mirror of
https://github.com/MaSzyna-EU07/maszyna.git
synced 2026-11-07 08:48:01 +01:00
Cast shadows of the cab lamp from the cab in the GL 4.6 renderer
This commit is contained in:
@@ -338,6 +338,7 @@ if (WITH_OPENGL_MODERN)
|
||||
"rendering/opengl46/opengl46exposure.cpp"
|
||||
"rendering/opengl46/opengl46ao.cpp"
|
||||
"rendering/opengl46/opengl46locallights.cpp"
|
||||
"rendering/opengl46/opengl46localshadows.cpp"
|
||||
"rendering/opengl46/opengl46instancecull.cpp"
|
||||
"rendering/opengl46/opengl46precipitation.cpp"
|
||||
"rendering/opengl46/opengl46particles.cpp"
|
||||
|
||||
@@ -116,8 +116,22 @@ scales can also be changed in the **Light clusters** debug window.
|
||||
which bounces around the cab (`gfx.lights.cab.bounce`), and the sun shadows stay.
|
||||
|
||||
The lamps of models and compartments fade in from the light level at which scenery lamps switch on (`ls_Dark`) to full
|
||||
darkness; in daylight they are not gathered at all. None of these lights casts shadows yet, so they also light what is
|
||||
behind walls within their reach; that reach is kept short for compartments and the cab.
|
||||
darkness; in daylight they are not gathered at all. Of these lights only the cab lamp casts shadows (see below); the others
|
||||
also light what is behind walls within their reach, which is kept short for compartments.
|
||||
|
||||
**Shadows of the cab lamp** (`gfx.lights.shadows`): the cab casts shadows in the light of its lamp, the desk, the seats,
|
||||
the levers and the walls (light leaves the cab only through the windows, glass doesn't stop it). They come from a cube
|
||||
shadow map around the lamp, drawn with the opaque parts of the cab model only. The map is kept in the space of the cab, so
|
||||
it stays right as the vehicle moves; it is drawn anew every few frames, for the moving parts of the cab, and at once when
|
||||
the lamp turns on or the cab changes. All six faces are drawn in one go, so drawing it costs about as much as drawing the
|
||||
cab once more. Nothing is drawn with the lamp off (in the daylight it is). The level:
|
||||
|
||||
| Level | Map | Drawn | Edges |
|
||||
|---|---|---|---|
|
||||
| `no` (0) | none | never | lamp without shadows, as before |
|
||||
| `low` (1) | 512 x 512 per face, 6 MB | every 4th frame | hard (2x2 filter) |
|
||||
| `medium` (2, default) | 1024 x 1024 per face, 24 MB | every 2nd frame | soft, 4 samples |
|
||||
| `high` (3) | 1024 x 1024 per face, 24 MB | every frame | softer, 8 samples |
|
||||
|
||||
| Entry | Default | Meaning |
|
||||
|---|---|---|
|
||||
@@ -129,6 +143,7 @@ behind walls within their reach; that reach is kept short for compartments and t
|
||||
| `gfx.lights.cab.intensity` | `1.5` | brightness of the cab lamp |
|
||||
| `gfx.lights.cab.bounce` | `0.3` | 0..1: share of the former ambient light of the cab lamp kept with the lamp on |
|
||||
| `gfx.lights.range` | `300` | distance from the camera the lamps of models and vehicles are gathered from, metres |
|
||||
| `gfx.lights.shadows` | `medium` | `no`/`low`/`medium`/`high` (or 0..3): shadows of the cab lamp, see above |
|
||||
|
||||
### Changed option
|
||||
|
||||
@@ -165,7 +180,9 @@ editor goes through the first `dynamiclights` headlights, the reflections throug
|
||||
windows): the switch for clustered lights, the heat map, the grid state and the same counters, and the switches and
|
||||
scales of the lamps with their counts. Shift+F12 shows the lamps in the `local lights:` row: how many were gathered (from
|
||||
scenery models, vehicles and compartments, and the cab lamp), how many were placed in the light buffer of the main view
|
||||
(those that may light something in view) and did not fit, and the cpu time of gathering them.
|
||||
(those that may light something in view) and did not fit, and the cpu time of gathering them. The `lamp shadows:` row
|
||||
gives the size of the cube map, whether it holds the cab lamp, the draw calls and cpu time of its last drawing, and the
|
||||
timings the GPU time of drawing it (`lamp shadows:`); the level can be changed in the window.
|
||||
- **Sky and exposure** window (next to the Light clusters window): the switches and scales above, the share of the
|
||||
atmosphere, the colours of the sun, ambient light and fog in use, and the measured luminance and exposure.
|
||||
Shift+F12 shows the GPU time of `atmosphere:` (look-up tables, only when the sun moved or the weather changed),
|
||||
|
||||
@@ -56,6 +56,7 @@ void gl::glsl_common_setup()
|
||||
"#define ATMOSPHERE_MULTISCATTERING_UNIT " + std::to_string(ATMOSPHERE_MULTISCATTERING_UNIT) + "\n" +
|
||||
"#define ATMOSPHERE_SKYVIEW_UNIT " + std::to_string(ATMOSPHERE_SKYVIEW_UNIT) + "\n" +
|
||||
"#define SKY_VIEW_TEX " + std::to_string(SKY_VIEW_TEX) + "\n" +
|
||||
"#define LOCAL_SHADOW_TEX " + std::to_string(LOCAL_SHADOW_TEX) + "\n" +
|
||||
R"STRING(
|
||||
const uint LIGHT_SPOT = 0U;
|
||||
const uint LIGHT_POINT = 1U;
|
||||
|
||||
6
gl/ubo.h
6
gl/ubo.h
@@ -58,6 +58,8 @@ namespace gl
|
||||
const size_t ENVMAP_GGX_GROUP_SIZE = 8;
|
||||
// sky-view table of the atmosphere (sky_atmosphere.frag). past the units the texture cache keeps track of, bound directly
|
||||
const size_t SKY_VIEW_TEX = MAX_TEXTURES + HELPER_TEXTURES + 0;
|
||||
// cube shadow maps of the lamps (cube map array, depth compared; opengl46_local_shadows). bound directly, like the one above
|
||||
const size_t LOCAL_SHADOW_TEX = MAX_TEXTURES + HELPER_TEXTURES + 1;
|
||||
|
||||
struct scene_ubs
|
||||
{
|
||||
@@ -136,6 +138,10 @@ namespace gl
|
||||
float intensity;
|
||||
float ambient;
|
||||
|
||||
// HEADLIGHTS: view space to the space of the beam texture, and the weights of its channels.
