLint format_hint = GL_SRGB_ALPHA ) -> texture_handle = 0;
virtual void Bind_Texture( texture_handle const Texture ) = 0;
virtual void Bind_Texture( std::size_t const Unit, texture_handle const Texture ) = 0;
virtual auto Texture( texture_handle const Texture ) -> ITexture & = 0;
virtual auto Texture( texture_handle const Texture ) const -> ITexture const & = 0;
// utility methods
virtual void Pick_Control_Callback( std::function<void( TSubModel const *, const glm::vec2 )> Callback ) = 0;
virtual void Pick_Node_Callback( std::function<void( scene::basic_node * )> Callback ) = 0;
virtual auto Pick_Control() const -> TSubModel const * = 0;
virtual auto Pick_Node() const -> scene::basic_node const * = 0;
virtual auto Mouse_Position() const -> glm::dvec3 = 0;
// maintenance methods
virtual void Update( double const Deltatime ) = 0;
virtual void Update_Pick_Control() = 0;
virtual void Update_Pick_Node() = 0;
virtual auto Update_Mouse_Position() -> glm::dvec3 = 0;
virtual bool Debug_Ui_State(std::optional<bool>) = 0;
// debug methods
virtual auto info_times() const -> std::string const & = 0;
virtual auto info_stats() const -> std::string const & = 0;
// imgui renderer
virtual class imgui_renderer *GetImguiRenderer() = 0;
virtual void MakeScreenshot() = 0;
};
class gfx_renderer_factory
{
public:
using create_method = std::unique_ptr<gfx_renderer>(*)();
bool register_backend(const std::string &backend, create_method func);
std::unique_ptr<gfx_renderer> create(const std::string &name);
static gfx_renderer_factory* get_instance();
private:
std::unordered_map<std::string, create_method> backends;
static gfx_renderer_factory *instance;
};
class imgui_renderer
{
public:
virtual bool Init() = 0;
virtual void Shutdown() = 0;
virtual void BeginFrame() = 0;
virtual void Render() = 0;
};
extern std::unique_ptr<gfx_renderer> GfxRenderer;
//---------------------------------------------------------------------------

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#include "stdafx.h"
#include "screenshot.h"
#include "Globals.h"
#include "Logs.h"
#include <png.h>
void screenshot_manager::screenshot_save_thread( char *img, int w, int h )
{
png_image png;
memset(&png, 0, sizeof(png_image));
png.version = PNG_IMAGE_VERSION;
png.width = w;
png.height = h;
int stride;
if (Global.gfx_usegles)
{
png.format = PNG_FORMAT_RGBA;
stride = -w * 4;
for (int y = 0; y < h; y++)
for (int x = 0; x < w; x++)
img[(y * w + x) * 4 + 3] = 0xFF;
}
else
{
png.format = PNG_FORMAT_RGB;
stride = -w * 3;
}
char datetime[64];
time_t timer;
struct tm* tm_info;
time(&timer);
tm_info = localtime(&timer);
strftime(datetime, 64, "%Y-%m-%d_%H-%M-%S", tm_info);
uint64_t perf;
#ifdef _WIN32
QueryPerformanceCounter((LARGE_INTEGER*)&perf);
#elif __unix__
timespec ts;
clock_gettime(CLOCK_REALTIME, &ts);
perf = ts.tv_nsec;
#endif
std::string filename = Global.screenshot_dir + "/" + std::string(datetime) +
"_" + std::to_string(perf) + ".png";
if (png_image_write_to_file(&png, filename.c_str(), 0, img, stride, nullptr) == 1)
WriteLog("saved " + filename);
else
WriteLog("failed to save " + filename);
delete[] img;
}
void screenshot_manager::make_screenshot()
{
char *img = new char[Global.fb_size.x * Global.fb_size.y * 4];
glReadPixels(0, 0, Global.fb_size.x, Global.fb_size.y, Global.gfx_usegles ? GL_RGBA : GL_RGB, GL_UNSIGNED_BYTE, (GLvoid*)img);
//m7t: use pbo
std::thread t(screenshot_save_thread, img, Global.fb_size.x, Global.fb_size.y);
t.detach();
}

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class screenshot_manager
{
static void screenshot_save_thread(char *img , int w, int h);
public:
static void make_screenshot();
};