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https://github.com/MaSzyna-EU07/maszyna.git
synced 2026-07-21 14:49:19 +02:00
build 200101. opengl 3.3 renderer projected headlights
This commit is contained in:
@@ -39,8 +39,7 @@ ErrorCallback( GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei l
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bool opengl33_renderer::Init(GLFWwindow *Window)
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{
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/*
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if( false == Global.gfx_usegles ) {
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// enable for gles after move to 3.2+
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if( GLAD_GL_KHR_debug ) {
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glEnable( GL_DEBUG_OUTPUT );
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glDebugMessageCallback( ErrorCallback, 0 );
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}
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@@ -82,6 +81,7 @@ bool opengl33_renderer::Init(GLFWwindow *Window)
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m_suntexture = Fetch_Texture("fx/sun");
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m_moontexture = Fetch_Texture("fx/moon");
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m_smoketexture = Fetch_Texture("fx/smoke");
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m_headlightstexture = Fetch_Texture("fx/headlights:st");
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// prepare basic geometry chunks
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float const size = 2.5f / 2.0f;
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@@ -1329,7 +1329,7 @@ void opengl33_renderer::setup_drawing(bool const Alpha)
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void opengl33_renderer::setup_shadow_unbind_map()
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{
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opengl_texture::unbind( gl::MAX_TEXTURES + 0 );
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opengl_texture::unbind( gl::SHADOW_TEX );
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}
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// binds shadow map and updates shadow map uniform data
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@@ -1337,7 +1337,7 @@ void opengl33_renderer::setup_shadow_bind_map()
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{
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if( false == Global.gfx_shadowmap_enabled ) { return; }
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m_shadow_tex->bind(gl::MAX_TEXTURES + 0);
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m_shadow_tex->bind(gl::SHADOW_TEX);
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glm::mat4 coordmove;
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@@ -1386,12 +1386,12 @@ void opengl33_renderer::setup_env_map(gl::cubemap *tex)
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{
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if (tex)
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{
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tex->bind(GL_TEXTURE0 + gl::MAX_TEXTURES + 1);
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tex->bind(GL_TEXTURE0 + gl::ENV_TEX);
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glActiveTexture(GL_TEXTURE0);
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}
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else
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{
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glActiveTexture(GL_TEXTURE0 + gl::MAX_TEXTURES + 1);
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glActiveTexture(GL_TEXTURE0 + gl::ENV_TEX);
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glBindTexture(GL_TEXTURE_CUBE_MAP, 0);
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glActiveTexture(GL_TEXTURE0);
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}
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@@ -3958,43 +3958,56 @@ void opengl33_renderer::Update_Lights(light_array &Lights)
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{
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glDebug("Update_Lights");
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Bind_Texture( gl::HEADLIGHT_TEX, m_headlightstexture );
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// arrange the light array from closest to farthest from current position of the camera
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auto const camera = m_renderpass.pass_camera.position();
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std::sort(std::begin(Lights.data), std::end(Lights.data), [&camera](light_array::light_record const &Left, light_array::light_record const &Right) {
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// move lights which are off at the end...
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if (Left.intensity == 0.f)
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{
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return false;
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}
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if (Right.intensity == 0.f)
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{
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return true;
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}
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// ...otherwise prefer closer and/or brigher light sources
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return (glm::length2(camera - Left.position) * (1.f - Left.intensity)) < (glm::length2(camera - Right.position) * (1.f - Right.intensity));
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});
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std::sort(
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std::begin(Lights.data), std::end(Lights.data),
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[&camera](light_array::light_record const &Left, light_array::light_record const &Right) {
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// move lights which are off at the end...
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if (Left.intensity == 0.f) { return false; }
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if (Right.intensity == 0.f) { return true; }
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// ...otherwise prefer closer and/or brigher light sources
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return (glm::length2(camera - Left.position) / Left.intensity) < (glm::length2(camera - Right.position) / Right.intensity);
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});
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auto renderlight = m_lights.begin();
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size_t light_i = 1;
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// set up helpers
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glm::mat4 coordmove;
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if (GLAD_GL_ARB_clip_control || GLAD_GL_EXT_clip_control)
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// transform 1..-1 NDC xy coordinates to 1..0
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coordmove = glm::mat4( //
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0.5, 0.0, 0.0, 0.0, //
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0.0, 0.5, 0.0, 0.0, //
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0.0, 0.0, 1.0, 0.0, //
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0.5, 0.5, 0.0, 1.0 //
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);
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else
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// without clip_control we also need to transform z
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coordmove = glm::mat4( //
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0.5, 0.0, 0.0, 0.0, //
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0.0, 0.5, 0.0, 0.0, //
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0.0, 0.0, 0.5, 0.0, //
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0.5, 0.5, 0.5, 1.0 //
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);
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glm::mat4 mv = OpenGLMatrices.data( GL_MODELVIEW );
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glm::mat4 mv = OpenGLMatrices.data(GL_MODELVIEW);
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// fill vehicle headlights data
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auto renderlight = m_lights.begin();
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size_t light_i = 1;
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for (auto const &scenelight : Lights.data)
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for (auto const &scenelight : Lights.data)
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{
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if (renderlight == m_lights.end())
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{
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if (renderlight == m_lights.end()) {
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// we ran out of lights to assign
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break;
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}
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if (scenelight.intensity == 0.f)
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{
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if (scenelight.intensity == 0.f) {
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// all lights past this one are bound to be off
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break;
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}
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auto const lightoffset = glm::vec3{scenelight.position - camera};
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if (glm::length(lightoffset) > 1000.f)
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{
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if (glm::length(lightoffset) > 1000.f) {
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// we don't care about lights past arbitrary limit of 1 km.