|
||||
// SPOT and POINT (lamps): view space to the space of the cube shadow map of the lamp (origin at the lamp), and
|
||||
// x: layer of the cube map array the map is in, below 0 when the lamp has no shadows; y: near plane of the map;
|
||||
// z: size of a texel of the map one metre from the lamp; w: radius of the filter, in texels
|
||||
glm::mat4 headlight_projection;
|
||||
glm::vec4 headlight_weights;
|
||||
};
|
||||
|
||||
@@ -333,8 +333,10 @@ void opengl46_local_lights::gather_cab_lamp(gfx::geometrybank_manager const &Geo
|
||||
auto const lamp{glm::vec3{bounds.center.x, std::max(bounds.center.y, bounds.center.y + bounds.extent.y - 0.25f), bounds.center.z}};
|
||||
m_cablamp = light{};
|
||||
m_cablamp.position = vehicle->GetWorldPosition(glm::dvec3{lamp});
|
||||
m_cablampvehicle = vehicle;
|
||||
m_cablamplocal = lamp;
|
||||
m_cablamp.color = to_linear(vehicle->InteriorLight) * (level * Global.gfx_lights_cab_intensity);
|
||||
// within the cab: with no shadows the lamp would light the track below and the body of the vehicle around it
|
||||
// within the cab: without shadows (gfx.lights.shadows) the lamp would light the track below and the body of the vehicle around it
|
||||
m_cablamp.range = std::clamp(glm::length(bounds.extent) * 1.25f, 2.5f, 8.f);
|
||||
m_cablampon = (max_component(m_cablamp.color) > 0.f);
|
||||
}
|
||||
|
||||
@@ -69,6 +69,15 @@ class opengl46_local_lights
|
||||
{
|
||||
return m_cablampon ? &m_cablamp : nullptr;
|
||||
}
|
||||
// the vehicle of the cab lamp and the position of the lamp in the space of its cab model (mdKabina), when the lamp is on
|
||||
TDynamicObject const *cab_lamp_vehicle() const
|
||||
{
|
||||
return m_cablampon ? m_cablampvehicle : nullptr;
|
||||
}
|
||||
glm::vec3 const &cab_lamp_local() const
|
||||
{
|
||||
return m_cablamplocal;
|
||||
}
|
||||
// counts of the last pass which wrote the lights to the light buffer: placed, and left out for the lack of room
|
||||
void placed(std::uint32_t const Placed, std::uint32_t const Dropped)
|
||||
{
|
||||
@@ -110,6 +119,8 @@ class opengl46_local_lights
|
||||
std::vector<light> m_lights;
|
||||
light m_cablamp;
|
||||
bool m_cablampon{false};
|
||||
TDynamicObject const *m_cablampvehicle{nullptr};
|
||||
glm::vec3 m_cablamplocal{0.f};
|
||||
std::unordered_map<TModel3d const *, bool> m_modellights; // whether the model has light points
|
||||
std::unordered_map<scene::basic_cell const *, cell_data> m_cells;
|
||||
std::unordered_map<TSubModel const *, section_data> m_sections; // compartments, by their submodel
|
||||
|
||||
223
rendering/opengl46/opengl46localshadows.cpp
Normal file
223
rendering/opengl46/opengl46localshadows.cpp
Normal file
@@ -0,0 +1,223 @@
|
||||
/*
|
||||
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 "rendering/opengl46/opengl46localshadows.h"
|
||||
|
||||
#include "gl/framebuffer.h"
|
||||
#include "gl/ubo.h"
|
||||
#include "utilities/Globals.h"
|
||||
#include "utilities/Logs.h"
|
||||
#include "utilities/utilities.h"
|
||||
|
||||
namespace
|
||||
{
|
||||
|
||||
// near plane of the maps, metres. surfaces closer to the lamp (its own fitting) cast no shadow
|
||||
float const SHADOW_NEAR{0.15f};
|
||||
// uniform locations of shadowcube.geom
|
||||
GLint const NEAR_LOCATION{0};
|
||||
GLint const LAYER_LOCATION{1};
|
||||
// layer of the map of the cab lamp in the array
|
||||
int const CAB_SLOT{0};
|
||||
|
||||
} // namespace
|
||||
|
||||
opengl46_local_shadows::~opengl46_local_shadows()
|
||||
{
|
||||
release();
|
||||
if (m_empty != 0)
|
||||
glDeleteTextures(1, &m_empty);
|
||||
}
|
||||
|
||||
void opengl46_local_shadows::init()
|
||||
{
|
||||
gl::shader vertex("shadowcube.vert");
|
||||
gl::shader geometry("shadowcube.geom");
|
||||
{
|
||||
gl::shader fragment("shadowmap.frag");
|
||||
m_program = std::make_unique<gl::program>(std::vector<std::reference_wrapper<const gl::shader>>{vertex, geometry, fragment});
|
||||
}
|
||||
{
|
||||
gl::shader fragment("alphashadowmap.frag");
|
||||
m_alpha_program = std::make_unique<gl::program>(std::vector<std::reference_wrapper<const gl::shader>>{vertex, geometry, fragment});
|
||||
}
|
||||
glProgramUniform1f(*m_program, NEAR_LOCATION, SHADOW_NEAR);
|
||||
glProgramUniform1f(*m_alpha_program, NEAR_LOCATION, SHADOW_NEAR);
|
||||
glProgramUniform1i(*m_program, LAYER_LOCATION, CAB_SLOT * 6);
|
||||
glProgramUniform1i(*m_alpha_program, LAYER_LOCATION, CAB_SLOT * 6);
|
||||
|
||||
// a shadow sampler with no depth texture to read from is undefined, also where the shading doesn't read it
|
||||
glCreateTextures(GL_TEXTURE_CUBE_MAP_ARRAY, 1, &m_empty);
|
||||
glTextureStorage3D(m_empty, 1, GL_DEPTH_COMPONENT32F, 1, 1, 6);
|
||||
glTextureParameteri(m_empty, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
||||
glTextureParameteri(m_empty, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
||||
glTextureParameteri(m_empty, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_REF_TO_TEXTURE);
|
||||
glTextureParameteri(m_empty, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL);
|
||||
float const farthest{0.f};
