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milek7/sim branch opengl 3.3 renderer import
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377
opengl33renderer.h
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377
opengl33renderer.h
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/*
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This Source Code Form is subject to the
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terms of the Mozilla Public License, v.
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2.0. If a copy of the MPL was not
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distributed with this file, You can
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obtain one at
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http://mozilla.org/MPL/2.0/.
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*/
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#pragma once
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#include "renderer.h"
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#include "openglcamera.h"
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#include "opengl33light.h"
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#include "opengl33particles.h"
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#include "openglskydome.h"
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#include "opengl33precipitation.h"
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#include "simulationenvironment.h"
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#include "scene.h"
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#include "MemCell.h"
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#include "lightarray.h"
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#include "gl/ubo.h"
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#include "gl/framebuffer.h"
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#include "gl/renderbuffer.h"
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#include "gl/postfx.h"
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#include "gl/shader.h"
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#include "gl/cubemap.h"
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#include "gl/glsl_common.h"
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#include "gl/pbo.h"
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#include "gl/query.h"
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// bare-bones render controller, in lack of anything better yet
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class opengl33_renderer : public gfx_renderer {
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public:
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// types
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/// Renderer runtime settings
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struct Settings
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{
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bool traction_debug { false };
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} settings;
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// methods
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bool Init(GLFWwindow *Window);
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/*
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bool AddViewport(const global_settings::extraviewport_config &conf);
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*/
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// main draw call. returns false on error
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bool Render();
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void SwapBuffers();
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inline float Framerate()
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{
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return m_framerate;
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}
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// geometry methods
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// NOTE: hands-on geometry management is exposed as a temporary measure; ultimately all visualization data should be generated/handled automatically by the renderer itself
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// creates a new geometry bank. returns: handle to the bank or NULL
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gfx::geometrybank_handle Create_Bank();
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// creates a new geometry chunk of specified type from supplied vertex data, in specified bank. returns: handle to the chunk or NULL
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gfx::geometry_handle Insert(gfx::vertex_array &Vertices, gfx::geometrybank_handle const &Geometry, int const Type);
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// replaces data of specified chunk with the supplied vertex data, starting from specified offset
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bool Replace(gfx::vertex_array &Vertices, gfx::geometry_handle const &Geometry, int const Type, std::size_t const Offset = 0);
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// adds supplied vertex data at the end of specified chunk
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bool Append(gfx::vertex_array &Vertices, gfx::geometry_handle const &Geometry, int const Type);
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// draws supplied geometry handles
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void Draw_Geometry(std::vector<gfx::geometrybank_handle>::iterator begin, std::vector<gfx::geometrybank_handle>::iterator end);
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void Draw_Geometry(const gfx::geometrybank_handle &handle);
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// provides direct access to vertex data of specfied chunk
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gfx::vertex_array const &Vertices(gfx::geometry_handle const &Geometry) const;
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// material methods
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material_handle Fetch_Material(std::string const &Filename, bool const Loadnow = true);
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void Bind_Material(material_handle const Material, TSubModel *sm = nullptr);
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void Bind_Material_Shadow(material_handle const Material);
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// shader methods
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std::shared_ptr<gl::program> Fetch_Shader( std::string const &name ) override;
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opengl_material const &Material(material_handle const Material) const;
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opengl_material &Material(material_handle const Material);
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// texture methods
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texture_handle
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Fetch_Texture( std::string const &Filename, bool const Loadnow = true, GLint format_hint = GL_SRGB_ALPHA ) override;
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void
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Bind_Texture( texture_handle const Texture ) override;
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void