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// but there could still be weaker lights which are closer, so keep looking
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continue;
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@@ -4016,39 +4029,89 @@ void opengl33_renderer::Update_Lights(light_array &Lights)
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renderlight->apply_intensity( ( scenelight.count * 0.5 ) * ( scenelight.owner->DimHeadlights ? 0.5 : 1.0 ) );
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renderlight->apply_angle();
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gl::light_element_ubs *l = &light_ubs.lights[light_i];
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l->pos = mv * glm::vec4(renderlight->position, 1.0f);
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l->dir = mv * glm::vec4(renderlight->direction, 0.0f);
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l->type = gl::light_element_ubs::SPOT;
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l->in_cutoff = headlight_config.in_cutoff;
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l->out_cutoff = headlight_config.out_cutoff;
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l->color = renderlight->diffuse * renderlight->factor;
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l->linear = headlight_config.falloff_linear / 10.0f;
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l->quadratic = headlight_config.falloff_quadratic / 100.0f;
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l->ambient = headlight_config.ambient;
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l->intensity = headlight_config.intensity;
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light_i++;
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gl::light_element_ubs *light = &light_ubs.lights[light_i];
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light->pos = mv * glm::vec4(renderlight->position, 1.0f);
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light->dir = mv * glm::vec4(renderlight->direction, 0.0f);
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light->type = gl::light_element_ubs::HEADLIGHTS;
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light->in_cutoff = headlight_config.in_cutoff;
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light->out_cutoff = headlight_config.out_cutoff;
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light->color = renderlight->diffuse * renderlight->factor;
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light->linear = headlight_config.falloff_linear / 10.0f;
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light->quadratic = headlight_config.falloff_quadratic / 100.0f;
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light->ambient = headlight_config.ambient;
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light->intensity = headlight_config.intensity;
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// headlights-to-world projection
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{
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// headlight projection is 1 km long box aligned with vehicle rotation and aimed slightly downwards
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opengl_camera headlights;
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auto const &ownerdimensions{ scenelight.owner->MoverParameters->Dim };
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auto const up{ static_cast<glm::dvec3>( scenelight.owner->VectorUp() ) };
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auto const size{ static_cast<float>( std::max( ownerdimensions.W, ownerdimensions.H ) * 1.0 ) }; // ensure square ratio
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headlights.position() =
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scenelight.owner->GetPosition()
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- scenelight.direction * 150.f
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+ up * ( size * 0.5 );
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/*
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headlights.projection() = ortho_projection(
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-size, size,
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-size, size,
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ownerdimensions.L * 0.5 - 0.5, 1000.0f );
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*/
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headlights.projection() = perspective_projection(
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glm::radians( 2.5 ),
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1.0,
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ownerdimensions.L * 0.5 + 150.0 - 0.25, 1000.0f );
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glm::dmat4 viewmatrix{ 1.0 };
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viewmatrix *=
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glm::lookAt(
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headlights.position(),
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headlights.position()
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- up * 1.0
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+ glm::dvec3{ scenelight.direction * 1000.f },
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glm::dvec3{ 0.f, 1.f, 0.f } );
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headlights.modelview() = viewmatrix;
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// calculate world->headlight space projection matrix
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glm::mat4 const depthproj{ headlights.projection() };
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// NOTE: we strip transformations from camera projections to remove jitter that occurs
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// with large (and unneded as we only need the offset) transformations back and forth
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auto const lightcam{ glm::mat3{ headlights.modelview() } };
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auto const worldcam{ glm::mat3{ m_renderpass.pass_camera.modelview() } };
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light->headlight_projection =
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coordmove
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* depthproj
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* glm::translate(
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glm::mat4{ lightcam },
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glm::vec3{ m_renderpass.pass_camera.position() - headlights.position() } )
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* glm::mat4{ glm::inverse( worldcam ) };
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}
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// headlights weights
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light->headlight_weights = { scenelight.state, 0.f };
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++light_i;
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++renderlight;
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}
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light_ubs.lights_count = light_i;
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// fill sunlight data
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light_ubs.ambient = m_sunlight.ambient * m_sunlight.factor;// *simulation::Environment.light_intensity();
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light_ubs.lights[0].type = gl::light_element_ubs::DIR;
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light_ubs.lights[0].dir = mv * glm::vec4(m_sunlight.direction, 0.0f);
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light_ubs.lights[0].color = m_sunlight.diffuse * m_sunlight.factor * simulation::Environment.light_intensity();
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light_ubs.lights[0].ambient = 0.0f;
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light_ubs.lights[0].intensity = 1.0f;
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light_ubs.lights_count = light_i;
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// fill fog data
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light_ubs.fog_color = Global.FogColor;
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if (Global.fFogEnd > 0)
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{
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m_fogrange = Global.fFogEnd / std::max(1.f, Global.Overcast * 2.f);
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model_ubs.fog_density = 1.0f / m_fogrange;
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}
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else
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model_ubs.fog_density = 0.0f;
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else
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{
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model_ubs.fog_density = 0.0f;
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}
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// ship config data to the gpu
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model_ubo->update(model_ubs);
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light_ubo->update(light_ubs);
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}
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