|
||||
glClearTexImage(m_empty, 0, GL_DEPTH_COMPONENT, GL_FLOAT, &farthest);
|
||||
}
|
||||
|
||||
opengl46_local_shadows::level_setup opengl46_local_shadows::setup(int const Level)
|
||||
{
|
||||
switch (Level)
|
||||
{
|
||||
case 1:
|
||||
return {512, 4, 0.f};
|
||||
case 2:
|
||||
return {1024, 2, 1.f};
|
||||
case 3:
|
||||
return {1024, 1, 2.f};
|
||||
default:
|
||||
return {0, 0, 0.f};
|
||||
}
|
||||
}
|
||||
|
||||
void opengl46_local_shadows::allocate(int const Size)
|
||||
{
|
||||
release();
|
||||
if (Size <= 0)
|
||||
return;
|
||||
glCreateTextures(GL_TEXTURE_CUBE_MAP_ARRAY, 1, &m_texture);
|
||||
glTextureStorage3D(m_texture, 1, GL_DEPTH_COMPONENT32F, Size, Size, 6 * (CAB_SLOT + 1));
|
||||
// one level: the lookups need no derivatives, also in the loops over the lights the fragments of a quad don't go through together
|
||||
glTextureParameteri(m_texture, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||
glTextureParameteri(m_texture, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
glTextureParameteri(m_texture, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
||||
glTextureParameteri(m_texture, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
||||
glTextureParameteri(m_texture, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_REF_TO_TEXTURE);
|
||||
// 1 (shadow) where the map holds n / d at least as large as the reference: a surface at most as far from the lamp
|
||||
glTextureParameteri(m_texture, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL);
|
||||
|
||||
glCreateFramebuffers(1, &m_framebuffer);
|
||||
// all layers: the geometry shader picks the face
|
||||
glNamedFramebufferTexture(m_framebuffer, GL_DEPTH_ATTACHMENT, m_texture, 0);
|
||||
glNamedFramebufferDrawBuffer(m_framebuffer, GL_NONE);
|
||||
glNamedFramebufferReadBuffer(m_framebuffer, GL_NONE);
|
||||
if (glCheckNamedFramebufferStatus(m_framebuffer, GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
|
||||
{
|
||||
ErrorLog("lamp shadow map framebuffer setup failed, the lamps have no shadows");
|
||||
release();
|
||||
Global.gfx_lights_shadows = 0;
|
||||
return;
|
||||
}
|
||||
m_size = Size;
|
||||
WriteLog("lamp shadow maps: " + std::to_string(Size) + " x " + std::to_string(Size) + " cube");
|
||||
}
|
||||
|
||||
void opengl46_local_shadows::release()
|
||||
{
|
||||
if (m_framebuffer != 0)
|
||||
glDeleteFramebuffers(1, &m_framebuffer);
|
||||
if (m_texture != 0)
|
||||
glDeleteTextures(1, &m_texture);
|
||||
m_framebuffer = 0;
|
||||
m_texture = 0;
|
||||
m_size = 0;
|
||||
m_valid = false;
|
||||
}
|
||||
|
||||
void opengl46_local_shadows::bind()
|
||||
{
|
||||
glBindTextureUnit(gl::LOCAL_SHADOW_TEX, (m_texture != 0) ? m_texture : m_empty);
|
||||
}
|
||||
|
||||
bool opengl46_local_shadows::update_wanted(TDynamicObject const *Vehicle, TModel3d const *Cab, glm::vec3 const &Lamp, unsigned int const Framestamp)
|
||||
{
|
||||
auto const level{std::clamp(Global.gfx_lights_shadows, 0, 3)};
|
||||
if (level != m_level)
|
||||
{
|
||||
m_level = level;
|
||||
auto const size{setup(level).size};
|
||||
if (size != m_size)
|
||||
allocate(size);
|
||||
m_valid = false;
|
||||
}
|
||||
if ((m_size == 0) || (Vehicle == nullptr) || (Cab == nullptr))
|
||||
{
|
||||
// with the lamp off nothing reads the map; once it is on again the cab may have changed
|
||||
m_valid = false;
|
||||
return false;
|
||||
}
|
||||
if ((false == m_valid) || (Vehicle != m_vehicle) || (Cab != m_cab) || (Lamp != m_lamp))
|
||||
{
|
||||
m_valid = false;
|
||||
}
|
||||
// the moving parts of the cab are followed every few frames
|
||||
if (m_valid && (Framestamp - m_drawnframe < setup(level).interval))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
m_vehicle = Vehicle;
|
||||
m_cab = Cab;
|
||||
m_lamp = Lamp;
|
||||
m_drawnframe = Framestamp;
|
||||
return true;
|
||||
}
|
||||
|
||||
void opengl46_local_shadows::begin()
|
||||
{
|
||||
m_cpustart = std::chrono::steady_clock::now();
|
||||
m_timer.begin();
|
||||
// the framebuffer is bound past the cache of gl::framebuffer, which end() resets
|
||||
gl::framebuffer::unbind();
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, m_framebuffer);
|
||||
glViewport(0, 0, m_size, m_size);
|
||||
glDisable(GL_BLEND);
|
||||
glDepthMask(GL_TRUE);
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
// one sided walls of the cab face the lamp, they are to cast shadows as well
|
||||
glDisable(GL_CULL_FACE);
|
||||
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
|
||||
float const farthest{0.f};
|
||||
glClearNamedFramebufferfv(m_framebuffer, GL_DEPTH, 0, &farthest);
|
||||
}
|
||||
|
||||
void opengl46_local_shadows::end(std::uint32_t const Drawcalls)
|
||||
{
|
||||
glEnable(GL_CULL_FACE);
|
||||
gl::framebuffer::unbind();
|
||||
m_timer.end();
|
||||
m_valid = true;
|
||||
m_drawcalls = Drawcalls;
|
||||
++m_updatecount;
|
||||
auto const elapsed{std::chrono::duration<double, std::milli>(std::chrono::steady_clock::now() - m_cpustart).count()};
|
||||
m_cputime = (m_cputime == 0.0 ? elapsed : m_cputime * 0.9 + elapsed * 0.1);
|