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Bind_Texture( std::size_t const Unit, texture_handle const Texture ) override;
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opengl_texture &
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Texture( texture_handle const Texture ) override;
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opengl_texture const &
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Texture( texture_handle const Texture ) const override;
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// utility methods
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TSubModel const *
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Pick_Control() const override { return m_pickcontrolitem; }
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scene::basic_node const *
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Pick_Node() const override { return m_picksceneryitem; }
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glm::dvec3
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Mouse_Position() const override { return m_worldmousecoordinates; }
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void Update_AnimModel(TAnimModel *model);
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// maintenance methods
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void Update(double const Deltatime);
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void Update_Pick_Control();
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void Update_Pick_Node();
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glm::dvec3 get_mouse_depth();
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// debug methods
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std::string const &info_times() const;
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std::string const &info_stats() const;
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void pick_control(std::function<void(TSubModel const *)> callback);
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void pick_node(std::function<void(scene::basic_node *)> callback);
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// members
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GLenum static const sunlight{0};
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std::size_t m_drawcount{0};
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bool debug_ui_active = false;
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private:
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// types
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enum class rendermode
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{
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none,
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color,
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shadows,
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cabshadows,
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reflections,
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pickcontrols,
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pickscenery
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};
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struct debug_stats
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{
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int dynamics{0};
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int models{0};
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int submodels{0};
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int paths{0};
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int traction{0};
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int shapes{0};
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int lines{0};
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int drawcalls{0};
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};
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using section_sequence = std::vector<scene::basic_section *>;
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using distancecell_pair = std::pair<double, scene::basic_cell *>;
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using cell_sequence = std::vector<distancecell_pair>;
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struct renderpass_config
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{
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opengl_camera pass_camera;
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opengl_camera viewport_camera;
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rendermode draw_mode{rendermode::none};
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float draw_range{0.0f};
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};
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struct viewport_config {
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int width;
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int height;
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float draw_range;
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bool main = false;
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GLFWwindow *window = nullptr;
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glm::mat4 camera_transform;
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std::unique_ptr<gl::framebuffer> msaa_fb;
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std::unique_ptr<gl::renderbuffer> msaa_rbc;
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std::unique_ptr<gl::renderbuffer> msaa_rbv;
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std::unique_ptr<gl::renderbuffer> msaa_rbd;
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std::unique_ptr<gl::framebuffer> main_fb;
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std::unique_ptr<opengl_texture> main_texv;
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std::unique_ptr<opengl_texture> main_tex;
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std::unique_ptr<gl::framebuffer> main2_fb;
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std::unique_ptr<opengl_texture> main2_tex;
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};
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viewport_config *m_current_viewport = nullptr;
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typedef std::vector<opengl33_light> opengllight_array;
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// methods
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std::unique_ptr<gl::program> make_shader(std::string v, std::string f);
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bool Init_caps();
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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);
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void setup_matrices();
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void setup_drawing(bool const Alpha = false);
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void setup_shadow_map(opengl_texture *tex, renderpass_config conf);
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void setup_env_map(gl::cubemap *tex);
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void setup_environment_light(TEnvironmentType const Environment = e_flat);
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// runs jobs needed to generate graphics for specified render pass
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void Render_pass(viewport_config &vp, rendermode const Mode);