||||
}
|
||||
|
||||
glm::vec4 opengl46_local_shadows::weights() const
|
||||
{
|
||||
// a face spans twice the distance from the lamp
|
||||
return glm::vec4{static_cast<float>(CAB_SLOT), SHADOW_NEAR, 2.f / static_cast<float>(std::max(m_size, 1)), setup(m_level).radius};
|
||||
}
|
||||
|
||||
std::string opengl46_local_shadows::info_times()
|
||||
{
|
||||
std::string text;
|
||||
if (auto const time = m_timer.result())
|
||||
text += " lamp shadows: " + to_string(static_cast<double>(*time) / 1000000.0, 3) + " ms\n";
|
||||
return text;
|
||||
}
|
||||
|
||||
std::string opengl46_local_shadows::info() const
|
||||
{
|
||||
if (m_size == 0)
|
||||
return "";
|
||||
return "\nlamp shadows: " + std::to_string(m_size) + " cube, " + (m_valid ? "cab lamp" : "none") + ", " + std::to_string(m_drawcalls) + " drawcalls, cpu " + to_string(m_cputime, 2) +
|
||||
" ms";
|
||||
}
|
||||
|
||||
void opengl46_local_shadows::draw_debug_ui()
|
||||
{
|
||||
char const *levels[]{"no", "low (512, every 4th frame)", "medium (1024, every 2nd frame)", "high (1024, every frame, softer)"};
|
||||
ImGui::Combo("lamp shadows (gfx.lights.shadows)", &Global.gfx_lights_shadows, levels, IM_ARRAYSIZE(levels));
|
||||
if (m_size == 0)
|
||||
return;
|
||||
ImGui::Text("cube %d x %d, %s, drawn %u times, %u drawcalls, %.2f ms (cpu)", m_size, m_size, m_valid ? "cab lamp" : "no lamp", m_updatecount, m_drawcalls, m_cputime);
|
||||
}
|
||||
106
rendering/opengl46/opengl46localshadows.h
Normal file
106
rendering/opengl46/opengl46localshadows.h
Normal file
@@ -0,0 +1,106 @@
|
||||
/*
|
||||
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 <array>
|
||||
#include <chrono>
|
||||
#include <cstdint>
|
||||
#include <memory>
|
||||
#include <string>
|
||||
|
||||
#include "gl/shader.h"
|
||||
#include "gl/query.h"
|
||||
|
||||
class TDynamicObject;
|
||||
class TModel3d;
|
||||
|
||||
// cube shadow maps of the lamps of the opengl 4.6 renderer (Global.gfx_lights_shadows). for now one map, of the lamp of the
|
||||
// occupied cab, with the shadows cast by the cab (the model drawn by Render_cab()).
|
||||
// the map is kept in the space of the cab model, centred on the lamp: it stays right while the vehicle moves and turns, and is
|
||||
// drawn anew only every few frames (for the moving parts of the cab: levers, doors, wipers) or when the lamp, the cab or the
|
||||
// level change. the six faces are drawn at once, by a geometry shader (shadowcube.vert/.geom), so the cab costs one draw call
|
||||
// per submodel, as in the colour pass. the depth is n / d (d the distance along the axis of the face), see local_light_shadow()
|
||||
// in light_common.glsl, which reads the map for the light with the layer in its headlight_weights.x
|
||||
class opengl46_local_shadows
|
||||
{
|
||||
public:
|
||||
opengl46_local_shadows() = default;
|
||||
~opengl46_local_shadows();
|
||||
opengl46_local_shadows(const opengl46_local_shadows &) = delete;
|
||||
opengl46_local_shadows &operator=(const opengl46_local_shadows &) = delete;
|
||||
|
||||
// creates the programs and the stand-in map. throws gl::shader_exception
|
||||
void init();
|
||||
// puts the map (or the stand-in, which shadows nothing) on its texture unit, gl::LOCAL_SHADOW_TEX. once per context and frame
|
||||
void bind();
|
||||
// whether the map of the cab lamp is to be drawn in this frame: Vehicle and Cab the occupied vehicle and its cab model,
|
||||
// Lamp the position of the lamp in the space of the cab model; Vehicle nullptr when the lamp is off. (re)makes the map to
|
||||
// the size of the level when the level changed
|
||||
bool update_wanted(TDynamicObject const *Vehicle, TModel3d const *Cab, glm::vec3 const &Lamp, unsigned int const Framestamp);
|
||||
// sets up the drawing to the map: the framebuffer, viewport, cleared faces, the state of the faces. the geometry is to be
|
||||
// drawn with program() and a modelview from the space of the model to the space of the map
|
||||
void begin();
|
||||
// ends the drawing to the map, leaves the default framebuffer bound and the culling of faces on
|
||||
void end(std::uint32_t const Drawcalls);
|
||||
// shadow program of the cube maps, of the alpha tested materials when Alpha
|
||||
gl::program &program(bool const Alpha)
|
||||
{
|
||||
return Alpha ? *m_alpha_program : *m_program;
|
||||
}
|
||||
// whether the map holds the shadows of the lamp of Vehicle, the occupied vehicle
|
||||
bool ready(TDynamicObject const *Vehicle) const
|
||||
{
|
||||
return m_valid && (Vehicle != nullptr) && (Vehicle == m_vehicle);
|
||||
}
|
||||
// position of the lamp the map was drawn for, in the space of the cab model
|
||||
glm::vec3 const &lamp() const
|
||||
{
|
||||
return m_lamp;
|
||||
}
|
||||
// the headlight_weights of the light which reads the map: layer, near plane, size of a texel one metre from the lamp,
|
||||
// radius of the filter in texels
|
||||
glm::vec4 weights() const;
|
||||
// lines for the gpu times and statistics of the debug panel
|
||||
std::string info_times();
|
||||
std::string info() const;
|
||||
// controls for the debug window
|
||||
void draw_debug_ui();
|
||||
|
||||
private:
|
||||
// size, refresh interval (frames) and filter radius (texels, 0: the 2x2 filter of the hardware) of a level
|
||||
struct level_setup
|
||||
{
|
||||
int size;
|
||||
unsigned int interval;
|
||||
float radius;
|
||||
};
|
||||
static level_setup setup(int const Level);
|
||||
void allocate(int const Size);
|
||||
void release();
|
||||
|
||||
std::unique_ptr<gl::program> m_program;
|
||||
std::unique_ptr<gl::program> m_alpha_program;
|
||||
GLuint m_texture{0}; // cube map array, one cube
|
||||
GLuint m_empty{0}; // stand-in: a cube map array of 1x1 faces with the farthest depth
|
||||
GLuint m_framebuffer{0};
|
||||
int m_size{0}; // of a face of m_texture, 0 when there is none
|
||||
int m_level{-1}; // level the map was made for
|
||||
bool m_valid{false}; // m_texture holds the map of m_vehicle
|
||||
TDynamicObject const *m_vehicle{nullptr};
|
||||
TModel3d const *m_cab{nullptr};
|
||||
glm::vec3 m_lamp{0.f};
|
||||
unsigned int m_drawnframe{0}; // framestamp the map was last drawn in
|
||||
gl::gpu_timer m_timer;
|
||||
// statistics
|
||||
std::uint32_t m_drawcalls{0}; // of the last drawing of the map
|
||||
std::uint32_t m_updatecount{0}; // drawings of the map so far
|
||||
double m_cputime{0.0}; // milliseconds, smoothed
|
||||
std::chrono::steady_clock::time_point m_cpustart;
|
||||
};
|
||||
@@ -191,6 +191,7 @@ bool opengl46_renderer::Init(GLFWwindow *Window)
|
||||
m_instancecull.init();
|
||||
m_exposure.init();
|
||||
m_ao.init();
|
||||
m_localshadows.init();
|
||||
}
|
||||
catch (gl::shader_exception const &e)
|
||||
{
|
||||
@@ -723,6 +724,7 @@ void opengl46_renderer::SwapBuffers()
|
||||
m_debugtimestext += m_exposure.info_times();
|
||||
m_debugtimestext += m_ao.info_times();
|
||||
m_debugtimestext += m_instancecull.info_times();
|
||||
m_debugtimestext += m_localshadows.info_times();
|
||||
m_debugtimestext += "uilayer: " + to_string( Timer::subsystem.gfx_gui.average(), 2 ) + " ms\n";
|
||||
if( DebugModeFlag )
|
||||
m_debugtimestext += m_textures.info();
|
||||
@@ -765,6 +767,7 @@ void opengl46_renderer::SwapBuffers()
|
||||
+ " (" + std::to_string( m_lights_dropped ) + " over capacity), "
|
||||
+ ( Global.gfx_lights_clustered ? "clustered" : "first " + std::to_string( std::max( Global.DynamicLightCount, 0 ) ) )
|
||||
+ "\n" + m_locallights.info()
|
||||
+ m_localshadows.info()
|
||||
+ m_instancecull.info();
|
||||
if( auto const cullstats = ( m_viewports.empty() || !( Global.gfx_lights_clustered || Global.gfx_lights_clusterheatmap ) ? std::nullopt : m_viewports.front()->clusters->stats() ) ) {
|
||||
m_debugstatstext +=
|
||||
@@ -813,6 +816,8 @@ void opengl46_renderer::draw_debug_ui()
|
||||
}
|
||||
ImGui::Separator();
|
||||
m_locallights.draw_debug_ui();
|
||||
ImGui::Separator();
|
||||
m_localshadows.draw_debug_ui();
|
||||
}
|
||||
ImGui::End();
|
||||
|
||||
@@ -931,6 +936,8 @@ void opengl46_renderer::Render_pass(viewport_config &vp, rendermode const Mode)
|
||||
|
||||
setup_shadow_empty_map();
|
||||
setup_env_map(nullptr);
|
||||
// the cube shadow maps of the lamps, or the stand-in for them
|
||||
m_localshadows.bind();
|
||||
|
||||
if (Global.gfx_shadowmap_enabled && vp.main)
|
||||
{
|
||||
@@ -959,6 +966,9 @@ void opengl46_renderer::Render_pass(viewport_config &vp, rendermode const Mode)
|
||||
setup_env_map(m_env_tex.get());
|
||||
}
|
||||
|
||||
if (vp.main)
|
||||
Render_local_shadows();
|
||||
|
||||
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
|
||||
|
||||
setup_drawing(false);
|
||||
@@ -2478,12 +2488,21 @@ void opengl46_renderer::Bind_Material_Shadow(material_handle const Material)
|
||||
if (material.textures[0] != null_handle)
|
||||
{
|
||||
m_textures.bind(0, material.textures[0]);
|
||||
m_alpha_shadow_shader->bind();
|
||||
if (m_cubeshadows)
|
||||
m_localshadows.program(true).bind();
|
||||
else
|
||||
m_alpha_shadow_shader->bind();
|
||||
}
|
||||
else if (m_cubeshadows) {
|
||||
m_localshadows.program(false).bind();
|
||||
}
|
||||
else {
|
||||
m_shadow_shader->bind();
|
||||
}
|
||||
}
|
||||
else if (m_cubeshadows) {
|
||||
m_localshadows.program(false).bind();
|
||||
}
|
||||
else {
|
||||
m_shadow_shader->bind();
|
||||
}
|
||||
@@ -6138,8 +6157,22 @@ void opengl46_renderer::Update_Lights(light_array &Lights, bool const Headlights
|
||||
m_cablamplit = false;
|
||||
if( locallights ) {
|
||||
if( auto const *lamp{ m_locallights.cab_lamp() } ) {
|
||||
Write_Local_Light( light_data.lights[ light_i++ ], *lamp, camera, mv );
|
||||
auto &light{ light_data.lights[ light_i++ ] };
|
||||
Write_Local_Light( light, *lamp, camera, mv );
|
||||
m_cablamplit = true;
|
||||
auto const *vehicle{ m_locallights.cab_lamp_vehicle() };
|
||||
if( m_localshadows.ready( vehicle ) ) {
|
||||
// view space to the space of the map: the space of the cab model, with the lamp at the origin. the vehicle is
|
||||
// where it is now, the map stays right as it moves
|
||||
auto const toworld{ glm::dmat4{ glm::transpose( glm::mat3{ mv } ) } };
|
||||
auto const tomap{