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// creates dynamic environment cubemap
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bool Render_reflections(viewport_config &vp);
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bool Render(world_environment *Environment);
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void Render(scene::basic_region *Region);
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void Render(section_sequence::iterator First, section_sequence::iterator Last);
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void Render(cell_sequence::iterator First, cell_sequence::iterator Last);
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void Render(scene::shape_node const &Shape, bool const Ignorerange);
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void Render(TAnimModel *Instance);
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bool Render(TDynamicObject *Dynamic);
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bool Render(TModel3d *Model, material_data const *Material, float const Squaredistance, Math3D::vector3 const &Position, glm::vec3 const &Angle);
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bool Render(TModel3d *Model, material_data const *Material, float const Squaredistance);
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void Render(TSubModel *Submodel);
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void Render(TTrack *Track);
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void Render(scene::basic_cell::path_sequence::const_iterator First, scene::basic_cell::path_sequence::const_iterator Last);
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bool Render_cab(TDynamicObject const *Dynamic, float const Lightlevel, bool const Alpha = false);
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void Render(TMemCell *Memcell);
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void Render_particles();
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void Render_precipitation();
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void Render_Alpha(scene::basic_region *Region);
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void Render_Alpha(cell_sequence::reverse_iterator First, cell_sequence::reverse_iterator Last);
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void Render_Alpha(TAnimModel *Instance);
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void Render_Alpha(TTraction *Traction);
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void Render_Alpha(scene::lines_node const &Lines);
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bool Render_Alpha(TDynamicObject *Dynamic);
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bool Render_Alpha(TModel3d *Model, material_data const *Material, float const Squaredistance, Math3D::vector3 const &Position, glm::vec3 const &Angle);
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bool Render_Alpha(TModel3d *Model, material_data const *Material, float const Squaredistance);
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void Render_Alpha(TSubModel *Submodel);
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void Update_Lights(light_array &Lights);
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glm::vec3 pick_color(std::size_t const Index);
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std::size_t pick_index(glm::ivec3 const &Color);
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bool init_viewport(viewport_config &vp);
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void draw(const gfx::geometry_handle &handle);
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void draw(std::vector<gfx::geometrybank_handle>::iterator begin, std::vector<gfx::geometrybank_handle>::iterator end);
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void draw_debug_ui();
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// members
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GLFWwindow *m_window{nullptr}; // main window
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gfx::geometrybank_manager m_geometry;
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material_manager m_materials;
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texture_manager m_textures;
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opengl33_light m_sunlight;
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opengllight_array m_lights;
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/*
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float m_sunandviewangle; // cached dot product of sunlight and camera vectors
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*/
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gfx::geometry_handle m_billboardgeometry{0, 0};
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texture_handle m_glaretexture{-1};
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texture_handle m_suntexture{-1};
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texture_handle m_moontexture{-1};
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texture_handle m_smoketexture{-1};
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// main shadowmap resources
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int m_shadowbuffersize{2048};
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glm::mat4 m_shadowtexturematrix; // conversion from camera-centric world space to light-centric clip space
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glm::mat4 m_cabshadowtexturematrix; // conversion from cab-centric world space to light-centric clip space
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int m_environmentcubetextureface{0}; // helper, currently processed cube map face
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double m_environmentupdatetime{0}; // time of the most recent environment map update
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glm::dvec3 m_environmentupdatelocation; // coordinates of most recent environment map update
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opengl_skydome m_skydomerenderer;
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opengl33_precipitation m_precipitationrenderer;
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opengl33_particles m_particlerenderer; // particle visualization subsystem
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unsigned int m_framestamp; // id of currently rendered gfx frame
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float m_framerate;
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double m_updateaccumulator{0.0};
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std::string m_debugtimestext;
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std::string m_pickdebuginfo;
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debug_stats m_debugstats;
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std::string m_debugstatstext;
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glm::vec4 m_baseambient{0.0f, 0.0f, 0.0f, 1.0f};
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glm::vec4 m_shadowcolor{colors::shadow};
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// TEnvironmentType m_environment { e_flat };
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float m_specularopaquescalefactor{1.f};
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float m_speculartranslucentscalefactor{1.f};
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float m_fogrange = 2000.0f;