|
||||
glm::translate( glm::dmat4{ 1.0 }, -glm::dvec3{ m_localshadows.lamp() } )
|
||||
* glm::inverse( vehicle->mMatrix )
|
||||
* glm::translate( glm::dmat4{ 1.0 }, camera - vehicle->GetPosition() )
|
||||
* toworld };
|
||||
light.headlight_projection = glm::mat4{ tomap };
|
||||
light.headlight_weights = m_localshadows.weights();
|
||||
}
|
||||
}
|
||||
}
|
||||
auto const headlightsstart{light_i};
|
||||
@@ -6311,7 +6344,32 @@ void opengl46_renderer::Write_Local_Light(gl::light_element &Light, opengl46_loc
|
||||
Light.linear = 0.0f;
|
||||
Light.quadratic = 1.0f / sq(std::max(Source.range, 0.01f));
|
||||
Light.headlight_projection = glm::mat4{1.0f};
|
||||
Light.headlight_weights = glm::vec4{0.0f};
|
||||
// no shadow map
|
||||
Light.headlight_weights = glm::vec4{-1.0f, 0.0f, 0.0f, 0.0f};
|
||||
}
|
||||
|
||||
void opengl46_renderer::Render_local_shadows()
|
||||
{
|
||||
// only the light buffers with the lamps read the maps
|
||||
auto const *vehicle{Global.gfx_lights_clustered ? m_locallights.cab_lamp_vehicle() : nullptr};
|
||||
if (false == m_localshadows.update_wanted(vehicle, (vehicle != nullptr ? vehicle->mdKabina : nullptr), m_locallights.cab_lamp_local(), m_framestamp))
|
||||
return;
|
||||
|
||||
glDebug("render lamp shadows");
|
||||
// the cab drawn by the shadow pass, with the programs of the cube map. the camera is put at the vehicle, which Render_cab()
|
||||
// places the cab relative to, and the modelview takes the cab model to the space of the map
|
||||
m_renderpass.draw_mode = rendermode::shadows;
|
||||
m_renderpass.pass_camera.position() = vehicle->GetPosition();
|
||||
m_renderpass.draw_stats = {};
|
||||
OpenGLMatrices.mode(GL_MODELVIEW);
|
||||
OpenGLMatrices.load_matrix(glm::mat4{glm::translate(glm::dmat4{1.0}, -glm::dvec3{m_localshadows.lamp()}) * glm::inverse(vehicle->mMatrix)});
|
||||
m_localshadows.begin();
|
||||
m_cubeshadows = true;
|
||||
Render_cab(vehicle, 0.0f, false);
|
||||
m_cubeshadows = false;
|
||||
m_localshadows.end(static_cast<std::uint32_t>(m_renderpass.draw_stats.drawcalls));
|
||||
m_renderpass = m_colorpass;
|
||||
glPolygonMode(GL_FRONT_AND_BACK, Global.bWireFrame ? GL_LINE : GL_FILL);
|
||||
}
|
||||
|
||||
void opengl46_renderer::Update_Clusters(viewport_config &vp, glm::ivec2 const &Targetsize)
|
||||
|
||||
@@ -36,6 +36,7 @@ http://mozilla.org/MPL/2.0/.
|
||||
#include "rendering/opengl46/opengl46exposure.h"
|
||||
#include "rendering/opengl46/opengl46ao.h"
|
||||
#include "rendering/opengl46/opengl46locallights.h"
|
||||
#include "rendering/opengl46/opengl46localshadows.h"
|
||||
#include "rendering/opengl46/opengl46instancecull.h"
|
||||
|
||||
// bare-bones render controller, in lack of anything better yet
|
||||
@@ -300,6 +301,8 @@ class opengl46_renderer : public gfx_renderer {
|
||||
void Render_pass(viewport_config &vp, rendermode const Mode);
|
||||
// creates dynamic environment cubemap
|
||||
bool Render_reflections(viewport_config &vp);
|
||||
// draws the cube shadow maps of the lamps which need it in this frame (the cab lamp: the cab)
|
||||
void Render_local_shadows();
|
||||
bool Render(world_environment *Environment);
|
||||
void Render(scene::basic_region *Region);
|
||||
void Render(section_sequence::iterator First, section_sequence::iterator Last);
|
||||
@@ -507,6 +510,10 @@ class opengl46_renderer : public gfx_renderer {
|
||||
opengl46_local_lights m_locallights;
|
||||
// the last Update_Lights() placed the cab lamp in the light buffer: the cab is lit by it, not by an addition to the ambient light
|
||||
bool m_cablamplit = false;
|
||||
// cube shadow maps of the lamps
|
||||
opengl46_local_shadows m_localshadows;
|
||||
// the shadow pass draws to a cube shadow map, with the programs of m_localshadows
|
||||
bool m_cubeshadows = false;
|
||||
|
||||
double m_precipitationrotation;
|
||||
|
||||
|
||||
@@ -2,6 +2,8 @@
|
||||
uniform sampler2DArrayShadow shadowmap;
|
||||
#endif
|
||||
uniform sampler2D headlightmap;
|
||||
// cube shadow maps of the lamps, see gl::LOCAL_SHADOW_TEX and opengl46_local_shadows
|
||||
layout(binding = LOCAL_SHADOW_TEX) uniform samplerCubeArrayShadow local_shadowmap;
|
||||
|
||||
#include <envmapping.glsl>
|
||||
#include <conversion.glsl>
|
||||
@@ -232,10 +234,58 @@ vec2 calc_headlights(light_s light, vec3 fragnormal, vec3 dpdx, vec3 dpdy)
|
||||
// closest distance (squared) the light of a lamp is computed for: nearer the inverse square would grow without a limit
|
||||
const float LOCAL_LIGHT_MIN_DISTANCE2 = 0.01;
|
||||
|
||||
// one comparison with the cube shadow map at the point of the space of the map, moved towards the lamp by Bias (metres)
|
||||
float local_light_shadow_tap(vec3 position, float layer, float near, float bias)
|
||||
{
|
||||
vec3 axes = abs(position);
|
||||
float major = max(axes.x, max(axes.y, axes.z));
|
||||
return texture(local_shadowmap, vec4(position, layer), near / max(major - bias, near));
|
||||
}
|
||||
|
||||
// share of the light of a lamp with a cube shadow map (headlight_weights.x is its layer) which reaches the fragment, 0..1.
|
||||
// the map holds n / d of the closest surface, d the distance along the axis of the face, n the near plane: the farther, the
|
||||
// smaller (as the depth of the scene, reverse z). the comparison gives 1 where the map holds a value at least as large as
|
||||
// the reference, i.e. a surface at most as far: in shadow
|
||||
float local_light_shadow(light_s light, vec3 fragnormal)
|
||||
{
|
||||
// the space of the map: origin at the lamp, axes of the model the shadows are cast by
|
||||
vec3 position = (light.headlight_projection * vec4(f_pos.xyz, 1.0)).xyz;
|
||||
vec3 normal = normalize(mat3(light.headlight_projection) * fragnormal);
|
||||
float distance = length(position);
|
||||
// a texel of the map is as large as this here. the point is moved along the normal by about a texel, which keeps a surface
|
||||
// from shadowing itself at grazing angles, and the reference is moved towards the lamp by a part of a texel
|
||||
float texel = light.headlight_weights.z * distance;
|
||||
vec3 tolamp = -position / max(distance, 1e-4);
|
||||
float NdotL = clamp(dot(normal, tolamp), 0.0, 1.0);
|
||||
position += normal * (texel * (0.5 + 1.5 * (1.0 - NdotL)));
|
||||
float bias = texel * 1.5;
|
||||
float layer = light.headlight_weights.x;
|
||||
float radius = light.headlight_weights.w;
|
||||
if (radius <= 0.0)
|
||||
return local_light_shadow_tap(position, layer, light.headlight_weights.y, bias);
|
||||
// a disc of samples in the plane of the surface, each compared with its own distance: points of the surface itself, which
|
||||
// samples spread across the direction to the lamp would not be at grazing angles. rotated per pixel to turn the banding into noise
|
||||
vec3 side = normalize(cross(normal, (abs(normal.y) < 0.99) ? vec3(0.0, 1.0, 0.0) : vec3(1.0, 0.0, 0.0)));
|
||||
vec3 up = cross(normal, side);
|
||||
float angle = 6.2831853 * fract(52.9829189 * fract(dot(gl_FragCoord.xy, vec2(0.06711056, 0.00583715))));
|
||||
vec2 rotation = vec2(cos(angle), sin(angle));
|
||||
float spread = texel * radius;
|
||||
const vec2 disc[8] = vec2[](vec2(-0.326, -0.406), vec2(-0.840, -0.074), vec2(-0.696, 0.457), vec2(-0.203, 0.621),
|
||||
vec2(0.962, -0.195), vec2(0.473, -0.480), vec2(0.519, 0.767), vec2(0.185, -0.893));
|
||||
int count = (radius > 1.5) ? 8 : 4;
|
||||
float shadow = 0.0;
|
||||
for (int i = 0; i < count; i++)
|
||||
{
|
||||
vec2 offset = vec2(disc[i].x * rotation.x - disc[i].y * rotation.y, disc[i].x * rotation.y + disc[i].y * rotation.x) * spread;
|
||||
shadow += local_light_shadow_tap(position + side * offset.x + up * offset.y, layer, light.headlight_weights.y, bias);
|
||||
}
|
||||
return shadow / float(count);
|
||||
}
|
||||
|
||||
// light of a lamp (point or spot light: the lamps of models and vehicles, the cab lamp) reaching the fragment, x the diffuse
|
||||
// and y the specular part. it falls off with the square of the distance, and smoothly to nothing at the range of the light,
|
||||
// 1 / sqrt(quadratic), past which the culling of the clusters does not take it. a spot light fades from its inner cone to the
|
||||
// outer one
|
||||
// outer one. a lamp with a shadow map is held back by what is between it and the fragment
|
||||
vec2 calc_local_light(light_s light, vec3 fragnormal)
|
||||
{
|
||||
vec3 tolight = light.pos - f_pos.xyz;
|
||||
@@ -245,6 +295,8 @@ vec2 calc_local_light(light_s light, vec3 fragnormal)
|
||||
float atten = edge * edge / max(distance2, LOCAL_LIGHT_MIN_DISTANCE2);
|
||||
if (light.type == LIGHT_SPOT)
|
||||
atten *= smoothstep(light.out_cutoff, light.in_cutoff, dot(-light_dir, normalize(light.dir)));
|
||||
if ((atten > 0.0) && (light.headlight_weights.x >= 0.0) && (dot(fragnormal, light_dir) > 0.0))
|
||||
atten *= 1.0 - local_light_shadow(light, fragnormal);
|
||||
if (atten <= 0.0)
|
||||
return vec2(0.0);
|
||||
vec2 part = calc_light(light_dir, fragnormal);
|
||||
|
||||
47
shaders/shadowcube.geom
Normal file
47
shaders/shadowcube.geom
Normal file
@@ -0,0 +1,47 @@
|
||||
// draws the geometry into the six faces of a cube shadow map at once, one invocation per face. the input is in the space of the
|
||||
// map, with the lamp at the origin. the faces go in the order of the faces of a cube map (+x, -x, +y, -y, +z, -z), each looks the
|
||||
// way glm::lookAt() with the usual up vectors of cube maps sets it, with a 90 degree projection of infinite reach and reversed
|
||||
// depth like the one of the scene: the depth is near / d, d the distance along the axis of the face
|
||||
layout(triangles, invocations = 6) in;
|
||||
layout(triangle_strip, max_vertices = 3) out;
|
||||
|
||||
in vec3 g_pos[];
|
||||
in vec2 g_coord[];
|
||||
out vec2 f_coord;
|
||||
|
||||
// near plane of the map, metres: closer surfaces (the lamp itself) cast no shadows