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renderpass_config m_renderpass; // parameters for current render pass
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section_sequence m_sectionqueue; // list of sections in current render pass
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cell_sequence m_cellqueue;
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renderpass_config m_colorpass; // parametrs of most recent color pass
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renderpass_config m_shadowpass; // parametrs of most recent shadowmap pass
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renderpass_config m_cabshadowpass; // parameters of most recent cab shadowmap pass
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std::vector<TSubModel const *> m_pickcontrolsitems;
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TSubModel const *m_pickcontrolitem{nullptr};
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std::vector<scene::basic_node *> m_picksceneryitems;
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scene::basic_node *m_picksceneryitem{nullptr};
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glm::vec3 m_worldmousecoordinates { 0.f };
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#ifdef EU07_USE_DEBUG_CAMERA
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renderpass_config m_worldcamera; // debug item
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#endif
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std::optional<gl::query> m_timequery;
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GLuint64 m_gllasttime = 0;
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double m_precipitationrotation;
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glm::mat4 perspective_projection(float fov, float aspect, float z_near, float z_far);
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glm::mat4 perpsective_frustumtest_projection(float fov, float aspect, float z_near, float z_far);
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glm::mat4 ortho_projection(float left, float right, float bottom, float top, float z_near, float z_far);
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glm::mat4 ortho_frustumtest_projection(float left, float right, float bottom, float top, float z_near, float z_far);
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std::vector<std::function<void(TSubModel const *)>> m_control_pick_requests;
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std::vector<std::function<void(scene::basic_node *)>> m_node_pick_requests;
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std::unique_ptr<gl::shader> m_vertex_shader;
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std::unique_ptr<gl::ubo> scene_ubo;
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std::unique_ptr<gl::ubo> model_ubo;
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std::unique_ptr<gl::ubo> light_ubo;
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gl::scene_ubs scene_ubs;
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gl::model_ubs model_ubs;
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gl::light_ubs light_ubs;
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std::unordered_map<std::string, std::shared_ptr<gl::program>> m_shaders;
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std::unique_ptr<gl::program> m_line_shader;
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std::unique_ptr<gl::program> m_freespot_shader;
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std::unique_ptr<gl::program> m_billboard_shader;
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std::unique_ptr<gl::program> m_celestial_shader;
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std::unique_ptr<gl::vao> m_empty_vao;
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std::vector<std::unique_ptr<viewport_config>> m_viewports;
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std::unique_ptr<gl::postfx> m_pfx_motionblur;
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std::unique_ptr<gl::postfx> m_pfx_tonemapping;
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std::unique_ptr<gl::program> m_shadow_shader;
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std::unique_ptr<gl::program> m_alpha_shadow_shader;
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std::unique_ptr<gl::framebuffer> m_pick_fb;
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std::unique_ptr<opengl_texture> m_pick_tex;
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std::unique_ptr<gl::renderbuffer> m_pick_rb;
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std::unique_ptr<gl::program> m_pick_shader;
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std::unique_ptr<gl::cubemap> m_empty_cubemap;
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std::unique_ptr<gl::framebuffer> m_cabshadows_fb;
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std::unique_ptr<opengl_texture> m_cabshadows_tex;
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std::unique_ptr<gl::framebuffer> m_env_fb;
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std::unique_ptr<gl::renderbuffer> m_env_rb;
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std::unique_ptr<gl::cubemap> m_env_tex;
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std::unique_ptr<gl::framebuffer> m_shadow_fb;
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std::unique_ptr<opengl_texture> m_shadow_tex;
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std::unique_ptr<gl::pbo> m_picking_pbo;
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std::unique_ptr<gl::pbo> m_picking_node_pbo;
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std::unique_ptr<gl::pbo> m_depth_pointer_pbo;
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std::unique_ptr<gl::framebuffer> m_depth_pointer_fb;
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std::unique_ptr<gl::framebuffer> m_depth_pointer_fb2;
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std::unique_ptr<gl::renderbuffer> m_depth_pointer_rb;
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std::unique_ptr<opengl_texture> m_depth_pointer_tex;
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std::unique_ptr<gl::program> m_depth_pointer_shader;
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material_handle m_invalid_material;
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bool m_blendingenabled;
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bool m_widelines_supported;
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struct headlight_config_s
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{
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float in_cutoff = 1.005f;
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float out_cutoff = 0.993f;
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float falloff_linear = 0.069f;
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float falloff_quadratic = 0.03f;
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float intensity = 1.0f;
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float ambient = 0.184f;
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};
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headlight_config_s headlight_config;
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};
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//---------------------------------------------------------------------------
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