|
||||
layout(location = 0) uniform float cube_near;
|
||||
// layer of the cube map array the first face of the map is in
|
||||
layout(location = 1) uniform int cube_layer;
|
||||
|
||||
// right, up and forward axes of the faces
|
||||
const vec3 face_right[6] = vec3[](vec3(0.0, 0.0, -1.0), vec3(0.0, 0.0, 1.0), vec3(1.0, 0.0, 0.0), vec3(1.0, 0.0, 0.0), vec3(1.0, 0.0, 0.0), vec3(-1.0, 0.0, 0.0));
|
||||
const vec3 face_up[6] = vec3[](vec3(0.0, -1.0, 0.0), vec3(0.0, -1.0, 0.0), vec3(0.0, 0.0, 1.0), vec3(0.0, 0.0, -1.0), vec3(0.0, -1.0, 0.0), vec3(0.0, -1.0, 0.0));
|
||||
const vec3 face_forward[6] = vec3[](vec3(1.0, 0.0, 0.0), vec3(-1.0, 0.0, 0.0), vec3(0.0, 1.0, 0.0), vec3(0.0, -1.0, 0.0), vec3(0.0, 0.0, 1.0), vec3(0.0, 0.0, -1.0));
|
||||
|
||||
void main()
|
||||
{
|
||||
int face = gl_InvocationID;
|
||||
vec4 clip[3];
|
||||
for (int i = 0; i < 3; i++)
|
||||
clip[i] = vec4(dot(g_pos[i], face_right[face]), dot(g_pos[i], face_up[face]), cube_near, dot(g_pos[i], face_forward[face]));
|
||||
// triangles wholly outside of the face are not sent further
|
||||
if ((clip[0].w < cube_near) && (clip[1].w < cube_near) && (clip[2].w < cube_near))
|
||||
return;
|
||||
if ((clip[0].x > clip[0].w) && (clip[1].x > clip[1].w) && (clip[2].x > clip[2].w))
|
||||
return;
|
||||
if ((clip[0].x < -clip[0].w) && (clip[1].x < -clip[1].w) && (clip[2].x < -clip[2].w))
|
||||
return;
|
||||
if ((clip[0].y > clip[0].w) && (clip[1].y > clip[1].w) && (clip[2].y > clip[2].w))
|
||||
return;
|
||||
if ((clip[0].y < -clip[0].w) && (clip[1].y < -clip[1].w) && (clip[2].y < -clip[2].w))
|
||||
return;
|
||||
for (int i = 0; i < 3; i++)
|
||||
{
|
||||
gl_Layer = cube_layer + face;
|
||||
gl_Position = clip[i];
|
||||
f_coord = g_coord[i];
|
||||
EmitVertex();
|
||||
}
|
||||
EndPrimitive();
|
||||
}
|
||||
15
shaders/shadowcube.vert
Normal file
15
shaders/shadowcube.vert
Normal file
@@ -0,0 +1,15 @@
|
||||
layout(location = 0) in vec3 v_vert;
|
||||
layout(location = 2) in vec2 v_coord;
|
||||
|
||||
// position in the space of the cube shadow map being drawn (origin at the lamp), see shadowcube.geom
|
||||
out vec3 g_pos;
|
||||
out vec2 g_coord;
|
||||
|
||||
#include <common>
|
||||
|
||||
void main()
|
||||
{
|
||||
g_pos = (effective_modelview() * vec4(v_vert, 1.0f)).xyz;
|
||||
g_coord = v_coord;
|
||||
gl_Position = vec4(g_pos, 1.0f);
|
||||
}
|
||||
@@ -1606,6 +1606,16 @@ global_settings::ConfigParse_gfx_sky( cParser &Parser, std::string_view const To
|
||||
else if( Token == "gfx.lights.cab.intensity" ) { readvalue( gfx_lights_cab_intensity, 0.f, 100.f ); }
|
||||
else if( Token == "gfx.lights.cab.bounce" ) { readvalue( gfx_lights_cab_bounce, 0.f, 1.f ); }
|
||||
else if( Token == "gfx.lights.range" ) { readvalue( gfx_lights_range, 0.f, 2000.f ); }
|
||||
else if( Token == "gfx.lights.shadows" ) {
|
||||
// no/low/medium/high, or the number of the level
|
||||
Parser.getTokens( 1 );
|
||||
std::string level;
|
||||
Parser >> level;
|
||||
gfx_lights_shadows =
|
||||
( level == "low" || level == "1" ) ? 1 :
|
||||
( level == "medium" || level == "yes" || level == "true" || level == "2" ) ? 2 :
|
||||
( level == "high" || level == "3" ) ? 3 :
|
||||
0; }
|
||||
else { return false; }
|
||||
|
||||
return true;
|
||||
@@ -1881,6 +1891,7 @@ global_settings::export_as_text( std::ostream &Output ) const {
|
||||
export_as_text( Output, "gfx.lights.cab.intensity", gfx_lights_cab_intensity );
|
||||
export_as_text( Output, "gfx.lights.cab.bounce", gfx_lights_cab_bounce );
|
||||
export_as_text( Output, "gfx.lights.range", gfx_lights_range );
|
||||
export_as_text( Output, "gfx.lights.shadows", std::string{ gfx_lights_shadows == 3 ? "high" : gfx_lights_shadows == 2 ? "medium" : gfx_lights_shadows == 1 ? "low" : "no" } );
|
||||
export_as_text( Output, "python.enabled", python_enabled );
|
||||
export_as_text( Output, "python.threadedupload", python_threadedupload );
|
||||
export_as_text( Output, "python.uploadmain", python_uploadmain );
|
||||
|
||||
@@ -343,6 +343,9 @@ struct global_settings {
|
||||
float gfx_lights_cab_intensity { 1.5f }; // brightness of the cab lamp
|
||||
float gfx_lights_cab_bounce { 0.3f }; // share of the former ambient light of the cab lamp kept, for the light which bounces around the cab
|
||||
float gfx_lights_range { 300.f }; // distance from the camera the lights of models and vehicles are taken from, metres
|
||||
// shadows of the lamps (cube shadow maps), 0 none, 1 low, 2 medium, 3 high; see opengl46_local_shadows. for now the lamp of the
|
||||
// occupied cab, its shadows cast by the cab
|
||||
int gfx_lights_shadows { 2 };
|
||||
|
||||
float ui_fontsize = 13.0f;
|
||||
float ui_scale = 1.0f;
|
||||
|
||||
Reference in New Issue
Block a user